Pir, Imaginative Rascal

Pir, Imaginative Rascal

Legendary Creature — Human

Partner with Toothy, Imaginary Fiend (When this creature enters the battlefield, target player may put Toothy into their hand from their library, then shuffle.)

If one or more counters would be put on a permanent your team controls, that many plus one of each of those kinds of counters are put on that permanent instead.

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Set Rarity
Battlebond (BBD) Rare

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Pir, Imaginative Rascal occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Pir, Imaginative Rascal Discussion

DeinoStinkus on Good Commanders for Superfriends

1 week ago

King_marchesa Planeswalkers don't always make it to their ultimate though, and some of the best abilities of walkers are their intermediate abilities. Liliana, Dreadhorde General, Liliana Vess, Jace, the Mind Sculptor, and Nicol Bolas, Dragon-God are good examples, although Dragon God doesn't fit within Aminatou's color identity.

I'll throw in my two cents. Pir, Imaginative Rascal plus Toothy, Imaginary Friend?

Bababad on Tayam Enchantress Control

2 weeks ago

fair enough! Its a solid idea.

Luminarch Ascension / Bloodchief Ascension would be extremely useful/recurable win cons that feed you counters for Tayam and hold up in a litany of metas.

I think that Elephant Grass should be mainboarded for a reliable source of age counters and protects you from early/mid game big swings.

Song of the Dryads is a gently wider use Kenrith's Transformation and recurable removal will always be desired.

i've found Profane Procession  Flip to be wildly useful in sun titan/tayam builds, the threat of removing any commander that comes down (commanders that are returned to the command zone via this exile don't count towards your 3 count) lets you get extremely political in a 4 player game.

Pir, Imaginative Rascal can get cheesey with tayam's vig counters. giving any creature two vig counters makes it easier to activate Tayam's ability and increasing some "age" counter triggers may prove equally useful.

Night Dealings is an extremely budget, abusable card in this build that I would highly recommend. Smooths your hands and the excess counters can be used by tayam.

Things off the top of my head.

Bababad on Reindeer God Poops Elementals [Primer-ish]

3 weeks ago

Looks like a solid build, that does exactly what it aims to!

Ogre Battledriver does silly things with mary's tokens. For the longest time grabbing him and Avenger of Zendikar off of a Tooth and Nail for a finisher in my mary deck if i didn't have a board state as a backup win con, though now Finale of Devastation kinda does that better I suppose.

If you were looking to add some more creatures to deck for early game control/blockers...Conclave Mentor, Nightshade Peddler, Pir, Imaginative Rascal, and even Goblin Sharpshooter depending on your deathtouch enabler count can absolutely clean up. Destiny Spinner can give you a leg up against Blue decks.

Also the Sun Titan, Reveillark, Karmic Guide, Eternal Witness, Saffi Eriksdotter recursion package does wonderful things in a Mary shell, letting you reset after non exile wipes or get infinite mana off of Ashnod's Altar, my version is a creature heavy shell because my meta swings for the fences and has entirely too much spot removal (we all have trust issues)

Big budget I would recommend Earthcraft because it can let you explode and win in a single turn against certain matchups. There's also always Rings of Brighthearth + Basalt Monolith to solidify a win in a single turn.

Just a spattering of thoughts, this was my first edh deck and i've been tweaking it various directions for as long as been playing EDH. An amazing, versatile commander in great colors.

DeinoStinkus on User Introductions

3 weeks ago

I am very excited to be a part of this amazing community. I am the 5th decklord and 4th helper. I remember looking up to users like TypicalTimmy and Femme_Fatale in my early Tappedout days, and being in a similar place to them now is a very rewarding experience.

Favorite format?

I suppose my favorite format is Commander. I've touched upon why I don't play other formats before, but I'll say it again. I used to play Modern, because even I knew that Vintage and Legacy were way out of my league. I was running a deck I had titled "Total Extinction", after the combo of the deck: Lord of Extinction + Fleet Swallower. I was equipped with two Whispersilk Cloaks and an Aether Tunnel to better enable the combo. The rest was jank, although looking back Hedron Crab, Bloodchief Ascension, and Ob Nixilis, the Fallen probably weren't bad either. I went to a Modern game at my LGS, and it didn't happen because there was only one other person there. He offered to play his deck with mine. I accepted. He assured me that it was "just a deck he had been tinkering with".

It was a Breach Hulk deck focused around Valakut, the Molten Pinnacle. I lost turn four.

Needless to say, I didn't play Modern again.

