Spellskite

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern 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
Modern Masters 2015 Edition (MM2) Rare
New Phyrexia (NPH) Rare
Promo Set (000) None

Combos Browse all

Spellskite

Artifact Creature — Horror

: Change a target of target spell or ability to Spellskite. ( may be paid for with either or 2 life.)

Price & Acquistion Set Price Alerts

MM2

NPH

Ebay

Spellskite Discussion

APPLE01DOJ on Lore That hits Hard

13 hours ago

I'm impressed that you could throw together a 3 color mana base on a budget.

I like the idea but you're asking a lot for things to fall in place consistently. First 21 lands and you want to reliably cast a 4 CMC spell. I think that you could use a little more digging. Cathartic Reunion might be a better option than Raven's Crime. Yes you lose the ability to target the opponent but you dig a little deeper. Another option although it's not as budget friendly could be Mission Briefing. The next issue is even if you get to exile a Temporal Trespass with Living Lore turn 4. You still only have a vanilla 11/11 that dies to Fatal Push so maybe something like Spellskite or Apostle's Blessing could find it's way into the 75. Apostle's Blessing also help you get through for combat damage should you choose to go that route.

SKUFFLEZ on Infectious

5 days ago

@KamiKasper

Don't know about supplying a full sideboard, since it depends on the meta you're playing in, but here's something to build on:

Spellskite eats spells that'd do your infectors harm; burn or kill spells.

Nature's Claim for when you need to board in some enchantment and/or artifact hate (you don't care about them gaining life)

Grafdigger's Cage // Relic of Progenitus for when you need to board in some graveyard hate.

Asder on Lantern-Less Lantern

5 days ago

stensiagamekeeper that is some really useful feedback. I hadn't event considered non-tutor ways to find orris! the protection thing is an issue that I was having trouble with. previously I was running Spellskite in the sideboard and Eiganjo Castle to deal with this issue but this is just so much better. if only Karakas was modern legal. that meddling mage issue is something else that I have thought about. I don't want to run Damnation to play around this however because the 27 dollar price tag just isn't worth it. I will start running Day of Judgment though. corpse churn isn't quite as good as discovery dispersal as orris is always better in hand and if you mill two then you will wish you surveiled instead. also, they both effectavly look at three cards wich makes discovery strictly better. I don't think I want to run memorial as it enters tapped and I would rather have an untaped colourless source than a tapped black source. thanks for the feedback i feel it has really improved the deck.

DonJon on U/B Mindcrank

1 week ago

I’ve considered Gut Shot in early builds of this deck, but I’ve found that between the life cost, especially in addition to Thoughtseize, Underground River, and Spellskite, along with such a small amount of alternate utility, it’s hard to justify fitting it in. Yes, it is the most reliable way of enabling the combo, but there’s so many other ways to do so that it’s barely worth the include.

Dorotheus on Degenerate Targets for GPG

1 week ago

Infect creatures are definitely something that work well, lots of the more played ones are cmc 3 or less with 3 or less attack, and Spellskite as a 4/4 could be interesting too.

Liquidbeaver on Argent Moon: Liquimetal Control

1 week ago

Pheardemons: I like a lot of your suggestions, but I am going to try switching stuff little by little, because I think a mix of cards I am running and cards you are suggesting will be the right middleground.

Because of Liquimetal and Scepter the deck plays at a weird pace. If I go too far towards one end end of the spectrum where I have no creatures I need harder control to make up for not having blockers/attackers, and the deck relies even more on the few wincons to stick.

If I go more aggro, then the control becomes weaker and the Coating/Scepter become huge liabilities instead of little ones. So far, a good mix of threats that must be answered has worked out best, even if it messes with the raw tempo of the deck to do it.

Having 0 power is a valid criticism of Spellskite, but I think it needs to stay in the 75 for a few reasons. It can protect my few artifacts, it can redirect burn aimed at me or a planeswalker (one of my hardest matchups), it can soak up auras and pump spells that opponents cast, it doesn't get bounced by TiTi flipping, and it chump blocks a huge majority of the creatures in the format without dying. I would be okay with it being in the SB for the exact reasons you said though, if I play a deck that has no interaction or combos off, it is a dead card.

