Destiny Spinner

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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
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Destiny Spinner

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.

SaberTech on An Open Palm Counter-Strike

2 months ago

The reason why I ask is because while testing the deck I was finding that I wasn't drawing that many creatures. It may have just been a peculiarity of the hands that I was testing (I also had a Sol Ring in my starting hand 4 out of 5 tests) but I was trying to see if there might be some ways to bump up the creature count a little.

Since it looks like your combo pieces are creatures and enchantments, I was wondering if Destiny Spinner might be an option over Red Elemental Blast or Veil of Summer. Prowling Serpopard was another card I was contemplating.

Jupiter_Ascendancy on abzan enchantments

7 months ago

Cool deck design!

Have you experimented with Setessan Champion, Satyr Enchanter or Destiny Spinner much yet? Those are all pretty useful for enchantment synergy.

TBH you might want to remove black from your deck entirely. Sorin and Meathook are both super good cards but they don't really do what your deck wants to do. If I were you, I would make this a Selesnya deck, but it's up to you.

Really interesting deck overall, I don't mean to criticize it.

Gidgetimer on What is the "best" way …

8 months ago

I don't know how the new list looks, but I had fun running Destiny Spinner and Sigil of the Empty Throne as win cons in enchantress. All non-land cards were enchantments, so it made Solitary Confinement easy to upkeep.


9 months ago

Overall thoughts

At a glance it looks good just slow. Maybe need to trim some of the fun cards for ramp.

A few ideas:

Some cards seem good. Others cute. Ajani's Chosen for instance. I don't think you have enough payoffs for a token bear to be helpful. I think it would be better as say Sakura-Tribe Elder for ramp or Sanctum Weaver / Destiny Spinner / Setessan Champion to go with your commander's ability.

Other things of note. Isareth the Awakener doesn't return things without you paying a ton of mana. I'd suggest some other reanimation if you want that like Victimize Dread Return or the like.

Syr Konrad, the Grim can do some work here too. 2 triggers each nontoken creature with your commander out could be powerful plus a mana sink that's decent as a enchantment.

You have some legendary tribal subtheme so maybe go deeper in it. I'm sure there are some historic payoffs or legend payoffs that might interest you.

PartyJ on In Gods We Trust - 5 Colour God Tribal

10 months ago

Reminds me of my old Commander deck, which I revived: a Child of the Gods

Do you still play/update this deck?

I would highly suggest these options, which have great enchantment synergy:

AstroAA on Punching in Pillow Fights

11 months ago

I appreciate the compliment, thanks!

I use On Thin Ice with only 7 basics in my deck and it works fine, albeit I run fetches like Prismatic Vista, Windswept Heath, Wooded Foothills, etc so I can easily filter for basics if/when I need them.

As for enchantments that do 'control'ing things; I'd urge you to look at my deck. It's designed to control they game and grind it to a halt. However, I'm afraid that's a completely different deck than what you've got going on here. With your deck, you're trying to use auras in order to make one to two creatures as scary as possible to beat your opponents into submission - not lock them out of the game and preventing them from being able to play Magic. If you diversify your strategy too much, your deck would just become a mess - I'd recommend picking one approach and sticking with it.

On that note, you're quite vulnerable as well if someone deals with your aura-fied creature. Consider running things like the following to help protect your creatures:

Also, if you aren't wanting to add any more creatures due to wanting more enchantments, consider adding enchantment creatures. They also draw you cards whenever you play them since they're still enchantments. A good basic list of stuff you should consider is:

AstroAA on Punching in Pillow Fights

11 months ago

It has been a while indeed. Even though you're running things like Kenrith's Transformation and Song of the Dryads, I feel as if you still aren't running enough removal. A basic list of stuff you should definitely consider is:

In addition, I see you running an aura strategy. I'm personally not a fan of auras, but you do you. You're also running a rather low creature count at 12. I would definitely consider trying to add more creatures, particularly things like Collector Ouphe and Hushbringer as you aren't running many artifacts with activated abilities or creatures with ETB effects. With Collector Ouphe, you can punish your opponents for ramping via mana rocks, and with Hushbringer you can protect your enchantments against effects from Acidic Slime and Reclamation Sage. Destiny Spinner is also super helpful since she herself is an enchantment and can protect against your spells getting countered.

Juicy_J82 on Green-White Enchantment Deck

1 year ago

Not sure if you're on a budget, but a couple suggestions I had would include Commune with the Gods for some extra dig ability and maybe also Destiny Spinner as a potential win condition. If you were looking to include more rares, Sythis, Harvest's Hand could definitely fit here, and if you felt like you needed more creatures then Jukai Naturalist would work. Enjoy building out the deck!

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