Creepy Doll is indestructible. Whenever Creepy Doll deals combat damage to a creature, flip a coin. If you win the flip, destroy that creature
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|Commander / EDH||Legal|
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Creepy Doll Discussion
6 days ago
1 week ago
I think you have a really interesting deck here and I absolutely love your commander pick! I'm really curious to see how you hone it as time goes on :) So far, do you think you are going to lean it further down either Samurai or Indestructible themes or keep it around where it is now?
I'm not much help in terms of Samurai but I do have some ideas if you are interested in adding more Indestructible-based pieces: Stuffy Doll , Creepy Doll , Colossus of Akros , Darksteel Sentinel , and Darksteel Colossus are pretty fun creatures and go really well with Pariah and Pariah's Shield . Fumigate is also a pretty sweet sweeper to drop mid-late game too, if you are looking for more of those :D
4 months ago
I was under the impression coinflip was already a hub in the form of the "Flip" checkbox since my Okaun and Zndrsplt deck was tagged as such. After doing some testing though, I think I see what's happening. The Flip box is intended to appear after detecting the Flip keyword on Kamigawa flip cards like Budoka Gardener Flip, and it does do that. However, the same box also appears upon detecting coin flip in the text of cards like Creepy Doll . I even put a single copy of each of these cards into a deck and together they were able to meet the 2-card requirement needed for the checkbox to appear.
Having two mechanics fall under a single hub might not be a big deal here since literally 100% of the decks in that hub right now are either coinflip decks or are misusing flip as a synonym for "turn it face up" in Morph and Manifest decks. It does seem bizarre though and I can imagine a world where Wizards brings back flip cards with a sick commander that rewards playing them and suddenly people are confused why decks built around it are intermingling with every Krark's Thumb experiment added to the hub.
Edit: After wondering how all those Mighty Morphing decks were able to add the hub in the first place, I found that Manifest also causes the checkbox to appear despite flip never appearing in the rules text for the keyword or anywhere in the oracle text of any of the cards. Is any of this working as intended?
The Miracle situation is a lot simpler. There's just a "Miracle" checkbox in addition to the "Miracles" dropdown option. Since I can't imagine they're being used for vastly different purposes, removing one should be an easy fix.
6 months ago
Creepy Doll and of course "Ach! Hans, Run!". I have always hated dolls because they creep me out, but my girlfriend loves dolls especially creepy ones. The latter just had me laughing out loud the first time I saw it so it’s my personal favorite.
9 months ago
9 months ago
Why not go with a Zurgo Helmsmasher list where 100% of your creatures have Indestructible. Using the aforementioned Stuffy Doll, Creepy Doll, Brash Taunter and cards like Darksteel Myr, Hazoret the Fervent, Oketra the True and Bontu the Glorified, you can build quite the board state.
Then, have a high density of wrath effects -- Red ones are better cos they deal damage to your Taunters and such. You can keep the board clear of everything except your crazy indestructible thingamabobs.
9 months ago
I would look at using the indestructible as your win condition. You can easily have a deck using the ones that will win you games as well.
Stuffy Doll, of course. There is also a new one, Brash Taunter. Just blocking with the taunter can win games. But you would be better off with adding big burn spells in the deck. Stuff like Shivan Meteor. Another doll, Creepy Doll, helps kill creatures while being indestructible.
Lastly, if you splash or use white in the deck, Elspeth, Knight-Errant's ultimate is crazy.
10 months ago
Hey, nice start on a budget. Chaos can be a tricky theme to build.
The avg. CMC of your deck is very high at 4.3 with only Sol Ring as reliable ramp and only having 35 lands. This 4.3 number means you will consistently not be casting a card until earliest turn four, more like turn five. Not doing anything for the first four turns or more is not fun in Commander because you risk basically not having any board presence at all before turn five. My advice is add some ramp in place of a few high CMC cards (5 CMC or higher). Doing this will reduce the avg. CMC and ramp will make it easier to cast spells especially Showstopper.
Some cards for ramp to consider adding:
For the cards to consider cutting you want to make a choice of what are the best cards you want at the high end of the mana curve? Having lots of both high CMC Chaos cards and big creatures is too many high CMC cards. Showstopper is the six drop creature you want to cast. Cards to consider cutting to add more ramp:
- Capital Punishment
- Creepy Doll, Stuffy Doll
- Reiver Demon, Indulgent Tormentor
- Demon of Dark Schemes, Lord of the Void
Reanimation is a good secondary strategy when playing so many high CMC creatures. Reanimation needs enablers to get creatures into graveyard which is good with Patriarch's Bidding and Demons. Consider expanding on reanimation? Another reason to add enablers for reanimation is Anger. A haste enabler to give your high CMC creatures haste, attacking with them the turn you play them especially Showshopper.
Some card changes to consider:
- Sin Prodder > Mogg Assassin
- Stormfist Crusader > Murder
- Chaos Wand > Volatile Rig
- Confusion in the Ranks > Risky Move
- Stolen Strategy > Captive Audience
Good luck with your deck.