Kiki-Jiki, Mirror Breaker

Kiki-Jiki, Mirror Breaker

Legendary Creature — Goblin Shaman

Haste

: Put a token that's a copy of target nonlegendary creature you control onto the battlefield. That token has haste. Sacrifice it at the beginning of the next end step.

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Printings View all

Set Rarity
Mystery Booster (MYS1) Mythic Rare
Iconic Masters (IMA) Mythic Rare
Modern Masters 2015 Edition (MM2) Mythic Rare
Modern Masters (MMA) None
From the Vault: Legends (V11) Mythic Rare
Champions of Kamigawa (CHK) Rare

Combos Browse all

Tokens

Legality

Format Legality
Block Constructed Legal
Duel Commander Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Oathbreaker Legal
Modern Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Noble Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Kiki-Jiki, Mirror Breaker occurrence in decks from the last year

Modern:

All decks: 0.11%

Commander / EDH:

All decks: 0.04%

Red: 0.42%

Rakdos: 0.23%

Kiki-Jiki, Mirror Breaker Discussion

SirHipHopHippo on The Suicide Squad (Tana Just Watches)

4 days ago

enpc Sun dial used to be in this deck, it actually does not work with the "suicide squad" creatures because the ability says "at the beginning of the end step" rather than "at the beginning of the next endstep" it needs to say next in order for sundial to work effectively because they will just die on the opponents end step and sundial can only be used on your own turn.

However, Sundial does work with Sneak Attack and Kiki-Jiki, Mirror Breaker. But ultimately I decided to take it out, I never used it enough.

enpc on Tell me, does this line ...

5 days ago

I mean, if you're concerned about the fragility of using Najeela to combo off, you could always go:

The line does require a non-legendary, however you can shortcut it if you have resto in hand already (since you don't need to get Vannifar).

It's worth mentioning htat this line does need you run Jegantha as one of the 99, rather than as a companion. However thanks to the comapion rules change, I don't think this is an issue as otherwise you would be paying 8 mana for him anyway (across the 3 to hand and then casting cost).

dingusdingo on Lands choice

6 days ago

Check out https://mtg.gamepedia.com/Nonbasic_land as it lists all the non-basic lands for each color specifically. Some analysis of my own though:

Fetch lands

Polluted Delta and friends. Extremely useful for guaranteeing color access. The shuffle effect can generate extra value when you know what the top card is (especially Sensei's Divining Top and Brainstorm, but really any scry/reveal effect) by shuffling away cards you don't want. Generates huge color access when paired with Shocklands. The "pay 1 life" clause does add up, especially against decks like burn. Reusable from plenty of cards, and it also slightly thins the deck. Hosed by a few random effects like Aven Mindcensor or Leonin Arbiter that stop searches. Also hosed by Thalia, Heretic Cathar (and Root Maze if legacy/vintage) due to having two lands enter tapped instead of just one. A staple of any 2+ color deck, the positives far outweigh any negatives.

Shock lands

Overgrown Tomb and friends. Used in conjunction with fetchlands to guarantee color access. The 2 life to shock hurts, especially when fetched to make it 3. You can always crack fetches to grab shocks at the end of turn before yours, to have the shock enter tapped to save the 2 life. This allows you to keep mana open for instant speed response if you need it, while getting the reduced enter tapped cost if you don't need to respond to something. You generally want 1x of each shock for color access, and I personally think a 2:1 ratio is good for fetches:shocks. I will often start with 8:4 fetches:shocks for 2 or 3 color decks, and adjust as necessary from there.

Fast lands

Spirebluff Canal and friends. A nice dual land without land types that can guarantee color access fast and early. You generally should run 2-3 of these in a deck. Take note that you can play them untapped as the first, second, or third land. You like to see 1 or maybe 2 of these in a game, but don't like to draw them later. If drawn later in the game, entering tapped usually isn't nearly as big of a deal if the land entered tapped on turn 1/2/3. Extremely useful against decks like Burn or most aggro decks that seek to pressure your life total fast and early.

