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

Seal2007 on Inalla's Will

1 week ago

For reals though, I would add maybe an infinite combo? Splinter Twin combo maybe? Also, Mind Over Matter!

Xica on YamishiTheWickedOne

1 week ago

Ok, so the list is what i thought + combat tricks.

In my humble opinion one should build decks against other decks that are expected to be faced with the said deck.
Before the banning of Splinter Twin instant speed was a lot more important.
At the moment, its great against some fringe decks, and marginal benefits against more popular ones.

That is why i think that certain powerful sorceries add more value, especially in midrange decks.
Collective Brutality is good against burn, as it effectively plays 3 good cards for the mana cost of one. That is an increase in tempo, even if at the first look the slower speed would indicate otherwise.

Removing planeswalker is really meta dependant, still if Nahiri, the Harbinger ultimate is a large part of the meta, i think its worth to have removal for the planeswalker. Even if its Dreadbore vs Terminate



I have nothing against Lightning Bolt.
I have problems with putting that card where it doesn't belong. If a deck has better removal available, and wins at instant speed, without dealing damage beforehand, why does it benefit from Lightning Bolt?
In such a case it seems to me that Lightning Bolt only functions as a sub par removal in that deck compared to Path to Exile or Fatal Push, in certain cases (against stuff like Gurmag Angler/Tasigur, the Golden Fang) even Vapor Snag can be a better removal.
And yes i play a Abrade over lightning bolt in one of my decks. However that deck must have answers for Aether Vial.As soon as bolt can remove noncreature artifacts, i will play only the "best card in red".

Lightning Bolt never being a dead card, because it can go to face is a lie - or misconception at least.
If you don't have early aggro (before the opponent is able to establish a board presence), or more than 4x Lightning Bolt - its dead.
As the only point of life that matters in this game is the last point.

Mandalorian on Riku the Doubler

2 weeks ago

I don't think you currently have a way to have infinite turns since Part the Waterveil exiles itself on resolution and Walk the Aeons requires sacrificing lands to buy back. Here are some ways to go infinite with Riku

Eternal Witness+Conjurer's Closet+Walk the Aeons

Cast Walk the aeons, end step Conjurers Closet targets Witness, Witness gets back Walk the Aeons, take extra turn, repeat.

Sage of Hours+Sandsteppe Mastodon+Roaring Primadox or Conjurers Closet

Put 5 counters from Mastodon on Sage of Hours, remove counters to take another turn, next turn upkeep return Mastodon and recast, repeat. Or end step Conjurers Closet target Mastodon and bolster Sage of Hours again, repeat.

The oldest infinite turns combo that's ever existed is expesive but efficient if you can afford it. Time Vault+Voltaic Key

Tap Time Vault, take extra turn, untap Time Vault with Key, repeat.

Other infinite combos you can do in Temur colors

Presence of Gond+Intruder Alarm for infinite tokens

Splinter Twin or Kiki-Jiki, Mirror Breaker+Deceiver Exarch or Pestermite or Bounding Krasis or Zealous Conscripts for infinite copies or Combat Celebrant for infinite combats.

Ex. Put Splinter Twin on Pestermite, token copy of Pestermite untaps original Pestermite with Splinter Twin on it, tap again to make another copy, repeat

Squirrel Nest+Earthcraft+Goblin Bombardment for infinite damage

Make a squirrel, tap squirrel to untap land with Nest on it, and then sacrifice tokens for damage

Hive Mind+Summoner's Pact or Pact of Negation or Pact of the Titan

Cast Pact, then each opponent is forced to cast a pact, on upkeep if they are playing the color of the pact and are unable to pay the upkeep cost they die.

Hope this gets the brewing juices flowing!

Deadman1978 on Edgar F@#$% Markov

2 weeks ago

Good list. Have you thought about putting in Ashnod's Altar and Splinter Twin? Play this with Bloodline Necromancer for an infinite combo that gives you token creature with Lifelink and haste as well as infinite colorless mana.

Xica on Vampire's stay midrange

3 weeks ago

Well vampires have one reason (beside counters) to play blue: Intruder Alarm - when this card is paired with Bloodline Keeper  Flip its basically Splinter Twin (yeah no haste, however the tokens stay, and are bigger than Deceiver Exarch clones, thus they deal damage through planeswalker abilities and spells that give -1/0 to attacking creatures).

