Enchantment Creature — Human
Creature and enchantment spells you control can't be countered.
: Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.
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|Commander / EDH||Legal|
Destiny Spinner occurrence in decks from the last year
Latest Decks as Commander
Destiny Spinner Discussion
2 weeks ago
Sweet tech, I like it. Is it worth it to have two?
Stony Silence would be better than Null Rod, no? Silence doesn't help Dockside Extortionist and is tougher to remove in most cases. In corner case situations it is also uncounterable with Destiny Spinner.
Is Counterspell Pulling its weight? I guess it is the next best, but do you really need that many counterspells? Familiar's Ruse is a dinky little counterspell that may have fringe benefits for your deck, or it might just be cute.
If you can find space I think Deafening Silence would be a great addition, it hardly affects your combos, but is pretty damaging to other strategies.
1 month ago
Thanks all for the advice! This is wonderful!
plakjekaas best of three is up next on my list, I just feel like best of one is good to start with because I get to be exposed to so many different styles so quickly. This topic is a prime example, one day I'm struggling with decks that build to big creatures, next day I'm looking at control. As I grow, absolutely, that sideboard is getting built.
gatotempo I actually decided to load up on 3 Liliana, Waker of the Deads just before I read your comment! Mainly because building the deck around her has allowed me to use her -7 which has been the whole point of the deck from the beginning (bring creatures back from the grave, and she gives them Haste yay), but it's so beautiful to see my opponents with an empty hand while I work towards that!
abby315 Thinking of their hand as the primary resource is really helpful, I'll keep that in mind. So it's hand disruption, target saturation (or under-saturation), or having an effect that goes off before the counter kicks in, or ideally a mix of all of the above against control.
Again, thanks everyone!
1 month ago
If your deck had green in it I would strongly suggest Destiny Spinner. Maybe make the deck golgari colors?
2 months ago
Feiryn I did consider the Destiny Spinner and Veil of Summer early on, I'll add them back into the maybe board. Underworld Breach could be interesting. I have a spare copy or two so I might add it in if I ever get to actually build and play this deck depending on performance.
2 months ago
This is a really cool list you have going on! I love the synergy you've got with a bunch of your card picks and I think the strategy is great.
Could I suggest taking some more protection? Destiny Spinner is great to have alongside Vexing Shusher since you have 18 enchantments. Veil of Summer and Autumn's Veil are always solid picks too for protecting both your casts and your permanents on the field! You could also consider running Underworld Breach for some recursion in case important pieces of yours get blown up.
2 months ago
Peoni: Thank you so much for the comment!!
Yeah, the only situation where I don't end up replacing Piper is that if in all of Legends they don't end up printing a single usable white partner commander haha. Though having it is a fun way to state "This is a Tana deck, I care about staying on theme, and I'm not letting any other Commander steal her spotlight". But, yeah, definitely hoping they'll print something that'll synergize with her. Right now the best option is Bruse Tarl, Boorish Herder, but it's both expensive and has been done a lot and I think it's fun to try something new (and nothing newer than a freshly released card!)
And thanks! That's a good point. I think I like Vexing Shusher the most out of those as it can protect any card in the deck from being countered for as long as it's alive, but the others are really nice too, with the green ones being the most budget-friendly versions (which means I'll probably start by adding them, haha). Just gotta think on it a little bit.
Fair enough about Cindervines! Having to pay to sacrifice it is a downside, but the damage might help more in the long run. Good point about Destiny Spinner as well, and it'll help with that whole counterspell thing. Definitely going to be adding it. Grasp of Fate sounds super fun, though by targeting everyone at once you do run a greater chance of one of the players having enchantment removal and getting rid of it in a situation where your oblivion ring, which was targetting just one threat by another player, would've stayed in play for longer. Still, gonna add to the maybeboard and if the price ever goes down or if I ever have spare money after doing everything else I can do to improve the rest of the deck, I can see myself adding it!
Finally... Yes, I do!! Saprolings are a lot of fun and while playtesting the deck just feels... I don't know, right? Kykar got a little complicated at a times and I just know that it's going to eventually be a headache to keep track of everything that's happening at once, not to mention having all those tokens of a bunch of completely different types but being able to create huge amounts of any one of them, and with Zaxara at one point in testing I got a turn 3 win from having infinite mana (which can theoretically be done turn 2 with the right cards) and it was very ridiculous and is the kind of thing that is fun to do once, but the lack of interacting and attacking makes it feel kinda dirty and like something other people really wouldn't enjoy playing against (and at the same time it's not doing it consistently enough to be considered a competitive deck and can't do that without some major $$ upgrades, so it sits in this weird limbo of unfun and op but also too weak for 'serious' play, haha). Tana on the other hand feels just right, it's neither weak nor OP, it's fun for me without stopping other people from doing their things, the enchantment build has this hyperfocus on a particular mechanic which is something I really enjoy doing (going all in on something even if it means being vulnerable to the thing's weaknesses in exchange for its strengths), and finally the tokens are all one type (easy to print and store, yay) and they're my favorite type on top of everything.
So tl;dr, yes, pretty sure this is what I'm going to be putting to paper!
2 months ago
Yea I'd look to replace the Piper whenever possible since it really only exists for drafting EDH. Sidar Kondo of Jamuraa is an option that would let you splash white and get you some nice evasion for your tokens, but waiting for Legends is probably a more budget friendly alternative. I'm really looking forward to it. :^)
Everything else looks solid to me. One thing I'd maybe look into is some form of stack interaction. You have plenty of stuff to protect Tana once she resolves, but if she doesn't get to hit the board, you're out your entire strategy. The odds of the control player at the table actually using a counter on Tana to begin with are probably pretty slim, but it doesn't hurt to be prepared. Pyroblast, Red Elemental Blast, Burnout, Autumn's Veil, Savage Summoning, and the already listed Vexing Shusher all come to mind.
Finally, I'm gonna recommend Cindervines again over one of the Seals you have just because it does stuff when you don't necessarily need the removal. Destiny Spinner would probably be nice in the main board, and Grasp of Fate is an admittedly less budget O Ring that lets you upset everyone at the table at once with. Probably not worth the extra money for such a small upgrade but I figured I'd mention it. :^)
Overall this looks really nice. Think it's gonna end up being the one you put to paper?
3 months ago
Abzkaban: After getting:
- Destiny Spinner
- Veil of Summer
- Allosaurus Shepherd
- Beast Whisperer
- Ashaya, Soul of the Wild
I am beginning to believe WotC is gonna hook it up again.