Splinter Twin

Enchantment — Aura

Enchant creature

Enchanted creature has ": Put a token that's a copy of this creature onto the battlefield. That token has haste. Exile it at the beginning of your next end step."

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Splinter Twin Discussion

rshizzle on Far Over the Misty Mountains Cold

3 days ago

I mean, not necessarily lol

it's not relevant anymore, but when Splinter Twin was still a thing, playing Coldsteel heart meant that you can kill their Deceiver Exarch after they flash it in at your EOT and attempt to combo off during turn 4, without coldsteel heart you have no way to kill it if they are on the play.

Scorprix on Saheeli Rai of Kaladesh

4 days ago

This seems like worse Splinter Twin, combo which is ok, just make sure you follow the same principle: Your deck is really only going to win by comboing out (except in very cornercase scenarios), so you want many copies of your combo cards. Check out this list from 2015: Splinter Twin.

Then come the dig. Sage Owl is quite weak compared to something like Serum Visions. Your lands and tutors seem a little strange, so just some pointers for cards to add: Mana Leak, Spell Pierce, Negate and Dispel are all great counter spells for any combo deck, and cards like Lightning Bolt and Snapcaster Mage belong in almost any deck that can support them. Electrolyze is also very good.

One last note is that Eldrazi Tron is pretty good in this meta, and that deck plays Emrakul, the Aeons Torn sometimes, so finding an alternate win condition for the sideboard other than Altar of the Brood might be a good idea. I've seen March of the Machines work, as you can also use it to shoot down lands with Liquidmetal coating. Spellskite is another effective SB card to consider.

I also advise not to play the Kaldra cycle. It is very weak and easy to remove.

lithium142 on Jace, the mind sculptor. Is ...

1 week ago

Most would agree that Jace, the Mind Sculptor is the best planeswalker ever printed (although some might argue for Liliana of the Veil). It's been on the modern banlist as long as modern has been a sanctioned format, and at one time he would have snapped the format in half.

Modern is a very fast format today, but once upon a time, it was much more slow paced. for those not in the game at the time, I'd like you to take a look at the first 2 major modern events, and the decks that were played:

Magic-League Master 28/08/2011

Pro Tour Philadelphia 2011

well, good to see Splinter Twin was alive and well even in the beginning. but how about some of those other decks. could you even imagine a top8 modern deck running Journey to Nowhere in todays format? or how about 2nd and 3rd place being pyromancer's ascencion?

NO FLIPPIN WAY!

in following years, control had a decent amount of power. control was a solid deck against Birthing Pod. after they banned pod, what happened? Splinter Twin and affinity swarmed to the forefront of modern. both extremely fast, extremely consistent decks. This was by far the strongest longterm metashift i've ever seen in a format. After the more recent twin ban, it only made things faster. We no longer have a blue control deck to slow the format down.

Unbanning Ancestral Vision was intended to bring back blue control, but i think we can agree that has not happened.

So lets talk about our 4-mana walker now. he's one of the most individually powerful cards ever printed; that is to say, he's good on his own. However, modern is a hyperspeed environment now, and his high mana-cost means he takes a long time to get out there. Decks like dredge, burn, and infect would probably be delighted that you wanted to tap out and play jace on turn 4.

What Jace would do is provide a much more secure lategame for blue control, assuming they can get there.

In Seth Manfield's article on a similar topic, he mentioned something i had not considered as a way to make this unban even more balanced. That would be to simultaneously unban Bloodbraid Elf. This is a card that was banned in an attempt to slow down the format, and it worked. however, the pace is much faster than it was at the time of this card's banning, anyway. that said, Bloodbraid Elf just makes Jace, the Mind Sculptor worse. It would hurt to play jace turn 4 only to have it immediately killed by a Bloodbraid Elf.

