Creature — Shapeshifter
Changeling (This card is every creature type at all times.)
: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Rare|
|Mystery Booster: Convention Edition (MYSCON)||Rare|
|Commander Anthology (CM1)||Rare|
|Commander 2016 (C16)||Rare|
|Modern Masters 2015 Edition (MM2)||Rare|
|Commander 2013 (C13)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Mirror Entity occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Mirror Entity Discussion
4 days ago
Hey, good version of Teysa, you've added a lot of cards since I lasted looked at your deck. Rather than post this comment about combos in the forum at your topic I'll post it here.
For the rest of this comment I'll call Reveillark, Lark. This combo is setup with reanimation since Reveillark and Karmic Guide can reanimate each other. With a sac outlet this makes a dying loop of each of them. Add an aristocrat to this dying loop you get infinite die triggers. To make the dying loop always sac Guide first and then Lark because when Lark dies it wants to see Guide in the graveyard to reanimate it since Guide then reanimates Lark, repeat.
Sac outlets are important with this combo because having one on the battlefield makes it much easier to assemble the combo with reanimation. Sacing Reveillark is the key to the combo working. Creature sac outlets with power 2 or less are more convenient because they can be reanimated by Lark.
Karmic Guide is a unique creature who reanimates since it has a echo. If you don't pay the echo cost at your next upkeep then Guide dies. This is fine though since having Guide in your graveyard is what you want with Lark since at any time you can get Lark onto the battlefield and it dies then it can reanimate Guide and then Guide can reanimate Lark. Guide's protection of black doesn't prevent it from reanimating a black creature in your graveyard. The protection also doesn't prevent you from sacing Guide with a black sac outlet such as Viscera Seer because Seer doesn't target. As long as the black sac outlet doesn't target then you can sac Guide with it.
Reveillark has interaction with Teysa Karlov. If Lark leaves the battlefield as a result of it dying then it will trigger Teysa letting you reanimate four creatures with power 2 or less. Lark can kill itself with evoke. When it's evoked it enters the battlefield and is then saced which causes it to leave the battlefield as a result of it dying. Teysa has 2 power meaning Lark can reanimate her. Can be a way to bypass having to pay Commander tax of Teysa since she doesn't have to go back to the Command Zone instead leave her in your graveyard to be reanimated.
Reveillark + Karmic Guide with a sac outlet can reanimate all the 2 or less power creatures in your graveyard with Lark. This makes reanimation a great way to setup the entire combo of creatures. Lark can reanimate two creatures with power 2 or less; each time it reanimates Guide as one of those creatures and the other can be any other 2 or less power creature in your graveyard. Aristocrats have 2 or less power and creature sac outlets do too meaning Lark can reanimate all of them if they're in your graveyard. There's lots of options other than an aristocrat and because of the sac outlet and Lark's ability to reanimate you can get repeatable value from many creatures.
Creatures who when they die create Spirit tokens are good with Teysa Karlov. Many of these creatures have power 2 or less meaning Lark can reanimate them. Lark + Guide + sac outlet can make infinite Spirit tokens by reanimating and sacing one of these creatures. There's other powerful interactions of creatures with Reveillark + Karmic Guide + sac outlet. Solemn Simulacrum can put all your basic lands onto the battlefield tapped and draw the rest of your deck. It was just reprinted in the Mystery Booster Card set, that version is $3.
Mirror Entity can be the sac outlet with Reveillark + Karmic Guide since you can pay 0 for it's ability making all creatures you control 0 toughness thus they die. When you do this with Lark + Guide all three creatures will die at the same time and they will all enter the graveyard at the same time thus they see each other allowing you to reanimate all three of them again with Lark + Guide. Entity also has good interaction with tokens especially Spirit tokens who fly since instead of paying 0 for it's ability pay a lot of mana to make your army including Teysa huge for a big attack.
Altar of Dementia is an enabler to get all the creatures of the combo into your graveyard with self-mill. Use Dementia as the sac outlet to make the dying loop of Lark + Guide. Target yourself each time you sac Lark or Guide; self-mill until you mill an aristocrat and a creature sac outlet. Once you have milled these creatures then reanimate them with Lark to complete the combo and win.
Lark + Guide + Dementia is also an infinite combo to mill all your opponents libraries. This forces each of your opponents to not die on their turn when they can't draw a card from their library. This is an option as a win condition and it's faster than self-mill until you find an aristocrat, but I rarely use this combo because opponent mill is not fun and can be risky against some decks.
