Pili-Pala

Pili-Pala

Artifact Creature — Scarecrow

Flying

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

Browse Alters View at Gatherer

Trade

Have (1) metalmagic
Want (3) FaerieHart , Tsal , adam1floyd3

Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Rare
Shadowmoor (SHM) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Pili-Pala occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Pili-Pala Discussion

harufromlol on historic hail-fire

3 days ago

And maybe replace Pili-Pala for something like Millikin; It does provide some filterin but its kinda meh most of the times.

Alexplosio on Urza, Lord High Artificer is a dangerous man

2 weeks ago

If you're for some reason looking at this deck and thinking, "What on earth does this bad boy do?" well: here's the goal, kinda. You dig. and dig and dig and dig and search and search and search and search and ramp and ramp and ramp and ramp and by like turn 4 you've got infinite blue mana congradulations! The main win cons are: Painter's Servant / Grindstone infinite mana + Walking Ballista Mycosynth Lattice + Memnarch Urza's ability to cycle through your whole deck The main infinite mana routes are: Grand Architect + Pili-Pala Basalt Monolith + Power Artifact / Rings of Brighthearth Isochron Scepter + Dramatic Reversal + a way to get 3 nonland mana rocks cough Urza cough

Something to note is that the deck doesn't win immediately. It isn't aggro, it's control. You play cards such as Winters Orb, Trinisphere, and Static Orb to control your opponent's board(s) and then tap them down to allow yourself to not be controlled. The main weaknesses of this deck is artifact hate (duh) and Urza getting removed or negated. If you get Urza on board and he doesn't get removed, it is very typical to win in the next 2-4 turns solely due to your whole board being a mana rock. If cards such as Null Rod is played against you, it is important to remember that Urza taps your artifacts for mana, which is nice. On the flip side, if Urza is enchanted by a card such as Lignify, the reverse happens and most of your mana is unusable. In blue in general, once something hits the board it is very difficult to remove, so I included cards such as Pongify to deal with problems, but typically in my games I just outspeed the problem. I know I included a lot here, but I am still playing and tinkering with this deck. If you have any suggestions or comments or questions, let me know! I want to see more Urza players out there, and I think that he is a terribly fun commander. Also you WILL get targetted as hard if not harder than an Atraxa player, so good luck!

laxxax_OR on Kenny and the Jets

2 weeks ago

Paradise Mantle will go infinite with Pili-Pala once your companion is on the field, plus it doubles as mana fix and ramp. Cool deck, I hope you enjoy it.

HelenaBruh on List of all infinite combos 2.0

1 month ago

With infinite mana such as Grand Architect and Pili-Pala : Manascape Refractor + Karn, Silver Golem + Voltaic Construct + Stensia Bloodhall can now ping for infinite in monoblue. (use the Bloodhall's ability with the Refractor and untap it repeatedly as a creature with Karn and Voltaic Construct)

Poly_raptor on Urza PolyTyrant

3 months ago

Trinisphere ?

Also another combo you could use would be Grand Architect & Pili-Pala this might be more efficient than tidespout because all you’re doing is activating mana abilities which don’t use the stack so can’t be countered, the only bit that could be countered would be making pili-pala blue, but it’s a lot rarer to come across “counter target activated ability”.

Where as tidespout leaves open a lot of opportunities to counter a piece of it.

WarpedZerghead on Infinite Combos in EDH - Experiment Kraj Budget

3 months ago

poorpinkus, I just recently made a Kraj deck for the same reason, to see it grow beyond control because it was designed to choose its own evolution. Doi. I have been having the same results at the moment (alpha version of the deck) and that Kraj kicks off by turn 6 or 7: I am trying to cut that down to a turn or two sooner. One thought I had was increasing creature ramp. I saw you have a 'Transmute' card, I use that mechanic heavily in another deck (Nekusar RBU) specifically to get my combo items within the 2, 3 and 4 CMC range.

Here is my deck: Kraj-Maga Tap Dancing
You'll see about 3 or more versions of the same mechanic within the deck, especially with creatures. One of the fastest guarantee win items is the tap-to-ping creatures. Just tap once, deal damage to creature or player (must include player) and there you have it. At this point I have been considering just adding more creature ramp, transmute spells, creature tutor and counter spells.

