Kaya's Guile

Kaya's Guile


Choose two —

  • Each opponent sacrifices a creature.
  • Exile all cards from each opponent's graveyard.
  • Create a 1/1 white and black Spirit creature token with flying.
  • You gain 4 life.

Entwine (Choose all if you pay the entwine cost.)

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Format Legality
Casual Legal
Modern Legal
Limited Legal
1v1 Commander Legal
Tiny Leaders Legal
Leviathan Legal
Duel Commander Legal
2019-10-04 Legal
Highlander Legal
Vintage Legal
Commander / EDH Legal
Custom Legal
Canadian Highlander Legal
Block Constructed Legal
Legacy Legal
Oathbreaker Legal
Unformat Legal

Kaya's Guile occurrence in decks from the last year

Latest Decks as Commander

Kaya's Guile Discussion

zephyr_chang on Dead Guy Ale

2 months ago

I feel like some copies of Lingering Souls are always good in a deck like this that is grindy and also plays Equipment. I might cut at least one Cling to Dust and one Kaya's Guile - they are quite situational and I don't know if you need 2 copies of each.

VampDemigod on Sleighs & Gifts Needed

3 months ago

Some effects that exile graveyards, again, budget friendly (useful for about 3 of the cards I linked): Burn Away, Hedonist's Trove, Sentinel Totem, Crook of Condemnation, Tormod's Crypt, Agent of Erebos, Nihil Spellbomb, Angel of Finality, Identity Crisis, Kaya's Guile, Remorseful Cleric, Rakdos Charm, Mnemonic Betrayal, Scavenger Grounds, Bojuka Bog, Day's Undoing.

I’d recommend only running 3-6 of these if you run the 3 cards that care about empty graveyards that I mentioned earlier.

JKRice on *{[Budget Gifts Control]}*

3 months ago

Hey I saw your comment and I wanted to help you out with your list! Hopefully my suggestions are useful in budget (I think a couple of them might push the line there) but I’m glad there’s another gifts modern player.

The very first first thing you should do is swap out redundant copies of cards. By this I mean there are a certain number of slots in your deck for each type of card (I.e. removal, countermagic, win conditions, etc) and you want those slots to be filled up with as many differently named cards as possible so gifts can function at full capacity. Also, since you can only have 4 gifts in your deck at a time, you also need to make sure your deck can hold its own until you draw gifts. This means making sure you have the correct amount of card type slots.

As a general rule the only card in your deck that you have 4 of is gifts ungiven.

First is lands. I think you should diversify your lands, but I don’t think you should increase the number. In a normal gifts deck, you should have 25 lands minimum, because fetchlands thin the deck out and Crucible of Worlds makes land-based strategies more effective. Since you have access to neither of these on a budget, definitely keep the land count at 23 maximum. I think something necessary in any gifts deck is either Ghost Quarter or Field of Ruin, especially field since it gives you the land back. I think you should split your basic lands between normal and snow-covered since snow-covered lands are just as cheap but have different names from normal lands. I think you should have more lands that function like Caves of Koilos and Glacial Fortress since early tapped lands can lose the game in modern, but you should still keep at least one copy of every land you have just to retain diversity in card names. If you can push the budget a bit, Fabled Passage is a really good card for this deck, and the cheapest option if you want to have fetchlands.

Second is removal. I think you should definitely have more individual removal spells, with less counter magic and less discard spells. Not including the sweep spells, you only have 5 removal spells, and they are not especially diverse. Dismember and Fatal Push are both pretty cheap, and fatal push is especially necessary in holding off your opponent early on. I actually prefer fatal push over path to exile because it doesn’t give your opponent anything back. Also, Maelstrom Pulse use to be like 18 bucks but now it’s just a dollar and it’s pretty op, but unfortunately it’s in green. Kaya's Guile is a great situational removal card because it also supplies defense. It would Be good in a gifts pile with lingering souls and another removal spell I think. Again pushing budget a bit, Abrupt Decay is a worthwhile card to have because it can hit more than just creatures. Unfortunately, it’s also green. You definitely need something that can deal with noncreature threats, but abrupt decay specifically isn’t necessary for this purpose. Last random add on: Deputy of Detention could be good idk. With regards to sweeper spells, I think Supreme Verdict could be good, it’s kinda mid range in price but it would definitely be good to have more diversity in your sweepers.

Third is utility. With regards to draw spells, you should probably diversify and have more of them. Sleight of Hand, Opt, and one other that I’m forgetting rn are all good choices. I think one aspect that is necessary in your utility toolbox is more graveyard interaction. One or two copies of Mission Briefing would be really good here as a way to either force a choice in a gifts pile or make graveyard stuff recursive. Noxious Revival is green but that doesn’t really matter cuz you can pay the life, but it is five bucks so idk. I think Body Double could be an interesting pick as a utility creature. This way, if your first unburial rites fails and they somehow make it so you can’t bring Ionia or grave Titan back, you can play body double and you still get the ETB effect. Treasured Find’s usefulness is iffy at best, but since you kind of need recursiveness in a gifts deck it could be good. Narset, Parter of Veils is cheap and good, and if you are a real try hard you could add in Day's Undoing. Then the gifts pile could be Ionia, grave titan, day’s undoing, and narset. Either they give you a massive threat or they give you the ability to make them discard their hand, which is cool and good. That’s just a random idea idk if it would work for real in a gifts utility deck.

That’s everything I can think of rn but I prob forgot something so hope this helps

Yogei on Immortal Knights

4 months ago

zapyourtumor Path of Exile and Kaya's Guile are both good cards. Out of the two, I'd prefer Path to Exile. I'm not so sure Fatal Push would fit very well in the deck though. You don't lose that many creatures when playing these knights. I like Mortify because it has enchantment removal as well, but I'd say it's a matter of personal preference. But honestly, lately, I usually play this deck without removal cards, especially creature removal. The indestructible + vigilance combo is enough to deal with your opponent's creatures.

As for the lands, I agree. The deck needs better lands, and Isolated Chapel is one I'm keeping my eye on. Maybe I should write in the description that the lands are mostly placeholder cards.

But thanks for looking at my deck and thanks for the suggestions!

Yogei on Immortal Knights

4 months ago

zapyourtumor both of Path to Exile and Kaya's Guile are good cards. Out of the two, I'd prefer Path to Exile. Fatal Push however, feels like a worse fit. Your own creatures don't die very much in most games. I like Mortify because it allows me to target enchantments and because the price of the card in paper form is fairly cheap. So I'd say if you plan on playing the deck, play whichever removal card you prefer.

But honestly, lately, I mostly play without removal cards. The vigilance + indestructible combo on all my creatures is generally enough to win the game. :)

zapyourtumor on Afterlife

4 months ago

I would cut some of both teysas, since having 4x of a legendary isn't great. You could maybe add some more control cards like Inquisition of Kozilek/Path to Exile/Fatal Push/Kaya's Guile, if you want it to be more competitive. Maybe reanimation like Unearth or stuff like Village Rites/Priest of Forgotten Gods?

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