Pristine Skywise

Pristine Skywise

Creature — Dragon


Whenever you cast a noncreature spell, untap Pristine Skywise. It gains protection from the colour of your choice until end of turn.

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Printings View all

Set Rarity
Commander 2019 (C19) Rare
Dragons of Tarkir (DTK) Rare
Promo Set (000) Rare

Combos Browse all


Format Legality
Leviathan Legal
Unformat Legal
Pioneer Legal
Limited Legal
2019-10-04 Legal
Commander / EDH Legal
Duel Commander Legal
1v1 Commander Legal
Oathbreaker Legal
Casual Legal
Vintage Legal
Block Constructed Legal
Tiny Leaders Legal
Highlander Legal
Canadian Highlander Legal
Modern Legal
Legacy Legal

Latest Decks as Commander

Pristine Skywise Discussion

jdtreker on Official missing/incorrect card/token thread

1 month ago

The promo version of Pristine Skywise (the alt art from the intro pack) is missing

Paeldroth on Endless Forms Most Beautiful: Vadrok EDH [PRIMER]

4 months ago

Daedalus19876 I appreciate the addition of the budget section! As suggested, I'm going to look into Consecrated Sphinx. Thoughts on the following critters for mutations? Pristine Skywise, Tectonic Giant, Treasonous Ogre, Taurean Mauler, Aquamoeba, Zetalpa, Primal Dawn?

JakeHarlow on Do Most Planes Feel Like …

6 months ago

@ ClockworkSwordfish

I agree, those planes were so lame. “Guys, get excited, this is Mongolia with Dragons!” and “Okay guys, this is so epic, this entire plane is New Delhi with robots!!” just did zero things for me. I do want to discuss Tarkir for a bit though, because it highlights some of the laziness of WotC’s design. I won’t discuss Kaladesh because it was a snooze fest from start to finish. Super boring mechanics-wise and worldbuilding-wise.

Tarkir was a little less irksome than Kaladesh because the mechanics of the set were a bit more interesting to me and the cards seemed better-balanced apart from Siege Rhino in Standard. I think it was also helped a bit by having diverse environments and factions — the wedge color pie “clans” at least had somewhat well-defined characteristics and even featured watermarks on their cards reminiscent of the Ravnica guilds (I still felt like Mardu was not representative of its colors though; I was surprised when they made Dega (what used to be nicknamed) the “total chaos / aggro / Orcs ‘n’ stuff” clan — would not have been the choice I made...I mean when you take the Lawful Evil Orzhov, and add , does it just suddenly become a World of Warcraft Orc-party ripoff meme?). Each clan had a theme, a mechanic, and then the third set of block gave us five new factions that were allied color pairs, with a slight twist on the mechanics that their previous tri-colored incarnations used to have. The issue here, of course, was that these new allied color factions often just felt like ripoffs of the Ravnica guilds they mirrored, and didn’t feel new enough:

  • - colored Dromoka, was a Selesnya-ish faction that focused on +1/+1 counters. How many other sets has had do that?? Even the “community before everything” flavor was a total yoink from Ravnica’s Selesnya. At least it improved Abzan’s Outlast mechanic, which was boring and also unplayable in Constructed, to “bolster,” which was at least better in Limited...ultimately kind of a snooze fest though.

  • - colored Ojutai was basically just Azorius with a more “monks and mystics” flavor. This one was still the best and most unique in my opinion because it was themed around tempo-oriented and aggressive strategies whereas traditional Ravnican Azorius has always been more about pure control, strategy-wise. The prowess mechanic didn’t exactly show up again in its Jeskai form, but reprinting rebound onto new cards felt fun and appropriate for the colors. Still kept its “noncreature spells matter” identity but twisted it a bit — now this clan wanted to do a bit of tempo play before curving into big Dragons, which still cared, sometimes, about spells — a la Pristine Skywise.

  • - colored Silumgar was confusing to me. Sultai was this weird ramp-y, graveyard-based strategy that had all these fun delve cards (a reprinted mechanic itself, but done pretty well here), and actually felt unique and somewhat interesting. Silumgar switched to an aristocrats-style, almost aggro-oriented strategy with the “exploit” mechanic. It still cared about death and the graveyard to an extent, and did highlight the ruthlessness of the Dimir colors. I guess at the end of the day this clan was different enough from Ravnica’s Dimir that I have to give its design some credit, though ultimately I felt the mechanic was a little boring. It had very little impact on Standard, and the best way to play in those days was still inside of a hard control shell. I don’t recall my playing Silumgar in Limited as being particularly memorable. Just kind of a jumble of blue and black midrange-y creatures that sometimes wanted to eat each other. Almost felt like bad “devour” from the Alara block?

