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Format | Legality |
1v1 Commander | Legal |
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Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
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Duel Commander | Legal |
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Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
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Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Deceiver Exarch
Creature — Cleric
Flash (You may cast this spell at any time you can cast an instant.)
When Deceiver Exarch enters the battlefield, choose one —
- Untap target permanent you control.
- Tap target permanent an opponent controls.
angelx on Runo Stromkirk Clerics
3 months ago
18/09
We actually are playing lower end for now, just going to tighten up the SeaBeasts and the staples a little. Also Davey Jones' Locker.
OUT - Saheeli's Artistry - Snow-Covered Swamp - Deceiver Exarch - Liliana, Heretical Healer Flip - Shield Broker - Stormsurge Kraken - Cavern of Souls - Reflections of Littjara - Talisman of Dominance
IN - Brinelin, the Moon Kraken - Quest for Ula's Temple - Marit Lage's Slumber - Lightning Greaves - Sapphire Medallion - Swiftfoot Boots - The Grim Captain's Locker - Agadeem's Awakening Flip - Blood on the Snow
legendofa on Why is Untapping Lands a …
4 months ago
In blue, the Urza's Block hugely skew land untapping, and that block is widely considered to be an overpowered mistake, especially for blue. Urza's Saga and Urza's Legacy alone have ten cards that allow land-specific untapping, more than half of all the blue cards that allow untapping lands without untapping all permanents. They'll be included for the sake of completion, but I wouldn't take them as any sort of precedent. Pioneer legality is just five cards, with one of them being Standard-legal. Blue is the undisputed king of untapping permanents in general, but doesn't have any special focus on lands.
Ye Olde Bordere, "untap" + "land": Twiddle, Reset, Infuse, Jolt, Twitch, Mind Over Matter, Great Whale, Peregrine Drake, Rewind, Time Spiral, Turnabout, Cloud of Faeries, Frantic Search, Palinchron, Snap, Treachery, Trickster Mage. total 16
Modern Border, "untap" + "land": Oboro Breezecaller. total 1
2015 Border, "untap" + "land": Pore Over the Pages, Unwind, Finale of Revelation, Kelpie Guide. total 3
Ye Olde Bordere, "untap" + "permanent": Telekinetic Bonds. total 1
Modern Border, "untap" + "permanent": Dream's Grip, Psychic Puppetry, Toils of Night and Day, Tidewater Minion, Rimewind Taskmage, Coral Trickster, Merrow Reejerey, Pestermite, Fatestitcher, Merfolk Skyscout, Reality Spasm, Deceiver Exarch, Captain of the Mists, Ghostly Touch, Hidden Strings, Curse of Inertia, Tidal Force. total 17
2015 Border, "untap" + "permanent": Teferi, Temporal Archmage, Vizier of Tumbling Sands, Clever Conjurer, Nimbleclaw Adept, Ioreth of the Healing House, Forensic Researcher. total 6
Ye Olde Bordere, "untap" + "Island": none.
Modern Border, "untap" + "Island": none.
2015 Border, "untap" + "Island": none.
There's 44 mono-blue cards that can untap lands in some capacity, with 20 of them being more specific than untapping permanents in general. If Urza's Block is taken out, then there are 34 blue cards that untap lands, with just nine of them having any sort of restriction.
So in final summary, I see green land untapping increasing in recent years, and blue permanent untapping actually falling off slightly. There were 18 blue untap cards in the 12 years of the modern border, and nine cards so far in the nine years of the 2015 border. Discounting Urza's Block, there are slightly more green cards that can untap lands than blue cards, and many more green cards that untap lands than blue cards printed in the last ten years.
If I missed anything in this breakdown, please let me know. But I think the cards are there to support my initial position. Both green and blue are primary in untapping lands, if lands are counted as permanents, and blue is secondary in untapping lands specifically. Mark Rosewater's answer is is at best incomplete and missing nuance, and at worst totally wrong.
