Pir, Imaginative Rascal

Pir, Imaginative Rascal

Legendary Creature — Human

Partner with Toothy, Imaginary Fiend (When this creature enters the battlefield, target player may put Toothy into their hand from their library, then shuffle.)

If one or more counters would be put on a permanent your team controls, that many plus one of each of those kinds of counters are put on that permanent instead.

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Trade

Have (1) Azdranax
Want (1) saeedysn

Printings View all

Set Rarity
Battlebond (BBD) Rare

Combos Browse all

Legality

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

Pir, Imaginative Rascal occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Pir, Imaginative Rascal Discussion

Lanzo493 on Commander - Sisay - Superfriends

3 days ago

Cards I love for superfriends are Pir, Imaginative Rascal and Oath of Teferi. They allow you to get to your ultimates really quickly. I also like including as many planeswalkers with game ending ultimates as possible. That's why I use Narset Transcendent, Tamiyo, Field Researcher, Jace, Unraveler of Secrets, and Venser, the Sojourner. I just wish I owned a Teferi, Hero of Dominaria. If any one of those planeswalkers gets to their ultimate it puts you at a huge advantage.

xaarvaxus on Bestest boy Voltron

1 month ago

No Pir, Imaginative Rascal? I know you don't get 100% value because you can't include Toothy but more +1/+1 triggers seem good.

After spending so many resources building up tokens on your creatures, I think some more protective spells, especially instant speed ones like Heroic Intervention and Blossoming Defense could be good includes because Plow effects will not care about the stuff that grants indestructible that you've built in plus its nice to have instant speed backup in case someone hits your Darksteel Plate with Krosan Grip or the like.

The Spikes work well with your commander as well, especially Spike Feeder and Spike Weaver. Fertilid adds some extra ramp.

ShreddedByCrows on Offenza is the Best Defenza

1 month ago

Lots of subthemes you got there, that's some interesting challenge. All in all, you're running way too many high-costed cards for a Commander that generally revolves around more of an aggressive strategy. I'll further provide you a personalized list of adjustments, trying my best to keep it at the lowest budget as possible.

Very first thing, 37 lands is too much for an Anafenza deck imo. You can easily go down to 35/34 in order to feel more proactive. That being said, the mana base of your decklist is pretty unstable, and you'll need better mana rocks, around 5/6 good rocks should do it helping you stabilizing.

The second thing to bring up is that you play loads and loads of creatures with actually specific abilities that don't always combine altogether well. Like, for example, in which way would Slimefoot, the Stowaway help Anafenza, the Foremost being consistent? My answer, without another kind of appreciation than logic: not any single one. If you need cheap legendary to keep it up with your theme, there are better options, but remind that this was only a little example.

Finally, you lack reactivity because of very few instant/flash spells. It's not as necessary as some think, but still have a way to protect dutifully your creatures is a key for aggro/midrange decks in EDH. Being able to answer what your opponents bring up to the tape is moreover essential, and I don't see enough removals/tricks in there.

So, let's take a closer look from now on. I'll make some different categories starting with the cuts to make it easier to read.

1.) Back to 100 cards:

2.) Cheap Improvements:

2.1.) Mana Rocks:

2.2.) More removals:

Those are the classical ones you surely know. They are easily affordable and would give your deck a small lift at controlling the board state.

2.3.) Better Legendaries:

  • Mikaeus, the Lunarch > not the cheapest already, but really effective, almost a staple for your deck style

  • Hope of Ghirapur > underrated card, does a lot, insane with recursion to lock down a combo player at low cost

  • Anafenza, Kin-Tree Spirit > certainly a staple / and somewhat a reason to get rid of the token subtheme which is maybe a bit too much

  • Syr Faren, the Hengehammer > also certainly a staple / aggressive, good interactions with Anafenza, better than lords already in your deck

  • Kethis, the Hidden Hand > Yawgmoth's Will for legendaries? I'll take that. It could also be a nice alternative commander when you face more control-ish decks you're stuck against, enabling you to have an efficient late game on its own once made your commander.

  • Mangara of Corondor > Legendary creature which works as a nonsituational removal. Really good. Even if you can't always activate it when it hits the table, your opponents have to get rid of it using their hand resources and you make 1 for 1.

  • Masako the Humorless > Underplayed card / can be a game-changer / and it's a legendary creature.

2.4.) Voltron Outlet:

2.5.) Other cool cards to look at:

3.) Medium Budget Improvements:

3.1.) Mana Rocks:

3.2.) Even more removals:

3.3.) Legendaries' Staples:

3.4.) Neverending Voltron Outlet:

  • Konda's Banner > Yeh, it's a little bit expensive money speaking, but it does everything you're searching for, like a bridge between your Cats, your legends and your Voltron strategy.

  • Skullclamp > staple

3.5.) Cool cards:

4.) Expensive Improvements:

5.) Some other cards you could try (which I mostly haven't, or for which I have a doubt about their efficiency):

Last_Laugh on Atraxa

1 month ago

Reyhan, Last of the Abzan & Ishai, Ojutai Dragonspeaker as your Commanders w/ Atraxa in the 98.

