Mothdust Changeling

Mothdust Changeling

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

Tap an untapped creature you control: Mothdust Changeling gains flying until end of turn.

Latest Decks as Commander

Mothdust Changeling Discussion

lagotripha on Modern Giants

2 months ago

Making giants work in modern is something of a battle - most of their good cards sit at 4+ mana, meaning its really high on the curve. Crossing that 'cast first big spell' boundary, and making sure that spell is relevant is going to be most of the battle for the deck.

Cards like Pentad Prism or old fashioned mana dorks will be essential. Stinkdrinker Daredevil doesn't make the cut, but I could see a build going black for Heartless Summoning.

Their tribal support has some clear themes to work with - 1 sided boardwipes in Realm-Cloaked Giant+Thundercloud Shaman+Battle of Frost and Fire, direct damage to face, and big creatures. I'd personally lean more heavily into rushing out a 1 sided wipe to survive my local meta, but efficient creatures (with changeling support) will do a lot, as will a 'slower' burn deck focussed more on efficient 4 mana damage to face.

Some of the odder tribal support is pretty good- Giantbaiting is an incredible source of damage on an empty board when you have smaller creatures, which might play well in a Mothdust Changeling build.

BrassLord on Ninjutsu

6 months ago

@ theninjaedge I think it's looking a lot better! Adding in just a little interaction I think will allow you to solidify the late game! I understand the constraints that budget can bring. With your current supporting creature package (and if budget wasn't an issue) , Retrofitter Foundry fits perfectly, as you can sac any of the thopters for 4/4 constructs, and any of your changelings for any of the modes on the cards. I've seen a few interesting options in other legacy lists online. Most of the lists have some big CMC card to capitalize on a Yuriko trigger, something like a Gurmag Angler . Also playng an enabler creature turn one and Standstill turn two seems like a good line of play, as cheating in a ninja is not considered casting a spell!

Outside of general comments, I think that you're right around the sweet spot for supporting creatures! Previous lists ran things like Mothdust Changeling Thalakos Seer and Baleful Strix , but I like your aggressive list! In terms of changes I would double down on the card draw engine of Ingenious Infiltrator and Yuriko, the Tiger's Shadow and maybe look into cutting some of the higher cmc ninjitsu targets like the obaki-gang shenobi. Only downside I can see is the deck could struggle against Plague Engineer , but you still have a solid portion of your creatures that get around it!

Depending on how far you lean into the Yuriko, the Tiger's Shadow plan, Brainstorm and Ponder are cheap ways of filtering your top card for the deck. Another fun option is Discovery / Dispersal , as the discovery portion can filter the top card of your library as well as being considered a 7cmc from a Yuriko trigger. A burst 7 damage out of nowhere can be extremely aggressive and puts a considerable clock on your opponent!

But your current build seems fine, leaning into more creature disruption for consistent ping damage! Just some different directions to approach the deck! Hope it works out well, looks like a really fun list!

lagotripha on On the Prowl

6 months ago

Budget rogues is a sweet brew - I ran it a long while back. I really reccomend running as many 1 drop rogues as you can - I was running up to 12, alongside card draw to keep them going, preferring unblockables as you can to take advantage of blackguard/thought thief and prowl. The higher up the mana curve you go, the more expensive the list gets as it turns into the faerie/ninja style lists.

Frogtosser is a fun card, but without a second cheap cost reduction spell, its probably better just to play some cheaper cmc rogues, unless you plan to ramp into a particularly key card.

Most of the below cards are really cheap, and you should be able to test different kinds of shells using them. You can mess around with mostly blue shells and add some negates, or mostly black and add push - but the best thing about rogue decks is that so long as you keep switching it up your opponents won't know exactly what they are facing, and will have to play accordingly.

Key evasive 1 drops Black - Nightshade Stinger Shadow Alley Denizen Vampire Cutthroat Thieves' Guild Enforcer Changeling Outcast

Blue - Faerie Miscreant Merfolk Windrobber Slither Blade Triton Shorestalker Mothdust Changeling

Key card draw options Low removal meta - Curiosity , Curious Obsession Glint-Sleeve Siphoner

Morsel Theft is a lightning helix at the face that draws a card when you are hitting your opponent, but bad without a board state.

