Tempting Licid

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Stronghold (STH) Uncommon

Combos Browse all

Tempting Licid

Creature — Licid

(Green), Tap: Tempting Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay (Green) to end this effect.

All creatures able to block enchanted creature do so.

Tempting Licid Discussion

ThallionDarkshine on We're Gonna Need a LOT of Dice

1 year ago

So, I got to play a game with Tempting Licid a couple days ago. It didn't really do all that much, though that was mostly because of how the game ended up playing out, and the fact that I didn't really have anything going on on my side of the board. I did use it to kill off a couple dragons from my The Ur-Dragon opponent with the help of my opponent's Avacyn, Angel of Hope. I think it would definitely have done much more if I was able to get some bigger creatures out or if people were playing more utility creatures (I was against The Ur-Dragon dragon tribal, Progenitus superfriends/5c jank, and Oloro, Ageless Ascetic lifegain/control). For example, I think it would be fantastic against Edgar Markov to keep their token production under control.

ThallionDarkshine on We're Gonna Need a LOT of Dice

1 year ago

Thanks! Those are actually pretty much all of my pet cards in this list.

Vesuvan Shapeshifter looks really sweet, I just love repeated clone effects, and how it interacts with Den Protector is awesome. It definitely seems like a great thing to add, especially since it lets me use counters from one Ezuri activation to do different things from turn to turn, so I'll definitely be finding a slot for it in the near future.

I haven't actually drawn Tempting Licid in any of the games I've played so far (not that I can remember at least). I really like the idea of it, but it's entirely possible that in practice it won't perform all that well.

Natalbee on We're Gonna Need a LOT of Dice

1 year ago

Solid decklist! I really like Cephalid Constable, Ixidron and Tempting Licid. Have you considered running a Vesuvan Shapeshifter? It can flip back over after an Ixidron ETB, copies Den Protector on flip for a repeatable Eternal Witness effect, and, of course, clone effects are neat-o!

Tempting Licid is definitely awesome though, I haven't seen that card before. How does it perform in your games?

Coward_Token on Gahiji: Forever War

1 year ago

A less virtual (but still only figurative) wall of text coming trough:

Marvell: You mentioned not getting much mileage out of Alliance of Arms a while back, maybe trade it out for a good old Hunted Dragon? Some more evasion (and haste!) seems nice to me and it's still in the spirit of the deck, if not as much as giving everyone 4+ weenies for the same amount of mana (it's too bad that in this case, Join Forces doesn't give people much incentive to spend their instant-speed lunch money...) Varchild's War-Riders is also an option, even if it's token gifting takes a while to pick up speed. (Alternatively, you can solve things in the fun and janky way by complementing Alliance with any of Invasion Plans, Bedlam, War Cadence, Battle Strain/Heat of Battle, Magistrate's Veto, No Quarter(with e.g. Gahiji), Tempting Licid, Brigid, Hero of Kinsbaile or even Assault Suit + e.g. Archetype of Courage or Champion of Lambholt(also mooches off any creatures entering during its stay) so the attacking weenies survive(while still tapped and unable to block) and/or cause damage and/or cause the deaths of their defending counterparts so that those can't block in the future. Already-present Curse of Predation works too, if only on one person.(Obviously, you still need a way to make people to attack each other.))

awalloftext: (Rivals response-response)

Huatli, Radiant Champion: yeah, in order to fit in the deck she'd probably need to be complemented by more evasion and/or one-to-many effects, e.g. Legion Loyalist or Dragon Throne of Tarkir (I would have taken the chance to mention Elemental Mastery yet again (or Pollenbright Wings for that matter), but with that emblem I'm afraid things will get out of hand [SpongeBob laugh]) (On a related note, I keep giving Praetor's Counsel longing glances before sighing at that 8 CMC...)

