Vendilion Clique

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern 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
Masters 25 (A25) None
Modern Masters 2015 Edition (MM2) Mythic Rare
Modern Masters (MMA) mythic rare
Morningtide (MOR) Rare
Promo Set (000) Rare

Combos Browse all

Vendilion Clique

Legendary Creature — Faerie Wizard

Flash

Flying

When Vendilion Clique enters the battlefield, look at target player's hand. You may choose a nonland card from it. If you do, that player reveals the chosen card, puts it on the bottom of his or her library, then draws a card.

Vendilion Clique Discussion

spyder1569 on Flicker For The Win

1 week ago

Thank you for the comment JKRice!

I do like the Thought-Knot Seer . It's drawback shouldn't be too bad as it's being flickered and I can just remove a new threat if needed. I think I would swap in those for the Vendilion Clique . The big reason I like Eldrazi Temple is it makes the Eldrazi Displacer ability cheaper too. That is intended to be a big part of the deck because of the instant speed ability for both sides of the board.

I like Restoration Angel and the instant speed is definitely nice, but I'm not sure how much better it really is since Flickerwisp can let you flicker any permanent rather than just one of my own creatures. And I think the fact that it's non-angel creature you control and she can't bounce another copy of herself is another drawback.

As far as going Bant, that was something I considered as the first attempt at the deck. I was really trying to avoid going three colors, but Knight of Autumn is really good for sure and you may be right about making it ultra-competitive. Not that I expect this deck strategy to be tier 1 by any means. I may end up playing around with a three color version just to stick those in.

skookes on Retribution Rock (16-9)

2 weeks ago

1-3 Tuesday Modern 0-2 Burn Pheonix Stumbling mana issues game 1 and played a long second game against, but just couldn't draw enough action. Drew lands and all my redundant Rrtributions...

2-0 Jund Wrenn and Six versus Nissa first game, and second game they drew mostly spot removal.

1-2 Azorius Control First game slow start and walked down for a typical control loss, second game stayed active and top decked Geralf's Messenger into a Carrion Feeder sacrifice to push the final 4 damage through. Final game came down to one turn, but the key play was my opponent Vendilion Clique away my top-decked Yawgmoth which was the deciding factor.

1-2 B/W Death and Taxes These games featured the strength of well played Path to Exile and bounce effects against us. I really feel like they don't have as strong match-up against us as the games played out.

DashJovis1 on Five Colour Hate Bears

2 weeks ago

Sorry, but I disagree with Plague Engineer not being maindeckable. I think people are thinking of it the way Engineered Plague is used in Legacy, which makes a certain amount of sense since it has the same ability. But in modern there are a LOT of 1 toughness creatures running around that this snipes. I love it when my turn 2 play kills my opponent's Noble Hierarch and keeps them from playing ANY of their Champion of the Parish , Thalia's Lieutenant , Thalia herself... And okay, that's a matchup where it's obviously good. But let's say you use pridemages to snipe any Hardened Scales and name Beast vs Hardened Scales, that feels really good too, just keeping opponents from playing Arcbound Ravager . Same matchup there are times you'll name construct or servo. Against control you usually name Wizards. Sure, they still get the ETB, but the reason Snapcaster Mage and Vendilion Clique are good is that they come with bodies. The effect itself isn't really worth the same cost, it's tacking it on to a body with flash that makes these cards so powerful. It comes out in game 2 vs control, my point is just that it isn't really dead most of the time, that even when its "bad" it can still be pretty good. Elves, Spirits, and Humans it's a strict hoser, but most matchups its at least a kill spell, sometimes killing multiple targets.

Yeah, the 7/7 on Gruul Spellbreaker is assuming exalted triggers. I've had it get bigger than that too, with Anafenza counters, but that's kind of the sweet spot, when it's a Carnage Tyrant with haste. On its own Gruul Spellbreaker is just another 4/4 the deck can drop on turn 2, but ideally, we're making several buddies for him. Could be that running Qasali Pridemage instead of switching the Spellbreakers for Knight of Autumn and running another 2 drop (scooze) is wrong. It makes me less flexible. But I think being able to destroy artifacts at instant speed is way better than sorcery speed vs Hardened Scales and Affinity, both of which can build a big creature at instant speed, and likewise, Gruul Spellbreaker's trample is often very relevant. Considering switching a 1 of Spellbreaker for a Knight of Autumn to make room for a Scavenging Ooze , but on the other hand Spellbreaker is doing his job. Hexproof saves him from instant speed lightning bolts, and occasionally allow him to charge in for the final blow, but that's not why you run him.

It could be that I should just be playing humans, but this deck does a lot of things humans doesn't, and attacks the format in a slightly different way, while still being a deck that creates a bunch of early 4/4s and attacks. I get what you're saying re my creatures dying to lightning bolts, but guess what humans creatures die to removal too. I'm willing to accept a slightly worse matchup against Burn decks and Tempo decks given that I see a lot more Path to Exile and Fatal Push than Lightning Bolt these days.

DashJovis1 on Five Colour Hate Bears

3 weeks ago

Thanks for the comments, and the advice. I was genuinely surprised to see I'd taken the Meddling Mages out of the sideboard, so I put them back in. I've seen humans before. The idea was to steal their broken opening, but to attack the format from a different angle. That was mostly a joke about how fast Modern is getting, what with all the turn 2 kills out there now.

I put Aether Vial in. I genuinely blanked on it, an earlier version of this list included Shriekmaw because I wanted everything to come with a body in the deck (and thus be castable off of Ancient Ziggurat . But I've found Path to Exile totally playable so of course Vial would be too.

