Palinchron

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Vintage Masters (VMA) Rare
Urza's Legacy (ULG) Rare

Combos Browse all

Palinchron

Creature — Illusion

Flying

When Palinchron enters the battlefield, untap up to seven lands.

: Return Palinchron to its owner's hand.

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Palinchron Discussion

RazortoothMtg on Looking for creatures tha benefit ...

2 days ago

Steel Hellkite, maybe Thundering Spineback, Scavenging Ooze, Deadeye Tracker, Arcanis the Omnipotent, Soul of New Phyrexia, Soul of Ravnica, Soul of Zendikar, Soul of Innistrad, Fertilid, Cryptbreaker, Geth, Lord of the Vault, Kalitas, Traitor of Ghet, Cemetery Reaper, Silklash Spider, Drana, Kalastria Bloodchief, Kalitas, Bloodchief of Ghet, Memnarch, Thrasios, Triton Hero, Polukranos, World Eater, Chameleon Colossus, Heroes' Bane, Viral Drake, Ant Queen, Champion of Stray Souls, Sphinx of Magosi, Stitcher Geralf, Oviya Pashiri, Sage Lifecrafter

Ruthless Knave has to have a way to go infinite with Training Grounds but I'm not sure how.

Magus of the Coffers goes infinite even without Training Grounds, but grounds does make it even better. Same with Palinchron.

Deadeye Plunderers + Training Grounds + Parallel Lives + Marrionette master is infinite damage. Replace Parallel lives with Doubling Season/Primal Vigor, or replace Master with Disciple of the Vault.

Deadeye Navigator would go infinite with a creature that produces 2 or more blue mana and a haste enabler, such as Concordant Crossroads. Kind of clunky as a 4-card combo, but it's on theme. ALso deadeye is just good to protect from removal.

Also Paradise Mantle + Pili-Pala + Training Grounds is infinite. You can replace Pili-Pala with Knacksaw Clique as well.

Remember with these infinite mana combos that infinite mana means infinite Tasigur activations, so you draw your whole deck, and you can mill everyone out with infinite Reality Shifts, which is a good removal spell on its own.

CommunistBastard on I copy this. And this.. And this...

3 days ago

I always forget Vedalken Orrery is a card. Flash does make this deck more potent, but I need to test to see if the redundancy is worth the slot.
As for Regrowth, this card is actually perfect for what I need it for. I almost never want to grab more than one thing from my grave and I generally just grab the second best (which is usually ramp or a counter) with the copy, or don't even copy it at all. This deck is meant to roll with the punches. "Oh damn, you stopped the Palinchron combo. Guess I'll just have to find another way to win." The graveyard doesn't really matter in this deck. It's basically another exile until I get Regrowth/Eternal Witness or am trying to hide that I have Devil's Play in there. It also helps a lot with piloting because you can set up 2 (or 3 if you're lucky) game ending combos in one turn. Nobody has that many counters..
Sad robot should really be in the deck. I always look at it and say "hey, this needs to be in Riku" then flip the page. I really do need to find a slot for it. And for Coalition Relic I'd probably play Chrome Mox over it. It's a Phenomenal ramp card and I do think it deserves testing. It also doesn't exile a card out of my hand.

Thanks for all the suggestions! Keep em coming, I love having to re-evaluate why I do play certain cards and have things to test out.

CommunistBastard on I copy this. And this.. And this...

4 days ago

SirSh4ggy: I'm trying out Eldritch Evolution to see how it works out! I've been contemplating this card since it's release and you made me pull the trigger. Thanks! As for Fork and Laboratory Maniac, I don't like to rely on others spells for copies and generally Rikus ability is more than enough for copying my own. As for lab maniac, I just really dislike the card and refuse to play it. Now for the Dualcaster Mage + Ghostly Flicker combo, I'll have to think on it. With Palinchron's inf combo I only need riku, where this one takes a bit of hand sculpting and I would need something to win with in hand or it's useless. I do have to play around with it before I say yes or no.

xcver: I enjoy Sunbird's Invocation so much as a card, but I can't play it for the same reasoning as why I don't play Mana Reflection. It's a 6 CMC enchantment that I'll probably have to tap out (or close to) for and will have to just hope it lasts a turn so that I can use it. And if I do get to use it, that'll be devastating for the board, but it will draw the eyes of everyone on table too. I'll test it out to see, I could always be wrong!

enpc on Best Way to See Card ...

