Kick in the Door

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Kick in the Door

Sorcery

Put a +1/+1 counter on target creature. That creature gains haste until end of turn and can't be blocked by Walls this turn. Venture into the dungeon. (If you aren't venturing through a dungeon, choose one of the dungeon cards you own from outside the game, put it into the command zone and put a venture counter on the first room of that dungeon. All effects of that room trigger. When you venture into the dungeon while you have a dungeon in the command zone, advance to the next room downward of your choice and triggering all effects of that room. When you have resolved the effects of the last room of the dungeon, remove that dungeon from the game. You can only venture through one dungeon at a time.)

thesilentpyro on Pervasive Footprints

2 years ago

Out: Besmirch

In: Nothing, there were 101 cards in the deck because I didn't finish cutting last time.

  • A wincon that relies on combat (even if it's pretty well guaranteed) that doesn't further the gameplan is a hard sell. If the goad is relevant at all it means you didn't go off hard enough.

Out: Dovescape

In: Dizzy Spell

  • Dovescape is a hilarious card that does win you the game, but six mana is too much when it doesn't immediately do something. Dizzy Spell for Nivmagus Elemental is often going to be better.
  • The one-mana slot has gotten very versatile, and a you can always just nab Kick in the Door to get things started if you don't need something specific like Crop Rotation or Nivmagus Elemental. It's also a targeted spell if you want to just trigger mentors or Storm-Kiln Artist.

Out: Feather, the Redeemed

In: Kick in the Door

  • Feather is cute, but slow and win-more; we should win the turn we're casting a bunch of spells and its three mana is better spent doing exactly that.
  • Kick does little bits of everything we want: gives treasures, makes tokens, and draws cards, with some random lifegain and scry thrown in. None of these effects are as efficient as the cards that are focused on them, but you're never sad to have Kick. Four creatures on the board is enough to complete Lost Mine of Phandelver for a little benefit, and at five you can work on Dungeon of the Mad Mage and accelerate the combo. When there's seven+ the card's gold.

Out: Gods Willing

In: Tamiyo's Safekeeping

  • Protection is not as good as indestructible when multiple Pongify/Beast Within-type cards are in the deck. I'm only leaving in Apostle's Blessing as the sole protection from color card because the colorless cost is more relevant than scry when we can already draw a million cards and having some ability to protect from targeted non-destroy removal is good. The hexproof from the blessing is very relevant to protect from opposing targeted removal of any kind, and the lifegain isn't irrelevant either.

Out: Leyline of Anticipation

In: Storm-Kiln Artist

  • Leyline is too expensive to not do anything itself and the concentration of instant-speed cards is just getting higher. Dizzy Spell for Crop Rotation for Emergence Zone is pretty similar if you are really worried about timing, and the Crop Rotation can be done at instant speed itself or held to fetch Gaea's Cradle when going off.
  • The rulings on Storm-Kiln Artist dictate that every copy makes another treasure. Four mana might actually make this win-more considering how many other bonkers mana generators there are, but it's really hard for me to resist how explosive this is. It's an easy way to burn someone out with Electrodominance, hitting more than one player with Regrowth and Eternal Witness.

Out: Mercy Killing

In: Startle

  • Using Mercy Killing as a radiated forced sacrifice is bad as we can't protect with indestructibility. Losing instant-speed multiple tokens is a hard sell, though, and it's amazing when Nivmagus Elemental or Flusterstorm are available. This might still make it back in if only to use as a regular removal spell that is also a token generator. You need things to have at least two power to net tokens, but there's accidental synergy with all the random power buffs in here. I've gotta think on it.
  • Startle is probably now the best targeted spell in the deck; it's instant speed tokens AND draw for two mana.

Out: Quasiduplicate

In: Croaking Counterpart

  • Croak is a targeted copy maker that gets opponents' creatures at three mana with flashback. Don't need to say anything else. It sucks that it doesn't hit its own tokens when you flash it back, but that won't come up much as the flashback isn't necessary so getting opponents' creatures up front is better than getting more of your own with a second cast. Hilariously, it doesn't hit Rapid Hybridization tokens.

Out: Reliquary Tower

In: Boseiju, Who Endures

  • I've never liked Reliquary. It was only in as a remnant from when the deck was slower and we were more likely to run out of mana. Now we should win on the same turn we draw a million cards, and the colorless mana can be relevant when the curve is so low.
  • Boseiju, Who Endures is an untapped colored source that is also uncounterable removal for problematic permanents. I don't anticipate ever taking it out.

Out: Rite of Replication

In: Mythos of Illuna

  • This should always have been Mythos. Having the option to hit the occasional doozy of a non-creature is pretty great, and while it's rare that you want it the removal is always an option. The kicker on Rite is and always was win-more that just makes the table groan.

Out: Swell of Growth

In: Sudden Breakthrough

  • Swell is a good card, but one treasure per creature is better than being limited to the number of lands you have. It's possible Scale the Heights is the right cut instead.

GrimlockVIII on Son of Sprite Dragon

2 years ago

Hey paintman37. Thanks for the feedback!

Oh yeah the Azorius variant definitely has a lot of neat synergies, especially with the white magecraft dudes.

I'd say that Stormchaser Drake definitely fits better in the Izzet variant since drawing two cards off Ancestral Anger is too sweet to pass up. Plus it's easier to give him haste via Kick in the Door to make sure he doesn't just sit there to get his teeth kicked on your opponent's turn.

Voltaic Visionary  Flip might be worth looking into, but I'm a little hesitant about Geistflame Reservoir since the mana sinks seem better fit for a control deck rather than an aggro deck.

JANKYARD_DOG on Raw-Magecraft

2 years ago

A few spells I like in my magecraft decks:

Sejiri Shelter  Flip - Counters removal, and can make a creature unblockable or survive what would have been a tradeoff.

Mordenkainen's Polymorph - Grants stats, evasion, and can also make for a surprise blocker if needed. Doesn't take away abilities either so cast on a Luminancer you have a 6/6 Flying dragon that will still get bigger when/if you cast more spells.

Show of Confidence - Has the potential to be a finisher, especially when both Luminarch and Lightscribe are on the field.

Guiding Voice - Sure it's a sorcery, but it offers a permanent buff and a choice of lesson which can sometimes be better than a straight draw.

Kick in the Door - again, sorcery but haste and permanent buff can be nice and venture is pretty much always going to be scry 1 the first time, and if you get to the next level the treasure can help your fixing or a gobo for a chump blocker.

Sprite Dragon - I think trumps Apprentice, at least until it rotates. It flies, grows permanently with counters, is still evasive, and considering all the other dragons floating about it could be used defensively.

What you remove, if anything, I'll leave to you. Test some stuff out, see what works for you... hope it helps.

Edit: One more note, I'm not sure access tunnel is necessary and may be more harm that good, especially in a tricolor aggro deck. Just a thought, but if it works for you it works.

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