Artifact Creature — Construct
As Stuffy Doll enters the battlefield, choose a player.
Stuffy Doll is indestructible.
Whenever damage is dealt to Stuffy Doll, it deals that much damage to the chosen player.
: Stuffy Doll deals 1 damage to itself.
|Want (2)||Easymode , adam1floyd3|
Printings View all
|Magic 2013 (M13)||Rare|
|Time Spiral (TSP)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Stuffy Doll occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Latest Decks as Commander
Stuffy Doll Discussion
1 day ago
Apologies that I haven't responded recently, I've been super busy!
Brefin: I am definitely tempted by Fatestitcher in Ascendancy turns... I could also run Brain Freeze as a mana generator in Ascendancy turns, since they're almost always also Breach turns -- with Brain Freeze, I can generate extra mill and graveyard fuel to play Dockside Extortionist and bounce him repeatedly. My primary limitation when going off with Ascendancy tends to be GY size more than mana, honestly, since my primary engine with Ascendancy (Frantic Search + Breach) doesn't actually cost any mana. Outside of that combo, I use Ascendancy more as a value piece... Also, just be aware that when anything like Inkmoth Nexus is activated, Vadrok is a 1/1. As in, if Vadrok is mutated onto Inkmoth, you can only choose between a 3/3 without infect or a 1/1 with infect -- for that matter, when it's a 1/1, it'll lose first strike too. The "becomes a" clause overwrites anything granted by mutation. The interaction between these lands and Ascendancy is really sweet, though... Maybe I'll put Inkmoth back in. Who knows.
Paeldroth: I'm not sure that those two do quite what this deck wants, honestly. Neither fits on its own, though obviously the combo is awesome (assuming no one has exiling removal) -- neither Stuffy Doll nor Pariah synergize with the rest of this deck, honestly. Also, I'm not super interested in adding another white card right now, especially if it isn't integral to my plans. Thank you for the suggestion, though!
MapPsycho: I love the band :D Endless Forms Most Beautiful is my favorite, haha, which is why I'm so happy I got to theme a mutate-centric deck around it...
1 week ago
This deck leans really heavily on three drops. The mutate mechanic needs some lower cost creatures to get started. I see you have Slippery Bogle and Paradise Druid as low drop creatures that are hard to remove. You may want to find a few more. Gladecover Scout and Silhana Ledgewalker are good hexproof creature to add. Mana dorks are also good to mutate onto as well. Llanowar Elves et al. are fine, Birds of Paradise is probably better. I would cut some of your three drops to add some of these.
The balance between hexproof and indestructible seems like a challenge, but you kinda get both from Thrun, the Last Troll and Troll Ascetic. A few other higher cmc hexproof creature you may find interesting Witchstalker and Aven Fleetwing.
Teferi's Time Twist and other effects that blink creatures can make your single large "Voltron" creature into a small army.
1 week ago
1 week ago
2 weeks ago
Budget lists have a tool more optimised lists do not- your opponent will not know your decklist. Lean into this by starting with a sideboard planned, or multiple sideboards planned for different metas.
So lets start with what 'monks' does great at- seeker and SGM give lifelink, Swiftspear is the premier aggro card, and yun shu gives one-shot potential with a big prowessy-double striker when you have the mana. Burn spells and mantis rider are there to help finish the game.
There are a few ways to twist this to surprise your opponents- the 'go off all in one turn' by banking mana with things like Pentad Prism while setting up with cards like opt, before playing like a Kiln Fiend combo deck with a 10/10 double striker (or just a 6/6 with 8 points of burn). In this build protective spells will be essential, while minimising Yun Shu forecast (or playing it as a deadly threat one week, while using him as a removal magnet for a different combo the next)
There is the 'surprise, I'm now value/grind' Soulfire Grand Master/Lightning Helix control list, where you sit with a Negate until the end of their turn then bolt them, while in most configurations you are just trying to hit them with prowess and negate their spells.
There is the 'classic burn' run the damage numbers and just trade your attackers with their blockers before hitting face with bolts.
There is the 'true' midrange tax list where you play narset & tferi in place of some of the remand elements in the above list. Narset makes a good source of card advantage without breaking the bank.
Finally there is the 'unfair combo' that does things like like cast Reforge the Soul or Knowledge Pool to lock your opponent out of the game in concert with a plainswalker, or jank out a win with Mystic Sanctuary/Time Warp/ soulfire grandmaster.
You probably have space in your seventy-five for three of these, but the less focussed any 60 cards is on one plan, the worse it will perform. Fortunately there is a lot of overlap between lists- any aggressive list will like bolt and swiftspear, any more interactive list opt, etc.
By carefully picking your cards your opponent will have no idea which plan you are on maindeck, and no idea if the sideboard will transform you into another archetype. With a few swapped cards, the next FNM is completely different. This is the advantage of rogue decks- your opponent should not know the correct line of play.
In specifics; Deflecting palm is fantastic, but most of the time I want it in the sideboard to fight other aggressive decks. Pariah while cool rarely performs well outside combo lists, and even there is competing with more powerful options. Pacifism is usually outperformed by true removal- a few of the variants have deck-specific purposes, but unless you desperately want creatures on the field for Stuffy Doll/Blasphemous Act, its worth cutting for Roast/Negate/Mana Leak/Remand/Path to Exile/Condemn etc. Play to your gameplan.
3 weeks ago
Lord_reficuL my retired decks seem to get more attention then my active decks these last 2 weeks or so, lol. It has been a long while since I toyed with this idea but I'll do my best with it.
My biggest problem with it was always mana. Mana, mana, mana... Never felt like I had enough at any point in the game. Card draw may also be an issue but I could never play enough things to find out. Another problem I was running into was needing 3 pieces to really make the deck run well. An enrager, a protection piece, and an activator. It'll run without the protection piece but not very well... You may have found having Avacyn, Angel of Hope or one of the other protectors in play is really fun. I know I had a blast when that happened.
The deck was never really designed with "how do I win" but more "how do I get more value". My main idea was to get multiple enragers in play and one activator that can hit them all. That is why Marath was chosen. His colors helped the most and he could ping my guys or protect them a bit with a +1/+1 counter. But better than him are the earthquake effects. Pyrohemia in particular was my favorite interaction.
In order to make this run smoother I think you have to whack the top end of the deck off. At an average CMC of 4.1 it is too slow for your goal of winning between turns 6 and 8. You'll want to focus in on a way of doing things rather than my method of being all over the place. I think tokens and +1/+1 counters ought to be the way this focuses. You might remove the following to free up some space for mana or card draw: Wall of Hope, Stuffy Doll, Spitemare, Ravenous Daggertooth, Mogg Maniac, Coalhauler Swine, Cacophodon, and Boros Reckoner.
Hope that all helps. Let me know if you have any more questions or if I didn't answer something satisfactory. :)
1 month ago
Also a nice option for multiplayer games: Chain Reaction.