|Commander / EDH||Legal|
Printings View all
|Time Spiral (TSP)||Rare|
Combos Browse all
Creature — Shapeshifter
As Vesuvan Shapeshifter enters the battlefield or is turned face up, you may choose another creature in play. If you do, until Vesuvan Shapeshifter is turned face down, it becomes a copy of that creature and gains "At the beginning of your upkeep, you may turn this creature face down."
Price & Acquistion Set Price Alerts
Vesuvan Shapeshifter Discussion
1 month ago
Cool deck; though with a budget constraint that's slightly higher, I think it can be improved upon. Cards I'd add, would be some additional steal-creatures like Empress Galina, Memnarch and Roil Elemental. I think cards like Control Magic and Mind Control should also be in here (and Treachery, if you can get one).
Also, I'd try make this deck even more reactionary than it already is by adding cards like Teferi, Mage of Zhalfir, Leyline of Anticipation and/or Vedalken Orrery. Make people afraid to attack you by stealing attackers from them (or your allies).
Last, but not least, I think Blade of Selves would look absolutely brutal on Keiga.
Cards I'd remove to make room for all of this: mostly cards that are either less powerful than some of the ones I just mentioned OR cards that do the same thing but have a higher CMC. Some examples: Saheeli's Artistry, Tempt with Reflections, Vesuvan Shapeshifter, Vizier of Many Faces, Curse of Verbosity and Mulldrifter.
1 month ago
1 month ago
Here's a ruling from Vesuvan Shapeshifter to cherish in your pocket (cause it's relevant).
9/25/2006 If Vesuvan Shapeshifter is turned face up, the process of turning face up includes (optionally) choosing another creature on the battlefield... Then Vesuvan Shapeshifter will turn face up as a copy of that creature, plus the triggered ability it gives itself. It wont turn face up as a Vesuvan Shapeshifter and then change. If the copied creature has a "when this creature is turned face up" ability, it will trigger for Vesuvan Shapeshifter.
1 month ago
4 months ago
This is a suggestion to speed up the EDH format, mainly for multiplayer games!
I am fairly new to the EDH format and have played only a couple of games. I won half of them.
The first time I played Magic: the Gathering was in 1994. I played casually within the same group of friends until 2002. I also racked up some DCI points, but nothing more than an average player would. I never won much, because either my play was too slow, or my decks were too big, easily going over 60, because I liked a card or combo.
Always playing reactive, trying to control and steer, to win with a killer combo - as we all aspire to do...
This cost me some tournament points for finishing a round without having finished the game. It also seems to annoy friends.
Some friends suggested to use chess clocks to apply a time limit per player. This can easily be done for 1-on-1 games, but although it's fairly easy to make a relay timer, it is unfair to use in a multiplayer game because of the time needed to react and the nature of the EDH game.
That is why I've come up with the Phyrexian Burn concept.
The name is based on the Phyrexian Arena which, if you don't gain any life or win from your opponent, causes you to lose the game after 20 turns in a normal game.
In Phyrexian Burn, or EDH(PB) each player gets an allotted (=10) turns to play, regardless of time.
I actually based my first calculations on a 1-on-1 standard tournament round, and extrapolated that to an EDH format. This gave me a limit of roughly 20 turns. What I forgot in my calculations was the 'best-of-three' limit. Which would mean, in all fairness, that 10 turns per player would be better for a 4-player (or more) EDH game.
The last player - the one whose turn it is before the first player takes his second turn - keeps track of the number of turns played.
This is to make sure each player gets the same number of turns. If a judge or other game official is appointed, that person is responsible for keeping track of the turns.
After turns, each player that did not lose and still has 40 or more life, wins the game. This can mean that players are tied for the win.
Also, after turns, if no player has 40 or more life, the player with the highest life total wins. This negates poison counters, Platinum Angel and similar effects or cards at this point.
This is to give each player a fair chance to survive. As long as you're not eliminated, you can be a winner.
This forces players to come into action before turn , to make sure they don't end up in a tie.
Although this seems long, it also forces a certain deck strategy. It's fine to wait -2 turns to get the right combo started, but after that, you still need to get rid of the opposition.
This allows players to try out a combo, or bring their champions on the battlefield before trying to end the game. Fast decks may have an advantage, but this is where skill becomes more important.
Extra turns can create an extreme advantage for one player, but the turns limit remains! This means that players with extra turns can lose by not eliminating their opponents quickly!
Players who skip their turns, actually forfeit that turn.
This means that Magosi, the Waterveil can cause you to skip turn 20, without being allowed that extra turn.
When playing EDH with a turn limit, you have to consider the fact that you'll play with a small number of cards in your deck.
You will see about 16%-25% of your deck, which roughly means 10 land cards and up to 15 others. To win against multiple players, you'll need to be able to create combos with that limitation. Scry and search might become a necessity!
The Commander is likely to play a bigger role in your midgame strategy, to make sure that you don't end up tied. Commander damage won't win you the game if you don't eliminate your opponent with it!
You can eliminate an opponent by dealing more than 21 points of Commander damage. Realistically, this means attacking the same opponent five times or more. To eliminate multiple opponents, you'll need your other cards, or other opponents, to do the work.
Players (or judges/organizers, etc.) decide together on the maximum amount of turns per player before play begins.
The is a mere recommended average. Skill level, budget, experience and speed can all be factors. The maximum should be 20.
Of course, players can still decide to use a time limit, taking into consideration that each player knows all the rules by heart and plays by those rules.
It is difficult to track time though: if one player reacts to another one, or a triggered effect needs to be resolved, keeping time becomes a burden. A collective time limit would be advisable here, but not to force slow players to give up or be bullied!
I hope Phyrexian Burn will find some traction and fine tuning and perhaps become a standard rule or variant.
Please keep the discussion on topic.
4 months ago
With this final version, I managed to win... by distracting opponents long enough to get my Lighthouse Chronologist in play with a pair of Swiftfoot Boots and Darksteel Plate. This gave me extra 'meta' turns, in which I was able to set up my next play, Vesuvan Shapeshifter, enhanced with Pemmin's Aura.
About twelve turns had passed before my 'masterplan' came to fruition.
With a load of land (and a couple of mana artifacts), I cleaned the other player's battlefields (also, I copied a Visara the Dreadful, which helped a lot) in two of the extra turns. I had backup from Lorthos, the Tidemaker to stifle any further development. In two turns after that, I had my Teferi, Temporal Archmage token, with two Lighthouse Chronologists, and the Proteus Staff in play.
I controlled and won the game.
Friends are now calling for a ban of certain cards...
4 months ago
Vesuva: Because why play basic islands when you can pay $13 for a card that copies one?