Kefnet's Last Word

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation Rare
Promo Set None

Combos Browse all

Kefnet's Last Word

Sorcery

Gain control of target artifact, creature, or enchantment. Lands you control don't untap during your next untap step.

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Kefnet's Last Word Discussion

samuelmood11 on Merieke, Goddess of Theft

2 weeks ago

You want theft, right? Maybe consider Dragonlord Silumgar??? I only suggest him because he's got the steal effect. You could also go for other steal-like cards like Sen Triplets or Kefnet's Last Word. I dont know what you'd sacrifice for those though.

samuelmood11 on "Let me use your stuff" ...

3 weeks ago

I'm desperate to find a way to make Hedonist's Trove work. I want it in a sort of, "I'm gonna use your stuff if you don't mind, thanks" deck that's control centered. So I was thinking Grixis colors, with cards like Dragonlord Silumgar, Kefnet's Last Word, and Nicol Bolas, God-Pharaoh. I need some help with it though. Anyone smart enough to help? And, just to be clear, I don't care if it doesn't end up being competitive. I just want to make it work properly so I can screw with my brother next time we play each other.

cyclinggamer on -1/-1 counter with cycling

3 weeks ago

I'm still working the kinks out.

This version is supposed to work well against creature heavy decks, and still is pretty mean for controlling types.

Today, for Hour of Devastation showdown, I went 1-1-1. Lost 0-2 to temur energy, pulled out my more refined bw zombie deck, still lost, but zombies made a fight of it.

Round two, temur energy again, went 1-1-1, first game I was crushed by energy gain, sluggish slow creatures cycling in late, struggling to get land. Game two I side boarded in hand hate and board wipes, changing out Fatal Push and one each of my large spells. Abandoned Sarcophagus did wonderful work letting me cast cards from my graveyard to my opponent's frustration. Traded blows, and eventually beat him to the kill. Game three, we just ran out of time (to be honest, he was likely going to win if we'd time to finish).

Round three, played a newb running green monsters. Game one, she was mana screwed, and I ran over her, t6 win. Game two, she got mana, but my deck did exactly as designed. I say she was a newb because I asked how many lands she had in her deck, she was about 6 lands too few.

Temur energy needs creature removal, and fatal push swings too low to hit most. Kefnet's Last Word, perhaps?

Loco-Motive on Chandra/Bolas Control - HOU

4 weeks ago

The reason I'm not all-in on Bontu's Reckoning just yet is it affects my creatures as well, as few of them as there are. I like Sweltering Suns in that it keeps all of my creatures alive. So does Hour of Devastation. These are reliable enough sweepers that keep my threats on the board. If I'm only running 4 of my threatening creatures, they're valuable and should be treated as such. I have early spot removal for certain threats, and counterspells for larger threats later in the game. I also like the Magma Sprays in the main for their exile ability with the zombie decks I know I'm going to see.

The Locust God I want to test out. And believe me, I LOVE that Combustible Gearhulk. Look at my last R/W Standard deck that had him in there as well. However, there's something to be said for this Locust God that keeps coming back to my hand and can churn out 1/1s. If they were on the ground, that would be suspect...but in the air - that's great defense AND offense. I would like to test them.

Kefnet's Last Word could be suspect and may come out. Jace's Defeat may come out as well.

I will likely slot in some Anticipate as I agree with your assessment, though likely for the Hieroglyphic Illumination. I do feel that Glimmer of Genius is a good later-game card with the scry attached to it.

Ares111123 on Chandra/Bolas Control - HOU

4 weeks ago

Also for your side board i'd drop Kefnet's Last Word and Magma Spray and add Fatal Push.

p.s. Maybe drop Sweltering Suns and add Censor in main and another Fatal Push in side because Bontu's Last Reckoning is already going to fill that 3 drop board wipe spot

Ares111123 on Chandra/Bolas Control - HOU

4 weeks ago

i'd drop Glimmer of Genius, Hieroglyphic Illumination, Negate, and Magma Spray. Now i would have to test out the deck in a real game to figure out whether or not to drop 2 Chandra, Torch of Defiance and replace them with Tezzeret the Schemer. He will fix your mana problems (if you have them), creates his own artifacts to allow his -2 ability to be solid removal, his ultimate isnt too bad when you realize your getting a free 5/5 every turn, and allows you to drop bolas T5. This move will also allow cheaper players cough jason31502 cough to be able to get this deck.

To replace the 7 cards i would +1Cut, this card deals double the damage magma spray does for 1 more mana and has amazing value because of its Ribbons half. +1Combustible Gearhulk and +1The Locust God, these card provide much better card advantage than Glimmer of Genius and you get to use them to their full ability instead of having 2 E counters you cant use. Combustible Gearhulk will also allow you to save some counter spells for bigger threats instead of having to play a Disallow on a */6 creature like Honored Hydra. i would also use the other "last" and use +2Bontu's Last Reckoning in the main instead of Kefnet's Last Word in the side, this allows you to blow up any threat your opponent plays (exclude indestructible's), is 1 turn faster, and can save you against agro decks flooding the board before turn 4. For the final 2 slots i would +1Disallow and +1Abrade, all i have to say for these is disruption is better then card advantage because whats card advantage with Glimmer of Genius when you could have the cards in your hand without paying 4 mana?

multimedia on "Pleeeease Can I Play Now?"

1 month ago

ACDAMAN, those suggestions are good, other than cutting a land. I wouldn't cut a land for another spell. You want 26x lands because hitting your fourth land drop is very important to play Glimmer.

Here are my thoughts for the main deck (I lean towards more removal main deck because aggro such as Zombies, Mardu Vehicles and Monument decks can be bad matchups):

I like a hardy amount of each main deck creature removal and counterspells. In this case more counterspells because both Censor and Will can also act as draw and/or dig. These amounts allow me game one better chances to draw what I want in a variety of matchups. I can then games two and three better sideboard accordingly to the matchup.

I also like 4x Will, but 3x is fine. 4x Will is nice because it gives the best chance to curve Will into Glimmer into Devastation into Gearhulk.

For the sideboard:


I've omitted Doomfall even though I think it will be very good in Midrange and Ramp matchups, but there's just not room in the side for it.

Another approach to playtest is use more draw, Hieroglyphic Illumination. The thought is since you have more draw you can draw into more options faster. Illumination, Censor, Glimmer and Will make up a robust package of draw/dig. Using Illumination and Censor together to cycle since they only cost one mana to cycle, can give you more early game draw. Example:

  • 4x Glimmer
  • 3-4x Illumination
  • 3x Censor
  • 3x Will


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