The Immortal Sun: Enlightened Tutor would be the natural-but-boring complement, even if it wouldn't lessen the steep CMC

Non-Rivals thoughts:

Continuing an apparent crusade against high CMC flying creatures: Is Hornet Queen worth it if you don't put too much value on maintain the get-as-many-creatures-as-possible theme? Yes, it's an important holder of evasion in the deck (and deathtouch + flying is pretty spicy, esp. when Rhys hits the floor) and it greatly benefits from various anthem effects (16 sum power with Gahiji alone is far from bad), but I feel that at 7 CMC it's not quite enough. Possible alternatives I'm contemplating myself would be the ones mentioned in the Evasion Package variant, other CMC-affordable trample-giving creatures, Akroma's Memorial (on one hand, pretty bomb immediately, on the other, as expensive as the Queen, redundant with Iroas and anti-synergetic with Mirri's defensive aspect due to vigilance (ironically) unless you complement with some artificial source of tapping) or maybe even Eldrazi Monument (I'm kinda afraid of not reliably producing enough disposable creatures for it). (Too bad you can't just murder Homura, Human Ascendant with a Skullclamp, eh) (I won't whine about Gisela though, since she manages to honor the spirit of the deck while still being one of its few bombs)

Maybe I'm being simplistic here, but I feel that all other things being equal, (beatdown) players tend to attack the opponent with the most life in order to avoid being outlasted in the long run. To take advantage of this, I'm thinking of replacing Rootbound Crag with Grove of the Burnwillows(bonus: slightly more reliable ramp!) and/or Lifecrafter's Bestiary with Sylvan Library(yes, I know it's already mentioned in the primer); this could work as another way of influencing attacks while still fulfilling the vital roles of ramping & card advantage. (If only Armistice was less bad...) Main concern would be that since the Library is such a high-profile card it could be counterproductive, in the sense that people might be more eager to ping you in order to hamper your progress. Furthermore, bringing your life down too much could cause people to smell blood and see an opportunity to kill you, and in the deck's current state it only has two ways to get life back (well, technically three, but you'd have to be pretty desperate to use Swords to Plowshares for that purpose), and I dunno if there's a non-awkward way to squeeze in more lifegain cards (Archangel of Thune? Angelic Skirmisher? Pride Sovereign(maybe in that hypothetical cat tribal variant)? Mavren Fein, Dusk Apostle??). (At least there's the silver lining of Sunforger being able to fetch Benevolent Offering in a pinch, because what doesn't that hammer do?)

Finding myself increasingly intrigued by Regal Behemoth after reading Queen Marchesa: Politics, Aikido, and Control as it pointed out the attractiveness of being the monarch encourages conflict (and being attacked once in a while might not be all bad either, see below), but it would probably need to be complemented by a land untapper like Nature's Will since you'd otherwise would kinda have to hold your mana base back until post-combat whenever you want to get the monarch back in order to take advantage of the Behemoth's Mirari's Wake effect, and the 6 CMC is still prohibitive. (Also: of course monarch drawing happens at the end step, duh)

Finally, here's probably my most questionable musing yet: So for similar reasons to the aforementioned M. Queen deck I inspected this,

http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/212130-pillow-fort-edh

,which included the following paragraph:

Why omit Propaganda and Ghostly Prison?

Simply put, these enchantments were awesome when they were "new technology," just like Rhystic Study. Everyone was on Level 0, refusing to attack for a cost when they could attack for free elsewhere. At level 0, these are insanely good.

With numerous blogs, webcasts, articles, and Wizards support, Commander is developing enough of a hivemind that these cards are starting to generate the opposite effect: putting a cost on attacking makes some players feel like they're being tricked, so they make it a point to show you taxation without representation is not a valid defense. The mana cost is a tempo loss, but not enough of one. Opponents are now on Level 1, where the option of paying 2 makes them feel like they're investing in threat management (and they're right!)

These are valid if you run a heavily meta-oriented deck where your opponents have lots of creatures. A combination of all 3 propaganda effects along with enchantments like Reverence and Lightmine Field are an effective barrier. Beware of the "Challenge Accepted" mentality."

Now, the quote can probably be disagreed with for more than one reason, but it kinda got me wondering if some of the cards in the deck aren't a bit counterproductive. The ones I'm thinking of are Michiko Konda, Truth Seeker (I know we've talked about it before), Serene Master and, rather heretically, Ghostly Prison.

First, on a very obvious level, all of these cards more or less work by dissuading people from attacking you by threatening to deny them resource denying your opponent some resource whenever they attack (i.e. a sacrificed permanent/judo'd fatty/handful of taxed mana). Now, maybe I've given the above quote and the previously mentioned thing about high life points inviting attacks too much thought & credit, but I wonder if this particular flavor of pillow fort/rattlesnake cards end up making you more of a target by virtue of heavy-handedly threating to outlast the competition and/or blow up their respective stuff in particular (in the sense that the effects of the cards can't readily be directed at someone else when relevant, more on the alternative later). This might make opponents might feel inclined to take you out anyway ASAP and/or cut the Gordian Knot by just using removal on the offending permanents.

