Mistbind Clique

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Mistbind Clique

Creature — Faerie Wizard

Flash

Flying

Champion a Faerie (When this enters the battlefield, sacrifice it unless you exile another Faerie you control. When this leaves the battlefield, return the exiled card to the battlefield.)

When a Faerie is championed with Mistbind Clique, tap all lands target player controls.

DreadKhan on Competitive dimir faeries- sideboard help!

7 months ago

I've always loved the idea of using Oona's Blackguard with Bitterblossom, I tried it out in a Rogue deck, but I couldn't get it to work the way I wanted it to, so I put the Bitterblossoms in a Faerie deck instead. I also like how Scion of Oona further buffs them, but it's pretty strange seeing the non-Faeries in here. I also think you'll want more control elements, either more counter magic, such as more Force of Wills, or more discard, such as Thoughtseize. Lots of decks like this will run x4 of each, but I did notice you might struggle to have enough Blue spells to work with Force, so perhaps you'll need to look further afield? I use Dispel in my Faerie deck, but I usually need to protect my combo to win from Instants. There is also Spell Pierce that might work. The reason I mention control is because I don't think your Aggro plan is going to be fast enough for Legacy, even Burn decks want to finish the game turns 3 or 4, more control elements will give you that much more time for your Aggro to work.

A lot of people are talking about it eating a ban at some point, but The One Ring is always worth considering, it's hard to kill and while it starts out as a slightly worse Harmonize, it quickly draws a lot of cards, which would have big synergy with your Aether Vials, as well as your generally low MV. It also makes things like Force of Will a LOT better, once you're drawing 3 or 4 cards, you are not only more likely to see a Force, you're more likely to have spare Blue spells.

As for lands, I like a lot of it, but I think Marsh Flats is the wrong dual for this deck, I actually like the idea of running a bunch of Basics so you don't just lose to a Blood Moon, so if you're looking to upgrade your mana base, you could try Polluted Deltas. Blood Moon will still suck, but between Aether Vial and the ability to sneak out the right Basic early you should be in much better shape.

In my Faerie deck I've been surprised at how useful the somewhat janky Exhaustion proves, with your might better Bitterblossom utility (you could be making 3/3s or better), it could feel even better. It is timing sensitive, but when people are tapped out it's 3 mana for what feels very close them skipping a turn if they can't untap while you get to advance your board with Bitterblossom. That said, I do run it with Mistbind Cliques, which I try to flicker to lock opponents out of mana, so Exhaustion is dual purpose in my deck.

Have you thought about using Faerie Miscreant over Faerie Seer? I suspect Seer is usually better, but Miscreant is a Faerie Rogue, which could be helpful with your Blackguards. It can also draw a card now and then.

Cool idea, I hope the upgrades go well!

DreadKhan on Favorite mtg art

7 months ago

When I was going through the Lord of the Rings stuff, I found lots of good stuff, but Wake the Dragon looks pretty impressive for a new card. I usually like older card art, but there is some really inspiring Secret Lair art that's come out that can compete with just about anything, Mistbind Clique and Bitterblossom both stand out to me, but I like MtG Faerie art. I liked Bitterblossom's SLD art more because it actually features poppies in it, the poppy is a source of famously bitter alkaloids that are known to induce weird dreams in heavier users, ones that are hard to tell from reality, so I thought it was a nice reference. I also love Wrath of God, it's a bit on the nose but it's the exact fit for certain decks.

I generally am a big fan of the art from the early days of Magic, but especially the first few expansions, the ABUR is fine, but Legends and The Dark is crawling with gorgeous cards.

I don't like 'edgy' or 'x-treme' type art, glad to see some Magic sets that move away from that. I very much prefer this over this, less can easily be more. Not everyone needs to dress like a murder hobo that's got more equipment than a regiment! How many long stick things does a druid need??

Gidgetimer on mistbind clique & deathsprout

1 year ago

Yes, Champion represents two triggered abilities and then Mistbind Clique has another triggered ability. When Mistbind Clique enters the battlefield the first champion trigger (When Mistbind Clique enters the battlefield, sacrifice it unless you exile another Faerie you control) will go on the stack. At this point you will receive priority and can cast an instant speed removal spell.

If you remove Mistbind Clique at this point the second champion trigger will go on the stack (When Mistbind Clique leaves the battlefield, return the exiled card to the battlefield under its owner’s control.). The return trigger will have to resolve, and then the exile trigger will resolve and they will have the opportunity to exile a Faerie. Only at this point will Mistbind Clique have championed a Faerie. However; Mistbind Clique will not be on the battlefield for the land tap ability to trigger, and there will be no way for them to return the exiled creature if they decide to exile one.

