Maskwood Nexus

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Maskwood Nexus

Artifact

Creatures you control are every creature type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.

, : Create a 2/2 blue Shapeshifter creature token with changeling (It is every creature type.)

DungeonMimic1993 on Null and Devoid

1 week ago

If you added Maskwood Nexus all your creatures would be Spawns and therefore get indestructible and annihilator for five mana

Chuubii on Blue Changeling Shrines

1 month ago

Unfortunately, some cards don't work the way you expect because "Shrine" is an enchantment type, not creature type. Your commander Go-Shintai of Lost Wisdom and other Shrines have no creature type

Therefore:

Explanation here

DreadKhan on Voja, Bitey Elves

3 months ago

Have you thought about throwing in Timber Wolves? The idea is you attack in a band with Voja, so if anyone throws something like First Strike Deathtouch blockers in your way you can make them all hit the Timber Wolves, allowing Voja to survive. Its also a card if Voja attacks since it's a Wolf, and if you're desperate and need a blocker the Wolves can absorb all of the damage of a creature with Trample.

Maybe Maskwood Nexus? It'll make everything a wolf AND an elf, seems decent?

TheoryCrafter on Help me to build my …

5 months ago

Okay, I am back thank you for your patience. I don't know if you're just looking for advice or if you want a whole deck list, so I'll meet you somewhere in between.

So I use the manabox app for card listings. Turns out I miscounted and there are 35. If you put all but Twisted Riddlekeeper(potential color identity issues) in there you have a good start.

Perhaps the strongest cards in addition to Fear of Sleep Paralysis are Mjolnir, Storm Hammer, Monstrosity of the Lake and Scroll of Isildur; though even cards like Kitnap, Lost in the Maze and Sleep-Cursed Faerie can be a boon due to Tekuthal's activated ability and not be affected by Fear of Sleep Paralysis.

One card I recommend you add is Maskwood Nexus. Both Protocol Knight and The Watcher in the Water require creature types to be effective.

Speaking of Watcher in the Water, you'll need instant speed card draw. You're gonna need card draw regardless, but WitW will need feeding to be effective. This includes, but isn't limited to Archmage's Charm, Bane's Contingency, Jace's Archivist, Opt and Triskaidekaphile.

Triskaidekaphile is an Alternate Win Card as well, which you should have in your deck as a means of winning if you can't win by beating up your opponents. Other Alternate Win cards that would also fit the best in this deck are Central Elevator / Promising Stairs(To fully take advantage of the Eerie ability on Fear of Sleep Paralysis), Darksteel Reactor and Twenty-Toed Toad(which doesn't specify what counters apply to the win condition).

The latter two are fed well by your commander's static ability. Proliferate cards you can use include, but are not limited to, Contagion Engine, Contentious Plan and Inexorable Tide.

However, if you have a Commander like Tekuthal, it would not be wise to NOT take advantage of the proliferate ability. Crystalline Giant can give your creatures counters other than +1/+1, especially if you use Goldberry, River-Daughter to move hexproof counters onto your most important pieces. Power Conduit is another card that can strengthen your creatures. And you certainly can't go wrong with The Ozolith of you can afford it.

Ramp, like card draw, should be in every deck. Sol Ring is practically a necessity. Astral Cornucopia and Everflowing Chalice become mana fountains of their own once the charge counters are on and proliferating. Though cards like Arcane Melee, Defiler of Dreams and Urza's Incubator(which gets support from Maskwood Nexus) are just as useful.

And finally there's lands that can help with counters(like Nesting Grounds and Blast Zone), reusing spells(Like Mystic Sanctuary), redundancy(such as Reliquary Tower) and can offer elements of control not available to blue(such as Scavenger Grounds. Try this keep at least half lands as Basic Islands. That way, if you get hit with cards like Alpine Moon or Blood Moon it's not an immediate capitation.

Well, that it for my part. I hope this is a help, if nothing else than for inspiration. Thank you for reading me out. Happy Hunting!

Craeter on Diddy Kong EDH

5 months ago

Hey this is cool, love the Diddy Kong theme! I'm no Monkey expert, but if you want to make it more tribal you could include some of those typical shapeshifters

capwner on Ratica Apocalyptica

7 months ago

Cut Skullclamp? Clamp is sooo gooood though, esp. when you're making so many 1/1 tokens and want to dig for a finisher. But I guess you know your list best! Urza's Incubator is another one that might be right at home here, I guess it depends though it wouldn't really net you much value over say a Worn Powerstone unless you are playing multiple rats on an average turn. I could also see Maskwood Nexus being pretty good, especially with cards like your Ratcatcher and Attrition. Just a couple ideas!

