Pili-Pala

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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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Pili-Pala

Artifact Creature — Scarecrow

Flying

(2), Untap: Add one mana of any color to your mana pool.

NV_1980 on Xander's Nightmare Roulette

4 months ago

So next to the milling and destruction themes there also seems to be somewhat of a combo subtheme in this deck with cards like Diregraf Colossus, Gravecrawler, Pili-Pala, Master Transmuter, etc. I'm wondering how effective this is going to be. For instance, by themselves the cards Gravecrawler, Phyrexian Altar and Diregraf Colossus aren't going to do that much for you. You need ALL of them to pull off an infinite zombie (and mana) combo. Is this the only reason why all three are in here? It would make more sense to me if one of the major themes in your deck was zombies. Then each of these cards would synergize well with the remainder of your deck.

For a similar reason, I don't understand what Akroma's Memorial is doing in here. Your deck isn't very creature- and/or token focused. Wouldn't an additional mill-spell or mill-benefit be more effective (or both, like Breach the Multiverse)?

king-saproling on Uncle Unctus

11 months ago

Urza, Lord High Artificer could work well considering Unc can turn creatures into artifacts. He pops off with Pemmin's Aura and Freed from the Real.

Other cards that might be worth considering: Pili-Pala, Grand Architect, Illusionist's Bracers, Clock of Omens, Gush, Isochron Scepter, Drake Haven, Opposition, Wharf Infiltrator, Ashnod's Altar, Teferi's Ageless Insight

Delphen7 on The Technomancer 【Trazyn, the Infinite CEDH】

1 year ago

zAzen7977 Glad you like it :D

In my testing thus far, barring interaction, it usually plays Trazyn t2-t3 and wins the following turn.

  • Between the lines being somewhat unintuitive and being able to win on top of interaction, the deck is hard to interrupt.

In general

  • Interaction before we're set up hurts, but there are so many ramp effects we can usually pay command tax once or twice before getting truly stuck.
  • Counterspells/removal on nonTrazyn cards usually don't matter as it just sets us up better to combo (ie an opponent counters a Mana Vault while we're sitting on a Pili-Pala kind of thing).

That said:

Counterspells

  • These are pretty bad if they're aimed at Trazyn, but between discard, spells that draw counters (like Oppo Agent) and a lack of knowledge about his power, I usually see them deployed on the wrong cards.
  • I play online (and thus against random people), but if you wanted to run this in a dedicated pod, more hand check would probably be good over Rocket Launcher and a couple other duplicate combo pieces to help clear the way for Trazyn once others know what's up.

Stax

  • Stax is an interesting matchup. They can usually shut us out of comboing pretty quickly, but Trazyn is a 4/6 deathtouch, and the deck runs many big critters, so I can usually beat them to death and immediately win at instant speed.
  • If anyone ever kills the stax pieces stopping us Trazyn can combo over anything opponents could do given we have Farmstead Gleaner or Pili-Pala. Even if we don't it's unlikely anyone has multiple piece of removal after removing stax pieces.
  • It is worth noting that Drannith Magistrate and Collector Ouphe completely shut us down, but other common pieces are blank cardboard (like Grafdigger's Cage).

Removal

  • As it's CEDH you don't really see much removal, but Patchwork Gnomes, Welding Jar and multiple haste effects mitigate what little there is
  • If he is removed, it's usually pretty easy to recast Trazyn given how many ramp cards in the deck.

Turbo

  • This is probably the worst matchup. If an opponent goes off before Trazyn is set up, there's nothing we can do about it. I usually hope that another opponent has interaction.
  • Amusingly, Brain Freeze wins us the game if Trazyn is on the field, but Thoracle lines usually end poorly.
  • When using discard to fish out counterspells, I try to target blue black players over other blue players to try and mitigate the risk of dying to Thoracle/Consultation if casting Trazyn goes poorly.

I think of the couple dozen games I've played thus far, my only losses were to a t2 Thoracle/Consultation, Gitrog with Collector Ouphe on the battlefield, a Chisei, Heart of Oceans playing way too many counterspells, and a wild game where no one drew anything until t30ish.

The best comparison for this deck is probably Turbo K'rrik. On average this list is slightly slower than K'rrik, but more resilient and less familiar, which gives us a slightly better game against interactive decks.


This was a lot, but I hope it answers your question!

mrwilson6488 on Ever Adaptive Artifacts

1 year ago

thefiresoflurve

No worries at all! I’m terrible at the game sometimes too, which is why I turn to you guys for help! :)

So after generating infinite mana with Pili-Pala and Grand Architect one can then summon and sacrifice Breya and one of her thopters infinitely to either deal infinite damage, -4/-4 to creatures or gain 5 life infinitely.

I think Phyrexian Altar could be great if an only if I include Training Grounds so I can pull off the combos. I thought about Training Grounds and decided not to include it since it can’t reduce the costs to less than one; therefore only affecting Breya and reducing the cost by 1. Do you think it’s worth it to include Phyrexian Altar given that the combo can’t go off without Training Grounds? I suppose at worst, it’s still a great way to get mana out of thopters to get through the deck.

Lastly, when I have the time, I’ll try to turn this page into a Primer with instructions and possible combos to make it easier for others to follow and provide suggestions.

carpecanum on Elfospam

1 year ago

Elves need pets. May I suggest throwing in Chatterfang, Squirrel General? You lose one elf card and pick up a million blockers so you don't need to martyr elves you would rather be tapping.

Elvish Guidance and Priest of Titania are standards

One last non-elf suggestion : Pili-Pala + Presence of Gond. Make as many elves as you can, tapping and untapping, thn tap any card like Elvish Archdruid and double your number elves by doing it again.

thefiresoflurve on Ever Adaptive Artifacts

1 year ago

You know what my problem was? I was thinking at Sorcery speed. I'm sometimes bad at the game, lol.

Another question: what mana outlets are there for Pili-Pala and Grand Architect? I see that combo gives infinite mana + taps/untaps, but not sure where it's all meant to go here.

Also, what do you think of adding Phyrexian Altar? I think having another sac outlet would probably be beneficial to kick off your combos more easily. Plus, colored mana!

Gidgetimer on Mairsil and quicksilver elemental

1 year ago

Yes to the first two questions. You can target Mairsil and will get extra copies of the abilities, including the Quicksilver Elemental ability. After the first use of a tap ability (like on Gilded Lotus) Mairsil will be tapped, you will need to find a way untap her if you want to be able to use that ability again. In this scenario you could use Pili-Pala to untap and turn the 2 left over mana per iteration into 1. This adds an extra step but still allows you to go infinite if that is what you want to do.

chivalruse on Ohabi, Kiss My Arsenal

1 year ago

I don't understand all of the equipment choices, but Arc Spitter seems really bad. If you want to make your creatures hard to block, there are far better ways: Cliffhaven Kitesail and Maul of the Skyclaves are two cards that immediately come to mind.

Also if you're already doing tap/untap shenanigans, why not run the Pili-Pala + Careful Cultivation combo. You already have some infinite mana outlets like Walking Ballista.

I don't like Bane of Progress in this list when you have so many key pieces that you don't want to destroy. Better just playing Heliod's Intervention.

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