Creature — Faerie
: Gain or .
Printings View all
|Throne of Eldraine (ELD)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Maraleaf Pixie Discussion
3 days ago
Yes cool to see an Ezuri in action! I also like the Elf subtheme, but why no Priest of Titania instead of Maraleaf Pixie (or Immaculate Magistrate)?? This deck needs more turn 2 ramp. If you play a 4 mana commander, you don't want to ramp for 3 mana you want to ramp on turn 2, because after that you can play your captain on turn 3. Farseek, Rampant Growth, Nature's Lore, Simic Signet & Talisman of Curiosity. Another card which I love in my Ezuri is Mystic Snake, because the Snake triggers Ezuri and to counter something important is always good.
2 weeks ago
It is generally a good idea to choose cards that best work in your planned deck and stick with multiples of those cards. Having singles of good cards really does nothing because you will have a small chance of drawing them.
Looking at your deck, 2 strategies stand out - being able to add to the attack power of creatures and being able to attack with unblockable creatures.
Yes, using the effect of Phase Dolphin, or Mistford River Turtle to get in some attacks that can't be blocked can be a great strategy. The problem is the cmc of cards in your combinations and the amount of time that you need to set up combos. I would tend to stick with Phase Dolphin to allow unblockable attacks by Lorescale Coatl and Thieving Otter.
You then need to speed up your card draw and play speed of your deck. Growth Spiral will work to get extra draws and thin down your deck, increasing your chances of drawing the cards that you want. Primal Empathy can build on creature power or card-draw. Keep Safe gives you some protection from your opponent's spells, but also helps with a bit of card draw.
For me, the cherry on the top of this delight would be Hydra's Growth which will give you ridiculously large attacking creatures, very quickly.
That is 9 core cards. 4 of each and a land-base built to support them, should give you a very strong deck.
1 month ago
Ikoria & Commander 2020 released.
1 month ago
Pretty solid list so far, I have a few suggestions though. First and foremost, if you haven't checked out the cEDH decklist database, I recommend it. If you're truly wanting to get in to cEDH, then that is a good outlet for deck brewing. There are a bunch of cards in your list that are solid picks for a Kinnan deck, but there are also some that aren't up to snuff with the meta, but that's not a necessarily bad thing. Competitive EDH is about play the most powerful cards in the your color pie to achieve your overall win condition and to do it as efficient and consistent as possible. Kinnan is quite new and people are still trying to find the best way to brew the deck, but his strategy is undoubtedly proactive, so we have to try to overwhelm our opponents as fast as possible.
Here are the cards in your deck that you just don't see in the cEDH meta. Not a bad thing, just something to consider.
Your mana dorks are higher in CMC that the meta heavy mana dorks. This puts them being cast usually around turn two, which is when you want to be casting Kinnan.
Arcum's Astrolabe - It's just way too circumstantial, especially when you only have 6 snow lands in the deck. This card would be dead in your hand most of the time. There are also better mana rocks.
Mind Stone has been sub-par for a while. In cEDH, you want to get plenty of mana as soon as possible so you can start setting up for win quickly. This is why Grim Monolith and Mana Vault are very prevalent in the meta. They are net positive mana rocks that come in quickly.
Whir of Invention and Blue Sun's Zenith are on the cusp of being played in the meta and not, mostly Blue Sun's Zenith as it's used to help draw the deck after getting infinite mana. Usually you see these more in mono blue decks because they have plenty of blue to pay the non-generic mana and can go big with the X cost, however, once you leave mono blue it's very difficult to keep up mana for interaction after casting these and usually when X is greater than 2, it's worth someone countering it. If they're countered, the feel bads set in as you're now 5-6 mana behind. I would suggest cutting at least Whir of Inventions for a cantrip like Brainstorm, Ponder, Preordain that nets you cards for cheap.
Force of Vigor - It's not bad, I've seen a few decks run it that are more on the control side, but Kinnan is trying to be more proactive than reactive. Blue has some of the best removal in the game for cheap. Maybe consider a Chain of Vapor. That way if there is a problematic card for you on the board such as Cursed Totem or Linvala, Keeper of Silence, you can hit it regardless of what it is for one mana regardless of whose turn it is.
There are a few suggestions I'd like to make for you to add that are practically staples for most of the cEDH Kinnan decks:
Seedborn Muse to help you use your commander more and acquire an overwhelming board state.
Right now, if you were to play a game with this list, I wouldn't be afraid of you activating Kinnan because there's nothing that will severely impact the game. Jin-Gitaxias, Core Augur is in a lot of the other cEDH decks because getting this guy on the field is detrimental to every opponent's strategy. I suggest you get a higher creature count and put more scary things in the deck. You'll whiff a lot with on activations with a creature count that low.