Keeping the above because it took me a long time write and I don't want to undo the effort.
In response to wallisface, percentage of cards with a given effect doesn't matter to primacy of color.
-
Primary – This is the color (or colors) the ability is seen in most. That means it shows up in the highest volume and usually at the lowest rarity that the type of effects get used at. The primary color will almost always get this effect in a set if it's an ability we do every set. It also tends to be the color that most often pushes the power level, if it's an effect we push the power level on. There's a wide range on what primary means, because different types of effects exist at different levels. A card secondary in flying can show up way more than a card primary in taking extra turns, for instance, because we have so many more flying cards than extra-turn cards.
-
I want to stress one more time that primary, secondary, and tertiary are relative to how often an effect is used. Things that are secondary in a color, for example, may be far more prevalent in that color than things that are primary if the items in question occur at a higher frequency.
Source: https://magic.wizards.com/en/news/making-magic/mechanical-color-pie-2021
For example, MaRoo has repeatedly stated that red is primary in extra combat cards, with white as a contender for secondary.
https://magic.wizards.com/en/news/making-magic/mechanical-color-pie-2021
https://markrosewater.tumblr.com/post/760377485190938624/can-any-color-aside-from-red-get-extra-combat
There are only 36 cards that grant an additional comabt. If primacy was considered as a proportion of cards that grant additional combats was considered only as a proportion of total cards of that color, I don't think any color would be considered primary.
So while there might be fewer cards that untap lands in green as a proportion of total green cards in recent years, that's not a relevant measure to color primacy. The relevant measure is how often cards that untap lands show up in green compared to other colors, which I think is demonstrated by the above lists that green has more land untap effects than any other color, with blue being nearly equivalent. That, according to MaRo's definition, means that land untapping is primary in green.
Dani3377 on I got to Tomorrow
1 year ago
Have you considered throwing something like Burning Anger + Bounding Krasis or Deceiver Exarch in there as a combo? That card equips auras too.
zachz on Tap 'em Out!
2 years ago
Really enjoy the concept of the deck. I think you have, if you pardon the terrible pun, an untapped potential that can be added to your deck.
Untap mechanics can accelerate your own card tap abilities, and give you the rare opportunity to tap an opponent creature multiple times per turn. There's several that I found worth suggesting:
- Kelpie Guide
- Innocence Kami: More expensive Ballynock Trapper
- Teller of Tales: Faster Innocence Kami in Blue
- Captain of the Mists: You have 13 other humans to utilize
- Deceiver Exarch
- Puppeteer
- Silkbind Faerie
- Stinging Lionfish
- Tideforce Elemental
- Vizier of Tumbling Sands
- Instants:
- Psychic Puppetry
- Dream's Grip
- Reality Spasm
- Toils of Night and Day
- Unwind: More expensive but reimbursed form of Negate
- Enchantments:
- Retreat to Coralhelm
- Curse of Inertia
- Turnabout $
- Hidden Strings is a Sorcery but deserves to be included
- Artifacts:
- Unbender Tine
- Puppet Strings
- Magewright's Stone$
- Maze of Ith $ a Land but gives untap for both your creatures and opponents.
StopShot on B&R February 15 2021
3 years ago
@TriusMalarky While Twin can force a land to get tapped on turn 3 to prevent 3 mana spells from getting cast you do need to remember doing so leaves the combo piece open to sorcery speed removal such as a Dreadbore , Flame Slash or Declaration in Stone in the first game and in the second and third game it allows cards like Torpor Orb or Blind Obedience to be played - tapping all out to put the combo piece down means you won't have counter-mana up to stop these effects from hitting the board and often the Twin player will instead choose to cast the combo piece on the endstep of their opponent's turn incase if there is a sorcery-speed threat such as T-orb that needs to be countered on their opponent's turn instead. The Twin player will (in most cases) only choose to preemptively tap down the land if they know their opponent is mana-screwed, if they don't have a counterspell in hand or if they know their opponent is running Twin to further stall the opponent's combo. With that said I wouldn't entirely discount 3 mana answers that can be made uncounterable by Cavern of Souls or Aether Vial or 3 mana spells that completely disable the deck beyond repair such as Unmoored Ego if they resolve.
