Fiend Artisan

Fiend Artisan

Creature — Nightmare

Fiend Artisan gets +1/+1 for each creature card in your graveyard.

, : Sacrifice another creature: Search your library for a creature card with converted mana cost X or less, put it onto the battlefield, then shuffle your library. Activate this ability only at any time you could cast a sorcery.

Latest Decks as Commander

Fiend Artisan Discussion

Sheldaconda on The Forbidden Forest

6 days ago

jacobpmesser Thanks for all the great suggestions! Unearth, Shriekhorn, and Fiend Artisan are immediate adds. I'll do some play testing with the other cards and see if they fit in this deck. Would really prefer it stay Golgari, but I do know that there is a ton of great blue mill cards out there.

jacobpmesser on The Forbidden Forest

1 week ago

You know what's better than exiling your own stuff? Bringing it back. Not budget but add a few fetches, Renegade Rallier and Lurrus of the Dream-Den. Maybe some Unearth. Then, Archfiend's Vessel because a 5/5 flier on t2 is awesome. You could Persist Vessel and still get the 5/5. I play blue w/ Satyr Wayfinder (prob your best self-mill after Stitcher w/o going into blue for Hedron Crab) There's also Shriekhorn. No Fiend Artisan? And then, if you self-mill, Laboratory Maniac and (I play blue) Lazav, the Multifarious in case it gets milled. Sidisi, Brood Tyrant, Splinterfright, Nighthowler. Collector Ouphe for art gy hate. I think Desecrated Tomb is kind of useless without a good recur-engine.

BrassLord on Mono Black Devotion

1 month ago

Love it when Gary gets some time in the spotlight! Malakir Rebirth  Flip and any similar effects pair really well with your ETBs. Fiend Artisan could give you more access to your toolbox of creatures as well as continuing to contribute to your devotion. A few copies of Lashwrithe or Nightmare Lash might also do you some good, pairs really well with your lifelink bodies, as they offset the equip cost!

In the current state, the deck feels a little removal light, though I don't have a whole lot of experience playing with Dictate type effects. If you're looking for something a little spicy, Skull Collector is an interesting card from Kamigawa. It's a decent resilient beater with regeneration, and it enables some fun ETB interactions with cards like Chittering Rats. Granted, you're deck looks more like a beat down sort of strat, but it's some food for thought!

nbarry223 on Glittering Company

1 month ago

So to me, that means that:

Cartel Aristocrat, Good-Fortune Unicorn, Kitchen Finks, Impromptu Raid and to a lesser extent Revival / Revenge, Fiend Artisan, Knight of the Reliquary are win-cons.

I'd say the first 4 in that list are definite staples that need to stay. Revival / Revenge seems to do it's job well too. Everything else does its job, but doesn't have haste or has some minor downside, so there's potentially room for improvement.

Personally, my top choices of everything I'm going to throw out there is as follows:

Liliana, Heretical Healer  Flip (maindeck recusion/utility)
Sigarda, Host of Herons (potential side anti-removal)
Dragonlord Dromoka (potential side anti-counterspell)

I also see a lot of cards in here to counter control/removal. Have you considered a bigger hexproof/shroud creature, or something that's just uncounterable and a threat? There's also recursion, which Revival / Revenge does a pretty good job at, but some other options I can think of for that are Liliana, Heretical Healer  Flip, Lurrus of the Dream-Den, Necropanther, Vesperlark or Nethroi, Apex of Death.

Also, I know you don't have red, but General Ferrous Rokiric seems like it would be a good consideration for that type of a slot. Hexproof agaianst most removal and it synergizes with all of the multicolored you have going on.

Better fits as far as colors go are Reaper of the Wilds, Sigarda, Host of Herons, Thrun, the Last Troll, Witchstalker, Carnage Tyrant, Loxodon Smiter or Dragonlord Dromoka. Some are wish targets while others aren't, figured i'd throw out anything that had potential though.

To me, a wish target has to either be low enough that you can cast it same turn, or big and strong enough that you can cast it next turn and it turns the game around/seals the deal.

I just think you have a lot of slots in the sideboard that accomplish the same basic thing and you might be able to get away with condensing it a bit more to give more versatility for broader answers like psuedo-board wipes, silver-bullets, etc.

So if all that rambling somehow allows you to free up maybe a slot or 2 and still cover everything you need to cover, then maybe you will have the space to consider a broader selection of counterplay instead of just furthering your own strategy.

There's also things like Vindicate that hit lands too, which could help with the tron match as well as covering basically everything.