Urge to Feed is bad.
Grasp of Darkness is strictly better - since if you are behind you can have tapping out your vampire for the +1/+1 counters, and grasp can take on much bigger victims, like Thought-Knot Seer
If you intend to play removal that is synergistic with vampires i recommend using Feast of Blood, it cripples burn, and helps stabilize against faster decks thanks to the lifegain - and unlike Collective Brutality it does this without additional costs.
In my humble opinion hard removal is better than instant speed removal that has targeting restrictions.

Playing 1 or 2 copies of Murderous Cut is a pretty good idea, in a metagame where extremely big creatures like in eldrazi tron, or titanshift are not rare occurences.



Your description also states that you would ideally play a discard spell on your first turn. Sadly your deck lacks the necessary number of discard spellls, to make that play reliably.
Since with 6 cards the chance is only 54,14%.
(here are some odds for larger number of discard spells: 7->60,08% ; 8->65,35% ; 9->70,02% ; 10->74.13% and so on)

Here is my opinion about discard:
Its an obscenely strong effect in modern, since it both allows you to protect your threats (at least in decks that are threat dense like this one), and to remove strong cards from the enemy that would cripple your gameplan later on.
Sadly Thoughtseize - the best discard - is actively bad against burn, as burn would gladly use that spell, as you lose 2 life, discard a card, and pay 1 black.

slayingmatt1234 on Kess Control Casual

4 weeks ago

Now for some cuts:Gamble is bad, and it will make you feel bad. If you want a tutor, you are better off using a cheap black one. Increasing Ambition is a card you can use for example. Cabal Ritual and Dark Ritual are only good for Torment of Hailfire and otherwise they suck in your deck. I'd only keep them if you want your wincon for your deck to be casting and copying cards with big effects like that such as in Cruel Ultimatum, Ribbons, or Exsanguinate, which you could make your wincon, but you'd have to change around your deck. Izzet Charm is a storm card, you don't want this. Secrets of the Dead is way too slow. Just putting in a Sire of Stagnation or something would be most of the time way more efficient.Jace's Sanctum, while not bad, should be replaced by a card coming in Ixalan, Primal Amulet.

I think that the biggest problem with this deck is that it doesn't know how to win. Control with Kess can win in two ways. 1. Infinite Combo (with Laboratory Maniac and Demonic Consultation, Kokusho, the Evening Star and Rite of Replication, or some variation of the Splinter Twin combo). 2. Winning off of either one-shotting or hitting hard over a few turns with cards like Torment of Hailfire that I mentioned before, preferably copying those spells with Increasing Vengeance or Reiterate. You could put an infinite mana combo using Palinchron and Deadeye Navigator in too if you want to go that route.

This should cover most of my complaints. If you still need more things to cut, you probably don't need so many one mana draw spells. They get worse the more there are in your deck. You should really only be using them for the occasional extra draw with Kess when you have nothing to do with her, so only keep the most efficient ones like Gitaxian Probe and Brainstorm, etc.

Esper879 on Bringing Grixis Back

1 month ago

Agreed. What's wrong with Dig Through Time? Is it really that broken? HAHA!! Wizards is a little over protective of their formats. Let things run wild for a while. It wasn't easy when I was playing Splinter Twin and then they decided that card shouldn't be allowed anymore. Oh well. I like the idea of this deck. Guess we will see how it fares.

sylvannos on Opt Reprint and Discussion!

1 month ago

I'm inclined to agree with those saying it won't replace Serum Visions, but will see play alongside it for the right decks. I think Grixis is about the only deck where I'd swap out Serum Visions for Opt. But Storm? Delver? I'm playing both. In Storm, I'm likely even playing Sleight of Hand right beside both.

I think as far as investments go, buy up copies of Opt. It's going to see a bunch of play in Modern.

I'm also leaning towards making investments into pieces of Delver and Faeries. Opt being an instant is going to help those decks out immensely. Furthermore, there's that dumb new "Draw 2 cards, then discard a card unless you attacked this turn" sorcery for that's getting printed. We may see a resurgence in tempo decks due to that combined with Opt.

I still think we're missing some key cards to make blue as strong as it was during the Splinter Twin era. There needs to either be a consistent win condition (such as if they unbanned Splinter Twin) or we need some kind of powerhouse removal, like Misdirection or Daze brought into Modern.

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