Destiny Spinner

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.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Destiny Spinner Discussion

TheVectornaut on Insane ramp idea - please help

2 weeks ago

Whether Vexing Shusher is better than Destiny Spinner or Prowling Serpopard is largely dependent on what cards you need to get past counterspells and how early you expect your opponents to have counters prepared. In a deck with only a single copy of Primal Surge , it was really important for me to stop sorceries from being countered or it'd sort of be game over. I even included Greenwarden of Murasa as a backup plan since the deck really wants to Surge at all costs. Stopping sorcery counters is something only the Shusher can do out of those 3 cards. If, on the other hand, I was mostly concerned with creatures and enchantments being successfully resolved, The Spinner would probably be sufficient while coming with a bonus activated ability. This assumes that you aren't seeing counterspells on turn 2 though. In that case, you'd obviously prefer that the counter-blocker is itself counter-proof.

If you do decide to add Primal Surge , I would try to limit the number of instants and sorceries you have. Having some is totally fine if they're important for the deck, but every additional non-permanent slightly raises the chance that you're spending 10 mana to do nothing on a Surge. Adventure Awaits is definitely the card I'd cut first since it's not even necessary in the world where you're already drawing a lot of cards off of your creatures' abilities. Next, I think I'd scale back the number of enchant land auras. Most decks I've seen running an Arbor Elf package seem to run 4 enchantments at the highest levels of play and about 8 at the casual level. My deck runs 4, but Nykthos, Shrine to Nyx is essentially acting as another 4 for a total of 8. Stacking too many will get you more mana than is necessary and makes it all the more painful if and when your lands get destroyed. Otherwise, it's hard to say what else I'd cut. I don't think that highly of Heroes' Bane when compared to Primordial Hydra here since it requires another card to gift it trample, but even that seems fine for budget. You'll have to let me know how Kiora, Behemoth Beckoner performs if you decide to pick her up. I can see her being a bundled Garruk's Packleader and Kiora's Follower that I could swap Magus of the Candelabra for. I'm always wary of planeswalkers with no + abilities and haven't had the chance to see if she can prove me wrong.

twechsler on Insane ramp idea - please help

2 weeks ago

Yea I just saw that when I included them in the sideboard. I probably still want at least grothma though for the drawing ability. I do like silvos but there's already so many other great creatures that are indestructible so I don't find it as essential. I doubt my friends want to be picky about the modern thing but in any case, I think toski still has similar benefits to grothma. The only thing concerning me now is that if I add grothma, toski, and two toralf I am clueless as to what to get rid of besides emrakul. Only other thing I am thinking is maybe the Adventure Awaits . Still, they can give more options to get the right creatures for a given scenario. The only non legendary creatures are Destiny Spinner , Heroes' Bane , and Seedborn Muse and the untap creature cards.

twechsler on Insane ramp idea - please help

2 weeks ago

Yea I actually do have a few of the expensive ones already that I had in an old bag of cards. I have Karn, nylea, rhonas, and xenagos already. Nykthos, Shrine to Nyx and Finale of Devastation I kinda put in as hopeful cards but probably won't get them unless they miraculously show up for under 10 bucks on eBay. I have done a few playtests of this deck and found that with the 4 Time of Need and 2 Adventure Awaits you can get what you want very quickly. I agree that Yisan is not a good fit and Jadelight ranger could probably be replaced with something better. I just threw it in there to get more lands out but the idea is to kinda stack one land to repeatedly untap. I do like Chord of Calling and Pathrazer of Ulamog a lot though. The only thing is I wanted to have more legendary creatures rather than not so that time of need could have access to more creatures depending on the situation. As far as money goes, we luckily have a local shop by us that sells these cards for far cheaper than the price advertised on this site. The only thing they don't have there are the huge creatures ie Emrakul, the Aeons Torn or Ulamog, the Ceaseless Hunger . Realistically not going to end up with either but the thought of potentially dropping either on turn 3 is just so nice. Since I was planning on this deck being geared towards multiplayer I was thinking of throwing in a Hydra Omnivore and maybe one or two Destiny Spinner to ensure that all of this doesn't get countered as my friend loves to do. Seedborn Muse along with Omnath, Locus of Mana and a Helix Pinnacle would be a pretty cool combo but not entirely necessary. What other untap creatures/ enchantment ramp stuff were you thinking of?

