Conspiracy

Conspiracy

Enchantment

As Conspiracy enters the battlefield, choose a creature type.

Creature cards you own that aren't in play, creature spells you control, and creatures you control are the chosen type.

Latest Decks as Commander

Conspiracy Discussion

Tzefick on Demonic Debt

3 weeks ago

enpc What a snarky reply :)

If you're using tutors I think you can find better ways to win than this.

I might be slightly tainted by Commander's singleton format where you can max have 3x 1 CMC changelings and up to 9x 2 CMC changelings. And within Grixis that accounts 4x of the 2 CMCs and all 3x 1 CMCs. Also lowkey forgot that Modern Horizons and apparently also Kaldheim made a few new cheaper changelings. The originals from Lorwyn were generally a lot more costly.

Overall it would seem easier to just play Arcane Adaptation , Maskwood Nexus , Conspiracy , or Xenograft along with some token generators to overcome the mana reduction aspect. Even with max reduction we're still looking at spending 7 mana in a single turn, all of them colored.


As for my own view on the card: It is an interesting idea, to cheat the planeswalker limitations akin to The Chain Veil . However it would seem that in certain control decks, even in Commander, it could gather too much upside, especially in a single turn.

I know the general rule is that when two planeswalkers are sitting comfortably on the field, that player is generally winning. I would rue the day you see two planeswalkers on the field, then slap down a third and this, pump them full of loyalty counters and ult three planeswalkers, either for a direct win or to lock down the game into arch enemy mode.

I would like to see more restraint on this.

We already have The Elderspell to amass loyalty counters on a planeswalker to rush their ultimate. The problem is that it primarily relies on your enemy also playing planeswalkers to be a feel good spell.

Perhaps you could change the active ability to a triggered ability?

"Whenever an opponent casts a spell you may pay 2 life. If you do, put a loyalty counter on a planeswalker you control."

That would give the opponent a say in how many times it can be utilized. If they choose not to cast anything, they are not advancing their own board state.

--Or--

Perhaps you could put in a counter on the ability:

"Pay 4 life: Put a loyalty counter on target planeswalker you control, unless an opponent pays 4 life."

Then it becomes a battle of life totals. The payment from the opponent could be mana or a greater life amount than your payment.

--Or--

You could utilize counters to limit it. Put a triggered ability on it that puts counters on it, and you remove one counter along with a life payment to put a loyalty counter on a planeswalker. Then there's a cap you have to work towards.

It also makes the card less of an immediate problem, because it HAS to take time to build up.

You can play around with balancing the mana cost accordingly to reflect that it is not an immediate possible game ender.


As it is, I think it has too high a ceiling and could make do with a little restraint.

azja on Yuriko: the 忍者 code | Commander

1 month ago

Hey! Your decklist looks great, it has all of the essential parts down pat (cheap/evasive creatures, powerful ninjas and lots of topdeck manipulation). You could definitely play it as-is, even if it's been a while! But I also want to mention some ideas that I have for potential cuts/additions:

  1. Bitterblossom : Earliest it can create a creature is turn 3, personally I found this too slow. I prefer to play an additional enabler instead, such as Ornithopter or Mausoleum Wanderer .

  2. Deep-Sea Kraken : Very unlikely to hard cast, and you can probably win the game before removing all its suspend counters. Instead, you could play Blinkmoth Infusion or Draco , which are equally uncastable, but deal more damage.

  3. Ink-Eyes, Servant of Oni : Definitely one of the coolest ninjas, but just too slow in my opinion. Some ninjas you could replace it with are Throat Slitter , Fallen Shinobi , or Mist-Syndicate Naga .

  4. Conspiracy and Xenograft : I played these for a long time, but ended up cutting them in favour of more extra turn spells, which are more consistent for closing out the game. My favourites to play in Yuriko are Temporal Mastery which can easily be a Time Walk , and Temporal Trespass which can be cast for UUU, but deals 11 damage.

  5. Bolas's Citadel : A bit of a nonbo in Yuriko decks, which generally want to play super-efficient, high cmc spells. I don't have a direct replacement in mind, but I'll include more suggestions at the end.

  6. Massacre and Toxic Deluge : Yuriko needs creatures on the board more than most decks, so I generally don't play boardwipes that destroy creatures. I prefer to play something like Evacuation or Devastation Tide so I don't lose them permanently.

  7. Teferi's Veil : I'm kinda unsure how this synergizes with Yuriko. Could you let me know if I'm missing something? I'm not super familiar with phasing.