I also think it would be more problematic for Twin decks to also splash in a third color for enchantment removal. One aspect that made Twin decks so oppressive was a solid portion of them would include copies of Blood Moon in the mainboard in order for it to be more difficult for their opponents to interact with their combo. Dedicating to a third color to run Dovin's Veto is going to come with not being able to run Blood Moon while being easier for the Twin deck to also get disrupted by an opponent's potential Blood Moon as well. On the other hand, Blood Moon has also been made weaker in the meta as Cleansing Wildfire and Force of Vigor make effective get out of jail free cards from sideboard.
Plus, I think you're undervaluing some cards in your assessment. Back when Twin was around the only one-mana spells that could remove an endstep flashed-in Deceiver Exarch was Path to Exile , Rending Volley , Vendetta and the ever so infrequent Skred and Lightning Axe and out of those, the only cards that were mainboard worthy was Path to Exile and Skred (which only worked if you were running a niche deck and you were going first with extra technicalities). Fatal Push has had a huge impact on the format being loads better than Vendetta which gives many more decks greater flexibility when holding removal mana up especially in game 1 given how playable it is in the mainboard. There's also Veil of Summer which also deserves mention and while you may see it as a simple upgrade to Autumn's Veil , fundamentally it's not. In the event I toss a Path to Exile or Fatal Push at a Pestermite and the Twin player responds with a Dispel , or as you suggested a Dovin's Veto , if I play an Autumn's Veil (which would effectively counter either counterspell), it would be a 2-for-2 trade. I lose the kill spell and veil to remove the Twin player's combo piece and counterspell. This lukewarm outcome is the reason why Autumn's Veil saw none if any modern play as Silence typically did its job better enough to warrant a splash in white over it in most cases if such an effect was absolutely needed in sideboard. Veil of Summer surpasses both because it has a built in cantrip that turns the interaction into a 1-for-2 trade in your favor and if the interaction happens while your opponent is trying to put a Splinter Twin on the combo piece it becomes a 1-for-3 trade in your favor. Veil of Summer 's value is by no means merely replacing Autumn's Veil or Silence 's role in the format, but more accurately it's replacing the clunkier Krosan Grip and Sudden Death that were typically used against the Twin-combo instead which makes it its own unique answer against the combo in my opinion.
Two more cards that I think also deserve further assessment is Sinister Concoction and Dovin's Veto . To say Dovin's Veto is just an upgrade to Negate I think is an understatement. "This spell can't be countered" is the reason Abrupt Decay was a banger of a card at thwarting Twin's machinations and I think the fact a Dovin's Veto can stop a Splinter Twin on cast makes it good enough to be a Twin-killer too. You suggested Twin might have to go into white to run its own Dovin's Veto es and Path to Exile s but I think the fact this card can also be used against Twin may be a more compelling reason for Twin to splash green over white just to have Veil of Summer as a necessary means to put up with the combined pressure Abrupt Decay and Dovin's Veto would have in keeping Twin in check as the Veil is the only card that can universally counteract both spells. (And even so Veil of Summer isn't a 100% failsafe as it has nothing against Rending Volley .) As for Sinister Concoction , I'm not going to pretend this card sees much Modern play, but this thing is a serious contender at throwing a wrench in Twin's plans and outside of Twin it's not an unplayable removal spell either. The reason why is it works much like your explanation for why Authority of the Consuls works - you can play it turn one and your opponent has no means to remove it without splashing a third color. Now Authority of the Consuls may be the more ideal card to use over it, but if your multicolor black deck can't splash white this is your next best thing and it even has some upsides over Authority of the Consuls . Sinister Concoction may be more fragile to effects like Stifle and Tale's End or effects like Spellskite and Apostle's Blessing , but it makes up for it when enchantment removal is thrown at it, as you can crack it in response to dumpster one of your opponent's creatures, in this case most likely a combo piece, while also rendering the enchantment removal as a waste in the process. This in turn is going to make the Twin player more cautious about playing their combo pieces before drawing into enchantment removal which can potentially delay the Twin player's progress harder than an Authority of the Consuls otherwise would. And if the Twin player doesn't have an answer, you'll always crack the Sinister Concoction in response to whatever creature they'll try to enchant with Splinter Twin to inflict the most damage. Even if you're playing on the draw or you draw into the card later, much like Authority of the Consuls , Sinister Concoction also bypasses quite a couple of Twin's favorite counterspells too such as Dispel , Spell Snare and Remand which is why I think the spell has much merit as yet another Twin-hate specific sideboard card that just wasn’t available to be utilized before in the past.