Second, on an even-more-obvious-yet-somewhat-distinctive level, all of these cards more or less work by denying opponents resources when they attack you, which I feel is kinda wasteful because they could potentially use those resources on other people later (and if said resources is a grave concern then burning a removal spell might be safer )

Finally, without proper support they're all more or less purely defensive (I feel Michiko, having only 2 toughness and lacking evasion or even Mirri's decent First Strike damage, is prone to being focused on when attacking since that could be profitable for the defending player in the long term), which is also kinda bad since the deck is beatdown-minded.

(I'm (even more) unsure about Windborn Muse seeing as it provides a decent flying offense to complement its taxation. Kazuul, Tyrant of the Cliffs is too cool for me to consider kicking out, especially since opponents can just chose to give you ogres.)

Where I'm going with this is that I'm wondering if there's cause for replacing one or more of the three above with cards which (1) don't automatically retaliate when you're attacked, (2) gives an offensive benefit when it does happen (which when combined with the first point also arguably gives you an information advantage over your opponent since they don't necessarily know what you'll do with it) and (3) have a bit better attacking capabilities of their own:

Broodhatch Nantuko: More flexible but less powerful Hornet Nest(which I btw don't have a problem with). Synergizes a bit with the mind games of Den Protector if you have the mana to spare. (Brimaz, King of Oreskos has already been mentioned and is less explosive but arguably more reliable)

Requiem Angel: After contemplating the deck's lack of haste sources (and to a lesser extent, evasion), this one intrigued me because it takes advantage of the rampant summoning sickness among a lot of the deck's (token) weenies by letting you block with them to their deaths on an attacking opponents turn and then replace them with a bunch of fliers that will be ready to go on your turn. The steep CMC is the obvious concern.

Darien, King of Kjeldor: Similar thoughts here to Requiem Angel with regards to bypassing the need for haste but also the CMC.

A bit of a compromise which I'm also intrigued by is Archangel of Tithes. The designers probably wanted people to give it vigilance somehow in order to have their tax cake and eat it too, but I'm liking the idea of being able to toggle between defense and offense for the purpose of manipulating attacks. The evasion-by-taxation effect is a bit of a mixed bag though; it could lead to the resource-threating problems I blathered about earlier, but it could also be highly effective by virtue of letting you force control players to chose between holding back their instant-speed mana or be punched in the face, while at the same time plain punching trough the defenses of less mana-rich people. Aside from these worries, the WWW in the cost could also require more mana fixing. ((Relatively) old-school & colorless Thunderstaff is a pea from a similar pod which I haven't counted out yet either, although another commenter already mentioned it back in the end of august.)

(A further compromise would just be to kick one of the three out in favor of Grenzo and relying more on goading to keep you relatively safe.)

So in summary I guess I'm proposing a variation which could be charitably be described as "bold" and less charitably "reckless", where you rely more on cards which provide a "softer" defense (including e.g. Gahiji and the Curses) and/or are more versatile with the hope that it would somewhat unintuitively lead to taking less damage, but CMC concerns definitely keeps me from standing by the whole package (the deck's current curve is pretty elegant)

ThallionDarkshine on Ezuri, Proliferator of Poison

1 year ago

I've found that Ezuri is fairly weak to board wipes, and you said you want more effects like Deadeye Navigator, so I'd suggest Temur Sabertooth. It lets you reuse etb effects, save creatures from board wipes, and can even enable some infinite mana combos along with a haste enabler.

Which brings me to my second suggestion: Swiftfoot Boots. Haste enablers are incredibly good in Ezuri, since often playing a creature, buffing it up, and having to wait a turn cycle to attack is too slow. The boots are great in that they also offer protection from targeted removal. Another option I like is Sword of Vengeance. While very mana-intensive to equip, it gives you everything you want: haste to attack the turn you play stuff, trample to make sure your beaters get through, and so much more.

Next, I would suggest adding a bit more ramp. Cultivate and Kodama's Reach are fantastic ramp cards that I try to fit into every green deck I build. Viridian Joiner is a great creature that can generate incredible amounts of mana with just a couple counters from Ezuri. Finally, I've really been enjoying Magus of the Library. It is a 2-cmc dork to get Ezuri down a turn early, and later in the game can double as a card draw engine. That's a lot of utility for a 2-drop creature.