Other reanimation combo enablers are Buried Alive, Living Death and Final Parting. Buried can tutor for three creatures of the combo and put them into your graveyard. It's the fastest way to setup this combo and win with reanimation. Living can reanimate all the creatures in your graveyard. It makes all players sac all creatures they control and put all other creatures before that in their graveyards onto the battlefield. It works as an opponent board wipe for non reanimation decks and a mass reanimation effect for the combo. It was just reprinted in the Mystery Booster Card set, that version is $2.
Parting can tutor for two cards of the combo including Altar of Dementia putting one into your hand the other into your graveyard. If you need it, Parting can tutor for Reveillark + Karmic Guide. Putting Guide in your graveyard and Lark into your hand.
Like Mirror Entity, but better for the combo, Teysa, Orzhov Scion can be the sac outlet with Lark + Guide since Lark and Guide are white creatures. Teysa can sac herself which counts as one white creature, Lark counts are the second white creature and Guide is the third. When all saced all three of these creatures die at the same time thus they see each other in the graveyard allowing reanimation of all three with Lark + Guide. Lark can reanimate Teysa since she has 2 power. Lark reanimates Teysa + Guide and Guide reanimates Lark, repeat. This combo creates a dying loop of these three creatures and it also exiles all your opponents creatures who can be targeted on the battlefield.
Next, I'll explain another combo, Warder + Animate + Aristocrat and that comment will be much less :)
6 days ago
Hey, very good upgrade of the precon. You don't really need to change anything for this deck to be a winner. However this deck is not aggro, it's midrange since it has 24 cards 4 CMC or higher. That's too many if you want to play aggro Vamps. Something to consider for aggro is cutting some high CMC Vamps/cards for more low CMC Vamps/cards and replacing some lands that can ETB tapped with ones that don't.
Some changes to consider:
- Silent Clearing > Bojuka Bog
- Caves of Koilos > Isolated Chapel
- Sulfurous Springs > Dragonskull Summit
- Battlefield Forge > Clifftop Retreat
- Fetid Heath > Crypt of Agadeem
- Graven Cairns > Rakdos Carnarium
- Guul Draz Assassin > Mavren Fein, Dusk Apostle
- Mirror Entity > Bloodlord of Vaasgoth
- Metallic Mimic > Dark Impostor
- Adanto Vanguard > Anowon, the Ruin Sage
- Olivia's Bloodsworn > Patron of the Vein
- Cover of Darkness > New Blood
- Necropotence > Vanquisher's Banner
- Tymna the Weaver > Champion of Dusk
- Fire Covenant > Utter End
- Phyrexian Reclamation > Bishop of Rebirth
- Talisman of Hierarchy > Merciless Eviction
- Dark Ritual > Sword of the Animist
Good luck with your deck.
1 week ago
Hey dgobass, I will explain the combo. You need to have Wirewood Symbiote, Priest of Titania -OR- Bloom Tender (Need to generate 3 mana from either), and Mirror Entity. For this example I will use Priest of Titania.
1 week ago
Hey, if you want to play aggro with Edgar then I don't think a 10 mana combo, Exquiste + Bond is what you want. Exquiste + Bond goes with a midrange strategy with life gain, not aggro. 24 cards with 4 CMC or higher is a lot for aggro. With this many you risk having too many of them in your opening hand rather than low CMC Vamps.
For aggro consider cutting many four/five drops to decrease the avg. CMC? Patriarch's Bidding and Coat of Arms are five drops to keep because one helps you recover if aggro doesn't work out and the other pushes your Vamp army over the top. Sanctum Seeker, Purphoros, God of the Forge and Bloodline Keeper Flip are the four drops worth keeping with aggro. In the place of other high CMC cards add more low CMC Vamps/cards especially one drops.
My advice for aggro with Edgar is take more advantage of eminence and going wide with Vamps and Vamp tokens. Lots more one and two drop Vamps. Edgar is really the only high CMC threat you need with aggro. Instead of playing lots of other high CMC cards play Vamps who can be mana sinks. Knight of the Ebon Legion, Guul Draz Assassin and Mirror Entity is a Vamp and it's a way to use lots of mana if you have it to pump your entire army. Sorin, Imperious Bloodlord and Shared Animosity are good repeatable effects with an aggro/go wide strategy.
