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Creature — Shapeshifter
Changeling (This card is every creature type at all times.)
As long as a creature card with flying is in a graveyard, Cairn Wanderer has flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance.
Cairn Wanderer Discussion
2 days ago
Knighthood fits flavor and is always pretty useful. If all or most of your creatures have first strike you can use deathtouch as another way to keep a tiny knight relevant.
1 month ago
I'd recommend Cairn Wanderer , as he can get these abilities even if they stay in the graveyard. I'd also suggest Mowu, Loyal Companion for both Vigilance and trample. Majestic Myriarch might also be a good combo with your commander. Graveshifter May be useful for cards killed early on. I'd also recommend First strike Deathtouchers to make you commander awesome at blocking, such as Glissa, the Traitor and Xathrid Slyblade .
2 months ago
This is design space that evergreen keywords are actually trying to avoid. There are only a few rares and mythics that have the "list of keywords" ability. Not only is to complicating the intentionally simplistic evergreen keywords, it is also design space that had to be there at the start and cannot be reimplemented into game at any point. The list of words is not really available on the card, and that list can change.
Your reminder text:
"(A Skill is a static keyword ability that applies to creatures, such as Flying, First Strike, Double Strike, Deathtouch, Lifelink, Haste, Hexproof, Indestructible, Trample, Menace, Defender, Vigilance, Reach, Flash, Protection, Landwalk, Fear, Intimidate, Shroud, and any Skill introduced at a later time)"
Is increblity hard to parse and essentially just puts the text on something like Cairn Wanderer in parenthesis, while also making it somehow even longer. And you cannot put "and any skill introduced at a later time" as part of the rules or even the reminder text, because it says nothing.
The design space for this is also limited and, crucially, is already being implemented on some cards. For example, Kwende, Pride of Femeref really cares about creatures with first strike. But thematically, it cannot be that a card cares for all keywords or even more than 1 at the same time.
Lets take a close look at Rayami. First of the Fallen . He lists specific abilities, because those are the keyword abilities the Sultai colors have access to:
Odric, Lunarch Marshal intentionally list skulk, a blue-black abilility to both reference the set he is from and for flavor. So, while those abilities are listed in huge block of text, this is rarely used on a handful of cards.
Finally, the large block of text is actually extremely appealing to any Timmy, so getting rid of it can disappoint pdemographics of players.
2 months ago
With the reveal in Commander 2019 of Rayami. First of the Fallen it made me realize how strange it is that these evergreen keywords with static creature abilities have never been grouped and formalized. Whenever they appear en masse it is a clusterfuck of words.
I thought it was time to formalize a word for these abilities. And what better way than by example on a card?
Talented Student Show
Creature - Human
Talented Student has all Skills among creatures you control, except Defender.
(A Skill is a static keyword ability that applies to creatures, such as Flying, First Strike, Double Strike, Deathtouch, Lifelink, Haste, Hexproof, Indestructible, Trample, Menace, Defender, Vigilance, Reach, Flash, Protection, Landwalk, Fear, Intimidate, Shroud, and any Skill introduced at a later time)
Now, it's quite easy to simply reject the idea of formalizing the group as it is a constantly changing group depending on what Keyword Abilities, WotC decides to introduce. As such you can never include all Skills that will ever be printed. One principle that WotC have practiced is that any printed card must explicitly say what they do when that effect is printed for the first time.
However when a Keyword has been used for a while, it gets the Evergreen status, and you simply mention the Keyword without explanation of its effect. By this time you expect your players to know or easily explain to others what that Keyword does.
Skills are exactly that, when the Keyword applies to a creature specifically. Thus Evergreen keywords such as Counter, that makes no sense on a creature by itself, is omitted as a skill.
It will take a long time and dedicated effort to implement this change.
Why should we do it? Just to have those 6-7+ cards mentioned before have a smaller word count? Why do we care?
Well there are a couple of things you could do by formalizing the group.
First of all you can reference it specifically on an ability;
"Creature X gets +1/+0 for each skill it has."
"If creature X has a skill, it has indestructible."
"Each creature you control have all Skills among creatures you control."
"Enchant Creature with a skill."
You could choose to double down and divide the Skills into groups and utilize that as additional design space.
Offensive skill - First Strike, Double Strike, Deathtouch, Trample, Menace, Fear, Intimidate
Defensive skill - Indestructible, Hexproof, Shroud, Protection, Vigilance, Defender
Utility skill - Flying, Lifelink, Reach, Flash, Haste, Landwalk
Dividing the skills into different categories again breeds new design space when you are able to reference them as a group.
"Creature X has +2/+0 if it has an offensive skill.
Creature X has +0/+2 if it has a defensive skill.
Whenever creature X deals combat damage to a player, if it has a utility skill, draw a card.
, discard a card: Creature X gains your choice of First Strike, Hexproof, or Flying."
Just to speak an idea.
This is a big change and obviously not everyone (or anyone?) will be positive about such a change. It's big and at this very moment, it doesn't seem to make a lot of sense.
This change has to come over time and with great effort. Preferably when the change happens the immediately following set needs to focus quite a lot on cementing it into people's mindset, utilizing the new design space.
Dividing skills into categories also present their fair share of issues and questions; Which keyword belongs to which category? Is there a fair spread of use of the keywords from all categories? Does underrepresentated categories demand much higher payoff?
This thread already represents a lot of questions and ideas and I hope people will engage in a constructive discussion.
What are your thoughts? Any ideas on improvements? Changes? Yay? Nay?
2 months ago
Not "Battle Cattle"? For why?
If you find yourself running a number of sub-par minotaurs just for the sake of padding out numbers, don't forget that there are some quality changelings that can take their place and still count as marauding moo-men. Taurean Mauler , Cairn Wanderer , Changeling Outcast and Graveshifter are all solid cards. Note also that Venomous Changeling and Moonglove Changeling already have (or can get) Deathtouch, meaning they can get the dreaded 'instant-kill' from Neheb if you don't have Felhide Petrifier around.
3 months ago
If you run Feather, the Redeemed , you can use some spot blink, flicker and protection spells. I think that Kaalia really wants to keep refilling your hand, so blinking is really important.
Other suggestion would be Sneak Attack as a way to do an other Kaalia impression and abuse her hand refilling capacities.
4 months ago
What about Cairn Wanderer ? He's fun, but having a larger quantity of changing sounds nicer.
4 months ago
Hey there, love The Reaper King. I never made the deck myself but i had a friend in my meta who had it for a few years. It was formidable late game but he got bored eventually since there lacked enough interesting scarecrows. But now I think with the amount of shapeshifters/changelings out there the deck can be very fun, and it already looks like you have more than a solid start going on already.
Taurean Mauler , Mirror Entity , Amoeboid Changeling , Changeling Berserker , Changeling Hero , Cairn Wanderer , Crib Swap , and Shapesharer are the best of the changelings you have to pick from. Definitey no need to use them all but a few can definitely replace some of the weaker scarecrows like Wicker Warcrawler .
Crystal Quarry seems like a cute land to run.
I know scarecrows lean artifact but what are your thoughts on Prismatic Omen or Chromatic Lantern ? There is also Blinkmoth Urn for mana generation in artifacts. Krark-Clan Ironworks as an artifact sac outlet that also generates mana.
Oh and another thing about not enough good scarecrows to pick from... Arcane Adaptation is something to think about because you can even then play around with the idea of throwing in 2-3 absolute bombs like Vorinclex or Ulamog that would then become scarecrows.
Again, sweet deck ;) Let me know if any of that helps!
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