Nunu312 on Calling All Doctors!

7 months ago

While I might like to suggest Maskwood Nexus... I don't actually think it helps you considering the lack of non-doctor creatures. It may still be useful though for pushing you over the line to reach 13.

Three Tree City is a card that might be good though.

K-9, Mark I is really good. Your board state is very important to you so forcing people to pay just a little extra to interfere with it might help you edge out a game. But at the same time, several of the doctors have to attack to activate their abilities and this will help them not die when the do so. Psychic Paper and can also do something rather similar, but might also get you that extra doctor you need. Brotherhood Regalia is another similar card.

I like where you're going with Glasspool Mimic  Flip, but it wont bypass legendary. Instead Sakashima the Impostor and Sakashima of a Thousand Faces can both help get around this. Even if they aren't also land.

Similarly Mirror Box is good... but doesn't synergise with what you're doing as you don't have many duplicators for it to work with. I feel like you were going a bit more for Helm of the Host?

All in all though, these are just minor tweaks, the question is what part of the game does this deck operate around? Many of the doctors are spread over a lot of the game, which leads to them being quite unfocused. But I feel you are bringing this towards being a very upkeep centric deck? The question is how to maximise that. It will help Gallifrey Stands go off, but will also help your suspended cards and other triggered effects.

Lithoform Engine could help you in several ways, duplicating doctors, but also duplicating the trigger effect of Gallifrey Stands. While not quite as useful, Annie Joins Up will also double the triggers on your doctors. Roaming Throne is also a trigger doubler... though it's a little dull because it's in every bloody deck now.

Paradox Haze similarly gets you that extra upkeep, but it falls into the problem that a lot of such things do... One extra upkeep per turn is good, but a turn is a long time. While it may be the best option, a way to get creatures into play might be a better slot in your deck?

But there is also another two problems all decks have, mana and getting the right cards. Firstly, mana. You have a lot of expensive cards and you want to be able to cast all of them. Lotus Petal is good... but I don't see it being better than a normal mana rock as you have no ability to recurse it for free. Herald's Horn would probably be better as it can remove about 25% off the cost of all your important cards, and lets you take a peek for them. Leyline of the Guildpact can help with mana fixing, though wont actually set you ahead, as would Three Tree Mascot (which also counts as a doctor). Patchwork Banner is a newer mana rock that helps buff your guys a little. Mirari's Wake is also a solid mana doubler, if a little expensive.

Kinnan, Bonder Prodigy is also very cheap and solid, though works better if you have more mana rocks.

You've got a bit of recursion from The Eighth Doctor, which is more likely to turn up due to your commander, but that means that you can take advantage of the search lands. It would require changing out a lot of the land you do have, but if you use the typed dual lands like Canopy Vista or Godless Shrinefoil (because you may need 1 mana more than 2 life), you can search for them and then recurse the search land like Flooded Strand (which could search for any dual land as long as it's part plains or part island). If you want to find what land works like this it's best to google mtg land or some such, there are whole websites dedicated to it. Considering you're running 5 colours, Bloom Tender and Faeburrow Elder can also help supercharge your mana.

As for getting cards, I feel like you've got a decent search to get the doctors, but you are a little lacking in turn to turn draw. This often means you'll end up sitting in a game with only one card to play a turn and that's not fun. The One Ring is another groan worthy staple for how good it is (and therefore in everything), but only really relevant if you're running proxies. Collector's Vault is something I'm fond of, while it wont give you card advantage, it's cheap and you don't really mind discarding doctors anyway. Sylvan Library is also insanely powerful.

A lot of the search you do use is really expensive as well. Conflux and Diabolic Revelation are good... but they each cost a huge amount of mana, after which you still have to actually cast the cards. These are things that might help you on turn 10+ without a lot of acceleration. Instead something to get your creatures directly onto the battlefield like Victimize or possibly Pyre of Heroes.

Anyway, that's enough from me for now. Remember, look for cards that get you to your win conditions. Omniscience is great, but only if you can cast it AND if you've got the cards to play AND they are cards that lead you to victory. Perhaps 1 mana per turn or 2 cards might have been more useful.

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