Choose two —
- Each opponent sacrifices a creature.
- Exile all cards from each opponent's graveyard.
- Create a 1/1 white and black Spirit creature token with flying.
- You gain 4 life.
Entwine (Choose all if you pay the entwine cost.)
|Have (2)||metalmagic , GoblinElectromancer|
Printings View all
|Modern Horizons (MH1)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Kaya's Guile Discussion
1 week ago
Names: "You're Sweet, but I brought Wilford Brimley to the Party" "Diabeetus!" "Wilford Brinley: A Crusade to End Diabeetus, and Your Opponents" (https://youtu.be/m6CeGgzaGSE)
You need more than 30 lands.
On another note, I like how the militia captain turns into a cult leader... Is Hanweir actually Michigan?
2 weeks ago
Heya, hows it going. So in my experience, I've found that a control deck is made up of 3 general parts: Removal, Card Advantage, and Win Condition. Looking at your deck, it seems like you're loaded up on removal and less so on card advantage.
Let me give you a little lesson on control (a very opinionated one, mind you) since I feel like it. No matter what, a control deck's greatest strength is its ability to get ahead on cards. When you see a hardline control deck win, it isn't by a thin margin; either they're at a high life total with cards in hand, or they're at a low life total with a clear board and cards in hand. Either way, they have cards in their hand.
Now, the reason you see Esper control decks that play a myriad of one-for-one removal spells and cantrips like Opt which don't really generate card advantage on their own is Snapcaster Mage. Snap turns cantrips into card advantage and removal spells into 2-for-1s, which is a form of card advantage. If Snap didn't exist, I guarantee you pure control decks would opt for a higher density of sweepers and cards that otherwise generate value on their own, like Think Twice. Not having access to Snap makes your one-for-one removal spells far less valuable in the grand scheme of the game, since the most you will ever get out of them is a single card.
Of course, that's not to say that dealing with threats one-for-one is bad, but in general you want to 1+X-for-1 whenever you can get away with it.
So let's come back to your deck. You have a lot of removal, but without Snap your only real card advantage is two Kaya's Guile, two Esper Charm, and two Day of Judgment. I would suggest cutting Street Wraith, which doesn't really do much for the deck since it doesn't impact the board or make card advantage, for something like Omen of the Sea or just more Esper Charm if you think your mana can support it. I'd also cut a Logic Knot for a third Day of Judgment.
As far as other details go, I'd play two more On Thin Ice over Condemn. Maybe cut the single Path and play Condemn there instead, just to lower the cost a little. I also think you should rework your mana base for more white and less black, since your white splash seems to be dominant here.
3 weeks ago
Here are some options depending on what you're seeing:
1-2 Damping Sphere - for Tron
I'm not sure what it's specifically for - seems to be a value card vs. the GY decks running around, but I see a lot of folks fitting in 2 Kaya's Guile which also fits your plan nicely.
2 Anger of the Gods for zoo, Lurrus, and RDW decks.
2 Collective Brutality as a versatile in vs. Burn and control.
3 weeks ago
ShadowAblaze, thanks for the comment. I am very aware of all of those cards; they have all been left out deliberately, for different reasons (except Teysa, who is actually my commander-- you seem to have overlooked her). I'll address them individually:
Blood Baron of Vizkopa - At 5 mana, with no real synergy with the rest of the deck, and no immediate impact on the board state, he is not viable in this build.
Immortal Servitude - This is a fantastic card, and I will actually probably put a copy in. I just need to work on finding a copy. Unfortunately, it's usually going to be a strictly worse Rally the Ancestors, but casting it for X=2 should usually yield good results.
Obzedat, Ghost Council - This is another creature which offers no synergy with the rest of the deck's aristocrat goals. I will probably make a separate deck for the Ghost Council in the future.
Obzedat's Aid - I love this card, and I have tried to make it work so many times, but it is unfortunately too slow, most of the time. This card lives in my maybeboard.
Karlov of the Ghost Council - This is a very strong card, but again, it lacks any meaningful synergy with the deck. The best I get from Karlov is a bunch of triggers from my Lifelink tokens, but usually Karlov ends up being a "win-more" card. He, too, lives in my maybe-board.
Teysa Karlov - This is literally the commander of the deck. I'm not sure why you think she's not in here, lmfao.
Kaya's Guile - I have playtested this card, and I have found that more often than not it under-performs. It may find its way back into the deck as my meta shifts, but more often than not it's not worth playing, for me.
Debt to the Deathless - This has been one of my favorite cards since its release. It simply is not well suited to this deck, however. More often than not, it simply gets countered, and even if it didn't, it does nothing to support the aristocrats strategy of this deck. The current build usually does not accelerate to the amount of mana required to make this card viable.
High Priest of Penance - This is another one of my all-time favorite Magic cards, and nearly made the cut, but since I do not have any way of dealing damage to him on my own, he more often than not ends up sitting in play and doing nothing until the board gets wiped. He's another one of those cards that lives in my maybe-board, and may one day be added to the roster-- but for now, he doesn't have the synergy required to make it work.
4 weeks ago
Teysa Karlov - not sure why she isn't on here...
Kaya's Guile - excellent edict and graveyard hose
Debt to the Deathless - potential win con
High Priest of Penance - can be solid removal
1 month ago
Kaya's Guile is a bit too pricey for my budget, and Ashes to Ashes has a pretty hefty life point cost. Mortify, however, is actually a pretty good recommendation. I'd completely forgotten that it even existed - thanks for reminding me, C--8CLARK8--D!
1 month ago
2 months ago
Hey, this is a very cheap deck. Are you not able to spend a little more? A $20 upgrade could really help your deck.
Even though have a low budget to work with there's still several upgrades you could make. Some upgrades to consider are to take more advantage of Teysa's ability to give you additional die triggers when a creature dies.
Good budget cards, $1 or less each, to consider adding:
- Command Tower: one of the best lands to multicolored decks in Commander.
- Caves of Koilos
- Tainted Field
- Orzhov Basilica
- Ash Barrens
- Doomed Traveler: Spirit token.
- Ministrant of Obligation: Spirit tokens.
- Tithe Taker: Spirit token.
- Requiem Angel: repeatable Spirit tokens.
- Reassembling Skeleton: good creature to sac since it can reanimate itself.
- Woe Strider: sac outlet and repeatable scry.
- Cartel Aristocrat: sac outlet.
- Grim Haruspex: draw when a nontoken creature you control dies.
- Mentor of the Meek: draw when a 1/1 Spirit token is created.
- Archon of Justice: exile permanent.
- Plaguecrafter: all players sac a creature/Planeswalker or discard a card. Can sac Plaguecrafter to itself.
- Fleshbag Marauder
- Reliquary Monk: destroy opponent artifact or enchantment.
- Dutiful Attendant: creature recursion.
- Soul Warden: gain life when Spirits are created and when other creatures including your opponents ETB.
- Soul's Attendant: same as Warden.
- Dreadhorde Invasion: with a sac outlet is a repeatable source of token or a token that grows in power/toughness.
- Diabolic Tutor: budget unconditional tutor.
- Read the Bones
- Talisman of Hierarchy: two drop mana rock.
- Orzhov Signet: two drop mana rock.
- Kaya's Guile
- Crush Contraband
- Dusk / Dawn
I offer more advice, good luck with your deck.