Alchemist's Gift

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Alchemist's Gift

Instant

Target creature gets +1/+1 and gains your choice of deathtouch or lifelink until end of turn. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it. Damage dealt by a creature with lifelink also causes its controller to gain that much life.)

Gattison on Notorious B: Ready to Die [Remastered]

2 years ago

Henchman31: You may notice I dropped a couple cards from the sideboard already. Those cards were literally useless in this deck, idk what I was thinking back then lol. Cruel Feeding was too mana hungry, but Alchemist's Gift, Grotesque Mutation or even Essence Infusion seem like better options against burn and other aggro decks.

Innocent Blood or Tragic Slip for actual removal.

Feed the Swarm for enchantments, maybe. And (yikes) Universal Solvent is probably a bad idea because it will require a Dark Ritual to activate, but it does hit all permanent types, which is hard to do in mono-b.

And finally you also have things like Professor's Warning and Oblivion's Hunger, which are more on the defensive/reactive side, but can still jam your opponent's plans up.

Hope some of that helps. This is actually the best of three decks you mentioned, so I'll start here and then the other decks will take bit more thought.

InfectedToe on Australian Farmhouse GMO edition

2 years ago

I've looked into this and I really like the path of +1/+1 counters. There are of course plenty of ways to get counters on your creatures in this deck (primarily Willowdusk), so capitalizing off of that with effects that bolster any creatures with counters or give them trample it pretty darn powerful.

First off, the trample givers: Bramblewood Paragon, Gnarlid Colony, Pridemalkin, and Crowned Ceratok.

And some other +1/+1 tribal engines: Mer-Ek Nightblade, Oona's Blackguard, Skyclave Shadowcat, and Tenured Inkcaster who, in particular, is very good in this deck.

And some support for the counters: Armorcraft Judge, Gladehart Cavalry, and Inspiring Call.

On a different note, giving your creatures lifelink in this deck is insane. Swing with something big to permanently double it's P/T with Willowdusk. Some good cards for that are: Alchemist's Gift, Essence Infusion, Rush of Vitality, Sorin, Imperious Bloodlord, Poet's Quill, and especially Whip of Erebos. Essence Harvest is also in the same vein.

Lastly, one nasty thing you could do would be untapping Willowdusk to use her ability twice in a turn for exponential gains. Ideally, this would be done with cards like: Magewright's Stone, Puppet Strings, Quirion Ranger, Seeker of Skybreak, and Thousand-Year Elixir.

I also want to quickly touch on the other side of Willowdusk's ability with Aetherflux Reservoir Which would let you instakill an opponent then give one of your creatures +50/+50.

As for what to remove, there are quite a few cards I feel are pretty unsynergistic here like Dragonsguard Elite and Witherbloom Pledgemage as this isn't really a spellslinger deck. I also dont see the point of reclamation effects like Deadly Brew, Retrieve, Healing Technique, Dollhouse of Horrors, The Underworld Cookbook, or You Happen on a Glade. Lastly, Roil Spout just isn't legal (probably an error lol).

multimedia on Subjective Reality Upgrade

2 years ago

Hey, nice upgrades of the precon and keeping the overall deck price under $100 is impressive.

Arcane Signet is a budget staple of Commander that you should strongly consider adding in place of Sphere of the Suns . The deathtouch theme looks out of place/used as filler from the all the other cards that show me that you do have good card sense on a budget. The deathtouch theme isn't needed here as it's not giving bonus interaction with Aminatou's blink or draw/put card on top of library.

Some creatures with deathtouch are good such as Baleful Strix and Gonti, Lord of Luxury , but these cards are good not because they have deathtouch instead because they do something when they enter the battlefield (ETB) which blinking them gives you more value. The deathtouch is a nice bonus, but it's not needed.


The card spots that are being used by Mardu Hateblade , Alchemist's Gift , Coat with Venom , High Priest of Penance , Tidehollow Strix and Gifted Aetherborn could be replaced with more permanents that have interaction with Aminatou, blink or cards with miracle.

Felidar Guardian + Aminatou is a combo to infinite blink Guardian and Aminatou since when you blink Aminatou with Guardian a new object of Aminatou ETB which lets you use it's -1 loyalty ability again to blink Guardian who then again blinks Aminatou and repeat. If you add Oath of Teferi then each time you -1 loyalty Aminatou you can do it again thus you can blink two permanents with each Aminatou. The first being any other permanent you control which can be a win condition and the second is Guardian and repeat.


