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|Champions of Kamigawa (CHK)||Rare|
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Kiku, Night's Flower
Legendary Creature — Human Assassin
(2)(Black)(Black), Tap: Target creature deals damage to itself equal to its power.
Commander Recommendations Start Commander Deck
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Kiku, Night's Flower Discussion
3 weeks ago
Hey, saw your forum topic asking for help.
Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.
The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.
There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.
Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.
My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .
11 cards to consider cutting to add more lands:
- Act of Treason
- Mark of Mutiny
- Selective Snare
- Contract Killing
- Storm Strike
- Bolt Bend
- Price of Fame
- Grim Captain's Call
- Train of Thought
Other cards to consider cutting to make 100 cards:
- Burn from Within
- Voyage's End
- Welding Sparks
- Pirate's Pillage
- Pirate's Prize
- Think Twice
- Mana Geode
- Eel Umbra
- Curator's Ward
- Curse of Opulence
- Metamorphic Alteration
- Octopus Umbra
- See Red
- Bloodmist Infiltrator
- Deep-Sea Kraken
- Phylactery Lich
- Kiku, Night's Flower
- Body Double
- Buccaneer's Bravado
- Blinding Flare
- Sinister Sabotage
- Costly Plunder
- Doom Blade
- Polymorphist's Jest
- Teferi's Time Twist
- Darksteel Ingot
- Stealth Mission
- Stolen Goods
- Treasure Hunt
- Brass's Bounty
- Deliver Unto Evil
- Light Up the Stage
- Sleight of Hand
- Collective Restraint
- Conqueror's Galleon Flip
- Spell Swindle
- Icy Blast
- Fated Infatuation
- Deadeye Navigator
- Lighthouse Chronologist
- Dreadhorde Invasion
- Ral, Storm Conduit
- Nicol Bolas, God-Pharaoh
As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.
Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.
Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.
For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.
Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.
Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.
I offer more advice if you would like. Good luck with your deck.
10 months ago
After watching your video and now looking at your decklist, there's one minor, but very important detail I think was missed. If you look at the rules regarding Xantcha on Gatherer, you'll see that if the person you gave Xantcha to dies, then she doesn't go to your command zone, she stays in play under her owner's control without changing zones. So the deck probably wants something more than Miren the Moaning Well to sacrifice her, or some other way to take her out.
A couple thoughts I had that fit perfectly: Bogardan Hellkite, has flash and deals exactly 5 damage, which can kill Xantcha and leave you with a nice sized creature. Kiku, Night's Flower can activate to kill Xantcha, but also can be used to kill other creatures in the mean time.
Also a potentially worthwhile card to help keep you on top while doing all the stacking minor damage to everyone is Vampiric Link. Considering Xantcha has to attack every turn anyway, you can put that aura on her to give her pseudo lifelink, however you'll still gain life from her dealing damage even while you don't control her.
1 year ago
Wow! Fascinating idea for a deck! Don't know your budget at all but here we go!
My suggestions: Neverending Torment is not a good win condition. I prevents only you from casting spells, meaning the other players will tutor up cards and beat you. I personally don't think you'll ever win a game this way.
Here's what I think you should do. Take it how you will.
Add: indicates commander staple, because I know you're new :)
This will protect the most important part of the deck, and the linchpin of your strategy.
Then, the #1 suggestion I have for you and the one I want to to try even if you ignore everything else: Ob Nixilis, Unshackled.
Do you see it?? That's 13 life each turn. That's a four turn clock. With enough protection no one will be able to stop you.
Want to double down? Add Strionic Resonator*. That copies Ob's ability, now you're hitting them for 23.
Triple down? Wound Reflection. Kill someone, and watch everyone else tremble in fear.
How do I get these combo pieces, you ask? Easy.
BOOOOOOOOOOM. Necropotence has a huge down side that's MITIGATED BY YOUR COMMANDER. Think about it. Draw all your cards at the cost of you're life, your opponents are stuck with 3-4 and you have 20. You win by sheer card advantage.
Ad Nauseam is another way to get around the inability to draw. Very very strong.
How else do we get stuff we need? Tutors.
Now what about all the cards in their hands and their tutors? Discard.
After that, we punish them further for having so few cards.
Shrieking Affliction this with ob is 16 damage per turn, that's a three turn clock!
Tree of Perdition will out right kill someone with Ob and Maralen out. Take out the strongest player and pick off the rest!
I know this is a lot to take in... honestly I hope you don't use it all because now I'm gonna make a deck with her...
2 years ago
Hey thanks ElementalEd! I was hoping I'd have enough tap effects to stave off getting killed before I can pull of some of the 3+ card combos (Like 7 mana, Spine of Ish Sah, Priest of Yawgmoth, Mirran Spy, with a Disciple of the Vault and/or Altar of the Brood in play, being the most mana intensive combo) but yea, Reconnaissance was one I was not aware of, thanks! Also, spitting out annoying blockers with Nuisance Engine and Myr Propagator, killing with Kiku, Night's Flower, "sort-of-tutoring" with Jar of Eyeballs, Citanul Flute & Merchant's Dockhand are other reasons I have all those tap effects. As for straight up tutors.. I haven't decided yet if they're really needed, but will if they are. I do have a Trophy Mage in there though for digging up some useful artifacts.Arcum Dagsson and Master Transmuter are on my wish list atm, and I will eventually be trading out for more Inspired effects as this deck develops. Muzzio, Visionary Architect looks really groovy, too. Might have to get one. Lol, Caltrops. It's a great card, but is there a Sydri deck without it? I'll put it in when I get one. Probably, lol. With Sydri, Galvanic Genius effects, Kusari-Gama & Thornbite Staff & almost any other card in here will take care of early aggro..along with her effects & Liquimetal Coating to stave off early land drops in case I need to get rude..
There really is a ton going on with this deck, it kind of almost HAS to be played to see it all. Thinking of pulling the 7-8 mill effects though. It does play fairly defensively, but it's answers are usually to kill, exile, remove, or plain just give things Defender to just about anything..if I can get it moving fast enough.
AND, I just realized I should've put all this in the description, lol.
Thanks for checking out my deck though, feedback is always groovy. :)
2 years 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.
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.
2 years 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.
2 years 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.
2 years 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.
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