I found Commander, and I have been playing ever since. I also enjoy Limited, as is apparent by the number of draft decks I have on this site.

Favorite Deck?

My favorite deck is Yennett Simplicity. I'm a budget player at heart, and the low cost of the deck for me felt very complete. It is also the only deck on this entire site that I fully own.

Favorite Color?

My favorite color is Blue. It is, in my opinion, the most powerful color in the game. Running a deck without it is sad to me. I really want to try an Abzan aggro or Krenko deck, but the thought of abandoning my altered Rhystic Study is just alien to me.

Favorite Guild?

My favorite guild to play is Dimir. I love the thought of skulking around in the shadows and milling my opponents. I am a somewhat sadistic player (one of my favorite cards is Sadistic Sacrament), but in reality I am a Simic, as confirmed by multiple online quizzes.

Favorite Shard?

It's got to be Esper. All of my favorite commanders come from Esper: Yennett, Cryptic Sovereign, Sen Triplets, Zur the Enchanter, Oloro, Ageless Ascetic, and Aminatou, the Fateshifter. If I had to pick a second, it would be Jund, as I have a casual Jund sacrifice deck that's really funny. It usually draws itself out.

Favorite Wedge?

Sultai, without a doubt. Yarok, the Desecrated and The Mimeoplasm are both Sultai. Self-Mill has always intrigued me, and Yennett Simplicity was originally supposed to be a Solar Flare deck.

Card that best represents you?

Um... I don't know. I suppose I am a combo of Pir, Imaginative Rascal and Master Biomancer.

Hobbies Outside of Magic?

I consider myself a Creator. I write novels, create graphic novels, and compose music. I recently finished a piece entitled "Raindrops Sonata", a moody sonata which emulates three stages of a person's life and struggle with the reality of death.

Tell us about your life outside Magic.

I'm a homeschooled sophomore in high school, so my life is pretty exciting right now. I got a 5 on my AP Biology test as a freshman, and I am gearing up to take on two more tests at the end of this year. COVID-19 hasn't affected me as much as it has other people, which makes me feel guilty, but I miss my social life. But Tappedout has given me a community to belong to in these trying times.

How did you come up with your username?

It's my old XBOX username. Deino is Latin for "terrible", so DeinoStinkus means terrible stink. Honestly, the name has become very intertwined with me over time. It is the name I use on most websites and games, including Reddit (DeinoStinkusOU), PVZ2, and soon YouTube as DeinoStinkus Studios.

What first appealed to you about Magic?

Ooh, that's funny. I actually didn't want to play it at first. I thought it was going to be too complex (okay, still don't understand Mutate or Banding), and I wasn't really into fantasy at the time. In fact, I was at a homeschooler's conference in Atlanta where some players were playing on the floor, and they offered to play, and I said nah and instead proceeded to ride the hotel's 50-story elevator over and over.

It wasn't until Thanksgiving week that I learned MTG. My uncle and cousin were coming up, and they wanted to teach me Magic. I was like "okay, fine, how do you play?" So they taught me. I learned pretty quickly and by the end of the week I had two decks: a Rakdos direct damage deck that I had brewed up and my cousin's Gatecrash Extort deck.

Why is Magic important to you now?

It's a fun game, and I'm too invested in it now to quit. Personally, I'm glad I didn't choose Standard as my format, but we'll get to that later.

What are your thoughts on the current metagame?

EDH's metagame is unique to the environment, so let's talk about Standard.

Oh my god. I'm going to make a video one day talking about the history of our Core 2021 Standard and how insanely broken it is. I hate everything about Core 21 Standard, and I'm glad I don't play it, because I would've given up by now.

Are there any cards or strategies you feel overcentralize the metagame?

That's literally Standard in a nutshell, friend.

Combo: Grim Tutor

Ramp: Uro, Titan of Nature's Wrath, Ugin, the Spirit Dragon

Aggro: ha, got you there, AGGRO DOESN'T EXIST IN STANDARD RIGHT NOW!

And then just look at Shatter the Sky. A nerfed Wrath of God in Standard.

How do you deal with an overperforming thing in your pod?

Everyone at my LGS runs Blitz combos and it sucks. That's why I have to resort to combos of my own and mass control with cards like Sadistic Sacrament and Blazing Archon.

What is your approach to deckbuilding?

I think of as many cards as possible to put into my deck, then I decide on a specific direction I want my deck to go in. Then I look up cards that help that direction, make replacements, research price, etc. Then I go to my LGS and buy the cards I need. I always have backups if they're out.