Thing in the Ice  Flip I think is something vital to the deck. Being able to chump until it flips, and then getting rid of all other creatures on the battlefield, killing all the tokens, and getting around indestructible and hexproof is huge. Quite a few times I've won games against Humans and Stompy purely on TiTi, Bolts, and a counterspell or two. The fact that it flips so steadily while I am just do my thing and interact is a huge benefit. I think I could easily operate on a creaturebase of just TiTi and Spellskite (or Young Pyromancer) in the MB, and if they bring in more creature removal just for that, they are playing to the impact of just 5 of my cards, which aren't my only wincons if I add Keranos/Ral/Jace, they are just secondary ones.

Shrapnel Blast was an addition to act as more of a mainboard Roast, but with the potential for a lot more reach. It also helps quite a bit to limit the drawbacks of running Coating/Scepter, as they can both have a huge impact if I draw supplemental spells at a good time, or they can be terrible if I don't. Since I don't run Faithless Looting or anything besides Mission Briefing/Izzet Charmto pitch those away, I wanted to get more use out of them. Even just adding 1 to the mainboard did a lot for limiting the liability of running Coating and Scepter. Since I'm not willing to remove those two cards, I wanted to make sure I always had something to do with them. MB Spellskite also helps to reduce the negative aspect of those pet cards, as blocking with a Spellskite in an instance where it would die, then saccing to Blast at either a */5 creature, or sending 5 at a player/planeswalker can be huge.

Mission Briefing going down to 3x is probably something worth doing regardless. As cool as it is to Scry a bit, and then recast something from my GY, there are a number of times I drew into multiples where I rather have just had interaction in my hand. 2x would probably be too few since I don't run Snapcaster Mage, but I think 3 may be just right.

Thanks for suggesting Sweltering Suns, I didn't know about that card. I am going to pay attention to how often the exile clause on Anger of the Gods would actually matter (Finks, Dredge?). Right away I think 2x Anger/1x Sweltering would have no negative impact on me, and I can spend some time seeing if I want to switch to the full 3x Sweltering.

I ran different combinations of Blood Moon for a while, and 3 total always felt great, where 4 total felt like I was always drawing multiples, or I would have 2x in the side and never want to bring in more than 1. I think an extra 1 in the SB, in conjunction with some Damping Sphere like you suggested, would be a great way of covering all my bases without overcommitting.

I think I've been thinking of my MB bounce and SB bounce in the wrong way. I want to be able to have the most impact, and hit the highest number of things with my MB spells, and use the SB to refine it if needed. 2x Echoing Truth in the MB, and having 1-2 Expel from Orazca/Boomerangin the SB would be a much better way of making sure my Game 1 potential is highest. Expel/Boomerang in the MB isn't as effective in games where I don't know if I will even land 10 permanents, or if I need to be worried about multiples of permanents coming out.

How do you think Grafdigger's Cage compares to Relic of Progenitus/Tormod's Crypt? Those two were my first thoughts when I was thinking of adding more Dredge and GY hate (besides wanting a second Surgical Extraction in the side), but I completely forgot about the Cage.

I've avoided cards like Pithing Needle for a long time because of my limited knowledge of what cards in other decks I should be worried about, and the sheer card pool that Modern has. I think Sorcerous Spyglass is a great alternative to that for me. I think that would also compliment having Clique as well, as I can choose which one to cast based on boardstate.

Negate is a great suggestion for the SB. I've had a number of games where I wanted to board out Remand against low CMC decks, or board out Mana Leak against big mana decks, but had nothing in the SB to switch it with. Getting it imprinted is also really cool, as it can protect me and itself on every turn.

Thanks again for your perspective on the deck and the general meta! It is very helpful early on in the deck creation like this.

Liquidbeaver on Argent Moon: Liquimetal Control

1 week ago

Pheardemons: I like a lot of your suggestions, but I am going to try switching stuff little by little, because I think a mix of cards I am running and cards you are suggesting will be the right middleground.