1 week ago

You should be able to figure out the easy ones off the bat (e.g. Palinchron + Deadeye Navigator + Vela the Night-Clad) however I have found that one of the best ways comes down to goldfishing the deck a bunch. If every turn you try and look for a winning line, you'll come across the more practical ones.

The other part of it is that it comes down to how good your understanding of the game is, as well as your memory. But this can be somewhat helped by going over a combo a few times once you have figured it out.

greyninja on Combo vs. Synergy

2 weeks ago

For a long time, my LGS had a rule of three. If a combo would normally go infinite; you were only allowed to do it three times then had to stop.

Of course there's wiggle room there. An example would be when I was playing my Animar, Soul of Elements deck. Animar had a pile of +1/+1 counters with Cloudstone Curio on the field. Normally I could infinitely bounce two eldrazi back n forth (in this case Ulamog, the Infinite Gyre and Kozilek, Butcher of Truth). What I did was have them bounce each other 3 times (drawing 12 cards, destroying 3 things), then bounced Ulamog with Palinchron 3 times, then kozilek with Palinchron 3 times, then preceded to just go nuts. If I just went infinite I could have outright won on the spot anyway, but the rules made me work for it. Might be an idea to bring up

@Qolorful, when I think of Elesh Norn, Grand Cenobite synergy, my mind goes to blowing up opponent's lands with Kamahl, Fist of Krosa lol that's fuckin evil

Pieguy396 on Infinite Maelstrom Wanderer

2 weeks ago

It's a lot of mana for the effect, but Primal Command is a great tutor, and comes with added utility as well. The Deadeye Navigator + Palinchron combo might be worth adding in as well, especially if you also have Future Sight and Sensei's Divining Top.

ClearPearl on The Hidden Ocean-Forest City

2 weeks ago

As a more detailed comment from the one I made the other day-

Part I) Cards to remove and why:

A) Angler Drake- You have this in here mainly so you can abuse your "enter the battlefield" effects. There are plenty of cheaper options to do this.

B) Storm Sculptor- Basically the same reason as Angler Drake.

C) Sylvan Primordial-Depending on who you ask, this card may or may not be banned. Might as well play it safe and take it out.

Part II) Cards to consider removing and why:

A) Emperor's Vanguard- It's a decently powerful creature for its cost and can help you get land, but there are some more reliable ways to get card advantage. If you add more ways to get through opponents defenses (i.e. unblockable effects) then I guess this can stay.

B) Blossom Dryad- It's good because it can untap the lands that tap for two mana, but you might want to go for a more reliable, cheaper mana source (i.e. Birds of Paradise, Curse of Bounty, Deserted Temple, Krosan Restorer, Bloom Tender, Elvish Mystic, Gyre Sage, Llanowar Elves, Quirion Elves, Rofellos, Llanowar Emissary, Sylvan Caryatid

C) Carnage Tyrant- It's a powerful creature, and it's hard to get rid of, but other than that, it doesn't offer much. Considering you have other power creatures in your deck (i.e. Vorinclex, Voice of Hunger), you might want to consider replacing the tyrant with something just as big that can offer more synergy with the rest of your deck. Consider: Sphinx Ambassador or Colossal Whale, among others.

D) Last Thoughts- Gives you a single card with the promise of more cards later, which is nice, but for 4 mana you could probably reliably get more card draw than this card offers.

E) Growing Rites of Itlimoc- In many decks this card is very powerful, but for your deck, in playtesting it turns out you rarely have 4 creatures out at a time, making this card not really worth having in your deck. You have plenty of other ways to get loads of mana, so you can probably remove this one without problem.

