Puppeteer Clique


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Rare
Modern Masters 2015 Edition (MM2) Rare
Shadowmoor (SHM) Rare

Combos Browse all

Puppeteer Clique

Creature — Faerie Wizard


When Puppeteer Clique enters the battlefield, put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. At the beginning of your next end step, exile it.

Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

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Recent Decks

Puppeteer Clique Discussion

legendofa on Women of power

2 weeks ago

Malakir Bloodwitch might have a place here--there's enough Vampires to keep it active, even if it's not overwhelming.

I think Puppeteer Clique might work, but the art's a little ambiguous.

Bitterblossom gives you more expendable sacrifice fodder or blockers. Or attackers, if you get enough.

Glissa Sunseeker should join too. Everybody runs artifacts.

Jagg3r5 on

3 weeks ago

There's a lot to comment on here, but I'll try hit all the bases. I would initially suggest using tapped out to look at other decks with similar strategies to get more ideas as to what you can do. For now however, here's what I have.

Firstly there are a number of cards that either have better alternatives, or simply don't have a place in the deck. Cards that reduce your opponents maximum hand size are helpful, but I would suggest omitting them for cards that can reliably empty your opponents hands. If your deck works as intended these cards will have very little use, as your opponents won't have more than one in hand at a time anyways. To this same end I would say drop cards that make everyone draw. Loading your opponents hands is relatively counterproductive in a discard deck as you defang your greatest strength. Capital Punishment and Torment of Hailfire are both cards you may wish to avoid also, as they give your opponents options and you basically neuter yourself because of it. Losing creatures when combating your deck means very little as you (currently) don't have a lot of board presence. Plus if your commander is out, most will likely take the alternative to discarding if possible to avoid giving you tokens.

You also have A LOT of low drop discard cards, and quite a few that are single target. Depending on how many players you play with this may be okay, but if it's more than you and 2 others I would advise looking for alternatives. You may be trying to only aggro one player at a time, but discard decks rarely make friends, and in larger games you may stall out before you can pick everyone off. I wouldn't necessarily say get rid of all of them, but I would certainly advise pulling at least a few. Reasons: firstly, the more people discard the more tokens you get, so go for cards that hit the board or all your opponents to get the most out every spell; secondly, your commander is a 5 drop meaning either you use these cards early and don't benefit nearly as much from them or sit on them until after you cast him and he sticks, which leaves you dead and open for the first chunk of the game.

Speaking of open, there's a lot of low cost creatures with discard effects out there, and I would highly suggest you switch out some of these discard sorceries and instants for them to increase your damage potential, give you defense, and give you more cards with discard effects that aren't just a one-off. I actually very recently built a $50 budget black that has a lot of this[(see Toshiro Budget) if you want a few ideas. Your deck currently relies VERY heavily on your commander sticking for you to get board presence, so adding creatures will force opponents to choose between threats, and they will either have to kill off your commander (who you can get back) or whatever other creature is plaguing them. While you don't want to go too heavy in this direction for the same reason you don't want too many single target discard instants and sorceries, having a few can be highly beneficial. I would also suggest looking into cards like Nighthowler or Puppeteer Clique that can take advantage of all the cards ending up in your opponents graves. Another way to get damage would be cards like Blood Artist or Zulaport Cutthroat, as when your tokens die it can add up quickly, especially in large games. Further still, cards like Beastmaster Ascension or Mycoloth can turn your tokens into vast armies or lethal combatants extremely quickly.

The only other thing I would say is look into more draw power options. You've got a few, but you may find you need more. A lot of your cards are making you discard too, and since you don't have a lot of recursion, what hits your grave is going to stick. Since you (currently) can't get much momentum from there, draw power is going to be key in abusing the advantage you get when everyone starts top decking. Once you get everyone to that point, you likely won't catch people discarding much as they'll cast it just to avoid the discard, so you need to be able to capitalize on it while it lasts. You can't do that effectively if your're stuck topdecking with them. One card to look at would be Shamanic Revelation, although cards that can give you an extra draw each turn like Bloodgift Demon are better.

A few card suggestions that aren't in my or your deck for you to look at; Mindcrank combos with Megrim very nicely to shred cards off someone's deck, filling their grave with cards to hijack; Unnerve for just a decent discard; Guul Draz Specter for a discard creature and a potential damage dealer; Cryptolith Rite as another cheap mana gen, one that works wonders with tokens

I want to apologize if a lot of this seems insulting of your intelligence. I don't know how skilled or seasoned a player you are, but in the event you're newer to the game or format I opted to provide as much help advice as possible. Now all of these are suggestions, so if you don't like the playstyle that some such adjustments would create then please don't run them! After all EDH is more about fun than anything else, so play what fits your style. Best of Luck, and hope this helped!!!

luther on Make an Entrance, Take your Leave (Karador Combo)

1 month ago

Mikey is good in any deck that sacrifices a lot, and triskelion and spike feeder are utility creatures that can be recurred with reviellark (even to go inf!) or searched for with recruiter of the guard (if you put it in). That being said, I like triskel more than spike. I think spike is just a touch iffy. Either way, your archangel is just a goodstuff card that could go as a beater in basically any deck... that being said, it is a nonbo with mikaeus.