Other good interactions with Aminatou + Felidar Guardian + Oath of Teferi :

If interested I offer more advice including some budget land upgrades. Would you like more help? Good luck with your deck.

ImaginitiveRascal on Deadly and Plotting

3 years ago

It looks very solid. The only things I'd suggest would be to cut Back for More because it is too pricy and add a few Agadeem's Awakening  Flip because it will probably have a larger impact bringing back more stuff. I would also suggest more one-drops because you only have 3 Duresss you can play turn 1 even though it looks like more because Village Rites, Alchemist's Gift, and Lash of Thorns need creatures.

Gidgetimer on obeka, brute chronologist interaction

3 years ago

Oracle text is important. There are actually three options of how they can interact and timing is important in one of the cases.

Firecat Blitz (Create X 1/1 red Elemental Cat creature tokens with haste. Exile them at the beginning of the next end step.) - Triggers on the next end step, regardless of if it is the end step of the turn they were created. If you end the turn before the end step they will trigger on the next end step that happens. If you end the turn during the end step, in response to the exile trigger, you will keep them forever.

Alchemist's Gift (Target creature gets +1/+1 and gains your choice of deathtouch or lifelink until end of turn.) "Until end of turn" effects like this and Threaten effects wear off during the cleanup step. Ending the turn skips to the cleanup step of that turn, so these effects will still wear off.

Sneak Attack (: You may put a creature card from your hand onto the battlefield. That creature gains haste. Sacrifice the creature at the beginning of the next end step.) Same interaction using the same reasoning and timing as Firecat Blitz.

Final Fortune (Take an extra turn after this one. At the beginning of that turn’s end step, you lose the game.) Triggers on a specific turn's end step. If the turn is ended at any time before the resolution of the trigger, the trigger will have no effect.

The_Overlord_666 on obeka, brute chronologist interaction

3 years ago

hey guys just rule checking

planning on building an Obeka, Brute Chronologist commander deck, but first i want to see how her turn ending ability interacts with other cards:

  1. Firecat Blitz : how does it effect tokens that disappear on the end step
  2. Alchemist's Gift : how does it effect abilities/+1/+1 that were given by cards that last till the end of the turn
  3. Sneak Attack :cards who's abilities ends at the end of the turn.

4.Final Fortune : cards that make you lose the game at the end of turn

thanks

DanMcSharp on Vampir-Clan Schwarz

3 years ago

I find Child of Night to be very underwhelming. If you insist on playing something at 2 mana to have a better curve, you might as well play some Agonizing Remorse instead.

I'm not sure why you run 2 Diamond Knight when you could just go up to 4 Savage Gorger, feels that would make more sense in your vampire deck.

You could consider playing a single copy of Sanctum of Stone Fangs just to get more triggers on your Savage Gorger and Bloodthirsty Aerialist, sometimes it could even be the extra damage needed to trigger Knight of the Ebon Legion too.

I don't think Heraldic Banner helps you much compared to just running 2 more Thirsting Bloodlord instead since you're not really ramping into anything that cost 5+ anyway, and you already have a lot of 3 drops.

A card like Underworld Dreams would usually work better in a more controlling deck, unless you make use of the devotion to hit harder with Gray Merchant of Asphodel or something like that. I would remove those 2 and play 1 more Erebos's Intervention and Sorin, Imperious Bloodlord instead. Those cards are too useful to be singletons.

Dark Remedy is very weak overall. If you want a combat trick to use on a creature you should look into Unlikely Aid, Alchemist's Gift or even just let it die and use Village Rites on it.

I always find it pretty courageous when I see people run so few lands, I would need a really good reason to go under 22 lands in general. Speaking of lands, you might as well add a few Castle Locthwain in there.

Hopefully these suggestions are useful. Cheers!

SilentPlague on Last in all group games

3 years ago

Definitely solid choices. I had been looking at cards like Alchemist's Gift. I feel like a coin toss between those or Dreadbore will benefit you in different game scenarios. No way to predict what will be better more often, but would play with what seems fun or change up just for a different play.

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