Check lands

Dragonskull Summit My favorite lands to use in conjunction with a fetch/shock package. They work extremely well with fetches and shocks, but do note that they will always enter tapped if it is your first land. A nice card to run, relatively efficient $$$-wise, but it doesn't play well with other non-basics such as the fastlands. These lands will also raise the percent of hands you need to mulligan with, as some otherwise playable 2 land hands will always make the checkland enter tapped (like if the other land is a fastland or other land without a basic type). Very efficient in 2 color decks, extremely efficient in 1 color dominant decks with a splash of another color for one card or sideboard reasons.

Filter lands

Cascade Bluffs and friends. Useful when you have extremely color heavy cards such as Kiki-Jiki, Mirror Breaker or other 3+ colored mana requirements. Hosed out by Damping Sphere. Worth noting that this will never make colored mana on turn 1, which slightly raises the amount of hands you will have to mulligan. A fine option for most decks, especially if you pulled one from a pack and have it available. You will see the most benefit from these in 3+ color decks.

Reveal lands

Port Town and friends. Similar to check lands, but they perform slightly differently. They can enter untapped on turn 1, which is a massive gain, but enter tapped if drawn later on after you've played your lands out from your hand. Doesn't work well with other non-basic lands outside of fetch/shocks. I personally skip these in favor of check lands, but if you notice too many turn 1 plays being broken by check lands, this may be the solution.

Battle lands

Prairie Stream and friends. Also known as tango lands. Useful in 2 color decks where you will see more basics. Can't recommend them too highly there either, but that is where can possibly see play. These have basic land types, so they can be grabbed with fetchlands, useful as an EOT play so you can untap with them normally. Really not very useful, hard to have them enter untapped. Still significantly better than almost every land that 100% enters tapped though, as it sometimes enters untapped and is fetchable.

Pain Lands

Always enters untapped, always guarantees color access. You can navigate around the 1 life on later turns by using it for instead of a color. Useful in decks that must have color access. A good budget replacement if you can't afford a fetch/shock mana base. This land will suffer against burn.

Horizon Lands

There are only 6 of these, all enemy colored except for Horizon Canopy, but spicy tech for sure. Useful in a deck like Burn that depletes its hand, or decks that use Life from the Loam to get repeat draws from the horizon lands.

Massacar on What is your favorite combo ...

1 week ago

Some fun combos that can be a little janky:

Damage and life-gain combo

Kiki-Jiki, Mirror Breaker + Thornbite Staff + Sling-Gang Lieutenant. Tap Kiki with thornbite equipped to make copies of Lieutenant, sacrifice the tokens to untap with Thornbite, repeat for a damage and life-gain combo.

The same basic combo can be done in four parts using Kiki-Jiki, Mirror Breaker + Thornbite Staff + token producer + sac outlet such as Skirk Prospector or Goblin Bombardment

Infinite reanimation (during upkeep)= Hell's Caretaker + Thornbite Staff + Genesis Chamber/Desecrated Tomb (or a reanimation target that ETBs with fodder such as Myr Battlesphere) + Initial Sac Fodder

Profet93 on Chaos Theory

1 week ago

Mana Geyser can go infinite with reiterate: If you can cast Reiterate with buyback in response to a Mana Geyser that will produce 7 or more mana, you can cast infinite Reiterates to get infinite storm and infinite mana.

Another infinite could be Kiki-Jiki, Mirror Breaker and Zealous Conscripts.

Dualcaster Mage and Twinflame/Heat Shimmer go infinite

Lastly, Experimental Frenzy, Sensei's Divining Top and Ugin, the Ineffable let you draw your whole deck

Where is your card draw? All I see are 3 wheels and outpost siege. Anvil, burning inquiry don't count IMO because they don't net you cards. I really like this chaos build. I had something similar (although not as compact/good) about a year or so back, but my playgroup hates chaos so they targeted me. So I made mine a semi-competitive build. If you added more card draw in the form of....(there are other ideas, just lmk if ur interested in them)

Endless Atlas - Card draw

Tome of Legends - I have a "good" feeling about this ;)

Ignite the Future - Better in more serious builds, but is still nice

Light Up the Stage - Similar to above, this card is probably better suited to your deck, although I run both since I'm card draw hungry in mono red


No Strip Mine instead of field? Valakut, the Molten Pinnacle instead of a mountain?

Would love to hear your thoughts on my semi-competitive build

arcane_trouper on MagicalHacker - List of All Anti-Infinite Cards

1 week ago

Wow, great work MagicalHacker. Reformatted with card links and averages (rounded up) of the range of decks the combos are in. I figure a single number for each 2 card combo makes it easker to tally up and figure percentages later. So 120,411 two-card combos total.