I offer more advice, good luck with your deck.
1 week ago
Have you tried Mirror Entity? he is a great soldier :D
1 week ago
2 weeks ago
I have a lot more experience playing the non-budget deck, so here's how that usually goes as it may apply to both decks:
Early Game (turns 1-5): Dropping mana rocks, trying to set up at least one good reanimation target (either something that answers an immediate problem or to find fuel such as Mire Triton or Recruiter of the Guard) with cards like Entomb or Thrill of Possibility, running out defenses like Lightning Greaves, and getting Alesha out and attacking. Occasionally out-accelerate everyone with Burnished Hart.
Mid Game (turns 5-10): Try to recur fuel into either a more stacked graveyard or answers in-hand. We are usually not 'the threat' at this point, and you can usually engineer an attack by answering a problem, knowing the Fiend Hunter you use now to get damage in will come back to your benefit later when you need it most. Hold your non-creature answers until you absolutely need them. I also tend to be protective of sacrifice outlets, holding them until I need them as well, as my playgroup has grown wise to their importance. Baby Alesha will have more capability to go-wide and start pressuring on the ground here, since the non-budget build has sacrificed most of it's token compliment for more tutors and thus ability to really find answers. My playgroup plays a healthy amount of board clear, so there is often a lot of time spent re-building, something Alesha is very good at with a haste enabler in play.
Late Game (turn 11+): At this point we should be at or near a 1 vs 1. If not at that point, we decide which opponent is best for us to be at that point with and do our best to aid them (usually it's not a deck that is flat struggling, but not the strongest deck either...someone who can help us and perhaps draw the ire of the top deck, but one we can find the weakness of easily and utilize to cripple them at the right time). From there, the deck switches gears into aggro. Sometimes it's just whatever the deck has on-board at the moment, but Alesha can do a good Voltron impression with the right package, or even go full-on stompy with Mirror Entity + Resolute Blademaster.
At least in the non-budget build (and some of these are budget as well, but not necessarily in the budget decklist), the wincons I usually see are thus:
Most of the time the deck is going to win the long game through attrition. It's best not to become too early a threat unless you can really back it up (if you can go for the coveted Entomb + commander + Master of Cruelties on turn 3, we'd be remiss not to!). It is efficient at dealing with threats and re-using answers. Opponents are usually hesitant to kill the 'answers deck' (which is why I emphasize versatile and varied removal, especially if we can tutor or draw for it) too early in case someone has something they can't deal with it. One thing I aim for is to get into a 1 vs 1 situation...this deck, like any 'answers' deck, will be stronger the fewer opponents it has to worry about dealing with.
I try to keep easy infinite combos out of even the non-budget deck, but I can sideboard them in if a pod is more up to it. Reveillark + Karmic Guide + Gray Merchant of Asphodel/Blood Artist and friends + sac outlet of your choice is a pretty budget combo that is a pain to disrupt and I would happily use to kick it up a gear or two if I felt I needed to (and, with proper tutors and outlets, could start happening turn 4-5). Lark and Guide do pretty silly things with a lot of cards, as any Black/White aristocrats deck will happily show you. Karmic Guide itself is responsible for a lot of victories, just in the sheer amount of things it can chain reanimate with an Alesha activation. Or just carrying a piece of equipment against a black deck. Other card advantage engines and Recruiters are the subtle all-stars of the non-budget deck.
A beatdown end-game is often where it goes from here. Overrun victory with Mirror Entity + Resolute Blademaster is reliable if you need more than just your current board. Mirror Entity activation is instant speed, so you can tailor your mana use for what you need. The budget deck is actually better at this wincon in theory, as it has a larger token package to spread the damage wider or push the damage harder if needed. Voltron with some offensive equipments, even on Alesha herself, is often good enough to get us there. If nothing else, an army of demons off of Priest of the Blood Rite or just any large beaters are fine.
2 weeks ago
Cathars' Crusade if you want to spend all day stacking dice on tokens. And because this deck has the potential to create stupid amounts of mana, Mirror Entity. Other than that, maybe a Glare of Subdual for control, Shamanic Revelation for draw, and a Spidersilk Armor to deal with flyers? Kinda feel like the deck needs more Anthem and Overrun effects to beef up your tokens and help them get damage through.
Edit: Love the deck though, I've actually had to steal a couple of card ideas for my Rhys deck. +1