I think were it me, I would have 2 options here. Scrap all 4, or keep mikey and triskel and add in maybe Puppeteer Clique (for another combo with mikey that hoses opposing graveyard decks) and one other card.

ersatz_olorin on Hapatra and her sneks

1 month ago

I would definitely take out Liliana, since she is way too expensive for what she does in this deck

Puppeteer Clique is a good card, but only partially synergistic with this deck I think

Same with Pharika, God of Affliction. I also think Splendid Agony provides less value than any of the others of its type.

Those are just a few of the ones I can see, you have some options and you just need to figure out which is doing the least work in your game plan for its cost

EternalBrewmaster on Ertai Final Draft

1 month ago

Needs more Guile,Puppeteer Clique, and Nether Traitor. Probably Thespian's Stage to go with that Dark Depths too. Starfield of Nyx seems good too to at least get your fodder back to sac to Ertai again. Id consider the Doomwake Giant+Heliod, God of the Sun combo too. Heliod makes dudes to reserve for sacs and (although its mana intensive) you can dump extra mana to wipe out their stuff low to the ground. Seal of Cleansing seems like some decent extra reusable removal,Auramancer is Good recursion, and Mesa Enchantress is some extra cards. Love the Solemnity interactions. Cant think of any you dont have.

acscreamholy on Inalla, Wizard's Carnival Host

2 months ago

So i've been considering getting Cryptic Gateway and Sundial of the Infinite cause the shenanigans that this allows for is absolutely ridiculous. Gonna explain a few quick scenarios so that way this hopefully makes sense.

As you can see Cryptic Gateway allows for tapping and playing creatures. Lots of fun with this deck. You could cheat out the infinite turn combo by around turn 5 (assuming you draw 1 land in the first four turns) with the perfect opening hand like this:

  • **Opening Hand** 3 basic lands to pay for creature, Sol Ring, Goblin Electromancer or Harbinger of the Tides, Wanderwine Prophets, Cryptic Gateway.
  • **Turn 1** Play land, cast Sol Ring.
  • **Turn 2** Play basic land, durdle if you've drawn anything good. In the event you manage to draw a Sundial, this is the turn to do it.
  • **Turn 3** Play basic land, cast Cryptic Gateway for 5
  • **Turn 4** Play basic land, Tap 2 lands and pay for creature, pay 1 to make copy. Tap both copies of creature to cheat out Wanderwine Prophets. Pay 1 to make copy, Champion original, Move to Combat with the Copy, If attack succeeds, sac the copy, pay 1 to make copy again, move to end step, copy fizzles, pay 1 again to make new copy that lasts into next turn and then go infinite. In the event you got Sundial and played it, you can also pay 1 to end the turn instead of going to end step and it has the same effect.
It was pretty well covered in the last section how useful this card is for your infinite combo shenanigans. However, theres a much larger implication with this card. Cast something like Goblin Electromancer and make a copy of it and end your turn with Sundial. Surprise, your instants and sorceries now cost 2 less. Two Docent of Perfection  Flip's isn't a bad thing either. Two Fatespinner's. Imagine the abilities you could create.
    It's extremely situational but example of how this card can absolutely break games and be a stax piece honestly. I was test playing it against my Zombie Deck and had the weirdest stuff happen. I had Sundial and Intruder Alarm on the battlefield already, and I played Puppeteer Clique and copied it. I took Lich Lord of Unx and Gravespawn Sovereign from the graveyard and made 3 tokens with Lich Lord. Tapped the five of them and took every single creature out of both graveyards and suddenly had a field of about 20 creatures. Making copies of any wizards along the way.

Neotrup on How does marchesa, the black ...

2 months ago

Assuming Puppeteer Clique has a +1/+1 counter on it, both Persist and Marchesa, the Black Rose will trigger when it dies. You get to stack those two triggers however you like, but it doesn't really matter. When Marchesa, the Black Rose's ability resolves, you'll create a delayed triggered ability to return Puppeteer Clique to the battlefield at the beginning of the next end step if it's still in your graveyard (it won't be). When Persist resolves, it will immediately return the Puppeteer Clique to the battlefield with a -1/-1 counter on it. If the Puppeteer Clique dies now, neither ability will trigger, and even though there's already the delayed triggered ability to return Puppeteer Clique, the game sees this dead one as different from the original one that died, so the ability will still do nothing.

Chickens_are_awesome on How does marchesa, the black ...

2 months ago

If I have Marchesa, the Black Rose and a creature with persist, for example Puppeteer Clique what will happen when the creature dies?

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