Phase Dolphin

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander 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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Phase Dolphin

Creature — Elemental Whale

Whenever Phase Dolphin attacks, another target attacking creature can't be blocked this turn.

seshiro_of_the_orochi on

3 years ago

So I'll assume Phase Dolphin and Mistford River Turtle are to slow for Pioneer? Another card that might be useful is Dive Down . Question: Is Rapid Hybridization pioneer legal? If not, you could consider Generous Gift as a very versatile removal spell. The 3/3 won't be a problem since all of your creatures will overpower them easily.

seshiro_of_the_orochi on

3 years ago

I like this deck, and I like how Charix is somewhat of a foil for Moraug, Fury of Akoum (which is one of my most favourite commanders).

For Charix, it seems being able to manipulate the number of lands under your control in both directions. For putting out additional lands, Ghirapur Orrery and Patron of the Moon seem great. To bounce your own lands, any Soratami, e.g. Meloku the Clouded Mirror or Uyo, Silent Prophet can be very useful.

A card I really like to push through a fatty is Mistford River Turtle, and Phase Dolphin is the same but a little smaller. They'd also help with your lack of early blockers.

Whispersilk Cloak is a great voltron card, the same goes for Fireshrieker. One final suggestion I recently included in Moraug is Oblivion Sower. It's simply terrific in non-green lands-decks.

SirHipHopHippo on The Suicide Squad

3 years ago

TheWooba

Thanks! I'm happy you like it. I've actually been testing this deck with Horde of Notions for a while now and I think that I will make the switch for a few reasons.

  1. Early game hate. People just dislike Kenrith decks in general, you typically become an early game target. Less people are worried about Horde and I tend to fly under the radar a bit more.

  2. Elemental synergy. Cavern of Souls , Unclaimed Territory , Cover of Darkness , Risen Reef , and Kindred Discovery all have more use cases when running Horde of Notions .

  3. Haste and Vigilance, it's nice being able to swing hard with Horde of Notions immediately on cast, the vigilance is a major bonus because this deck does struggle with blocking since most the bodies in the deck kill themselves.

I've also in my testing decided to take out Phase Dolphin because I simply don't use it enough, if it had haste it would be significantly better. I am going to replace Phase Dolphin with Shalai, Voice of Plenty so that I can protect the creatures better, I've had opponents destroy Suicide Squad creatures mid combat which is always the worst. My only downside to doing this is that Shalai is not 3cmc or less so it's one less card to work with all of my synergies with Teshar, Ancestor's Apostle , Aluren , Collected Company , and Sevinne's Reclamation .

However, Shalai, Voice of Plenty is legendary / historic so it does work with Teshar, Ancestor's Apostle in some ways.

Murphy77 on Simic standard

4 years 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.

I would want Moss Viper for early creature presence and Maraleaf Pixie for early mana-ramp.

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.

Yoshypt on Simic standard

4 years ago

First standard deck built with cards from a few drafts, play group only building decks with cards since throne of eldraine

With Mistford River Turtle and Phase Dolphin to help some creatures go through, both for card draw and big creatures

Shimmerwing Chimera so I can bounce Kenrith's Transformation and Warbriar Blessing if needed

Any suggestions are welcomed

Epicurus on Card creation challenge

4 years ago

If I understand correctly, you would like a mono-blue Mu Yanling tribal walker for elementals, set on Ikoria?

There are only a few mono-blue elements from what I've seen spoiled for Ikoria:

And two in red:

And only one :

Lutri, the Spellchaser

So there's not much to draw from there alone. It would have to be considered alongside her usefulness in other planes as well. But a few Ikoria keywords (pun kind of intended) could certainly be implemented elsewhere.

For instance, I noted pretty quickly that the common verbiage on cards like Jace, Arcane Strategist was a setup to make cycling more effective. So even though he's in Ravnica during that rendition, he'll probably be even better in Ikoria. R&D know what they're doing.

With all of this in mind, I'll now take a stab at Mu Yanling as a tribal walker in Ikoria


Mu Yanling, Wind's Potentate

When you cast your second spell each turn, create a 1/2 blue Elemental Bird creature token with flying

+2 Put a +1/+1 counter and a flying counter on target creature you control. It becomes a blue Elemental in addition to its other colors and types

-2 ~ deals 3 damage divided as you choose between up to 3 target creatures. Those creatures lose flying until end of turn.

-8 Flying creatures you control get +5/+5 until end of turn

5


So, kind of a flying tribal (if there is such a thing) more so than Elemental tribal, but that's more in line with some of the themes of Ikoria anyway. It turns your other creatures into air elementals, and I think that showcases the sheer extent of her power, speaking from a purely flavor perspective. But the spellslinger static ability leans towards Izzet, which translates well into any plane.

Two posts came up in the million years it took me to type all this, and I still managed to be in the right for completing the challenge! Mahahaha!

Do a Vivien tribe walker for beasts.