Lastly, the list I put up above was something I compiled over a quick gatherer search. I wouldn’t be surprised if I missed a few cards that may be just as worthy of discussion on countering Twin as well.
Swim_ish on Hehehehe
4 years ago
PaulaTicks, I am aware the conscripts do not work with Obeka’s ability. I have them in here because they go infinite with Kiki-Jiki, Mirror Breaker and Splinter Twin, as do Pestermite and Deceiver Exarch.
RNR_Gaming on Grixis Reanimemer
4 years ago
Having your own suite of creatures comes in handy too. Buried Alive, Entomb, Phyrexian Delver, Kiki-Jiki, Mirror Breaker and Deceiver Exarch were my bread and butter. I also had Jin-Gitaxias, Core Augur cause I'm a horrible person. Consecrated Sphinx and Vilis, Broker of Blood make for excellent value plays if you're not into being a degenerate but still love value. Lastly, wheels come in super handy for this type of deck Wheel of Fortune and Windfall fill the yard up and provide you with a nice reload.
SynergyBuild on Sultai Yisan, the Wanderer Bard
4 years ago
Surely I can help. You want to look for how many forests/elves you have to start. Quirion Ranger/Wirewood Symbiote are great for the first activation, however easily you could go for something else like a dork.
I like going for tutor chains that give value. However, if you have enough mana for two activations and an additional you can win on the second turn you activate him, as long as you got one of the two untappers previously mentioned!
Getting Thassa's Oracle, then responding to the trigger by untapping and tapping Yisan, getting a Spellseeker to find a Demonic Consultation can work for a win.
If you want another chain that takes less mana on the win scenario, here are some choices you can try out! Corridor Monitor on two, Hyrax Tower Scout/Deceiver Exarch/Pestermite/Bounding Krasis on three, and clones, for further levels if you just want to get to another combo you like.
Galvanic Alchemist deserves a mention in my opinion, as it allows for one of the best lines I know of, specifically in Tasigur.
Deathrite Shaman -> Biomancer's Familiar -> Galvanic Alchemist -> Wirewood Channeler. The channeled at that point taps for at least two, so with the alchemist makes infinite mana of all 5 colors, but getting infinite blue and filtering it back in, however you can remember that Yisan would just cost 1 Green mana for the last two activations, so is much cheaper near the end.
Again, Familiar, Deathrite, and Alchemist are good value, with Alchemist you can bind it to Yisan for tons of value, and the familiar works with the Arcanist, Yisan, and Tasigur! There are a ton of replacements for both Wirewood Channeler, like Zaxara, and a ton more for Deathrite Shaman, as any elf would work, or often even no elf! The issue is that summoning sickness is pretty sad.
Sylvan Safekeeper is a good turn one get for protection, Caustic Caterpillar, Gilded Drake, etc. for removal. These pieces help protected the combo.