Because of Liquimetal and Scepter the deck plays at a weird pace. If I go too far towards one end end of the spectrum where I have no creatures I need harder control to make up for not having blockers/attackers, and the deck relies even more on the few wincons to stick.

If I go more aggro, then the control becomes weaker and the Coating/Scepter become huge liabilities instead of little ones. So far, a good mix of threats that must be answered has worked out best, even if it messes with the raw tempo of the deck to do it.

Having 0 power is a valid criticism of Spellskite, but I think it needs to stay in the 75 for a few reasons. It can protect my few artifacts, it can redirect burn aimed at me or a planeswalker (one of my hardest matchups), it can soak up auras and pump spells that opponents cast, it doesn't get bounced by TiTi flipping, and it chump blocks a huge majority of the creatures in the format without dying. I would be okay with it being in the SB for the exact reasons you said though, if I play a deck that has no interaction or combos off, it is a dead card.

Thing in the Ice  Flip I think is something vital to the deck. Being able to chump until it flips, and then getting rid of all other creatures on the battlefield, killing all the tokens, and getting around indestructible and hexproof is huge. Quite a few times I've won games against Humans and Stompy purely on TiTi, Bolts, and a counterspell or two. The fact that it flips so steadily while I am just my thing and interacting is a huge benefit I think. I think I could easily operate on a creaturebase of just TiTi and Spellskite (or Young Pyromancer in the MB, and if they bring in more creature removal just for that, they are playing to the impact of just 5 of my cards.

Shrapnel Blast was an addition to act as more of a mainboard Roast, but with the potential for a lot more reach. It also helps quite a bit to limit the drawbacks of running Coating/Scepter, as they can both have a huge impact if I draw supplemental spells at a good time, or they can be terrible if I don't. Since I don't run Faithless Looting or anything besides Mission Briefing/Izzet Charm to pitch those away, I wanted to get more use out of them. Even just adding 1 to the mainboard did a lot for limiting the liability of running Coating and Scepter, two things that I'm not willing to remove, so I want to make sure I always had something to do with them. MB Spellskite also helps that negative aspect of those pet cards, as blocking with a Spellskite in an instance where it would die, then saccing to Blast to either the */5 creature, or sending 5 at a player/planeswalker can be huge.

Mission Briefing going down to 3x is probably something worth doing regardless. As cool as it is to Scry a bit, and then recast something from my GY, there are a number of times I drew into multiples where I rather have just had interaction in my hand. 2x would probably be too few since I don't run Snapcaster Mage, but I think 3 may be just right.

Thanks for suggesting Sweltering Suns, I didn't know about that card. I am going to pay attention to how often the exile clause on Anger of the Gods would actually matter (Finks, Dredge?). Right away I think 2x Anger/1x Sweltering would have no negative impact on me, and I can spend some time seeing if I want to switch to the full 3x Sweltering.

I ran different combinations of Blood Moon for a while, and 3 total always felt great, where 4 total felt like I was always drawing multiples, or I would have 2x in the side and never want to bring in more than 1. I think an extra 1 in the SB, in conjunction with some Damping Sphere like you suggested, would be a great way of covering all my bases without overcommitting.

I think I've been thinking of my MB bounce and SB bounce in the wrong way. I want to be able to have the most impact, and hit the highest number of things with my MB spells, and use the SB to refine it if needed. 2x Echoing Truth in the MB, and having 1-2 Expel from Orazca/Boomerang in the SB would be a much better way of making sure my Game 1 potential is highest. Expel/Boomerang in the MB isn't as effective in games where I don't know if I will even land 10 permanents, or if I need to be worried about multiples of permanents coming out.

How do you think Grafdigger's Cage compares to Relic of Progenitus/Tormod's Crypt? Those two were my first thoughts when I was thinking of adding more Dredge and GY hate (besides wanting a second Surgical Extraction in the side), but I completely forgot about the Cage.

I've avoided cards like Pithing Needle for a long time because of my limited knowledge of what cards in other decks I should be worried about, and the sheer card pool that Modern has. I think Sorcerous Spyglass is a great alternative to that for me. I think that would also compliment having Clique as well, as I can choose which one to cast based on boardstate.