Miscellaneous Suggestions:

  1. Universal Automaton : A very simple, yet effective ninja

  2. Deadly Rollick and Fierce Guardianship : Free removal/counterspell as long as you control Yuriko!

  3. Scheming Symmetry : Can win the game before your opponent draws the card they tutored for. Best paired with Blinkmoth Infusion and Draco if you decide to include them.

  4. Curtains' Call and Coastal Breach : I love the undaunted mechanic in Yuriko decks. Heavy hitters that you can cast for cheap.

  5. Force of Negation : Does a reasonable Force of Will impression to get your opponents who think you're all out of answers.

  6. Mox Amber : Acts as Mox Sapphire / Mox Jet as long as you control Yuriko.

  7. Sea Gate Restoration  Flip and Agadeem's Awakening  Flip: Although their abilities are not too relevant, lands that also deal damage with Yuriko are very powerful.

Sorry this got so long, I hope all of my points made sense! Feel free to let me know what you think! Thanks again for the kind words about my primer!

Neotrup on Does Standardize and Shields of …

1 month ago

No. Standardize and Shields of Velis Vel say "creatures" while Maskwood Nexus and Conspiracy explicitly mention "creature spells" and "creature cards not on the battlefield." For another card though, Arcane Adaptation does mention other zones.

jamochawoke on Does Standardize and Shields of …

1 month ago

Hi there,

I'm wondering if Standardize and Shields of Velis Vel change creatures to every type not just on the field but in other zones like the hand and library?

The reason I am asking is because Maskwood Nexus and Conspiracy seem to do that and I was looking at possible combos with Kaalia of the Vast , Scion of the Ur-Dragon , and Cryptic Gateway .

azja on Yuriko (Optimized) Primer

1 month ago

@Snake57 Sounds like you've got a good plan!

Thanks again for the feedback and suggestions! I really appreciate talking Yuriko with someone else who's super invested!

kpres on Giving Good People Bad Permanents

2 months ago

This is a cool deck. I love the chaos aspect. +1 to Endless Whispers . It is part of a combo with Phage the Untouchable . When Phage dies, it comes into play under an opponent's control. That player loses, and you regain control of Phage. If you're playing with those cards, then you can sneak Phage into play without paying its mana cost (or losing the game) with Scroll of Fate .

I think it's kool that you're using both Karona and Phage in the same deck. Did you know that they are both Jeska?

The inclusion of Vows with Karona is essential, but you can also take advantage of her ability to boost the tribe of your choice, by including something like Conspiracy .

Davinoth on Orah's Dirty Clergy [Aristostax EDH]

2 months ago

     ichibancho: That's a nice looking deck list! The only hangup I have is that you're only running 30 lands. Nothing in your deck is terribly expensive to cast, I think 5 being the highest CMC. You've got some ramp creatures and spells that I think are kind of redundant given the low casting cost of the deck. More often than not I think you'd prefer to draw a land than Priest of Gix . Same goes for Land Tax & Tithe . All great spells in their own right, but generally speaking I think hitting land drops every turn is going to be better for the deck's performance. I'd aim for 34 or 35 lands. =)

     Stuff like Night's Whisper and Village Rites is okay too, but you would get considerably more value out of something like a Midnight Reaper , Phyrexian Arena or even Relic Vial .

     There's a few creatures in there I wouldn't bother with. Daru Spiritualist , Shaman en-Kor and Geralf's Messenger are all places I'd be looking to add lands or upgrades. With Conspiracy out Geralf's Messenger is pretty sick value, but to me that's not enough of a reason to keep him. If you're looking for the life-loss I'd suggest Zulaport Cutthroat or Bastion of Remembrance .

     I tried to build this deck to function competently without Orah in play. Especially if you're winning the game, your opponents are definitely going to try to keep your Commander off the board. Sometimes I am a bit short on Clerics, but because the deck doesn't hinge on Orah's ability it has never really been a problem. One game in particular I was kind of frustrated that I couldn't hit a 3 drop Cleric for combo chains, but I ended up bleeding my opponents out with Karmic Guide + Reveillark + Zulaport Cutthroat haha, so it really depends on how you play the game out more than the tools you're drawing. =)

Massacar on 5 color out of hand

2 months ago

To back up GhostChieftain's The First Sliver idea, you could also run a few cards like Conspiracy and Arcane Adaptation .

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