Faithful Squire

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Kaiso, Memory of Loyalty

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Faithful Squire

Creature — Human Soldier

Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Faithful Squire.

At the beginning of the end step, if there are two or more ki counters on Faithful Squire, you may flip it.


Kaiso, Memory of Loyalty

Legendary Creature — Spirit

Flying

Remove a ki counter from Kaiso, Memory of Loyalty: Prevent all damage that would be dealt to target creature this turn.

3/4

Kogarashi on Flip Cards removed from the …

4 years ago

When Kaiso, Memory of Loyalty is exiled by Otherworldly Journey , it "forgets" its flipped status and returns to being Faithful Squire while in exile, and it is Faithful Squire that returns to the battlefield.

  • 709.2. In every zone other than the battlefield, and also on the battlefield before the permanent flips, a flip card has only the normal characteristics of the card. Once a permanent is flipped, its normal name, text box, type line, power, and toughness don’t apply and the alternative versions of those characteristics apply instead.

  • 709.4. Flipping a permanent is a one-way process. Once a permanent is flipped, it’s impossible for it to become unflipped. However, if a flipped permanent leaves the battlefield, it retains no memory of its status. See rule 110.5.

ShivanForce on Flip Cards removed from the …

4 years ago

If Faithful Squire is in play, and let's say it gets two ki counters so it gets flipped at end of turn into Kaiso, Memory of Loyalty . If I cast Otherworldly Journey on Kaiso, when it comes back into play at end of turn is it Faithful Squire or is it Kaiso with zero ki counters?

wisegreenbean on

7 years ago

Invocation of Saint Traft is not super duper worth your time, I don't think. It's better here than most decks, as you've got a decent chance of slapping it on a hexproof creature, but...eh.

If you want to play this in modern, get a modern sideboard. Pick up Rest in Peace for sure. I'd suggest some strong artifact hate too; Stony Silence is excellent, Hurkyl's Recall is respectable, and you can even stay tribal with Kataki, War's Wage. You have basically no draw, so Spirit of the Labyrinth is a strong option for certain matchups like storm and jeskai control.

If you want to play this in modern, you need a modern landbase. You can get away with buddy lands, and fast lands are fine. But frankly, it would be of enormous help for you to get Hallowed Fountain and Flooded Strand. I understand that might not be in your budget; still, consider it, perhaps as a long term plan. Fetches are as cheap as they'll get now, and tangolands like Prairie Stream will hurt you.

Most important of all, I think; the most played spirits in modern are tokens! Spectral Procession is very strong for you. If you want to splash a teeny bit of black, Lingering Souls is highly modern playable; fetches will help immensely there. I'd also consider Midnight Haunting and Beckon Apparition as being not terrible. Black also offers up options of discard support, which might help you survive in early turns, and also a few decent black spirits.

I'd second the suggestion of lower drop creatures. You will be dead before you can have a significant impact. There are some that are ok. Given how slow the deck is, I would legitimately consider Ghost-Lit Redeemer, Kami of False Hope, Will-o'-the-Wisp and Doomed Traveler. To be perfectly honest, some of them are better than your 3 drops, of which you have some stinkers. I'd also suggest topplegeist, which is pretty strong in conjunction with rattlechain's flash. It works well if you get a few more sorceries, which you should have, and a few more fetchlands, which you should also have.

Faithful Squire is not good enough. Likewise, Spectral Shepherd is almost certainly far too slow. Bygone Bishop is also borderline, as you may well be dead before you ever actually play the card you drew off of your clue token...if the shepherd even lives long enough to investigate.

Octrate on

8 years ago

Here's what I'd drop:

  1. Bounteous Kirin - It fits the deck's theme, mostly, but it's very mana intensive for a minor effect. Lifegain is good, but it won't win games.
  2. Crypt Ghast - I'd like this in your deck more if you had an Urborg, Tomb of Yawgmoth and even then, I wouldn't really like it. In a three color deck, his mana boost won't help nearly as much as it should.
  3. Divinity of Pride - This spirit isn't bad, but the mana cost kills it for me. You'll either have to not cast it in most circumstances or use up all of your white or black mana sources to cast it. It just doesn't do enough on its own.
  4. Faithful Squire - Doesn't really fit your theme, and the card isn't terribly good.
  5. Teneb, the Harvester - Not a bad card, but he needs to hit an opponent to have any effect and he doesn't fit the theme. He's just a bit too vanilla here.
  6. Swallowing Plague- it's a burn spell for removal, it won't do too much in commander. We can find better.
  7. Reins of the Vinesteed - You're likely to get 2-for-1'd, despite its ability. The ability is narrow and rather small. It just doesn't seem worth the slot.
  8. Death of a Thousand Stings - Five mana for one damage. It is really underwhelming. You can get better.
  9. Unchecked Growth - Pump spells are pretty weak in multiplayer, especially in commander.
  10. Seal of the Guildpact - It is ramp, but like Crypt Ghast, it's disproportionate. We can find you better ramp sources as your deck develops.

I'm also not a huge huge fan of most of the arcane instants and sorceries, but we can tackle those later on. As it stands, cutting these cards will give you a good start. Let me know what you think! And best of luck building.

Arvail on None

8 years ago

Hmmmm.... Ok.

Well, for starters, 42 is a really high land count. EDH decks generally run between 32 and 40 lands. I'd suggest going 36 to 38 when in doubt. You should basically never run Temple of the False God. Howltooth Hollow will never activate in EDH. Ever. Run a basic plains over New Benalia.

Of your artifacts, the only ones I'd keep would be Orzhov Signet, Sol Ring, and Thought Vessel. Good rocks include Mind Stone, Everflowing Chalice, and Darksteel Ingot. Those are all super budget.

Aurora Eidolon is terrible. Faithful Squire requires you to jump though hoops for it to be decent. Nantuko Husk is super limited. Never run defenders in EDH. You want to be more proactive. That means Souls of the Faultless is a no no. Baleful Eidolon, Celestial Archon, Dreadbringer Lampads, Ghostblade Eidolon, Crawling Filth, He Who Hungers, and Moonlit Strider are not really good enough for EDH. Daxos's Torment and Genju of the Fens require you to jump through hoops. Quarantine Field, Seance, Beckon Apparition, Dawn to Dusk, Planar Outburst, Seize the Soul, Dark Dabbling, Gravepurge, Macabre Waltz, March of the Returned, Midnight Recovery, Morbid Plunder, Belfry Spirit, Doomed Traveler, Elgaud Inquisitor, Mausoleum Guard, and Sandsteppe Outcast all deserve to be cut.

Good cards that fit with your theme and your general:

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