JacobAGrossman on Glittering Company

1 month ago

Ok, well let me take a step back and go the other direction, and explain my current sideboard choices:

Cartel Aristocrat, Good-Fortune Unicorn, and Kitchen Finks are the combo pieces.

Dina, Soul Steeper replaces Murderous Redcap, Conclave Mentor, and Cruel Celebrant as m, "what to do if infinite life isn't enough," card.

Abrupt Decay and Despark cover literally all single target removal possible.

Humiliate is the best hand interruption, and sometimes that counter placement can be the next piece of the combo puzzle.

Fiend Artisan and Knight of the Reliquary are my big beaters that also can look for other pieces if they're big enough to survive, which is why I would wish for them. Especially the Artisan, if my opponent is blowing up my creatures.

Athreos, God of Passage is if I can get ahead of creature removal and punishment my opponent for it.

Revival / Revenge is for when removal or mill or counterspells have gotten the better of me.

Vexing Shusher is so counterspells don't.

Impromptu Raid is for when I have infinite green mana on the board, and a Wish in my hand. Made all the more confident by the inclusion of Endurance. Also replacing a want for Wheel of Sun and Moon.

Dromoka's Command is for the Blood Moon slot, when fetching for basics isn't working and I don't have a Swamp for Abrupt.

Kambal, Consul of Allocation is for control or artifact decks thinking they're fancy.

Hopefully that will shed a little light on my thoughts, and why I went with what I went with. Sorry if I was a little abrasive earlier, didn't realize what you meant. Now hopefully we are on the same page :D

edster on Synergies with Unbound Flourishing in Modern

1 month ago

Been testing unbound with newer cards and other deck lists: https://www.reddit.com/r/ModernMagic/comments/mdkh1w/ug_unbound_flourishing_tron/ https://www.mtggoldfish.com/articles/against-the-odds-unbound-wealth-modern-magic-online

Feels like Hydroid Krasis belongs in Game Winning. The value of a 2x/2x Flying Trample, draw x gain x is too much for most decks to come back from. Same for Walking Ballista, it's a great card all game. It can block then sac against aggro, disrupt creature combos and kill your opponent in the late game.

Magus of the Candelabra from testing feels like Great or even Game Winning. The copy goes on the stack, so you can target the same land twice. E.g. x=1, target Nykthos, Shrine to Nyx, copy also targets Nykthos. Use Nykthos once after copy resolves, and again after original ability resolves. If you have lands that produce more than one mana, such as Castle Garenbrig, Nissa, Who Shakes the World, Utopia Sprawl, Magus becomes insane.

Prismatic Ending would be god tier but the number of colors (converge cost) isn't copied. The copy can only exile a 0 cost nonland. This card is amazing even without unbounded. Probably belongs in Poor tho.

Repeal could be upgraded from Poor to Neutral / Good. Any card that double cantrips with Unbounded is decent. From my own testing and decks in the link above, it does well.

Shatterskull Smashing  Flip, Agadeem's Awakening  Flip and other modal lands are Good in the right decks.

The problem with cards like Genesis Wave, Vivien's Arkbow, Electrodominance, Fiend Artisan etc that put a card into the battlefield is your deck probably has cards with cost {x}. You have to pick x=0, so you have some dis-synergy. For that reason, unless you build around this, losing out on some really great {x} cost cards, they go down one synergy rating in my books. They are still great but not perfect. ;]

Animist's Awakening is a trap. I think it belongs in Neutral or Good in landfall decks. In a deck with 30 lands (which I doubt), without unbound you expect x/2 lands since half your deck is lands. With unbound, you expect x lands so pretty much it doubles your number of lands. Sure it gives you back your mana this turn and double next turn, but it doesn't quite affect the board state enough compared to other cards.

Noitscrispyonion on Golgari Company

1 month ago

Katsmania, I'm glad you asked! Fiend Artisan can routinely become a 4/4 by t3, and can quite easily become much bigger (~10/10) by t5, all while tutoring more copies of itself for 3 mana a pop. Ultimating Grist for the win is fairly easy too, in my experience.

wallisface on Risky Rock v9.1

2 months ago

Ryotenchi Yeah I read Fiend Artisan. That doesn't help you get Tetzimoc into your hand, where it needs to be to profit from the interaction with itself and Horobi. It would also require you having 5 mana to get the Horobi (as an example), and that's no easy feat (I also run an artisan in one of my decks, and sometimes struggle to get 5 mana on a 23-count land-base, without using my mana dork).

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