This is tricky, though, because unlike jace, Bloodbraid Elf would fit straight into an already tier 1 modern deck; namely, jund. I think this would be offset by jace's unbanning, though, since blue control is inherently good against grindy decks like jund. Long story short, I think they would balance each other out in the format.

I think Jace would be exactly the boost blue needs to come back into modern. This would be far better for the format than unbanning twin, and I genuinely believe it would shake up modern in a fantastic way.

Thanks for reading! I hope to hear some other people's thoughts on this topic. =)

If you'd like to read Seth Manfield's article on potential unbans for modern, here it is:

Five Modern Cards to Unban in 2017.

Firebones675 on Token Upkeep

1 week ago

Looks good! Here are a couple catagories of cards I think you need more of though.

Board wipes: Sometimes the game gets out of hand and you just need a reset button to take care of the scary things your opponents are doing. I usually like 2-3 in my decks. Martial Coup also fits your token theme.

Creature removal: In almost every edh game you play, your opponents are going to cast creatures you need to get off the board, and fast.

Also not sure how you feel about infinite combos but you have a couple cards in your deck that are combo pieces like Presence of Gond and Splinter Twin

the combo piece you are missing is Intruder Alarm. (it's also good by itself with your commander since you can untap everything at will if you need to)

I don't think Midnight Guard is a good card by itself like alarm is, but that goes infinite too.

Presence of Gond+ Intruder Alarm=infinite tokens

Presence of Gond+ Sliver Queen+Intruder Alarm+ creatures that tap for a total of 2 mana also do it. ( if you add more creatures that tap for mana and can generate excess mana this way you create infinite mana in addition to infinite tokens)

Intruder Alarm also goes infinite with the Splinter Twin already in your deck. (Kiki-Jiki, Mirror Breaker can be a second twin)

Both kiki and splinter twin also go infinite with Deceiver Exarch and Pestermite

Boza on Meager Champion (a more casual ...

1 week ago

Several problems:

  • Card prices should never be a guide for formats. It leads deckbuilding to being extremely cluncky and not engaging.
  • MTGO Goldfish tracks prices only from 2011 onwards. I tried looking up Ancestral Recall for example, as I know it was a cheap card at launch in alpha, but found nothing. Tarmogoyf used to be a bulk rare for the first few months of its life. However, cards like Splinter Twin were below the mark for parts of their life. So, all cards for Eternal formats are not accurately represented and the meta is naturally skewed towards Modern-era cards.
  • Going with a ban list of all formats as a start is bad. Vintage has no banlist, and I sincerely doubt Ponder from Modern needs to be banned. Look for alternatives.
  • What the reason for 1 off-color splash in an 80 card singleton deck? Seems way too meager (pun intended) to be relevant at all.
  • Same for un-cards. Are there any that are actually good enough to see play? And how would rules work for them, when they are designed to not work with regular magic rules?

StopShot on Help generating infinite colored/red mana ...

1 week ago

My deck: http://tappedout.net/mtg-decks/alesha-who-smites-death/

I've been having trouble lately landing infinite combos with Alesha who Smiles at Death. The combos I like pulling off involve the graveyard and work very well to my liking, but heavily fall apart to cards like Leyline of the Void, Rest in Peace, etc.

To counteract this I'm trying to go infinite with cards that don't use the graveyard, but many of those combos I've been finding very highly unsatisfactory. Instead I've came up with a new approach. If I can generate an infinite combo the produces infinite red or colored mana and I have either Blasting Station or Goblin Bombardment I can cast and sacrifice my commander, Alesha, Who Smiles at Death, infinite times killing my opponents. I'm just unfamiliar with infinite mana-combos in my colors that also don't use the graveyard. Any ideas? (Skip past the break below if you aren't going to ask whether I've tried a speific non-infinite mana combo.)

=============================================================================

Extra: List of Non-Graveyard combos that I've already tried and won't reconsider. (Please don't recommend I try these. I've used many of them before already, and they're not reliable enough to my liking.)