Key artifact meta - Thieving Skydiver

'sorta' card advantage options

Noggin Whack / Acquisitions Expert a solid 'no hand for you' plan does a lot to keep your rogues on the battlefield. If sieze/inq is out of budget, Bribery or plain old Duress variants can still get you there.

Cards to avoid (traps)

Disciple of Deceit - the card disadvantage and tap/untap on it is punishing. Tetsuko Umezawa, Fugitive relevant rogues already evasive Thieves' Fortune - if you are looking for answers its likely they've already stopped you hitting them in the face.

Secondly, Pyre of Heroes is an interesting option to turn 1 drops into 2 drops, letting you have more consistent access to lords like soaring or blackguard. It also dodges counterspells like vial, even if its not at instant speed and doesn't help after a wrath. Its worth testing with some proxies to see how it matches you against the decks you are likely to play, as artifact removal is common (but getting them to sideboard it in is also good). Glasspool Mimic  Flip is notable in this case as a way to search out a clone of a lord without taking up a full creature slot, while Zulaport Cutthroat offers an option to drain out an opponent (even if it doesn't trigger prowl).

I hope this helps - have fun brewing!

Jaktipe on Ahoy Mateys! Pauper Pirates

11 months ago

Distant Melody seems too late game for this deck.

I think it's a better move. The Outcast is still a pirate but comes with guaranteed evasion over possible flying.

azja on Yuriko (Optimized) Primer

1 year ago

@Cratuss

You're totally right! Both Changeling Outcast and Mothdust Changeling have pretty much the same role in the deck. I chose to only list Changeling Outcast as an enabler because it has built-in evasion, whereas Mothdust Changeling requires me to have another creature to give it evasion. They could belong in both categories, I just didn't want to double-list any cards!

And thank you! I find the custom tag function to be super helpful as well. When I'm playing a deck and it isn't performing as well as I'd hoped, I can look at the categories and easily determine what needs adjusting.

LeaPlath on Ninja

1 year ago

I am talking about general legacy. If you are playing just casually mark it with casual. Standstill means you cannot counter anything but you get 3 cards and right now the stuff you want to counter either kills you or puts them much further ahead and is repeatable. Also a lot of Shark Typhoon around which isnt a cast.

The main decks at the moment are control decks that win with Uro or Shark Typhoon. Delver style decks. Hoogaak. Or decks with small bodies. Student lines up poorly versus those because if it enters as Uro it dies. Typhoon isnt being cast its being cycled after a board wipe. The bodies it copies in delver tend to be utility focused ones at the moment with Dread and stuff. You might copy the odd mandril or goyf but its so much eh. Its OK versus show and tell but right now those decks are leaning more on sneak attack as a way to win and you line up poorly versus those with student. The card is fun in casual but isnt good.

I have said what your creature line up should be. The core is Changeling Yuuriko Infiltrator, Strix, about 14-16 bodies. Then its up to you if you play 4 ornithopter and retrofitter or maybe lean in on ninja synergy with Mothdust Changeling. Tap that Infiltrator for flying etc. If you go green instead you look to snowlands and Ice-Fang Coatl and Oko.

Then you want 18 lands. Watery Grave as a 1 of. Fetches and basics. This lets you play 20 spells. So 4 brainstorm ponder force daze fatal push.

Jitte is gonna be OK in your sideboard but main deck it has antisynergy with your repeated bounce plan. Post board you can side it in for a creature match up and play

Spell_Slam on Ninjas Tribal Dimir

1 year ago

Looks great! Do you have a special rule with your friends to let you use Ninjustu from the Command zone (à la Yuriko, the Tiger's Shadow)? If not, do you just plan on casting it for 4 mana?

Cavern Harpy is a pretty big omission from the deck. It's a cheap and evasive threat that also bounces back your ninjas AND can also return itself to hand for only 1 life, making it near unkillable and completely resetable for more ninja shenanigans.

Do you play in a heavy Blue meta? I think Slither Blade would be slightly better than Merfolk Spy.

Mothdust Changeling also fits the bill as a potentially evasive "ninja" for value.

Withdraw can be a pretty cheeky spell in that you can target on of your creatures with the "Pay 1" ability and essentially get a good ninja reset/tempo spell that can also target two of your opponets' creatures when they are tapped out.