Swebb87 on mistbind clique & deathsprout

1 year ago

My opponent casts a Mistbind Clique and then goes to champion a fairie to stop it from being sacrificed. Is there any point in time when I could cast any removal instant spell, let's say Deathsprout for instance and kill the Mistbind Clique before it can trigger the land tapping effect?

DreadKhan on "Politics" Hub Discussion

1 year ago

I think there is a big issue here, 'political' can refer to either how a deck is played, or how it is built. If a hub is added, it should be used to mark decks that feature many cards that enable you to add substance to a deal, usually through interaction that is selective in some way (targeted removal is more political than a board wipe) or some kind of gift/buff (if you help only 1 opponent, it is political). Flumph is a Political card, while Howling Mine is a Group Hug card. Back to Basics is a Group Slug card, Mistbind Clique is a Political card. Politics is restricted to multiplayer, but many players do not design their decks to be able to hold things other than attacks/winning over an opponent's head. These are obviously the non-Political decks, and I feel like they are the majority at this point.

I don't think Group Hug or Group Slug are decks that would share ground with a Politics hub, which would be for decks that specifically help/harm selectively, such that that help/harm serves as leverage to affect other players.

Politics as a strategy of deck building (rather than playing) tends to be more casual than competitive, in part because other competitive players are much harder to deceive/manipulate, and tend to see through your plans much more. I have some decks that would probably add the Hub if it was added, obviously Tobias Andrion, Political Mastermind would get it, note that it actively favours effects that are 'known entities' in a lot of cases, where the idea is more to hold a stick (or rarely carrot) over people's heads, such as various Punisher effects and stuff like War Tax. War Tax and War Cadence are pretty good examples of Political cards, they can help you or someone else, it depends on when you use them, and the effect can also scale up, such that they can be impossible to pay for opponents if you dump all your mana into them, so they stay relevant. War Tax is a Politics card, Propaganda is not. Interaction that is stapled to a permanent (especially non-ETB stuff, but ETB stuff can be blinked) is top tier Poltics IMHO, but something like AEtherize can easily be political, because you can use it vs any opponent, even if they aren't swinging at you, and it only will hurt the attacking opponent.

TLDR: Politics effects are generally 'carrots' or 'sticks', and they tend to derive value from how much leverage they can exert on an opponent, and they almost never are symmetrical. I think that seems clear/concise, and I don't know what other hub that fits under atm.

Gidgetimer on [Primer] Casting the Mythal

1 year ago

The fact that Ruthless Technomancer doesn't target has the implications that beastmenwarrior thinks it does. However; to someone not intimately familiar with the deck the given explanation was a little vague.

The proposed line of play is:

With a Wanderwine Prophets (or Mistbind Clique) token out championing the card version you cast Ruthless Technomancer.

Panharmonicon doubles the ETB trigger.

Sacrifice the token to make 4 treasures.

Card version comes in, make a copy with Inalla. Champion the original card.

Sacrifice the token to make 4 treasures.

Card version comes in, make a copy with Inalla. Champion the original card.

Use Inalla's ability to make a token copy of Ruthless Technomancer.

Panharmonicon doubles the ETB trigger.

Sacrifice the Champion token to make 4 treasures.

Card version comes in, make a copy with Inalla. Champion the original card.

Sacrifice the Ruthless Technomancer for 2 treasures.

Reanimate Ruthless Technomancer by paying 3 and sacrificing 2 treasures.

Repeat from step 2.

This works because Ruthless Technomancer's ability does not target, and as such you are allowed to sacrifice any creature that you control as the ability resolves.

beastmenwarrior on [Primer] Casting the Mythal

1 year ago

I am looking to get it confirmed with someone more rules versed, but I believe I found another angle for a combo.

Panharmonicon Effect + Ruthless Technomancer + Mistbind Clique/Wanderwine Prophets

Because of how Ruthless Technomancer is written, it is my belief that the triggers do not need a valid target when put on the stack "You may sacrifice another creature you control". This means that it can be used on valid target that entered the battlefield after the trigger is already on the stack. So when Mistbind Clique/Wanderwine Prophets re-enters play if you use the Inalla trigger to generate a new token of them, you will be able to use that token with the Ruthless Technomancer triggers already on the stack. With a Panharmonicon effect you will produce 5 treasures and one token of Ruthless Technomancer after a full cycle, allowing you to repeat it indefinitely.

Very corner case but thought to share these as I find them.

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