Negate is a great suggestion for the SB. I've had a number of games where I wanted to board out Remand or against low CMC decks, or board out Mana Leak against big mana decks, but had nothing in the SB to switch it with. Getting it imprinted is also really cool, as it can protect me and itself on every turn.

Thanks again for your perspective on the deck and the general meta! It is very helpful early on in the deck creation like this.

Pheardemons on Argent Moon: Liquimetal Control

1 week ago

Chandra's uptick is more useful when a deck isn't reactionary. I'm sure flipping over a counterspell does feel bad. I understand that skepticism. However, in saying that, her emblem is monstrous. Easily something that finishes games. Jace, the Mind Sculptor does seem to fit this play style a lot better. I understand using him instead.

That is an interesting thought with the Phyrexian Metamorph, but also something that does seem clunky and cute. That spot would be better to stop other decks, rather than simply copying their win condition.

The suggestions I would have are:

Mainboard

-2 Crackling Drake, -3 Thing in the Ice  Flip, -2 Spellskite, -1 Shrapnel Blast, -1 Mission Briefing

+1 Keranos, God of Storms, +1 Ral, Izzet Viceroy, +1 Jaya Ballard, +1 Jace, the Mind Sculptor, +2 Wandering Fumarole, +3 Anger of the Gods (or Sweltering Suns)

The reason I am taking out the Spellskites is that against a deck that doesn't attack much or is combo, this card is dead. It only has 0 power which means it cannot attack. Shrapnel Blast I'm assuming is there to try and get the last bit of damage through, but you don't really want to be sacrificing your artifacts, or whatever other permanent you'll have with Liquimetal Coating. I get the combo with sacrificing lands late game with Isochron Scepter imprinting it, but that's a fragile combo and you'll probably want something more concrete. For these my thought process was to add in board wipes to help you against those aggressive matchups, of which you have Anger of the Gods. I suggested Sweltering Suns so that in a matchup that they aren't needed, you have a cycle. Your choice.

I know your hesitation with adding more lands, but 18 seems pretty low for a deck that may now have potentially 3 cards at 5 mana, as well as wanting to cast multiple spells a turn, if necessary. I only added in the two, and I felt with the benefit of the planeswalkers and Keranos they can help you draw through the rare pocket of lands.

Sideboard: I'm just going to create a sideboard for you as a template, then you can curtail it to what you need for your meta.

2x Damping Sphere 2x Echoing Truth 2x Negate 2x Blood Moon 2x Shattering Spree 3x Grafdigger's Cage 2x Sorcerous Spyglass

Damping Sphere is a two-for-one against storm and tron. For storm, your stall tactics don't really affect them. You have a couple counters, but Remand only stops them for a turn, and they can usually pay for Mana Leak once they start. Your creature destruction also helps, but they can also do it naturally. This is that little bit extra to stop them after game 1.

Echoing Truth is a catch-all. It is really good against tokens, enchantments (that you can't deal with once they land cough cough Leyline of Sanctity), ect. It can be brought in against anything and every, and imprinting it with Isochron Scepter I'm sure will feel amazing.

Blood Moon is helpful against multi-color decks as well as an extra boost against tron. I'm not sure how bad that matchup is for you, but it couldn't hurt. Decks that don't see the mainboard Blood Moon may not fetch correctly game two, and therefore you may have the advantage of stopping their colors.

Grafdigger's Cage is another almost catch-all in the sense that it stops storm, hurts Snapcaster Mage, dredge no longer means anything (and it is on the rise), and any other graveyard shenanigans. Warning, this stops Mission Briefing, so you may want to side that out if you need the Grafdigger's Cage.

Sorcerous Spyglass is a great card to stop planeswalkers (if they land) as well as other cards that may become a hassle. The looking at your opponent's hand is also very good in being able to plan your next couple of moves.

Negate is a better hard counter against decks when Mana Leak or Remand won't cut it. Or, just extra counters if needed.

This sideboard is just a frame for you to mess around with. I don't play this kind of control so I used my knowledge of the meta, as well as when I've seen other people do, to make it. Hopefully it's at least adequate.

Load more

Latest Commander