Share with us some of the decks on Tappedout you feel are under appreciated.

The Spellchaser decks by SynergyBuild and GoblinElectromancer are creative and amazing. I think more people should look at the First Cycle and Help! tabs to find new decks in need of help.

What new products are you excited for?

Double Masters and Commander Legacy! I suppose Zendikar Rising would be interesting, but I'm not a huge fan of the early Zendikar sets. I haven't got a chance to draft a Masters set before, so I'll definitely have to crack some packs with my friend.

Anyway, thanks for the valuable experience on this site! Thanks everyone who made this place a very special place to be a part of!

Last_Laugh on Reyshai +1/+1 counters

3 weeks ago

I'm just posting 2 cards for suggestions but could list waaay more. Instead I'm posting links to 3 decks you need to check out including my own.

Blade of Selves and Rite of Replication do amazing things here.


Mathing is Hard! All math based on 4 players and for the Blade of Selves combo found in the next section, plus the cards listed in each section below. Special thanks to Gidgetimer for help with the math!

Note: Master Biomancer and Bramblewood Paragon need to be figured separately as they only add counters when Reyhans enter, not when she moves counters. Good-Fortune Unicorn doesn't work with the below combos.


Blade of Selves on Reyhan, Last of the Abzan - Two tokens are created with counters. They leave the battlefield and six instances of placing counters are created.

6x3=18 counters in 6 increments of 3 counters.


Hardened Scales, Winding Constrictor, AND/OR Pir, Imaginative Rascal - Two tokens are created with counters. They leave the battlefield and six instances of placing counters are created. One, Two, or Three counters are added (or more, respectively) both on creation and on trigger resolution.

With 1 = 30 counters in 6 increments of 5 counters.

With 2 = 42 counters in 6 increments of 7 counters.

With 3 = 54 counters in 6 increments of 9 counters.

+12 Counters for each additional counter.


Corpsejack Menace Only - Two tokens are created with counters. They leave the battlefield and six instances of placing counters are created. Counters are doubled both on creation and on trigger resolution.

6(2(2(3)))=72 counters in 6 increments of 12 counters.


Doubling Season Only - Four tokens are created with counters. They leave the battlefield and twenty instances of placing counters are created. Counters are doubled both on creation and on trigger resolution.

20(2(2(3)))=240 counters in 20 increments of 12 counters.


Corpsejack Menace AND Doubling Season - Four tokens are created with counters. They leave the battlefield and twenty instances of placing counters are created. Counters are quadrupled both on creation and on trigger resolution.

20(4(4(3)))=960 counters in 20 increments of 48 counters.


Corpsejack Menace AND Doubling Season AND Pir, Imaginative Rascal, Hardened Scales, AND/OR Winding Constrictor (aka Magical Christmas Land) - Four tokens are created with counters. They leave the battlefield and twenty instances of placing counters are created. One, Two, or Three counters (or more, respectively) are added and then counters are quadrupled both on creation and on trigger resolution.

With 1 - 20(4(4(3+1)+1))=1360 counters in 20 increments of 68 counters.

With 2 - 20(4(4(3+2)+2))=1760 counters in 20 increments of 88 counters.

With 3 - 20(4(4(3+3)+3))=2160 counters in 20 increments of 108 counters.

+400 counters for each additional counter.


Hardened Scales, Winding Constrictor, AND/OR Pir, Imaginative Rascal - Rite makes 5 tokens with counters. Them dying creates 30 triggers. 30((3+X)+X)

With 1 - 150 in 30 increments of 5 counters.

With 2 - 210 in 30 increments of 7.

With 3 - 270 in 30 increments of 9.

+60 counters for each additional counter.


Corpsejack Menace only - 5 tokens with counters are created. They leave the battlefield and thirty instances of placing counters are created. Counters are doubled both on creation and on trigger resolution.

30(2(2(3)))=360 in 30 increments of 12 counters.


Doubling Season - 10 tokens with counters are created. They leave the battlefield and 110 instances of placing counters are created. Counters are doubled both on creation and on trigger resolution.

110(2(2(3)))=1320 in 110 increments of 12 counters.


Doubling Season AND Corpsejack Menace - 10 tokens with counters. They leave the battlefield and 110 instances of placing counters are created. Counters are quadrupled both on creation and on trigger resolution.

110(4(4(3)))=5,280 in 110 increments of 48 counters.