TheVectornaut on Death Touch Green Boi

3 weeks ago

It is true that the deathtouch package will be worse in multiplayer games since you have more threats to deal with. I think siding into a bigger ramp package would be a good idea. I would caution though that it's important to add in more mana dorks or ramp spells to keep pace with any new bombs you include or you'll find yourself mana screwed a lot of the time.

I went ahead and added my creature-based commander deck so I could link it for reference. It was built from a casual 60-card skeleton that's quite similar to your deck, so some of the ramp cards I've had success with over the years might do well here too.
deck: Predator's Toolkit

Prowling Serpopard or Destiny Spinner could be useful tech if counters are flying around left and right. Vigor is definitely strong against board stalls, and I like Archetype of Endurance against a lot of common removal. Somberwald Sage and Elvish Piper would probably be my first picks for dropping haymakers early without much other support. Yeva, Nature's Herald and Seedborn Muse are particularly disgusting in multiplayer since you essentially play on every turn. Some final bombs I love are Whiptongue Hydra for flyers, Polukranos, World Eater for other creatures, and Sylvan Primordial for most anything else.

For your existing ideas, I think Worldspine Wurm is good if your games go long enough to cast it while Tempt with Discovery is good if you don't have opponents who greatly benefit from the mana. I'm still iffy on Lumberknot in a deck not based around token sacrifice, and I'd probably just run Dungrove Elder if you need a midrange hexproof creature. Hydra's Growth is very good with additional +1/+1 synergy, Kazandu Tuskcaller needs more token synergy, and Strixhaven Stadium feels optimistic in multiplayer. For the bigger cards, I think Vigor , Soul of New Phyrexia , Toski, Bearer of Secrets , Verdant Sun's Avatar , and Vivien Reid are all playable. Myojin of Life's Web needs some way to refill the hand or its ability will never do anything that impactful. Impervious Greatwurm is the weakest option since it gets completely stuffed by chump blockers. I used Connive / Concoct to reanimate it in standard and still found it to be too slow. If you had a Warstorm Surge or something, maybe it'd be a different story...

Geschlechts on Arctic harvest

1 month ago

I have 2 recommendations that are fairly cheap and will hit a lot of points for you.

Destiny Spinner is both protection from blue shenanigans and a mana sink for all those lands. You don't have a ton of enchantments but it's useful.

Huatli, Radiant Champion belongs in every G/W creature heavy deck. Two turns and you have very reliable card advantage.

Also don't forget the dual lands that have Forest Plains in their card type like Arctic Treeline . They can be fetched with Karametra's ability. Scattered Groves , Temple Garden and Canopy Vista .

CaptCreek on Xenagos: Party in a Can

1 month ago

No problem! I've been trying to find a spot for Summoner's Pact and maybe Destiny Spinner , if you wanted to take a look at my list and see some things you like or think could warrant a cut.

CBaldy on Budget Sisay (Shrines)

2 months ago

Hey, I love the deck! I have a more competitive Sisay build, and I’ve been really interested in changing it to a shrine build. I know that all of the enchantresses aren’t cheap, but there are a few that are affordable that I’d highly recommend.

  1. Eidolon of Blossoms . This is a great card draw for little mana
  2. Satyr Enchanter . This is cheap and it’s on cast. Great card
  3. Mesa Enchantress . Really similar to Satyr Enchanter.
  4. Setessan Champion . Card draw and eventually a threat.
  5. Verduran Enchantress . A little more expensive $-wise, but still affordable
  6. Tuvasa the Sunlit . Not only does she give you card draw, she buffs Sisay by +3/+3 all on her own.

The two enchantresses that have constellation would be the ones I’d put in first, followed be Tuvasa. Since Sisay will be tutoring, it’s more important to have ETB triggers instead of cast triggers.

Because this is an enchantment deck, I’d also recommend some ramp that deals with Enchantments. Wild Growth , Utopia Sprawl , Herald of the Pantheon , Starfield Mystic , and Fertile Ground are all great options.

Destiny Spinner is a great card to protect your enchantments.

Grim Guardian is a nice card to get some incremental damage.

Protean Thaumaturge is a fun card that can become a threat out of nowhere.

Dance of the Manse and Open the Vaults are both great mass recursion.

But anyways, I hope that helps!

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