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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Trade

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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
Limited 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

zapyourtumor on Selesnya Enchantos

1 week ago

On Thin Ice

Hall of Heliod's Generosity

Utopia Sprawl


Privileged Position is just worse Greater Auramancy / Sterling Grove since most of your permanents are enchantments and the shroud versus hexproof is not relevant.

Glorious Anthem doesn't do anything here, and is win more. Satyr Enchanter is not needed since you already have 10 draw engines, and it isn't an enchantment itself. Mirari's Wake is too slow. Archon of Sun's Grace isn't really needed either, since it only makes 2/2s and it's a 4 drop non-enchantment. Sigil of the Empty Throne and Destiny Spinner are much better wincons.

jclaust on Legacy Enchantress, "Enchantress's Destiny"

1 month ago

abby315

Firstly, thank you for your response. Secondly, I allotted time to finalize and play Enchantress's Destiny (EsD) v1.0 MB and Sb.

Thirdly, I will address your wonderings. Green Sun's Zenith (GSZ) was included to act as three additional copies of any Sideboard (Sb) card for Game 2/3 while operating as the fourth Argothian Enchantress , third Destiny Spinner and Sythis, Harvest's Hand Game 1. Why? Having one of any MB creature on the battlefield is enough to play (Two Enchantresses is optimal). The idea was to remain optimal for Game 1 and flexible Game 2.

Since then, I scrapped the GSZ concept but kept the GSZs. The deck operated better in testing (Against friends and during solitaire) and earned a 5-0. Why? I am looking forward to a new 1-3 Mana Value Green identity Hate-Bear in the near future. This deck needs a solid MB Hate-Bear against Combo decks.

Dryad Arbor was a planned inclusion, but I wait to include cards until I have the physical copy(ies). At the momenent, I am teetering between 1-2 Dryad Arbor (DA) and 2-3 Serra's Sanctum (SsS). It is likely to shift to 2 MB DA and 2 MB SsS/ 1 Sb SsS.

Thank you, again, and be well.

Keep brewing.

abby315 on Legacy Enchantress, "Enchantress's Destiny"

1 month ago

Hmm - my only thoughts are that I don't see the value that GSZ brings to the deck except to find Destiny Spinner . I'm used to thinking of GSZ as copies 5-8 of a key green creature, or as flexible copies of a 1-of value creature that you don't want to see in some matchups. That doesn't seem to apply of the creatures you're including here, since you aren't running 4-of any of them but all of them are key pieces to your gameplan. Plus you have the Living Wish board as your flexible creature toolbox.

I guess I would wonder whether some of those creatures should be a 4-of and cut GSZ, or whether some of them should be a 4-of and keep GSZ to ensure that you get them out more often. The Enchantresses themselves seem good in multiples.

You might also consider a Dryad Arbor if you are keeping GSZ. Good against edicts and to ensure land drops.

ZeoStar on

1 month ago

That's good to know. It hasn't yet made its way down here, but I'll keep . What do you think about Destiny Spinner in the side for control?

Conte7 on Selesnya Enchantments

2 months ago

zapyourtumor

Herald synergizes with those for sure, but i cannot afford to play a ton of non-enchantment spells. A late game Herald does nothing, a late game Fertile Ground procs constellation to draw cards and make tokens and also makes Destiny Spinner lands bigger.

Conte7 on Selesnya Enchantments

2 months ago

zapyourtumor I thought about Herald of the Pantheon but in the end i preferred Fertile Ground and Wolfwillow Haven as 2 mana ramp spells, simply because they are enchantments so they are never actually dead cards, while Herald is totally dead if I draw it late.

Setessan Champion has been my choice for a 3 mana Eidolon, I like it better than the Satyr because it grows.

Destiny Spinner is a cheap enchantment that is also an alternative wincon if needed.

I might consider Runed Halo

zapyourtumor on Selesnya Enchantments

2 months ago

My very first deck was kitchen table modern selesnya enchantment lifegain, so I'm partial to this kind of build.

I suggest a playet of Herald of the Pantheon just because it helps speed up the deck a ton. Satyr Enchanter is 3 mana Eidolon of Blossoms . Also, 1x Starfield of Nyx is really fun. Destiny Spinner feels like more of a sideboard card, and I think more Runed Halo / On Thin Ice would be good (requires snow lands though of course).

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