Skyscanner gets you a lot of value like Cloudkin Seer and Pilgrim's Eye.

I get the idea with the adventure creatures, but Smitten Swordmaster seems a bit weak because he has no evasion.

I'm also not a huge fan of Aven Eternal or Daggerdome Imp.

Some of your removal seems slow. You could get your hands on the downgraded Cast Down. Gigadrowse also seems like something you'd want.

jakeelephant006 on its too late they are already under your bed

1 year ago

This deck performs very well with some decently large deficiencies. I think you need to cut some weaker cards (sorceries and creatures mostly) and add in more Ninjas and ninja synergies.

Cards to Cut: Creatures: Definite cuts are Jeskai Infiltrator, but I'd also heavily consider trimming Dark Impostor, Deathcult Rogue, Etrata, the Silencer, and Nezumi Cutthroat.

Sorceries: Definitely cut Hour of Eternity, Kefnet's Last Word, Paranoid Delusions and consider trimming Ghostform, Slip Through Space, or Stealth Mission.

Artifacts, Enchantments, Instants, Planeswalkers, and Lands: I would definitely cut Briber's Purse, Fatal Push, and Vraska, Scheming Gorgon while also giving thought to the merits of including Skygames, Bontu's Monument, Forge of Heroes, Unclaimed Territory, and of, or at least the Amonkhet, cycling lands.

The cards I have recommended are either slow, have low to zero synergy with the rest of the deck, or are typically weak in commander.

Cards to Add Creatures: Ninjas, ninjas, and more ninjas (plus some cheaper unblockables for good measure). There are 19 Ninjas in mtg history (excluding changelings). You have 11 in this deck. I think you ought to have more. The cheapest are Mistblade Shinobi, Okiba-Gang Shinobi, Skullsnatcher, Throat Slitter, and Walker of Secret Ways. Higure, the Still Wind and Ink-Eyes, Servant of Oni are both reasonable splurges in terms of powerful Ninjas to acquire. Now for other creatures to enable Ninjitsu. First off, I could have included Changeling Outcast in the last section since it is also a Ninja and you should absolutely be running it in here. Other small unblockables for you to Ninjitsu into are Gudul Lurker, Slither Blade, Tormented Soul, Faerie Seer, Mothdust Changeling, Gingerbrute, Dimir Infiltrator, Baleful Strix, Invisible Stalker, Augury Owl, Sage Owl, Spire Owl, and Cloud of Faeries. All of these cards are less than 3 cmc, and are either entirely unblockable or have good etb/ltb or dealing combat damage synergy (and are mostly pretty cheap too). I'd recommend adding at least 3 or 4 of them in addition to the above ninjas.

Other cards: This section is mostly for general things that you could do to make this deck more consistent and enjoyable to pilot, but there are a couple specific synergies I think you're missing out on. They're both pretty intertwined so I'll just address them together. I think you could be putting in a few more cards that are good to reveal off of Yuriko's trigger and ways to manipulate the top of your library so you get those card when they are most impactful. I am referring to cards like Treasure Cruise, Sibsig Muckdraggers, Temporal Trespass, Dig Through Time, Draco, Consign / Oblivion, Murderous Cut, Far / Away, Curtains' Call, Into the Story, Submerge, Commandeer, Commit / Memory, Discovery / Dispersal, Rags / Riches, In Garruk's Wake, and any other high cost card that has an alternate mana cost, mana reducing ability, split card, or is a high impact card. Then you could also throw in a few ways to manipulate the top of your library like Brainstorm, Ponder, Serum Visions, Tamiyo's Epiphany, and Crystal Ball. The only other synegystic thing you could put in here is making your other creatures Ninjas as well with Conspiracy, Xenograft, Arcane Adaptation, and Amorphous Axe.

Otherwise, you could probably add in some more ramp (Sol Ring, Mind Stone, Star Compass, etc.), card draw (see cantrips above and Last Thoughts), board wipes (could probably replace Bontu's Last Reckoning with some of the ones from the last section or just add those ones or some other good boardwipes) and spot removal or counterspells (I don't see a lot of good ways to deal w/ non-creature permanents in here).

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