Kiku, Night's Flower


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Champions of Kamigawa Rare

Combos Browse all

Kiku, Night's Flower

Legendary Creature — Human Assassin

(2)(Black)(Black), Tap: Target creature deals damage to itself equal to its power.

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Kiku, Night's Flower Discussion

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

1 month ago

Ok, all. I am an idiot. I had a realization in play yesterday that should have been obvious, but I had missed it. Ayli, Eternal Pilgrim was meant to be both Rattle Snake and spot removal, but the deck was not built around it, so she never got going. I focused on the spot removal, and when she was removed from the deck, I replaced it with repeatable creature spot removal, thinking that would at least come close to replacing the value of Ayli, Eternal Pilgrim. What I didn't fully grasp was that the weakness of slow speed of the removal, along with the durability of the removal was the problem, and that Assassins would never be able to make up for this. I was sitting on one of the best removal spells that are available in Queen Marchesa's colors, and I recognized this at least enough to put it into a sideboard slot because I just couldn't cut it all the way. I think I should just put the good spot removal back in, and skip all this getting fancy with creatures for removal BS. Since my Rattle Snake and Pillow Fort defense is already very strong, I am not sure why I am worrying about it so much, especially since I keep strengthening it with the most subtle of subtle Pillow Fort cards like Duelist's Heritage, Slayers' Stronghold, and Key to the City.

Right now, I think I just need to consolidate what I think this deck does best, make sure that I bring enough of both the offense and defense that this deck works off of, ensure that I am optimally countering common deck archetypes in ways that are synergistic with the rest of the deck, and not get distracted with complicated additions.

With that said, I have a sideboard that I have constructed of cards that are meant for tuning this more specifically to different metas, and for including cards for combating common archetypes that my meta does not contain. Even if I don't use this as a common sideboard between games, this is my list of cards to adjust for changing metas as I go between them, likely usually between sessions.

Changes that I plan:

Main Deck changes should be to consolidate the theme of the deck, removing weakness in favor of the strengths.


Kiku, Night's Flower, Royal Assassin. I love the art on Kiku, but she was a distraction. Neither will be the bomb that I want, neither is subtle enough for a non-bomb card.


Stronghold Discipline - Rakdos Charm is a huge part of my offense, and wins a ton of games. Stronghold Discipline is essentially another copy. Unconventional offensive plays are what this deck does best. Consolidate around the deck's strengths.

Utter End - One of the best spot removal spells available. Control is one of the things this deck does best, especially surgical removal. Consolidate around the deck's strengths.

Sideboard changes should compensate for different metas and allow me to combat the weaknesses in the deck with respect to commonly played archetypes that are just not that common in my usual meta. I am OK with unfairly destroying decks in metas that are not my usual meta.

Out: Utter End - Into the Main Deck!

In: Rest in Peace - The best at what it does, kills a lot of combo, storm, spellslinger, value engines, reanimator, etc...

So, what does that leave us with?

Ramp and Fixing: Lots of Ramp and Fixing that is tuned and synergistic with the rest of the deck, as well as a curve that allows us to bring out early big plays. Gift of Estates and Tithe double as card draw late game, and our unconventional manabase is highly synergistic with the rest of the deck.

Draw and Tutoring: Enough Draw and Tutoring to make the deck consistent and holding enough answers for every threat or weakness, without being obtrusive or conventional enough to be obvious about it. Three all star players in this list are Shred Memory, Key to the City, and Sea Gate Wreckage. Uncommon tutors and draw with huge impact in this deck without ringing any danger bells for most players. This suite makes my already versatile card list even more versatile.

Defense: A 25 card subtle and somewhat unconventional Pillow Fort and Rattle Snake defense with a low curve, the potential to be used offensively, and which is synergistic with itself as well as my offense. Back this up with a nice Fog suite, making my defensive wall extend into my hand so as to not have all of it sit on the battlefield to be effective, and bringing it's own offense in the right circumstances. Add to this a control package that is complete with a very strong and versatile spot removal suite, some reactive board wipes that have offensive uses, and multiple cards to allow us to protect our board state, including counterspells in Mardu colors!

Offense: The offense is structured to take advantage of typical board states and the strengths of my opponents with cards that have outsized effect for their costs. It is designed to be huge Aikido bombs against any Big Mana, Big Creature, Big Army, Big Hand, or Big Attack deck. It is structured in pairs of cards for each of these, including Acidic Soil/Price of Progress, Backlash/Delirium, Rakdos Charm/Stronghold Discipline, Sudden Impact/Toil / Trouble, Deflecting Palm/Comeuppance, with Arcbond, Batwing Brume, and Eye for an Eye all reinforcing this array of counterattacks. This reactive offense is backed up with a couple of big bomb offensive attacks in the form of Master of Cruelties and Hatred, a couple of midrange beaters in the form of Serra Ascendant, Gisela, the Broken Blade, and Kazuul, Tyrant of the Cliffs, and an army of smaller defensive and utility creatures. Bring in combat tricks and enablers like Duelist's Heritage, Slayers' Stronghold, Key to the City, and Rogue's Passage to act as later game silver bullets, and the offense is quite versatile.