Splinter Twin + Village Bell-Ringer Cons: I have to wait a round of turns after drawing Bell-Ringer after drawing it to mitigate summoning sickness before going infinite. I'd rather have something more instantaneous so I have more options to choose from when deciding to go off.

Kiki-Jiki, Mirror Breaker + Village Bell-Ringer Cons: Kiki-Jiki is pretty clunky to cast and you can't rely on him to sit a full round of turns without him getting removed.

Ad Nauseam + Angel's Grace + Sickening Dreams OR Mana Geyser + Reiterate OR Dualcaster Mage + Heat Shimmer Cons: You have to cast all combo pieces at once rather than set up over a few turns in advance which requires usually completely tapping out. Also if the combo is thwarted it's too much trouble in Mardu colors to recur instants and sorceries from graveyard back to hand just to reset it.

Teysa, Orzhov Scion + Darkest Hour + Goblin Bombardment Cons: I've tried pretty hard to make this combo work, but for some reason having an extra creature to sacrifice makes this combo a little too unreliable for my liking.

Helm of Obedience + Rest in Peace OR Alesha, Who Smiles at Death + Master of Cruelties Cons: I mostly play multiplayer and I'd rather take out all my opponents at once rather than one-by-one.

[Any combo that involves milling] Cons: My playgroup runs the Eldrazi Titans meaning they're impossible to mill. Adding graveyard-hate interferes with my other combos and adds another piece to the mill-combo.

Parallax Wave + Opalescence + Impact Tremors Cons: Half the time this works. You can preset up Opalescence and follow up with Parallax Wave some turn later once you draw into it, but not the other way around since Parallax Wave has fading which becomes an unreliable clock to get Opalescence if you preset the combo in that order.

Sword of Feast and Famine + Aggravated Assault Cons: With the exception to Nether Traitor there are no other cheap CMC creatures with a form of reliable evasion and haste. Etched Champion and Mogis's Marauder are nice, but aren't as reliable as I'd like.

Eldrazi Displacer + Emrakul's Hatcher + Impact Tremors OR Restoration Angel + Impact Tremors + Felidar Guardian//Conspiracy Cons: Requires too much mana to set up at once or similar to the problems with Kiki-Jiki + Bell-Ringer in that you may have to preset the combo with a creature and hope it doesn't get removed by a board-wipe.

Mindcrank + Bloodchief Ascension Cons: Despite it being a multiplayer game getting three quest counters on Bloodchief Ascension is awkward and situational considering it gives my opponents extra time and turns to react.

Near-Death Experience + Plunge into Darkness//Fire Covenant Cons: Near-Death Experience has to sit on the field for a whole round of turns at the very least. An opponent removing Near-Death Experience after I've brought myself down to 1 life before my upkeep is also too high of a risk to take as well.

Anafenza, Kin-Tree Spirit + Murderous Redcap + Goblin Bombardment Cons: This combo already uses the graveyard, so its not a non-graveyard combo. Also I'm fine not using this one since the other graveyard combos I use I feel work better than this one.

=============================================================================

As you can see I've covered a long range of different non-graveyard combos, but each one is too unsatisfactory for me. Unless I have missed a non-graveyard infinite damage combo I would like to know what infinite colored-mana or infinite red-colored-mana combos exist in my colors if anyone knows of any that don't use the graveyard. Thank you for your help.

the_earl_0f_grey on Brother's Agro v 2

2 weeks ago

Try all the stuff that would make a temporary copy that red has to allow the deck to function in normal games? Feldon of the Third Path, Felhide Spiritbinder, Flamerush Rider, Flameshadow Conjuring, Heat Shimmer, Splinter Twin, Twinflame, Warchief Giant, Blade of Selves (you lose two of the Yamazaki without a Mirror Gallery)

You can also add some Samurai/Equipment support such as Godo, Bandit Warlord and Oathkeeper, Takeno's Daisho

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