Spellkeeper Weird

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Spellkeeper Weird

Creature — Weird

, , Sacrifice Spellkeeper Weird: Return target instant or sorcery card from your graveyard to your hand.

legendofa on Official missing/incorrect card/token thread

3 months ago

Not sure if this is the right place to report this, but Spellkeeper Weird shows up in the playtester as a 1/0 instead of a 1/4.

Bolo33 on Please Help - cheap deck …

4 years ago

Standard. Cheap?

That's hard to bear, for most. The thing I do to keep my decks cheap is avoid Shock Lands( Steam Vents and the like) and cards like Fabled Passage . I'm not denying their value, but are they really 10-20 times more valuable (in the game) than a card like Temple of Epiphany ? They both tap, and both give an add on.

Also, Sleeves exist, to protect cards. Cards can be bought cheaper when they are in a less-than-new condition. And foils are also a bit unnecessary, if your goal is to stay cheap.

Now for an actual idea. I was looking at the cards you liked at the top of this post. Pteramander and Crackling Drake are both big on instants, and getting Humongous as a result of them. Enigma Drake has already rotated, it is no longer standard legal. Two other red and blue cards that get Gargantuan as a result of instants/sorceries are Erratic Cyclops and Wee Dragonauts . Cards that help you cast such spells are Goblin Electromancer , and (sorta) Spellkeeper Weird . The instants/sorceries you want to cast with this can be damaging type, card advantage type, orcreature buff/debuff, or even the first two of these combined. (Counterspells are essential, too)

For Damage, Shock , Lava Coil and Electrodominance are good. Card-Drawing, Opt , Winged Words , and Chemister's Insight all draw and give card advantage. Infuriate , Sure Strike , and Sonic Assault both buff/debuff. Ral's Outburst both damages and gives card advantage. For a damaging deck, you may want Electrostatic Field . For a card-drawing deck, The Magic Mirror and Niv-Mizzet, Parun make a great combo. If you want to simply buff your creatures to victory, make sure to keep the pumping creatures.

Counterspells are essential, I find Quench is surprisingly useful. Ionize is great too, and everyone seems to love Mystical Dispute too, although it is pricey. Convolute is a cheaper (monetary-wise) thing to use.

I hope this helped you decide on cards!

ScionsStillLive on Dreadhorde arcanist replacement

4 years ago

Maybe Spellkeeper Weird ? It's a terrbile substitue, but if you're on a budget you could consider it.

ScionsStillLive on Card creation challenge

4 years ago

Gorger Weird

Creature - Weird

Whenever an opponent plays a noncreature spell, put a +1/+1 counter on Gorger Weird.

2/2

"Hmmm, this seems familiar, doesn't it?"


I like Spellgorger Weird so much, I gave it a green counterpart (I know it has Spellkeeper Weird as a partner, but I don't care.)

More weirds!

eyes2sky on Temur Ramp

4 years ago

Since you have such heavy draw and land fetch I think your deck might benefit from cards like Arboreal Grazer , Elvish Pioneer or Explore . Some other helpful creatures might be: Augur of Bolas or Spellkeeper Weird . As for your win-conditions I could see adding a couple Fireball 's to the list. On the control/creature hate side, I think adding some removal like Select for Inspection or Lightning Bolt could easily fit in.

EchoScorch on Mono Blue Aggro War of sparks

5 years ago

Augur is an interesting edition, however I do not like Eternal Skylord in the sideboard. The CMC is very high for a very meh ability, and you are not going to be casting it until turn 6+ as you always want to have protection up, and by that point in the game if you are winning you should have the game on lock with Curious Obsession and counter spells.

Also, has Spellkeeper Weird been any good? It takes a five mana development but it can get an instant back at instant speed, and possibly hold the ground down? And have you considered Surge Mare ? It is an extremely flexible and potent card that has caused me to lose games.