Here is a link to my current Kinnan build that has been assembling win (in a vaccum) very consistently between turns 3 and 4: Kinnan Activations cEDH
2 months ago
Hey, infect seems powerful with Otrimi, but if you play casual then you will become the archenemy.
Don't underestimate Slippery Bogle and Gladecover Scout. Mutating a hexproof creature makes it safe to mutate not just the first time but other times after. Wizards helped the mutate mechanic by if the target creature you're mutating dies in response to the mutate then you still get the mutate creature on the battlefield, but it doesn't trigger "when this creature mutates" abilities. Instead it just ETB as another creature not mutated. With hexproof you don't have to worry about this.
Blossoming Defense and Vines of Vastwood are helpful spells for mutate because for one mana they can give any creature you want to mutate hexproof in response to removal. Crystal Shard can be repeatable bounce of an entire mutate pile back to your hand to then mutate again. Use this effect to change the creatures Otrimi is mutated to. To avoid Commander tax use Shard to bounce Otrimi back to your hand if it's stuck on the battlefield since it couldn't mutate.
Flying is a good ability to pair with Otrimi. Birds of Paradise and Maraleaf Pixie are mana dorks who fly. Needle Specter, Drana, Liberator of Malakir, Vampire Nighthawk give Otrimi good abilities. Specter has a busted combat damage trigger when it has 6 or more power. Drana can put a counter on the mutated creature and all other attacking creatures. Nighthawk mutated with Otrimi makes a 6/6 flying, trample, lifelink, deathtouch threat.
Jarad's Orders can tutor for a creature put it into your hand and tutor for a creature with mutate and put it into your graveyard to then recur it with Otrimi. Mask of Memory can be repeatable draw and discard and one mana to equip is nice.
Pernicious Deed can be powerful with Otrimi. If Otrimi is the top creature of the mutate pile then the pile has a CMC of 6. Sac Deed for less than six to hopefully destroy a lot of your opponents cards and not your mutate pile. All of the creatures on the bottom of the top creature don't count as creature cards on the battlefield. The only creature of the mutate pile that does is the top creature therefore all other creatures in the pile are not destroyed by Deed.
Good luck with your deck.
4 months ago
The next deck that I wish to discuss is named Fire and Ice. As with the previous decks, I shall remove two lands from it, which leaves me with eight more cards that I need to remove. I likely shall remove two copies each of Dominus of Fealty and Hypersonic Dragon, due to their high mana costs; Mindwrack Liege is more expensive than are they, but it is too good to not have four copies of it in this deck.
I am contemplating if I should remove either Jhoira of the Ghitu or Keranos, God of Storms from that deck, as they are both awesome creatures, but I do need to reduce the number of cards in this deck. Lightning Bolt is also an awesome card, but it is the least essential card in this deck, unfortunately, so I likely shall not keep it. However, if I do remove it, will there be a sufficient number of non-land spells to trigger the prowess ability of Stormchaser Mage? If not, I shall replace that card with Lightning Stormkin.
I also have a blue/green deck named Artificial Evolution, from which I also plan to remove two lands, leaving eight non-land cards that need to be removed. I likely shall remove two copies of Trygon Predator, because, as great as that card is, it is unlikely that my opponents shall have a sufficient number of artifacts or enchantment for it to be necessary for me to have four copies in this deck, as well as two copies of Horizon Chimera, because the lifegain from that card is largely negligible, but flash, flying, and trample are all excellent abilities, so two copies may remain. As good as Winged Coatl is, I still need to remove cards from this deck, so I shall likely remove two copies of it, as well.
Edric, Spymaster of Trest, Maraleaf Pixie, Murkfiend Liege, and Prophet of Kruphix are all too amazing to remove, but Overbeing of Myth is disposable, as tragic as that may be, so I likely shall remove it, as well.
What does everyone else say about these two decks? What cards should I remove from them to reduce them each to 60 cards?
4 months ago
TolarianScientist, sorry to keep singling you out, but you're the only one commenting on this deck...
Alright, so I just removed Terminate, Merfolk Skydiver and Rise of the Hobgoblins in favor of Maraleaf Pixie, Gyre Engineer and Lotus Field. However, I really can't figure out what I would remove for Arcane Signet. It just seems like that would put me at too many spells that aren't mana pairs, and I like the mana rocks I already have in there better. I already added Faeburrow Elder, and had forgotten to mention Arixmethes, Slumbering Isle as a mana dork in my previous comment. Do you think that's enough?