7293 Deadeye Navigator + Peregrine Drake

6255 Exquisite Blood + Sanguine Bond

4652 Kiki-Jiki, Mirror Breaker + Zealous Conscripts

4545 The Gitrog Monster + Dakmor Salvage

3688 Basalt Monolith + Rings of Brighthearth

3073 Demonic Consultation + Thassa's Oracle

2990 Demonic Consultation + Jace, Wielder of Mysteries

2957 Niv-Mizzet, Parun + Curiosity

2658 Mikaeus, the Unhallowed+ Triskelion

2445 Niv-Mizzet, the Firemind + Curiosity

2410 Grand Architect + Pili-Pala

2370 Demonic Consultation + Laboratory Maniac

2333 Mindcrank + Bloodchief Ascension

2315 Worldgorger Dragon + Animate Dead

2242 Umbral Mantle + Priest of Titania

2132 Niv-Mizzet, Parun + Ophidian Eye

2129 Mindcrank + Duskmantle Guildmage

2010 Godo, Bandit Warlord + Helm of the Host

1957 Aurelia, the Warleader + Helm of the Host

1852 Dualcaster Mage + Twinflame

1809 Deadeye Navigator + Palinchron

1673 Worldgorger Dragon + Dance of the Dead

1714 Traumatize + Fraying Sanity

1689 Necrotic Ooze + Buried Alive

1679 Exquisite Blood + Vizkopa Guildmage

1662 Umbral Mantle + Elvish Archdruid

1598 High Alert + Axebane Guardian

1558 Combat Celebrant + Helm of the Host

1532 Ad Nauseam + Angel's Grace

1523 Niv-Mizzet, the Firemind + Ophidian Eye

1514 Traumatize + Keening Stone

1483 Mindcrank + Syr Konrad, the Grim

1466 Eldrazi Displacer + Peregrine Drake

1429 Staff of Domination + Priest of Titania

1388 Kiki-Jiki, Mirror Breaker + Felidar Guardian

1390 Fleet Swallower + Fraying Sanity

1358 Worldgorger Dragon + Necromancy

1311 Aggravated Assault + Sword of Feast and Famine

1302 Grim Monolith + Power Artifact

1304 Reiterate + Mana Geyser

1279 Umbral Mantle + Karametra's Acolyte

1263 Heliod, Sun-Crowned + Walking Ballista

1245 Sage of Hours + Ezuri, Claw of Progress

1251 Exquisite Blood + Cliffhaven Vampire

1239 Time Sieve + Thopter Assembly

1227 Fleet Swallower + Keening Stone

1231 Necrotic Ooze + Entomb

1223 Food Chain + Eternal Scourge

1218 Aggravated Assault + Savage Ventmaw

1225 Kiki-Jiki, Mirror Breaker + Combat Celebrant

1170 Najeela, the Blade-Blossom + Nature's Will

1167 Basalt Monolith + Power Artifact

1188 Aggravated Assault + Neheb, the Eternal

1155 Helm of Obedience + Rest in Peace

1153 Exquisite Blood + Defiant Bloodlord

1112 Niv-Mizzet, Parun + Tandem Lookout

1107 Kiki-Jiki, Mirror Breaker + Deceiver Exarch

1103 Devoted Druid + Vizier of Remedies

1087 Freed from the Real + Incubation Druid

1076 Umbral Mantle + Marwyn, the Nurturer

960 Najeela, the Blade-Blossom + Cryptolith Rite

1025 Splinter Twin + Zealous Conscripts

1011 Niv-Mizzet, the Firemind + Tandem Lookout

1008 Kiki-Jiki, Mirror Breaker + Pestermite

gear12turbo on 4C Kiki-Pod

1 week ago

A friend of mine is working on building this deck at the moment and he's wondering what the purpose of Reveillark is in this deck, and I'm not familiar enough with the archetype to answer that for him. My best guess is that it can get back a number of your combo pieces from your graveyard (things like Kiki-Jiki, Mirror Breaker, Felidar Guardian, Karmic Guide, stuff like that). Is it just redundancy to protect the combo or is it part of the Pod chain?

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