Creature — Illusion
When Palinchron enters the battlefield, untap up to seven lands.
: Return Palinchron to its owner's hand.
Combos Browse all
|Commander / EDH||Legal|
Palinchron occurrence in decks from the last year
Latest Decks as Commander
4 days ago
LuckDragon I thank you very much for your input! I was not aware of a few of these cards and I very much value your suggestions. though I should say I was aware of Palinchron and Treachery , but Those are a bit out of range for me.
5 days ago
Other cards you might consider: - High Tide . Why are you not running High Tide? It makes going off with Orvar super easy, and it's tutorable with Spellseeker . Casting it multiple times by recurring it with Archaeomancer or Mystic Sanctuary is great. - Dizzy Spell . Can be used defensively and to trigger Orvar, but it also tutors for most of the repeatable spells ( Clockspinning , etc.). - Sudden Substitution . "Nice Expropriate you've got there. Why don't we trade? You get this Spellseeker I've already used, and I'll get your extra turns. And a new Spellseeker. No, you don't get to respond." - Merchant Scroll . Tutor all the instants. - Spark Double . Lets you have any number of Orvars. Targeting one Island and getting eight is rather nice. - Glimpse the Cosmos . Dig six cards deep for at most . - Confounding Conundrum . Replaces itself and slows down the opposing ramp decks, getting more punishing with every copy. Eventually acts as a way to draw your deck. (Generate infinite mana, then copy it decksize times.)
More spendy suggestions: - Sakashima of a Thousand Faces . Like the original, can enter without becoming a copy, meaning you can target him and make a token version—which can enter as a copy of something. Also lets you have any number of Orvars. - Treachery . Goes infinite in the same way as Peregrine Drake , while also providing value without Orvar or a repeatable target source. - Palinchron . Goes infinite in the same way as Peregrine Drake, and can even go infinite without Orvar, provided you have something like ...
2 weeks ago
I_Want_To_PlayAllTheDecks: I had been considering putting together a Tazri deck for a while prior to this thread (I have played her in the past but have since pulled the deck apart). I have been looking into a better balanced list here: Tazri which is far from done, but might give you some ideas. I am running Palinchron which allows for some additional combo lines above Great Whale (since it combos with Bramble Sovereign ) however if Palinchron is outside your budget then that's understandable.
1 month ago
Cloudstone Curio is amazing with morph creatures.
Walking Ballista is your best finisher here. Especially if you run Ancestral Statue as the above poster recommended. If you add these 2 cards, also add Weird Harvest to tutor the combo up. Shrieking Drake is another option that's a bit fairer than Statue if you're avoiding infinite combos.
Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Animar, Gaea's Hemorrhoid
1 month ago
I feel like Thassa, Deep-Dwelling would be the best card
not as the target of the copy but to trigger Riku of Two Reflections ability to copy at every end step
this would be good with almost anything that has an ETB trigger
getting two etb triggers every end step on cards like
Dockside Extortionist, Spellseeker, Palinchron, Agent of Treachery, Spark Double,Avenger of Zendikar,Imperial Recruiter,Reclamation Sage,Eternal Witness,Demanding Dragon
omg i could go on forever with this
2 months ago
You avoiding Ancestral Statue combos on purpose? I guess either way, I'd suggest Neoform and Weird Harvest to look up your Cloudstone combos even though they're both a bit better with Ancestral Statue and Walking Ballista. You can also substitute creatures that immediately replace their mana along with your morph creatures. Consider Beastcaller Savant, Cloud of Faeries, Peregrine Drake, Great Whale, Palinchron, and/or Stadium Vendors.
Feel free to check out my list for ideas, it's Cloudstone and Ancestral combo and the list is pretty optimized. Upvotes on any of my decks are appreciated. Animar, Gaea's Hemorrhoid
2 months ago
I would recommend maybe some of these creatures:
Brood Monitor, Caligo Skin-Witch, Duplicant, Entomber Exarch, Gilded Drake, Palinchron, Phyrexian Ingester, Rune-Scarred Demon, Selvala, Heart of the Wilds, Solemn Simulacrum, Terastodon, Thought-Knot Seer, Vendilion Clique, Venser, Shaper Savant,
As well as these cards that can help abuse ETB affects:
Deadeye Navigator, Followed Footsteps, Mirror Mockery, Rite of Replication, Strionic Resonator, Thassa, Deep-Dwelling,
If you want more suggestions, feel free to look at my deck:
Commander / EDH
61 VIEWS | IN 1 FOLDER
4 months ago
You're missing some obvious optimization includes in your mana base. Notably, you have 6 more fetchlands to include, 3 green and 3 blue. 36 is also definitely too many lands for a competitive build, and could easily go down to 32 or even 31, freeing up slots for more spells.
There are also a handful of staple mana rocks missing that should be slotted. Mana Crypt and Chrome Mox come to mind, so does Mox Diamond. I'd also recommend Priest of Titania as a must for this deck.
The biggest problem with this build as opposed to the Magical Hack build is that you're forced to run a bunch of sub-optimal cards that don't advance your game plan simply to get Momir Vig triggers. Almost every single Simic creature you run is only slotted to get triggers, and without Momir are dead draws on their own. Now compare to the Magical Hack build. After hacking, the mana dork suite that powers out Momir has now also gained value by being able to start the hack chain and serves a double purpose, freeing up other slots for interaction and problem solvers for cards that shut down the Momir dork chain. The creatures being green only also means that there is blue mana available to throw counterspells as needed to protect the dork chain.
Another problem I can easily identify with this build is having to pass the turn in the middle of the chain. You're giving opponents an opportunity to remove your commander or necessary combo pieces for winning. You're also letting them untap their mana to hold counterspells to stop your game plan. I also think that the combos you are choosing to slow are rather low value too, Palinchron has been abandoned in competitive builds for quite a long time due to needing lots of lands on the field and the high casting cost, as well as opportunity cost from slotting and potentially drawing it during the game. Deadeye Navigator is another card with all those same complaints. The Cloud of Faeries combo requires having one of two specific lands, so I'd recommend a slot for Crop Rotation if you want to rely on that combo at all.