Creature ramp is the big money money of the deck and gives you a chance to bring Kraj out sooner and as you noticed, the moment Kraj is in play it just goes off. For the creature ramp though I have been trying to stick to the 2-or-more mana per tap creatures. Gyre Sage, Gyre Engineer, Incubation Druid are great since the last two can give easier access to infinite untap andthough the Engineer will produce infinite colorless/green mana if you have a single blue untap ability ready. Ilysian Caryatid is another good option for potentially having 2 blue mana (with Kraj in play) to grant true unlimited mana for all colors. But I see you've already solved the mana conversion problem with Orochi Leafcaller and Pili-Pala (sick card for this deck).

Transmute and Tutor will get you what you need (obviously) and I've added as many ways as I can to do just that. I understand though you're using a budget to keep this deck real and some tutor spells are really pricey. Chord of Calling, Green Sun's Zenith, Birthing Pod are good but are probably out of budget, but Prime Speaker Vannifar has dropped considerably and Neoform is a similar outlet. Vannifar could be a superior solution to a Kraj deck because with a +1/+1 counter on her you could have infinite untap-access to her ability, but only in sorcery speed. Another star contender is Momir Vig, Simic Visionary but for Momir to really be effective he relies on both green and blue creature spells. A way around this is using spells that "change the text of target permanent" cards like Trait Doctoring or Whim of Volrath which also has a buyback but that already has too much work involved around a 'guest star' creature. Cool thing about Momir and Vannifar: they are both elves, so if yo have a sac outlet you can add Wirewood Herald that will tutor one of them to your hand. Transmute is also a good way around your deck, simply find your win condition creature combos by CMC and get the Transmutes you need. My deck's winning combos are almost all between 2 and 4 mana, I honestly don't think I need anything over that cost, one being Endbringer at 6 CMC because there are more tap-ping guys that cost less but honestly I am considering dropping it for another ramp creature or counter spell, granted its also a draw-card source.. On to Counter spells...

I am seeing a lot of "trample" and "unblockable" but honestly this experimental blob needs to just sit and make magic happen: no need for attackers. It is far too easy to get what you need in play and use the activated ability to achieve victory; that being said, enter the counter-turtle! Infinite mana seems to be the fastest thing I can get rolling for this guy, once that happens its a matter of time before the other shoe drops for a win, a strategy is to play safe and deny as many things as possible coming your way or in the way of a boardwipe. Rake up as many counterspells as you can, especially the 'split second' ones like Last Word. Another route for spells is kicker, multikicker and strive since mana 'ain't no thang' to Kraj.

All other spells or abilities that give more +1/+1 counters and such I feel are wasted placement cards because once Kraj gets untapping things get out of hand immediately. But, Grafting is definitely the way to at least get that started so it can save you a step if you're looking for the budget route. For example, Doubling Season: sweet card but we don't make tokens and all I need is one +1/+1 counter, not double. But, I do have Vigean Hydropon to distribute +1/+1 counters to my homies entering the battlefield. In several cases the 'Graft' option can work with Momir Vig if he's in play since some are blue/green creatures.

These are all really just ideas and options I've seen work for me but I'm also bouncing them to get feedback and find that chunk of fat that can be trimmed to make a leaner and meaner Experiment Kraj deck. Essentially all my cards involve the greatest of the greatest that I am assuming I have infinite mana, untaps, etc. instead of the 'once per turn'. I want everything, all the time and without end. Good ol' "Nah brah thanks, I'm here to break the game not have tea" attitude.

Thanks for sharing and thanks for reading the great wall-o-text!

Meeknomore on Infinite Combos in EDH - Experiment Kraj Budget

4 months ago

This may not work well as it doesn't contribute itself to Kraj, but Biomancer's Familiar would help lower the activation costs of a lot of your creatures, notably Gilder Bairn, Pili-Pala, and Arcanis the Omnipotent.

In my +1/+1 counter deck I run an infinite pumpability combo with Biomancer's Familiar and Gilder Bairn alongside either Rishkar, Peema Renegade or Jiang Yanggu

Load more