F) Jace's Erasure- It's nice to mil cards especially since you're drawing cards anyway, but mil is an unreliable way to debilitate your opponent unless your whole deck is built around the strategy. You might be able to remove a good card or two, but it's a gamble that often doesn't pay off in the long run.

G) Loxodon Warhammer- Good card, not much synergy with your deck. There are better cards that you can use to combo things.

Part III) Small creatures to consider:After playtesting a bunch, it seems your deck likely needs a few more small creatures so you have a better chance of defending yourself or making a dent in your opponent early on. Here are a few suggestions:

A) Invisible Stalker- Small dude, unblockable and hexproof. It's pretty neat and you can combo with those cards that let you draw if you deal damage to an opponent.

B) Ohran Viper- Smallish creature, gets you early card advantage. Deathtouch is a nice touch.

C) Slith Predator- Smaller than Ohran Viper but it gets bigger the more often you poke an opponent with it.

D) Slith Strider- The best of both Ohran Viper and Slith Predator. You might draw a card, you might make the little guy bigger, either way, you get a good early-game bonus.

E) Thada Adel, Acquisitor- Smallish creature, and chances are your opponent as a good artifact or two you can abuse. Early on you can exile cards you don't want your opponent to use, and later on you can just summon that shit for yourself.

F) Zhuge Jin, Wu Strategist- Smallish creature, makes one of your other creatures unblockable every turn. Early game helps with the little dudes like the Slith bros or Thada Adel, late game helps with your big guys to deal big damage to your opponents.

G) Stealer of Secrets- Another small dude that gets you card advantage early on.

Part IV) Removal to consider:The other big thing I noticed when playtesting with your deck is you don't have much removal for when your opponent sneaks past your counter spells. Here are a few suggestions to remedy that.

A) Cyclonic Rift- If you would put any of my suggestions in your deck, you should definitely put this one in. Reacts effectively to early-game threats as well as late-game ones (Plus it hilariously screws with token decks since tokens die instead of going into a hand). When you overload it, it bypasses both hexproof and indestructible. Very few cards can resist it at that point.

B) Wash Out- Can be pretty helpful, especially if your opponent doesn't play blue or green. Works as cyclonic rift in regards to bypassing defenses.

C) Dissolve- Yeah it's another counter spell but this one lets you scry.

D) Voyage's End- Removes a threat and lets you scry.

E) Duplicant- You probably remember this one from my karador EDH. It's not as good here, but it's still good removal. Exiles an enemy while getting yourself a decent creature in the process.

F) Phyrexian Ingester- Blue Duplicant.

G) Brittle Effigy- Exiles a threat and puts your opponent on edge because WHO WILL YOU EXILE OH GOD!

H) Heartseeker- Somewhat reliable destroy effect for creatures, which is uncommon in blue.

I) Curse of the Swine- Exiles multiple creatures and replaces them with cute lil piggies (I love Theros lore, it's just straight-up greek mythology)

J) Reality Shift- Cheap exile effect with an insignificant drawback.

K) Pongify- Cheap destroy effect with a drawback that's only a big deal in the early game.

L) Rapid Hybridization- Same as Pongify.

M) Lux Cannon- Pretty decent late-game removal, but it takes time to set up.

N) Ugin, the Spirit Dragon- Pretty neat planeswalker addition with removal and card draw.

O) Steel Hellkite- Pretty neat creature that removes stuff, easy to hit opponent with your unblockable shenanigans.

P) Krosan Grip- Good cheap removal.

Q) Acidic Slime- Good mid-game creature. Removal and deathtouch.

R) Song of the Dryads- Can hilariously be used on commanders without sending them to the command zone.

S) Evacuation- The blue version of a board wipe.

Part V) Abusing "Enter the Battlefield" effects, aka "Flicker" effects.You probably want a few more of these.

A) Deadeye Navigator- Flicker whatever you want as many times as you want, provided you have the mana for it. You can change soulbonds every time you flicker.

B) Ghostly Flicker- Flicker two different things and you can do it in response to an opponent targeting something to prevent it from succeeding.