Plague Engineer is alive more often than it is dead. It is a blowout in tribal matchups, but even outside of them you can kill any 1 toughness creatures. That's a surprisingly relevant kill spell. Like for instance, imagine killing multiple Snapcaster Mage s and Vendilion Clique s by naming wizard vs control. Against burn you can name Goblin or Human depending on the creatures they drop, and goblins can now be easily blocked by most of your creatures. Goblins is probably better in most situations. You definitely pull him out in matchups where he's low impact in game 2. But I think he's sound in low numbers in the main, and I might run more of him if things get really tribal ever.

I like Tomik for his sweet, efficient body. Same with Gruul Spellbreaker . They're threats. It's hard to know what to call this list, since its really centered on dork - 3 drop, with Mantis Rider being the all star, but its held together by running main deck hate pieces from every colour.

Qasali Pridemage is good. The deck kind of has an exalted thing going on, so even though it doesn't snipe a lot of things, it's a big card where artifacts and enchantments show up, and it does just enough to pull its weight when they don't. I considered Knight of Autumn over Gruul Spellbreaker , but the Spellbreaker has a better body. It's fun playing a hasty tramply 7/7 with hexproof.

CrypticCmdr on Every Masochist Needs a Marchesa To Love Them

3 weeks ago

Herald of Secret Streams or Vendilion Clique - is there a reason you play this? Do you most often play 1v1 and not multiplayer?

Lehthanor on Flying Fliers

3 weeks ago

The archetype of "Flying Men" is certainly a fun one and cheaper than many other Canadian Highlander decks. A few suggestions one could make are the inclusions of cards like Preordain , Serum Visions , Dig Through Time and Ancestral Vision for card draw and card selection in addition Ponder and Opt which you have already included. Also, perhaps adding fetchlands to the deck could enable finding Watery Grave more easily. Moreover, Vendilion Clique would be a perfect fit for the deck. Last but not least, you could splash white for removal like Swords to Plowshares and Path to Exile , along with more flying one-drops such as Healer's Hawk , Duskborne Skymarcher , Loyal Pegasus , Suntail Hawk and more, as these creatures synergize with Favorable Winds , unlike other creatures in the deck like Triton Shorestalker , which do not. Sorry for the length of the response, hope it was even a tiny bit helpful. Nonetheless, Canadian Highlander is such a fun and diverse format, so just play what you enjoy most!

hungry000 on Nicol Bolas, God - Pharaoh

3 weeks ago

There are a few creatureless (or close to) modern decks out there. Off the top of my head, there's Ad Nauseum, some types of Storm ( Pyromancer Ascension Storm), Lantern Control, Mono W Prison (enchantment prison), Whir Prison/Thopter Whir, Tokens decks don't technically have any creatures, and some control players opt not to play creatures. In fact, a lot of control decks in modern don't have any creatures other than Snapcaster Mage ; maybe a Tasigur, the Golden Fang or a Vendilion Clique , but not usually any more than that. And that isn't including decks in other formats, like Mono B control in Pauper or Lands in Legacy.

Cipher001 on Tap-Down Control

1 month ago

shelob144 Let's work on this together! Maybe the community of T/O will be the one to break the code. We only have about a million tap cards by now. It's high time we find a place for them.

When thinking about the deck, I typically tend to worry about its weaknesses, but there are a few strengths the deck has. I think it's more important to worry about why a deck like this can work at all rather than bemoan its often-ephemeral board control.

Tapping creatures down has the following benefits: - Prevents the opponent from attacking - Prevents the opponent from blocking - The spells are often cheap, with four mana being the maximum amount needed to spend to tap out your opponent's entire field - Synergy with a few select cards, most notably Verity Circle

I believe that tap-down control has access to one of the greatest draw mechanics in modern with Verity Circle in play. With it, a Sleep becomes mass draw + turbofog. In this way, we can play a game of attrition, keeping the opponent in a constant state of Exhaustion , while we work our way to our wincon.

... Which is where the problem begins to appear. Well, technically, problems begin to appear even before that. If the opponent has no creatures to tap, what's the point of having Verity Circle , or a tap-down playstyle at all? It's not like you can play creatures for the opponent.

Except you can! Multiple ways, in fact.

Giving your opponent a creature might be bad for most archetypes, but our goal is to milk the hell out of 'em. With enough cheap draw and four copies of Verity Circle , the hope is that we'd be able to snag ourselves our draw engine. With a way to replenish our resources and keep those tap-down effects going, we don't need to worry about fighting the good fight empty-handed.

Now the problem becomes what to do with all this stall potential. Turbofog uses lots of cards like, well, Fog to stall to a mill victory, but we don't necessarily have to. Bant Turbofog can't attack because while the creatures have been temporarily rendered powerless, they can still block. We don't use fog to achieve our version of stall, we use tap effects, which render the opponent unable to block. To that end, we are capable of using creatues. Even small utility creatures like Snapcaster Mage and Vendilion Clique can become a threat if they go unchallenged.

To that end, we make use of blue's penchant for counterspell-control. Since we don't want to deny the few creatures the opponent might have from hitting the board (for reasons explained above), we can focus solely on noncreature spells. We found ourselves a really good one in our colors in Dovin's Veto . Of course, Negate is also a thing. In that way, victory becomes about hitting the opponent with small utility creatures, while tapping creature threats down and preventing noncreature threats from happening.

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Vendilion Clique occurrence in decks from the last year

Modern:

All decks: 0.2%

Legacy:

All decks: 0.17%

Commander / EDH:

All decks: 0.01%