Sideboard: Packed with Combo hate, a counterspell suite of my own for Counterspell and Blue Control hate, Graveyard Antics hate, and extra offense in the form of Dark Depths as an uncounterable big beater and Exsanguinate for big burn.

In all, I think I am pretty satisfied with where the deck now sits, and will likely consider this list to basically be the core deck. Testing will confirm, I think I have chased down all the areas that needed shored up, and I feel like this is, at the moment, a completed list.

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

1 month ago

Going to try out Kiku, Night's Flower and Royal Assassin, as well as maindeck Comeuppance again to see how they run. Took out some Ramp/Fixing that was starting to look a little excessive. We shall see after playtesting.

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

1 month ago

After thinking about why Ayli, Eternal Pilgrim should have been good, and why she turned out to be less than I had hoped, I started to consider other cards for that spot. The problem was that she was rarely active, she advertised her value before she was able to fulfill her role, and she often just drew hate. She was an efficient deathtouch creature, but those are better when they are less obtrusive, so having a powerful ability that never got used just made her, and hence me, a bigger threat than she actually was. This was counter to the theme of the deck. She was fine, just not great, and despite all indications that she would fit nicely, she was antisynnergistic.

The most obvious alternatives would be other efficient deathtouch creatures. Since that was the role she actually fulfilled, I could easily find other deathtouch creatures to fill it. Rancid Rats actually works pretty well, same CMC, easier to cast, and skulk means that it can usually sneak in to steal The Monarch back if I lose it, or hit for a huge Hatred when I have the opportunity. Not bad. Fetid Imp brings flying, and can gain deathtouch for a . Malakir Familiar brings flying and an extra ability. Flying defense is nice in EDH. Pharika's Chosen, Ruthless Ripper, Typhoid Rats are all very efficient, but don't really bring much more than a Queen Marchesa token, and would potentially not bring enough value to the deck for the card slot. Any of these could probably replace Ayli, Eternal Pilgrim without affecting the performance of the deck, since her actual role only turned out to be a ground deathtouch creature that seemed more threatening than she actually was.

Finally, another direction I could go is assassins. Kiku, Night's Flower, Royal Assassin, and King's Assassin all threaten to kill any attacker, including evasive attackers, but they also threaten utility creatures that tap for value. The ability can be used politically, can be used either outside of combat or when I am not involved in combat, and it is active on the turn after they come into play. This can effectively perform exactly the same function that I hoped Ayli, Eternal Pilgrim would perform, but be active from the start, if slightly more limited in scope. I think the tap to destroy effect on each of these is slightly more powerful than block or be blocked to destroy ability of a deathtouch creature. The tradeoff is dropping a less subtle threat, which Ayli, Eternal Pilgrim also brought with her.

In the end, this is not an essential function, just a duplicate of functions the deck already performs. I can replace Ayli, Eternal Pilgrim with something that performs a similar function, or potentially go a different direction, without really changing deck performance much.

KaraZorEl on Uncle Macar's Toy Basement

2 months ago

Kiku, Night's Flower seems to fit your theme fairly well.

Smuggler's Copter is now cheap post-banning.

Cryptic Gateway might work for you.

Skirsdag High Priest will happen sometimes.

Leonin Bola

Hollow Warrior

Revelsong Horn

Tyrant-Thanatos on New player requires help with ...

2 months ago

If you want some more actual assassins for your "assassin deck", I might suggest Mer-Ek Nightblade, Ruthless Ripper, and maybe Kiku, Night's Flower.

Kiku may not fit the theme that well, but she's a personal favorite of mine.

Cruel Sadist isn't fantastic, but it synergizes with the +1/+1 counters thing you've got going. Could be good enough for kitchen table.

zer0lev3l on Volrath the Fallen (Stepping back in)

4 months ago


It look like you deck has a very high casting cost here is one way to fix that Magus of the Coffers + Sword of the Paruns that would give you infinite mana.

Good way to buff your creature's or your general would Ascendant Evincar or Nightmare Lash

Also Sidisi, Undead Vizier, a good board lock would Archfiend of Depravity I have one a few games with him. Also for board control Thornbite Staff + Royal Assassin or Kiku, Night's Flower.

For graveyard recursion Beacon of Unrest because, it's a good reusable spell.

fancierwizard on Assassin Tribal

4 months ago

Take a look at Kiku, Night's Flower, Agent of the Fates, Stronghold Assassin, and maybe Queen Marchesa if you really want to go out there.

ThatGuy4242 on Graveyard Smash

5 months ago

I absolutely love the deck. After seeing this I am now determined to make my own variation including some of the following suggestions. Btw this is so long because its also a note to myself.

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