C) Archaeomancer- You want this almost as much as you want eternal witness.

D) Eternal Witness- Bring back any card into your hand. Wanna use any of your instants/sorceries again? Cuz ya can. Want a creature back? Revive that shit.

E) Equilibrium- Works on both your creatures and your opponent's.

F) Mulldrifter- For three mana, it's basically a sorcery that draws you a couple cards. For five mana, it's a creature that can be flickered.

G) Palinchron- Considering the lands you have that provide double mana, you may end up with an infinite mana combo here.

H) Nephalia Smuggler- Reliable flicker effect.

I) Augury Owl- Small flickerable creature, plus you can get an early-game scry which is nice.

J) Omenspeaker- Same as the owl.

G) Cryptic Annelid- More scrying.

H) Fool's Demise- Keep your big guys alive while abusing their "enter the battlefield" effect.

I) Mystic Snake- Since you love countering so much, why don't you flicker to get even more countering?

J) Prime Speaker Zegana- Hey this looks kinda like your commander, doesn't it?

K) Strionic Resonator- This works on any trigger effect, which includes every one of your "enter the battlefield" effects.

Part VI) Land ShenanigansYou can always use more land shenanigans. It's pretty easy to replace a basic land with one of these options.

A) Hinterland Harbor-Good dual land. Chances are you can get it out untapped, and it's not even a big deal if it comes in tapped.

B) Rogue's Passage- Why is this not already in here?

C) Breeding Pool- Another good dual land option. It also counts as a "forest" or "island" for effects that specify those words (i.e. Hinterland Harbor).

Part VII) Other cards to consider and why:A) Prophet of Kruphix- Really synergizes with your counter spells. Feel free to tap out all your land to play a creature, cuz at the beginning of your opponent's untap step (even before their upkeep), all your land is free to use again to counter stuff (and use other instant-speed effects).

B) Genesis- Bringing back your dead creatures is usually a good thing.

C) Sphinx Ambassador- Fun big card.

D) Colossal Whale- Another fun big card.

E) Hunter's Insight- Easy way to get a good amount of card advantage.

F) Veil of Secrecy- Creature gets hexproof and unblockable for a turn, which is neat.

G) Artful Dodge- More unblockable.

H) Boundless Realms- ALL THE RAMP

I) Protective Bubble- The blue whispersilk cloak.

J) Aqueous Form-Unblockable AND scry

K) Into the Wilds- More ramp is nice.

The problem with EDH is you ONLY get 100 cards, which always sounds like a lot more than it is. At one point it just becomes a question of what do yo personally like the most. Have fun narrowing this list down.

Rahvin_dom on Talrand

3 weeks ago

Profet93

Palinchron untaps up to 7 lands, and costs 2UU to bounce back to hand. Tidespout Tyrant bounces target permanent on spellcast.

So the setup is that you need a mana doubler (High Tide, Caged Sun, Gauntlet of Power, and I used to use Extraplanar Lens), Mass Polymorph, drakes + Talrand equal to the total number of creatures in your deck, and 6 or more untapped lands.

You Mass Polymorph the existing creatures to cheat out Palinchron and Tidespout, untapping your land. Tap the 6 lands for 12 mana, using 4 to return Palinchron back to hand. Use 7 of your remaining 8 to recast Palinchron, triggering Tyrant to bounce target permanent, and leaving 1 mana in your pool. Palinchron ETB triggers untapping your lands. Rinse and repeat to bounce all of your opponents' permanents, and you can generate infinite mana. Once your opponents have no permanents, use the Tidespout trigger to bounce Tidespout back to hand, and recast Palinchron infinitely for infinite mana, and then do whatever else you want on an open board.

Usually people scoop when all their permanents are back in hand. With any mana doubler other than High Tide, you can do it again every turn.

If you also have Aetherflux Reservoir, this can make infinite spellcasts to murder the table.

It's a little janky, but there's enough protection in the deck to delay everyone else until you can pull off the combo. It worked super well.

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