Doubling Season AND Corpsejack Menace AND Pir, Imaginative Rascal, Hardened Scales, AND/OR Winding Constrictor (aka 'Shoulda spent that luck on the lotto') - 10 tokens with counters are created. They leave the battlefield and 110 instances of placing counters are created. One, Two, or Three counters (or more, respectively) are added and then counters are quadrupled both on creation and on trigger resolution.

110(4(4(3+X)+X))=

With 1 - 7,480 counters in 110 increments of 108.

With 2 - 9,680 counters in 110 increments of 108.

With 3 - 11,880 counters in 110 increments of 108.

+2200 counters for each additional counter.


Little Rey of Ishine (Reyhan/Ishai 2.73 cmc) Mine (Upvotes are appreciated!)

Reyhan and Ishai's Counterattack KibaAlpha's list

Reyhan&Ishai | Where Unstoppable Meets Immovable! AkaAkuma's list

Last_Laugh on

1 month ago

Blade of Selves and Rite of Replication open up some pretty nuts combos. Copying Reyhan means each Reyhan sees and copies any counters.


Mathing is Hard! All math based on 4 players and for the Blade of Selves combo found in the next section, plus the cards listed in each section below. Special thanks to Gidgetimer for help with the math!

Note: Master Biomancer and Bramblewood Paragon need to be figured separately as they only add counters when Reyhans enter, not when she moves counters. Good-Fortune Unicorn doesn't work with the below combos.


Blade of Selves on Reyhan, Last of the Abzan - Two tokens are created with counters. They leave the battlefield and six instances of placing counters are created.

6x3=18 counters in 6 increments of 3 counters.


Hardened Scales, Winding Constrictor, AND/OR Pir, Imaginative Rascal - Two tokens are created with counters. They leave the battlefield and six instances of placing counters are created. One, Two, or Three counters are added (or more, respectively) both on creation and on trigger resolution.

With 1 = 30 counters in 6 increments of 5 counters.

With 2 = 42 counters in 6 increments of 7 counters.

With 3 = 54 counters in 6 increments of 9 counters.

+12 Counters for each additional counter.


Corpsejack Menace Only - Two tokens are created with counters. They leave the battlefield and six instances of placing counters are created. Counters are doubled both on creation and on trigger resolution.

6(2(2(3)))=72 counters in 6 increments of 12 counters.


Doubling Season Only - Four tokens are created with counters. They leave the battlefield and twenty instances of placing counters are created. Counters are doubled both on creation and on trigger resolution.

20(2(2(3)))=240 counters in 20 increments of 12 counters.


Corpsejack Menace AND Doubling Season - Four tokens are created with counters. They leave the battlefield and twenty instances of placing counters are created. Counters are quadrupled both on creation and on trigger resolution.

20(4(4(3)))=960 counters in 20 increments of 48 counters.


Corpsejack Menace AND Doubling Season AND Pir, Imaginative Rascal, Hardened Scales, AND/OR Winding Constrictor (aka Magical Christmas Land) - Four tokens are created with counters. They leave the battlefield and twenty instances of placing counters are created. One, Two, or Three counters (or more, respectively) are added and then counters are quadrupled both on creation and on trigger resolution.

With 1 - 20(4(4(3+1)+1))=1360 counters in 20 increments of 68 counters.

With 2 - 20(4(4(3+2)+2))=1760 counters in 20 increments of 88 counters.

With 3 - 20(4(4(3+3)+3))=2160 counters in 20 increments of 108 counters.

+400 counters for each additional counter.


Hardened Scales, Winding Constrictor, AND/OR Pir, Imaginative Rascal - Rite makes 5 tokens with counters. Them dying creates 30 triggers. 30((3+X)+X)

With 1 - 150 in 30 increments of 5 counters.

With 2 - 210 in 30 increments of 7.

With 3 - 270 in 30 increments of 9.

+60 counters for each additional counter.


Corpsejack Menace only - 5 tokens with counters are created. They leave the battlefield and thirty instances of placing counters are created. Counters are doubled both on creation and on trigger resolution.

30(2(2(3)))=360 in 30 increments of 12 counters.


Doubling Season - 10 tokens with counters are created. They leave the battlefield and 110 instances of placing counters are created. Counters are doubled both on creation and on trigger resolution.

110(2(2(3)))=1320 in 110 increments of 12 counters.


Doubling Season AND Corpsejack Menace - 10 tokens with counters. They leave the battlefield and 110 instances of placing counters are created. Counters are quadrupled both on creation and on trigger resolution.

110(4(4(3)))=5,280 in 110 increments of 48 counters.


