Vertigo Spawn

Vertigo Spawn

Creature — Illusion

Defender (This creature can't attack.)

Whenever Vertigo Spawn blocks a creature, tap that creature. It doesn't untap during its controller's next untap step.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Conspiracy: Take the Crown (CN2) Uncommon
Guildpact (GPT) Uncommon

Combos Browse all


Format Legality
Vintage Legal
Commander / EDH Legal
Tiny Leaders Legal
Highlander Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Oathbreaker Legal
Modern Legal
Block Constructed Legal
Canadian Highlander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
2019-10-04 Legal
Legacy Legal

Latest Decks as Commander

Vertigo Spawn Discussion

triproberts12 on Mr. Sandman, Bring me a Dream

5 months ago

If you're going to devote a deck to your favorite card (Nice choice, mine's Soulcatchers' Aerie), I would go all in. For example, in Dimir, Mana Skimmer is the Timeshifted version of Somnophore.

Time of Ice, Quiet Contemplation, Back to Basics, Dream Tides, Wrath of Marit Lage, Temporal Distortion, Neko-Te Thalakos Dreamsower, Wall of Stolen Identity, Frost Titan, Queen of Ice, Wall of Ice, Niblis of Frost, Guardian of Tazeem, Icefall Regent, Dungeon Geists, Mesmerizing Benthid, House Guildmage, Tidebinder Mage, Watertrap Weaver, Frost Lynx, Stitched Mangler, Fogwalker, and Vertigo Spawn would probably be my picks for "freeze" tribal.

Alternately, if you're not invested in Dimir, so much as in the creature itself, you could build a Derevi, Empyrial Tactician, or Empress Galina deck, since those commanders probably best represent what the card is doing.

Rhadamanthus on Does Vertigo Spawn affect creatures …

1 year ago

It's because of the way the card's text is written. "Its controller" refers to whoever its controller happens to be, not necessarily the specific player controlling it right now. Some of the cards with an effect like this include a Rulings Note on their Gatherer entry that clarifies how it works. See the Gatherer entries for Barl's Cage, Elvish Hunter, and Frost Titan for examples. Unfortunately Vertigo Spawn is one of the cards lacking this note, but the ruling still applies.

Rackham9 on Does Vertigo Spawn affect creatures …

1 year ago

I played a match where my creature switched controllers for a single turn and was then used to attack me. If I block that creature with Vertigo Spawn does it remained tapped even when it returns to my control?

5D_Phantom on

3 years ago

Since the secondary ability of Wall of Forgotten Pharaohs only works with deserts and I'm trying to modernize this deck, I found some potential replacements, as there's no point in including slow lands for a single creature.

Potential Walls

I really like Kaijin of the Vanishing Touch because of how bouncing enemy threats is a big theme of this deck, but I could also see Thing in the Ice  Flip being a replacement for both Wall of Forgotten Pharaohs as well as Striped Riverwinder though it doesn't get Hexproof. Thoughts, comments, suggestions?

x12721 on Kami's Full Moon

3 years ago

As with any mono-colored deck, my first suggestion is Nykthos, Shrine to Nyx. Then, I would suggest Whir of Invention to ensure that you have your maximum hand size removed. Jin-Gitaxias, Core Augur is also a staple in draw decks, and a personal suggestion is Teferi, Mage of Zhalfir to ensure that no one can respond to you. Finally, Arcanis the Omnipotent and Omniscience are great cards to include as well. If you want one-sided draw, Rhystic Study is a great one. Cards to remove, in my opinion, are Hero's Blade, Morphling, Tradewind Rider, Wonder, and Vertigo Spawn.

cerealkyra on Buddy system

3 years ago

Glad I could help, interested to see where the deck will go once you start playing around with it.

That being said, you're kinda running low on lands, if you want to drop a 5 drop on t5 consistently. I think you could be greedy and get away with playing 23 total, but even then you're still off the "correct" number of 25 (with the average cmc of 2.75, explained here). Should you ajust the manabase, think we could get away with a few more non-basics, if you're interested. Rogue's Passage can help get the big flyer through to seal the win, Ghost Quarter or the slightly worse Tectonic Edge can help shut down enemy lands or take decks off of colours completely, Moorland Haunt lets you recycle the dead walls into a potent, ghost-based airforce. Minamo, School at Water's Edge while worth a large sum of money, is a potent combination with Ojutai, should you choose to run a few more, the similarly pricey Celestial Colonnade can also help wreck face late in the game, but neither of the two are necessary by any means.