Next, evasion is really important to get your buffed up guys through for damage. Whirler Rogue is one of the best options in my opinion. It generates 3 experience counters with Ezuri on the field, and can repeatably give unblockable to your creatures. Another great option is Herald of Secret Streams, which gives all your creatures with +1/+1 counters unblockable. Finally, this is kind of a weird suggestion, but I really like Tempting Licid. By putting it on something weak and expendable, you can basically give the rest of your team unblockable. In addition, you can detach it before damage to keep it around for future use. However, its utility doesn't end there. You can put it on big creatures to serve as a board wipe, and even attach to opposing creatures.

For more inspiration, check out my list (We're Gonna Need a LOT of Dice).

lotusgardener on Uril, the Miststalker

1 year ago

It's looking pretty good already. I do have a few suggestions, but mostly it depends on how you run it:

  1. Aggravated Assault is a great card if you're enchanting multiple creatures and going wide, but you may want to spend mana most turns enchanting Uril or Spiritdancer instead of activating Aggro. How about Xenagos, God of Revels or Gratuitous Violence?

  2. You can't draw cards with enchantress effects with these, but Tempest block Licids are definitely on theme. Tempting Licid in particular could serve as a classic lure or a functional boardwipe, depending on your board state. They're worth a look at the very least.

  3. I know the CMC is higher, but you could draw a lot of cards off of your Replenish or Flickerform with Eidolon of Blossoms. I recommend replacing Verduran Enchantress with it.

[email protected]_only on The Cheating Green Monster

2 years ago

odd mechanics in green:

Bellowing Tanglewurm, Beacon Behemoth, Avoid Fate, Cream of the Crop, City of Solitude, Brooding Saurian, Heartwood Storyteller, Gurzigost, Genju of the Cedars, Gaea's Liege, Freyalise's Winds, Fertile Imagination, Eyes of the Wisent, Engulfing Slagwurm, Elven Warhounds, Elephant Grass, Hermit of the Natterknolls  Flip, Hidden Gibbons (and the other hidden creatures / enchantments), Dosan the Falling Leaf, Holistic Wisdom, Hornet Sting, Hunted Troll, Ichneumon Druid, Kashi-Tribe Reaver (and the rest of kashi-tri, if only for the lockdown mechanic), Lifeforce, Lignify, Lost in the Woods, Mammoth Harness, Meandering Towershell, Midsummer Revel, Mindbender Spores, Mortal Wound, Multani, Maro-Sorcerer, Nacatl War-Pride, Nature's Wrath, Night Soil (okay, this one is odd - because the colon is after the removal of creatures, it happens faster than players can respond or trigger to - it happens at the "cost" step of activating the ability), Noxious Revival, Panglacial Wurm, Permeating Mass, Planeswalker's Favor, Protean Hydra, Quirion Druid, Recycle, Revelation, Riftsweeper, Rite of Passage, Root Maze, Rootrunner, Rust, Scarwood Bandits, Sprouting Phytohydra, Sporogenesis, Spike Tiller, Sheltering Ancient, Selvala's Charge, Sekki, Seasons' Guide, Wave of Vitriol, Wonderlust, Vernal Equinox, Unyaro Bees, Typhoon, Tropical Storm, Tornado, Tempting Wurm, Tempting Licid, Symbiotic Deployment, Superior Numbers, Stunted Growth, Wild Mammoth, Wolfcaller's Howl, Worldspine Wurm, Xantid Swarm, and Yavimaya Dryad

ClockworkSwordfish on Ruric Thar Beat Down

2 years ago

Mana ramp can be important and you may find it works for you, but I find with Ruric, it's best to obsessively run as many creatures as possible. The trick is to find creatures that can do what you want your nonland cards to do - you have the right idea with the mana dorks and the magus, for instance. I'd try to push it, though, with things like Fierce Empath, Heartwood Storyteller and Krosan Tusker. Arashi, the Sky Asunder and Jiwari, the Earth Aflame are creatures that can be used as removal when needed. Tempting Licid and its brethren can be an aura without Ruric Thar blasting you.

The only noncreature, nonlands cards I'd run are things like Domri Rade or Call of the Wild. Once you have enough of a density of creatures, Garruk's Horde, Vizier of the Menagerie, Oracle of Mul Daya and Courser of Kruphix can provide great card advantage.

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