|Commander / EDH||Legal|
Printings View all
|Commander Anthology (CM1)||Uncommon|
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|Duel Decks: Venser vs. Koth (DDI)||Uncommon|
Combos Browse all
Creature — Kithkin Wizard
: Remove target creature from the game. Return that card to play under its owner's control at end of turn.
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Mistmeadow Witch Discussion
2 hours ago
The effect will always specify whose control it will enter under. Mistmeadow Witch returns the Drake to the battlefield under its owner's control, which in this example is you. Venser, the Sojourner returns the Drake to the battlefield under your control.
3 hours ago
4 days ago
I really like the idea of the deck, its pretty cool!
A couple of card suggestions I think would be advantages to run since flickering is going to be a large part since you don't want to cast your general 4 times, but rather flicker constantly. Mistmeadow Witch is a broken card in this, and your mana base is very good so you can do 1 or two of these per turn. Let alone allowing for your artifact ETB's to trigger something. Another good card is Flicker. Granted its not as useful since its a one time thing, but it can be good in instances. Eerie Interlude flicker your entire board, get value out of ETB's or protect it.
Now for some fun shennagins you can do. So you know that Darksteel Forge? Well you can add in a Nevinyrral's Disk and it will stay on the battlefield, as will all of you stuff. Mycosynth Lattice is another fun card and will allow you to recur stuff that "is" an artifact right back to the battlefield. Crazy right? Salvaging Station is another good card too. It only will grab 1 or 0 cmc from your gy, but it can still be super powerful. There are plenty of meta dependent decisions to make like if you need GY hate, add in Salvaging Station + Scrabbling Claws or a Tormod's Crypt
Hopefully these give you some ideas!
3 weeks ago
3 weeks ago
You can go aggro control. Most of the creatures do hurt (5 power) with effective etb effect/s. Flickering them reuses their etb and give pseudo vigilance.
I will raise a disclaimer that esper tends to run "good stuff" because, well, there are good spells that have little to no alternates.
From the creature list: consider keeping
--removal Angel of Despair
--draw Sphinx of Uthuun
Sepulchral Primordial -> another good one, getting creatures in opponents' gy
Vela the Night-Clad -> could be a win con, when you flicker enough
Sun Titan -> not sure if you have many 3cmc permanents, but usually great to have
maybeboard Boreas Charger
hope this helps.
1 month ago
I'm back to discuss, not argue, as I'm still not 100% convinced. I like rules questions and want to know why it works and maybe get some examples?
My understanding is that once you start an ability, you must finish that ability before any other spells/abilities on the stack can resolve. Nissa, Vastwood Seer Flip's ability is all one sentence/paragraph which must be completed in its entirety.
Commander/EDH has a special rule that makes it so any exile/destroy/shuffle into library/return to hand effect on your commander(s) can have a replacement effect that puts them in the command zone instead blah blah blah
What you're saying is that as long as Myth Unbound is in play and I Cloudshift my commander I get to draw a card? If I Ghostly Flicker my partner commanders I get to draw two cards? If my commander is soulbonded to Deadeye Navigator I get to draw all the cards? What about Flickerform, Mistmeadow Witch, etc? This all sounds very easily abused lol
I just don't see you being able to start her ability, trigger a replacement effect, then go back to finish her ability. It's all gotta be in one go. Thoughts?
1 month ago
There are some really nice additional blinking mechanisms you could use in this deck. Some examples would be Ghostway/Eerie Interlude (also great at preventing your forces being wiped) and Roon of the Hidden Realm/Mistmeadow Witch can blink not just your creatures, but someone else's creatures too (this is nice to use against players who depend on creatures with counters or powerful token creatures).
In terms of nice stuff to be blinked, I've been using stuff like:
- Reveillark/Karmic Guide: using either of these is great for returning dead stuff to the battlefield. Using both in conjunction creates a situation in which you can keep bringing back stuff. You'll need a sac-outlet too to do this properly, but it's remarkable effective.
- Sun Titan: also great for recurring stuff when blinked.
- Angel of Serenity: allows you to exile the three most threatening creatures when summoned. By blinking her, it allows you to witch targets; fantastic!
- Reclamation Sage/Acidic Slime: gives you some more ability to get rid of annoying artifacts/enchantments; especially when you blink these. On a related note, if you blink a lot, I would definitely recommend adding Aura Shards for the same reason. Not a cheap card, but such an amazing control option for any deck utilizing W/G.
- Cathars' Crusade: any creatures on the BF that you're not blinking, will grow as a result of you blinking other creatures; insanely powerful stuff.
Hope this helped you a bit. Regards,