Atraxa is great for loyalty, poison, and other hard to get counters but a single proliferate is kinda slow for dedicated +1+1 counters. Reyhan/Ishai draw less hate, are easier on early mana, are much more explosive and abuseable, and Reyhan's ability to save counters makes the deck more resilient and opens up several amazing combos.

Blade of Selves on Reyhan is 18x +1+1 counters (4 players) and lethal Commander damage as early as turn 3. T1 Sol Ring into Blade of Selves. T2 Reyhan. T3 equip, swing, and murdelize a mofo.

Rite of Replication kicked and copying Reyhan is 90 counters.

Mathing is Hard! All math based on 4 players and for the Blade of Selves combo found in the next section, plus the cards listed in each section below. Special thanks to Gidgetimer for help with the math!

Note: Master Biomancer and Bramblewood Paragon need to be figured separately as they only add counters when Reyhans enter, not when she moves counters. Good-Fortune Unicorn doesn't work with the below combos.


Blade of Selves on Reyhan, Last of the Abzan - Two tokens are created with counters. They leave the battlefield and six instances of placing counters are created.

6x3=18 counters in 6 increments of 3 counters.


Hardened Scales, Winding Constrictor, AND/OR Pir, Imaginative Rascal - Two tokens are created with counters. They leave the battlefield and six instances of placing counters are created. One, Two, or Three counters are added (or more, respectively) both on creation and on trigger resolution.

With 1 = 30 counters in 6 increments of 5 counters.

With 2 = 42 counters in 6 increments of 7 counters.

With 3 = 54 counters in 6 increments of 9 counters.

+12 Counters for each additional counter.


Corpsejack Menace Only - Two tokens are created with counters. They leave the battlefield and six instances of placing counters are created. Counters are doubled both on creation and on trigger resolution.

6(2(2(3)))=72 counters in 6 increments of 12 counters.


Doubling Season Only - Four tokens are created with counters. They leave the battlefield and twenty instances of placing counters are created. Counters are doubled both on creation and on trigger resolution.

20(2(2(3)))=240 counters in 20 increments of 12 counters.


Corpsejack Menace AND Doubling Season - Four tokens are created with counters. They leave the battlefield and twenty instances of placing counters are created. Counters are quadrupled both on creation and on trigger resolution.

20(4(4(3)))=960 counters in 20 increments of 48 counters.


Corpsejack Menace AND Doubling Season AND Pir, Imaginative Rascal, Hardened Scales, AND/OR Winding Constrictor (aka Magical Christmas Land) - Four tokens are created with counters. They leave the battlefield and twenty instances of placing counters are created. One, Two, or Three counters (or more, respectively) are added and then counters are quadrupled both on creation and on trigger resolution.

With 1 - 20(4(4(3+1)+1))=1360 counters in 20 increments of 68 counters.

With 2 - 20(4(4(3+2)+2))=1760 counters in 20 increments of 88 counters.

With 3 - 20(4(4(3+3)+3))=2160 counters in 20 increments of 108 counters.

+400 counters for each additional counter.


Hardened Scales, Winding Constrictor, AND/OR Pir, Imaginative Rascal - Rite makes 5 tokens with counters. Them dying creates 30 triggers. 30((3+X)+X)

With 1 - 150 in 30 increments of 5 counters.

With 2 - 210 in 30 increments of 7.

With 3 - 270 in 30 increments of 9.

+60 counters for each additional counter.


Corpsejack Menace only - 5 tokens with counters are created. They leave the battlefield and thirty instances of placing counters are created. Counters are doubled both on creation and on trigger resolution.

30(2(2(3)))=360 in 30 increments of 12 counters.


Doubling Season - 10 tokens with counters are created. They leave the battlefield and 110 instances of placing counters are created. Counters are doubled both on creation and on trigger resolution.

110(2(2(3)))=1320 in 110 increments of 12 counters.


Doubling Season AND Corpsejack Menace - 10 tokens with counters. They leave the battlefield and 110 instances of placing counters are created. Counters are quadrupled both on creation and on trigger resolution.

110(4(4(3)))=5,280 in 110 increments of 48 counters.


Doubling Season AND Corpsejack Menace AND Pir, Imaginative Rascal, Hardened Scales, AND/OR Winding Constrictor (aka 'Shoulda spent that luck on the lotto') - 10 tokens with counters are created. They leave the battlefield and 110 instances of placing counters are created. One, Two, or Three counters (or more, respectively) are added and then counters are quadrupled both on creation and on trigger resolution.

110(4(4(3+X)+X))=

With 1 - 7,480 counters in 110 increments of 108.

With 2 - 9,680 counters in 110 increments of 108.

With 3 - 11,880 counters in 110 increments of 108.

+2200 counters for each additional counter.

ghostofsparta on Polukranos's Prison Break

1 month ago

Needs more Vigor. You can resolve Vigor's replacement effect before resolving Polukranos's, so it gains counters instead of losing them. Does wonders for your other creatures as well. It will be a removal magnet, though. You could lean into the +1/+1 counter theme more with Oran-Rief, the Vastwood, Pir, Imaginative Rascal, Ivy Lane Denizen, and/or Renata, Called to the Hunt. Armorcraft Judge can provide more draw power, as can Rishkar's Expertise. Or you could go wide with Feed the Pack or Korozda Guildmage.

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