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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | 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 |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Pre-release | Legal |
Standard | Legal |
Standard Brawl | Legal |
Vintage | Legal |
Rules Q&A
Enduring Curiosity
Enchantment Creature — Cat Glimmer
Flash
Whenever a creature you control deals combat damage to a player, draw a card.
When this dies, if this was a creature, return this to the battlefield under the control of this card's owner. This is an enchantment. (This is no longer a creature.)
Polaris on Minklink mech and Enduring Glimmers
1 month ago
This is a weird one, but here you go. TL;DR: No. It'll crew fine. Why this is gets strange.
When Mindlink Mech returns, it'll be an Enchantment. It loses the Vehicle subtype since it's not an artifact, per rule 205.1a: If an object's card type is removed, the subtypes correlated with that card type will remain if they are also the subtypes of a card type the object currently has; otherwise, they are also removed for the entire time the object's card type is removed. It will retain the 4/3 printed in its text box, though this won't do anything while it's not a creature.
Where this gets weird is if you crew it. The first wrinkle is that crew abilities read "this Vehicle becomes an artifact creature until end of turn," which could be problematic since it's not a Vehicle. However, the version of the ability in the comprehensive rules reads thus: "Crew N" means "Tap any number of other untapped creatures you control with total power N or greater: This permanent becomes an artifact creature until end of turn." (rule 702.122a) So the crew ability still works.
When you do, the crew ability's type-changing effect takes precedence over Enduring Curiosity's type-changing effect due to the newer timestamp. But it gets weirder. Becoming an artifact creature is a specific exception to types being overwritten, per rule 205.1b: Some effects state that an object become an "artifact creature"; these effects also allow the object to retain all of its prior card types and subtypes.
So: when the crew ability resolves, Mindlink Mech will go from being an Enchantment with no power and toughness to an Artifact Enchantment Creature - Vehicle that's a 4/3. Then its "first becomes crewed" triggered ability will resolve and it'll become a copy of target creature and its type line will change to that creature's type line plus Artifact and Vehicle (and it'll remain 4/3 with flying). It will most likely lose the Enchantment type. Then at the end of the turn, both the crew and copy effects will expire, and it will return to being an Enchantment with no subtypes.
Chaospyke on Minklink mech and Enduring Glimmers
1 month ago
I have a Mindlink Mech and it dies while copying an Enduring Curiosity. When the Mindlink mech comes back, can it still be crewed and will die from 0/0 stats?
SlangNTrees13 on Sidar Jabari of Zhalfir
2 months ago
Hey, really dig the deck! Ive been running it on xmage last few days and am well 70% win rate :)
One suggestion that made a big difference for me was to add some more non-knight mill to ensure we got knights in the yard. Just Mesmeric Orb (if you don't mind the hate) and Ripples of Undeath do the trick. Ripples is clutch as it mills and gives the option to tutor a non-knight card back to our hand in one each turn.
For knights, I switched probably 7ish to better suite my personal lower curve tastes, but a few ones I added I think are really strong to think about slotting in if you haven't caught them are Werefox Bodyguard, Ethersworn Adjudicator, Smitten Swordmaster and Knight of Dusk's Shadow.
Werefox is superb cause it's a reusable exile every time it hits the yard with commander damage trigger. Ethersworn although seems costly, is insanely good especially with Lightning Greaves added. (Ex. Had one game my Tithe was going off and I destroyed 4 creatures and untapped 5 times with Ethersworn in one main phase). Knight of Dusk I also think is clutch because I come up against a ton of combo lifegain ocelot pride etc. decks and this is a nice repeatable shut down effect for the deck that stops them in their tracks. Smittens adventure for one mana can also just end games and then you get your knight right back from his vacation for our other buffs.
I also think card draw addition is important with the draw / discard trigger and found myself running out of cards a few games too quickly, so I threw in Enduring Curiosity It does serious work with all our knights attacking and only 4 mana and returns as enchantment when it dies. Also another even lower cost one Dawn of a New Age has worked out really well for me and ensures us an extra card each turn once we get a few knights out for just 2 mana. Also added Mystic Remora cause we got blue why not.
My last real suggestion that has won games for me is adding Wonder all our knights having flying is just great and our draw discard and self mill is perfect synergy for it.
I lost The Circle of Loyalty for its high cost if we can't get the reduction and felt there's a fine amount of token production already (even though of course the theme is right on point!) and took out Basri's LT and a few of the other tribal buff lower mana cost knights for my mentioned additions. Also lost Swords for Toxic Deluge. Deluge is just so versatile, for just three mana it's too good a savior wipe I felt to leave out.
Sure you gone through sooooooo many knights for this one. I still have some pages to get through myself :D
razelfark on Eerie :: Enchantment
3 months ago
Solid looking start for a deck idea, but almost lloks like you have your deck split between a token value deck and aura pump start.
For Aura Pump I would advise picking up:
Silent Hallcreeper: this 2 drop provides you with a great early creature that can't be blocked until you have to transform it into a copy of one of your other craetures.
Gremlin Tamer: 4th copy very useful
Sheltered by Ghosts: up to 4 copies is not a bad thing as the card is solid removal and protection. Downside that they do get their card back if the creature it is on is removed, but the protection built into it makes it good enough to take a risk on.
Feather of Flight: Card draw plus flying for just 2 mana that also helps triggers all your Eerie cards is a useful. Flying particuarly useful because it helps your creatures through for attacks for synergy with Ethereal Armor for surpise lethal, but also good paired with Enduring Curiosity as you get the card draw damage triggers easier.
Fae Flight: All the bonus of Feather of Flight with one turn protection instead of card draw.
Ethereal Armor: more copies as it adds the most damage for your cards per mana as it scales with all the other cards in play. Can push turn 3 wins scary enough.
If playing Best of 3:
Negate: simple counter option to help fight vs non-target removal
Elspeth's Smite or Not on My Watch: just to help vs Mono red leyline. These instant speed spells will help you stop opponents from taking you out before you have a chance to play the game. They also can help protect you from a person slow playing their pumps with a haste pump turn.
If you want to focuse more on the token value end of your deck, well it would cost a bit of rares/mythics:
Enduring Innocence: More copies as you want the card draw value with hard to remove value card
Dollmaker's Shop / Porcelain Gallery: Does good work in this style of deck for the sudden team pump and synergy to make tokens fits.
Caretaker's Talent: Works like the Enduring Innocence to get card for value
Fountainport: This land provides all the value you want for takoen decks
And overall adjustment to more control focused spells work well with this idea surprisingly.
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