Klothys, God of Destiny
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Legality

Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Klothys, God of Destiny

Legendary Enchantment Creature — God

Indestructible

As long as your devotion to red and green is less than seven, Klothys isn't a creature.

At the beginning of your precombat main phase, exile target card from a graveyard. If it was a land card, gain or . Otherwise you gain 2 life and Klothys deals 2 damage to each opponent.

Teots123 on Bard legends

1 month ago

The main idea was to make all legendary creatures super-cheap through various ways...ruric-thar and blood moon are there mainly for disruption of the enemy. The truth is sometimes cascade fails but mainly I am aiming for those few enchantments and the anarchomancers(the 3-cost legendaries are only Klothys, God of Destiny and Grumgully, the Generous). Mirror Box is a trully good suggestion I hadn't thought.

Gleeock on Win Conditions / Near-whining Musings

2 months ago

Well said legendofa I think there is a wide range of what people define as "wincon". This has led to saltiness before in decks where my "wincon", for example; is having onboard dmg, ramp, & card draw Court of Ire, Klothys, God of Destiny, Curse of Opulence (& 1 attacker) & casting Obliterate... This example would be hated by many as a bad-form no-"wincon" scenario. But in that deck where I'm easily polymorphing bangers: ramp + 7 dmg + 2 dmg + a clutch full of castable damage-dealing cards = wincon against a table of players that have setup engines + traditional wincons... This has also backfired on me hilariously when my opponents are fielding lower synergy decks with high recovery value. But I understand where salt feels acceptable when you are playing against the grain of tradition, when you lose in that way every minute feels like 5 minutes -this is a devil's advocate scenario.

TypicalTimmy on Acorn, Nature's Blessing

5 months ago

Probably two years ago or so now I created a Planeswalker concept named Acorn.

Acorn is a Red Squirrel, native to Kaladesh. The story is that when The Weatherlight was at port in Kaladesh, resupplying and trading magical instruments and technology, a squirrel boarded their ship, made its way into the hull and began to feed upon some of the various grains. Nobody realized the silly rascal had boarded, and upon departure to Zendikar, something catastrophic happened to the little girl.

The stress of intra-planar travel was immense, but she was protected by the ship's magics and technologies. Normally only living, sapient creatures can have sparks, but we have seen a few times now where this is an exception. For one, Karn was gifted a spark but this proves that non-living beings are capable of retaining one. Then, Calix, Destiny's Hand was created by the God Klothys, God of Destiny which proves non-living creatures can further have sparks. Finally, Ob Nixilis Reignited not only lost his spark, but reforged it which proves sparks can be recreated. Further still we see with The Royal Scions that a spark can be shared, as well as divided as seen with Ugin and Nicol Bolas. So, clearly sparks are not as concrete as we once believed. Just look at Grist, the Hunger Tide as another recent example.

And so, the stress of her little body being pulled in opposite directions caused the formation of a spark.

Acorn developed an almost Human-like intelligence, akin to a smart child. Her powers are basically all revolve around the idea of "foraging" - finding lands, food, Squirrel tokens, generating mana and even drawing from Kaladesh, when appropriate.

Acorn, Nature's Blessing

I updated her abilities. Image link for her photo broke so I'll fix it later when I'm not on the road.

Housegheist on Praise the Shrine [Go-Shintai, Go!] [WIP]

5 months ago

First of, thank you for your comment. :)

The main win-condition should come through burn the shrines (either from the shrines like Go-Shintai of Ancient Wars, Sanctum of Fruitful Harvest and Honden of Infinite Rage. Cards like Klothys, God of Destiny and Bastion of Remembrance (refer to plan B) helps with this.

Plan B is the overwhelming token-potential. If the are enough, i wanna swing for lethal.

To come to this point, i found the deck has many interactions with the opponents board to protect itself and to refill our hand. I try to avoid the common pillowfort or infinite-combo. But Combo synergies are okay though.

zapyourtumor on Gucci Dragons

6 months ago

Dryad is kind of dog ramp because you need to keep drawing land drops. I'd play 4 Arbor Elf to generate tons of mana with the sprawls.

Also I'd probably include less timmy fatties and more ramp/midrange threats that are a little more castable.

Ignoble Hierarch is more ramp that also buffs creatures.

Klothys, God of Destiny is a solid card that is a threat on its own (so you aren't just doing nothing until you slam your 8 drop or whatever) and also ramps too.

Manamorphose literally does nothing here.

You probably want some removal if you ever want to survive till you can drop timmy creatures, so I'd add 4x Lightning Bolt.

Idk what your budget is, but Ragavan, Nimble Pilferer is an obscene creature that can singlehandedly win the game, plus it ramps you.

Fury is a good mid/late game play that you can also play earlier as removal to survive till late game.

I'd cut the blightsteels you're never casting them and relying on Ilharg to cheat them in is very dubious.

Housegheist on Klothys + Lightning Greaves

7 months ago

Good afternoon, ich have a question regarding Klothys, God of Destiny and Lightning Greaves. If Klothys loses her creature type (in case of removal or sac or something) do the greaves fall of or are they still attached to her being an enchantment at this time?

plakjekaas on Your Favorite Plays

7 months ago

My Klothys, God of Destiny enchantress deck that collects punishing effects, with on the board:

Spellshock

Ancient Runes

Burning Earth

Primal Order

War's Toll

Tectonic Instability

Roiling Vortex

Manabarbs

Sandwurm Convergence

And everyone so low that trying to play a land or cast a spell would kill them, so everyone could just look sad at their greedy mana bases with their duals and their mana rocks until they died in their upkeep.

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