  • - colored Kolaghan became just...harder aggro than its prior incarnation in Mardu. The “dash” mechanic wasn’t even new, it had been printed on Mardu cards in the prior set, Fate Reforged. The slapdash “attack at all costs, aggro for life!!” theme of this clan was just Rakdos as we’ve always known it. Pretty boring. I didn’t even hardly notice the lack of white because it didn’t feel any different from Mardu, which had the “we have to attack every turn” mentality with the “raid” mechanic. Honestly, raid felt better when it was reprinted in Ixalan and attached to the Grixis-colored Pirate tribe. Kolaghan brought nothing new and felt straight up lazy.

  • - colored Atarka had - colored Temur’s ferocious become formidable. We care about 8 power now instead of 4. Really, that’s it?? Otherwise this was just straight up Gruul. It was the “we ramp hard into big dumb creatures and do aggro to smash things” clan. In other words, Ravnica’s Gruul to a T. Disappointing, because Temur was actually pretty interesting, mechanically, before it lost . It was basically a ramp-oriented monsters strategy that had access to tempo and interaction, even countermagic, and it felt fun and interesting. I loved the cards Temur Charm and Stubborn Denial, they were perfect for what Temur was mechanically. Removing just turned it into Gruul. Again, disappointing.

Finally, there were the clan-unifying mechanics of morph, a reprinted mechanic that was still done fairly well and felt interesting in Limited, and then its “twist” in the final set, “megamorph.” This was the most boring design cop-out I’d seen yet. “Guys, get excited. This is EXACTLY like morph, but it gets a +1/+1 counter when it goes face-up!!” My God. So. Lame.

Anyway, I think the wedge clans color shifting into allied color pairs really highlighted a big lack of creativity on the part of WotC. And I think they got some of the design behind the wedge clans wrong. Plus “the entire planet is Mongolia” thing was a bit silly.

Kaladesh was just lame and sucked. Didn’t help that the quality of the cardboard hit rock bottom in this era, but we aren’t here to discuss that.

Chesu on

1 year ago

Your lands are a bit funky... You really only need around 36 lands for something like this, and you have plains as the majority of basics when white is the smallest portion of your deck. I would switch up basics so you have 10 Island s, 4 Plains , and 6 Mountain s. Aside from that to bring it to 100 cards I'd cut stuff like Storm Herd , Clone Legion and Sublime Exhalation . They're good cards but really not worth the mana cost. Some things that didn't seem like they really fit with the theme of the deck are Azor, the Lawbringer , and Pristine Skywise . I could be reading the deck completely wrong but this is just my two cents, take it with a grain of salt as I'm still relatively new to building decks. Sorry for the wall of text as well.

Jagd_Tallgeese on

3 years ago

Since Shu Yun benefits from a lot of noncreature spells, some counter spells and exile effects would be useful. Enchantment and artifact removal like Forsake the Wordly and Solemn Judgment would be useful. Norn's Annex, Propaganda, and Ghostly Prison can make it harder for opponent's to swing at you. Counter spells like Swan Song, Essence Scatter, Rebuff the Wicked, Mana Tithe, and Countermand provide protection and the necessary control aspect you might be looking for. Other creatures with Prowess and similar effects would benefit from what you have in mind. Monastery Swiftspear, Pristine Skywise, Cunning Breezedancer, and Pyre Hound to name a few. The Ravnica bounce lands you will want to add would be Azorius Chancery, Izzet Boilerworks, Boros Garrison, and the tricolor land Mystic Monastery. You can also add the other dual lands, Tranquil Cove, Wind-Scarred Crag, Prairie Stream, Irrigated Farmland, Inspiring Vantage, and Spirebluff Canal. Some must have artifacts are Elixir of Immortality, Venser's Journal, Chromatic Lantern, Jeskai Banner, and Argentum Armor. Hope this helps!

cornpie987387 on The Majestical Queen Flap Flap

3 years ago

I dont fink you have enough instinies for deh Pristine Skywise flap flap, but consideer it. Alshow, I fink dat Judge's Familiar is a gud flap flap for deh counties. Another counties flaper is Spell Queller and despite areythang, its counties are usually unmatched. Lyev Skyknight is gud for all deh flap flap haters who can get a time out in der prisons and yer dont has to pay alot for im either. For ULTIMATE flapitude, consid-er deh Archetype of Imagination because you know wat deh say, "live by the flap flap but dont die by the flap flap because we love them too much for dat".

johnsongrantr on Official missing/incorrect card/token thread

3 years ago

Missing promo cards for

Arashin Sovereign

Boltwing Marauder

Pristine Skywise

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