Creature — Ouphe
When Kitchen Finks enters the battlefield, you gain 2 life.
Persist (When this creature is put into a graveyard from the battlefield, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)
Combos Browse all
- Archangel of Thune + Kitchen Finks + Viscera Seer
- Good-Fortune Unicorn + Kitchen Finks
- Heliod, Sun-Crowned + Kitchen Finks
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Kitchen Finks Discussion
1 week ago
So to me, that means that:
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:
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.
1 week ago
Ok, well let me take a step back and go the other direction, and explain my current sideboard choices:
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.
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
2 months ago
2 months ago
I am a new MTG player (been playing for ~5 months) and I need help understanding a concept about Persist. I've been working on my Ghave, Guru of Spores deck. It seems like one of the most prevalent and game winning combos are persist combinations. From my understanding, all you need is a sac outlet, something that gives ETB +1/+1 counters, and a persist creature. Thus, from my logic, something like Viscera Seer , Juniper Order Ranger , and Kitchen Finks could give me infinite life, infinite counters, and infinite scry.
With this being said, my pod/group tells me that an equal amount of +1/+1 counters and -1/-1 counters do not negate each other in terms of status effect. In order words, they DO cancel each other out in terms of power and toughness of a creature but they DO NOT cancel in terms of status effect. Meaning once a creature receives a -1/-1 counter, regardless of whether this counter is mathematically nullified by a +1/+1 counter, the status/presence of the -1/-1 counter is still there, meaning that Kitchen Finks would not be able to come back to the battlefield due to the -1/-1 counter regardless of how many +1/+1 counters it has. Think of the -1/-1 counter as like a label on a creature. I can clarify on this a little more if you guys like and also ask my friends more about their rationale.
Overall, I have never thought about this reasoning until I played with my friends yesterday. Half of my combo lines involve Persist and the idea that -1/-1 counters cannot be nullified if an equal amount of +1/+1 counters are given handicaps my deck from a competitive point of view. Thus, I need you guys to help me settle the debate; am I wrong on this? If not, how do I convince my group?
3 months ago
I recommend running
in the Sideboard, also
might be nice against burn: Gains 4 Life and blocks twice.
1-2 Horizon Lands might be nice: Horizon Canopy / Sunbaked Canyon , I'd cut basic lands for them.
4 months ago
I ran a quick Gatherer search for ["enters the battlefield" + "counter" + "NOT +1/+1" + "NOT Energy" + "Creature"] and skimmed through it. The search was a bit over-inclusive, but was short enough to quickly read.
You can run that search to get more options, but I pulled out some notable choices--the below creatures have abilities above and beyond simply being "Vanilla/French vanilla with an ETB downside" (no other abilities, or just an evergreen ability).
- Arixmethes, Slumbering Isle
- Chronozoa - used with Solemnity and a sacrifice engine, you can build an infinite army of these guys (or just win outright if your sacrifice engine hurts opponents).
- Look into creatures with Persist, such as Kitchen Finks or Murderous Redcap . Combined with a sacrifice engine and Solemnity/ Melira, Sylvok Outcast , you'll be able to go infinite.
- Lost Auramancers can find you Solemnity, so you can get extra bang for your Vampire Hexmage buck if you target Auramancers.
Otherwise, you're mostly looking at creatures that enter the battlefield smaller and grow bigger.
4 months ago
Animate Dead + Blood Artist + Leonin Relic-Warder is a super neat combo. I assume you know what it does, or you could look it up. Altar of Dementia + Kitchen Finks + Vizier of Remedies is also a nice combo. If you like Abzan combos maybe look at my Making A Ghave Sacrifice deck. This might not be the way you want to go though if your playgroup(as mentioned) is non competitive.
golgarigirl on None
5 months ago
If you are running a Kitchen Finks in your Heliod, Sun-Crowned deck using the ruling floated above...that a hybrid card's color identity is based on the commander of the deck it's in (thus making Finks mono-white)...and my creature has a Sword of Feast and Famine , the pro-green part no longer affects play, correct? My creature can be blocked by Finks etc.
This makes the game hard to follow from an OBSERVATIONAL standpoint...from a streaming standpoint, or even just walking up to a game. Heck, a lot of information happens in a game, and for me, the instance my brain sees 'oh look its GREEN', I make decisions based on that as that's what's right in front of me. Let alone introducing the exception to the color rule to new players who do not need another element to the information overload that this game can be.
This just seems like an unnecessary complication, but I would roll with it if such a rule change did occur.