Doubling Season AND Corpsejack Menace AND Pir, Imaginative Rascal, Hardened Scales, AND/OR Winding Constrictor (aka 'Shoulda spent that luck on the lotto') - 10 tokens with counters are created. They leave the battlefield and 110 instances of placing counters are created. One, Two, or Three counters (or more, respectively) are added and then counters are quadrupled both on creation and on trigger resolution.

110(4(4(3+X)+X))=

With 1 - 7,480 counters in 110 increments of 108.

With 2 - 9,680 counters in 110 increments of 108.

With 3 - 11,880 counters in 110 increments of 108.

+2200 counters for each additional counter.


Feel free to check out my list for inspiration. Upvotes on any of my decks are appreciated. Little Rey of Ishine (Reyhan/Ishai 2.74 cmc)

1empyrean on Tayam's Constellation EDH

1 month ago

linkzero thanks for the comments and suggestions. I have definitely considered all of these suggestions, so let me give you my thoughts on them.

With Cathars' Crusade, I decided not to run it because it can't be brought back with Tayam, which was something I sought to limit as much as possible. The only cards that cost more than 3 are creatures.

Pir, Imaginative Rascal is fine, but Winding Constrictor is cheaper to cast and has a bigger body, while doing the same thing. I didn't feel like running both, or the more limited +1/+1 counter ones. I'm really not focusing on +1/+1 counters here.

Evolution Sage was in my deck list until I realised I didn't have one available. I made due without, and it was one of the things that led to me building a more defensive type deck, which my playgroup appreciated. Additionally, I limited the fetch lands because I didn't want to be searching and shuffling all the time for a tapped land. I did get a Fabled Passage with M21, so I'll probably throw that in soon.

I got a Rishkar, Peema Renegade the other day. Still thinking about what to take out. I have Lost Auramancers in my maybeboard, and I think I'm going to swap it with Daxos the Returned.

My Nikara is tied up in another deck, and its not all that great a fit here, really.

All the rest, the enchantment removal cards, I had to wittle out of my deck and have ready to swap in if a card doesn't really seam to be working out. Its kind of tough to make swaps at the moment. One thing I can say is that I use Mark of the Oni to steal threats, which is often more effective than removal. A big part of the deck revolves around using Tayam's ability to bring aura's out, and because this happens while Tayam's ability resolves and without targeting, opponents can't respond to the aura stealing their creature. It's kind of brutal.

Archangel of Thune is a powerhouse and with 14 cards that can gain life, I usually do just fine with getting it to trigger. You mentioned Skola Grovedancer triggering off of fetch lands, but it also triggers off of Tayam's self-mill, which means it triggers frequently. If nothing else, it can trigger itself with lifelink.

Elesh Norn, Grand Cenobite being an anthem effect means devoted druid can get more -1/-1 counters.

I run the deck as a pillow fort and usually try to focus on protecting my own field before messing with someone else's. I hope that explains my reasoning behind card choices a bit. I would like to fit in Song of the Dryads and Darksteel Mutation, but there really hasn't been a great need with my playgroup.

linkzero on Tayam's Constellation EDH

1 month ago

Hey there, I understand you are trying to keep in mind the balance between maintaining a constellation theme, but the synergy of +1/+1 counters would allow you to use Tayam's ability more often.

Cathars' Crusade - If you bring a creature back, Cathar's would trigger and get you at least 2, if not 3 more +1/+1 counters to then use Tayam's ability again, limiting you only to mana.

Pir, Imaginative Rascal - Doubles the amount of counters (any) on your permanents, giving you more activations.

Evolution Sage - The landfall proliferate again really helps add counters. Especially if you add back the sacrifice lands, like fetches, Evolving Wilds, Terramorphic Expanse, and Fabled Passage. (Those lands synergise with Skola Grovedancer too.)

Rishkar, Peema Renegade - Turns all your creatures into mana dorks.

Nikara, Lair Scavenger - Turns your creatures dying into card draw.

Hardened Scales / Conclave Mentor / Branching Evolution - Works similarly to Winding Constrictor, but less effective as only works on +1/+1 counters.

Grasp of Fate / Banishing Light / Oblivion Ring - Personally I would at least add Grasp of Fate, because 3 for 1 removal which can be reused through your commander's ability if it gets dumped to graveyard is very good.

Darksteel Mutation / Song of the Dryads - I think are more effective removal against a commander.

Personally, I don't feel like there's enough lifegain to make use of Archangel of Thune, and Elesh Norn, Grand Cenobite is a good finisher but is an anthem effect (not counters). Good luck with tuning the deck!

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