Kaijin of the Vanishing Touch

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Betrayers of Kamigawa (BOK) Uncommon

Combos Browse all

Kaijin of the Vanishing Touch

Creature — Spirit

Defender (This creature can't attack.)

Whenever Kaijin of the Vanishing Touch blocks a creature, return that creature to its owner's hand at end of combat. (Return it only if it's in play.)

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Kaijin of the Vanishing Touch Discussion

K4m4r0 on Nobody has the intention of building a Wall

2 weeks ago

AlphaAuthority Thank you for your suggestions. Isochron Scepter would be a good addition. I have yet to playtest more and see what to take out for it. I mentioned Aura Shards in the "Other Cards" Tab as a good addition. I have to see how my meta evolves and if I will finally add it to the deck. Hornet Nest and Kaijin of the Vanishing Touch are too slow in my opinion and I would rather attack than block and would not get that much value/ it's very situational in my opinion. Shield Sphere and Stalwart Shield-Bearers are already in the deck. I think Thing in the Ice  Flip is a great card but you can't control the flip very well. If I'd be in a situation to decide wether or not to counter a spell that's threatening the boardstate just because I would transform Thing in the Ice  Flip that would be awful. 1W for Wall of Hope is not bad but I have better 1-drops with better effects than getting a bit life. Lurking Predators is too expensive cmc-wise and Mother of Runes can be good but I don't know yet what to scrap for her.

Zacheria10 You don't need the ability, Wall of Forgotten Pharaohs is a "4/4" for two colorless mana and you don't need mana-fix and can play it very early.

Vesosoft on Bystander Mode Activate

3 months ago

Thank you both for the clarification! I suspected it didnt enter the battlefield, even though it becomes a creature; but thought Id ask.

Doesnt matter though, I think Im going to go with Rattlechains. Not replacing all the Kaijin of the Vanishing Touch though. Need to work it out.

The reasons I am choosing Rattlechains:

  1. Once in play, it allows me to wait until my opponents end turn to play my creatures; creating a draw/go playstyle for the spirits. This will allow me to hold mana open for counterspells if needed, but not have it be wasted, because I can play my spirits each cycle of untapping.
  2. I can use any of my spirits to pump up Mausoleum Wanderer for attacking or saccing to counter.
  3. It turns Kaijin of the Vanishing Touch into an instant bounce against attacking creatures, that lingers after. Still not sure on this, but I think this make Kaijin of the Vanishing Touch useful

Now, I just need to figure out how to get that all to fit...lol

colton815 on UW tempo spirits - Modern

4 months ago

i think a counterspell would help more than Essence Flux. it'd still protect your creatures from targeted removal while also helping against literally everything else as well. re-using your ETB abilities is a minimal benefit.

you could also cut Kaijin of the Vanishing Touch. if you have it on the board, you're opponent probably won't attack unless they can kill it, in which case you're permanently losing your own creature while the opponent only temporarily loses theirs. and with so many of moderns creatures being low cost, the opponent will likely just re-cast their creature in the same turn, and attack again the following turn.

i would also cut the Ojutai's Command for the 4th Path to Exile. in my opinion, 22 lands isn't enough to support a 4cmc spell (you need 24 lands for that) and having only 1 copy of a card means your chances of drawing it are very slim.

going back to the topic of counterspells, they interact really well with Rattlechains. with a Rattlechains in play, you can simply hold up mana for a counterspell every turn, and then if you decide you didn't need one, just flash in a spirit during your opponents end step.

if counterspells aren't your thing and you want to be more aggressive, theres always Favorable Winds or even Honor of the Pure.

colton815 on UW tempo spirits - Modern

4 months ago

i think a counterspell would help more than Essence Flux. it'd still protect your creatures from targeted removal while also helping against literally everything else as well. re-using your ETB abilities is a minimal benefit.

you could also cut Kaijin of the Vanishing Touch. if you have it on the board, you're opponent probably won't attack unless they can kill it, in which case you're permanently losing your own creature while the opponent only temporarily loses theirs. and with so many of moderns creatures being low cost, the opponent will likely just re-cast their creature in the same turn, and attack again the following turn.

i would also cut the Ojutai's Command for the 4th Path to Exile. in my opinion, 22 lands isn't enough to support a 4cmc spell (you need 24 lands for that) and having only 1 copy of a card means your chances of drawing it are very slim.

going back to the topic of counterspells, they interact really well with Rattlechains. with a Rattlechains in play, you can simply hold up mana for a counterspell every turn, and then if you decide you didn't need one, just flash in a spirit during your opponents end step.

if counterspells aren't your thing and you want to be more aggressive, theres always Favorable Winds or even Honor of the Pure.

clayperce on UW tempo spirits - Modern

4 months ago

Legba,
I've never played Spirits (I'm usually on either Ponza or Infect), so please take my thoughts with some healthy skepticism. But here are some thoughts from the other side of the table:

  • It may be awesome in your meta, but I'm not sure about the Kaijin of the Vanishing Touch ... it seems there are a bunch of decks out there running Creatures with ETB effects, and their pilots might LOVE to have them returned to their hands.
  • When playing against Spirits, the card I REALLY hate to see is Geist of Saint Traft.
  • I know they're super-pricey, but maybe some Celestial Colonnade, as an alternate wincon?
  • Have you looked at the Bant version, which runs Collected Company? I don't know how it is against the field, but it's been absolutely brutal against me ... my win rate is ~50% vs. UW Spirits, but it's a solid 0% vs. Bant :-\
  • I have a friend who swears by a one-of Steel of the Godhead. I'm not a fan personally ... I know it's been responsible for some hilariously memorable wins for him, but I think it's also been responsible for some forgettable losses, where a different card would have been better in the slot. Still, I figure it's worth mentioning in case it works for you.

Draw well!

Axonlotl on Mono Blue Sea of Ghosts

10 months ago

Looks neat, if kind of slow. If you really want to irritate people, some good cards are Kaijin of the Vanishing Touch for repeated bounces and Shriekgeist for well-costed flyers. Shriekgeist also helps with the mill sub-theme. I'd cut Silent Observer, it does way too little for 4 cmc. Lastly, it might be cool to use Geist of the Archives, but I'll leave that to you.

5D_Phantom on

10 months ago

Since the secondary ability of Wall of Forgotten Pharaohs only works with deserts and I'm trying to modernize this deck, I found some potential replacements, as there's no point in including slow lands for a single creature.

Potential Walls


I really like Kaijin of the Vanishing Touch because of how bouncing enemy threats is a big theme of this deck, but I could also see Thing in the Ice  Flip being a replacement for both Wall of Forgotten Pharaohs as well as Striped Riverwinder though it doesn't get Hexproof. Thoughts, comments, suggestions?

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