Wall of Omens really shines in this regard, the more cards you see in a game, the more likely you are to win. I think the overall quality of Wall/Defender creatures you are looking to play is bit low. Cathedral Membrane is one mana(dont be afraid to spend life, life is a resource to be used) and usually EXPLODES the creature unfortunate enough to be blocked by it. Dragon's Eye Sentry is pretty damn good for just 1 mana, and really highlights how bad cards like Nearheath Pilgrim (2/1s always die in combat, 2 mana is far too expensive for a card that trades with most 1/1s) are. If it's a card you love, keep it, but you could be playing MUCH better cards. Jeskai Barricade can swoop in and save one of the beaters if they should lose hexproof, let you perfectly block a massive creature(without trample) by bouncing the creature blocking it before damage or just bounce Wall of Omens for that tasty, tasty value.

If you were to run a few more Ojutai, Orator of Ojutai is a better Wall of Omens, but 4 dragons probably isnt enough, might want to research that. Stalwart Shield-Bearers makes all the walls defenders bigger, Wall of Essence has reverse lifelink, while Vertigo Spawn and its big brother Wall of Frost pin down any creature foolish enough to attack into them. And as big and seemingly unkillable as Wall of Frost is, no wall stands close to the mighty, infuriating Wall of Denial.

Here's a list of all the UW walls available in modern.

Also, I'm a little confused by the Authority of the Consuls and the Swiftfoot Boots. Authority gaining you life is neat, but your deck lays down tricky/large walls, you don't need an enchantment to slow the opponent down. What creature are the boots for, exactly? Overseer and Ojutai have hexproof, as does Shieldmate(most likely). These guys dont need haste because they come in protected and swing in later. So all we're really protecting is our disposable walls/defenders, Elspeth tokens and Nearheath Pilgrim, who isn't an incredible magic card. Boots also costing 2 mana kinda gums up the works; you want to be doing something every turn, ideally. Spending two mana on a card that needs a addition one mana to actually do anything on any turn between 2-5 doesnt seem like an awesome time.

Speaking of Elspeth, Elspeth, Sun's Champion sees great as an option if you find yourself facing a lot of big creatres; she can get rid of them while leaving your defenders in pristine condition to... defend.

Witchbane Orb feels like a sideboard card for when you're really getting beaten down by burn or Thoughtseize-style effects, and even then, those types of cards are usually cheap, so waiting til turn 4 to:

A. defend yourself from 1-2 mana spells and B. Do nothing on turn 4

doesnt seem like the greatest plan, IMO. Keep it in the Sideboard if its a card you like, by all means.

That's enough wall talk for now, 3am, must sleep.

Arvail on Just Chatting - Take 3

4 years ago

I had an absolutely nutty draft experience a few days ago. I was playing the new conspiracy set with some friends who don't spend all that much time drafting (that explains part of my success). We all agreed to walk into the draft more or less blind about the set to help out the lesser players.

I ended up getting a pack one filled with decent commons and not much else. My pick was Sinuous Vermin. My second pickup was Arcane Savant followed by Regicide. Great first three picks. I later learned that the cards my opponents had taken from the packs weren't even bad ones, so it's not like I was handed freebies. Nonetheless, I figured I was going to go for dimir control splashing red after I kept getting great dimir cards. The crux of my deck was Weight Advantage, Repulse, Skittering Crustacean, Sinuous Vermin, decent removal, Illusionary Informant, and Traumatic Visions. Red ended up being rather locked down after some point while dimir remained fairly open. Despite picking up a few Tormenting Voices, I figured with two Merfolk Looters, I'd rather go for more consistency and stuck with dimir.

Things got insane when I opened up a pack three Expropriate.

enter image description here

Exiling that thing with Arcane Savant was brutal. I had an opener of 4 lands, Arcane Savant, Vertigo Spawn, and Repulse. My first draw was another Repulse.

Playing Arcane Savant with Expropriate tied to it three times made me feel like I was piloting Narset, Enlightened Master while firing off Time Stretchs.

enter image description here

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