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Format | Legality |
1v1 Commander | Legal |
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Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vintage | Legal |
Silent Hallcreeper
Enchantment Creature — Horror
This can't be blocked.
Whenever this deals combat damage to a player, choose one that hasn't been chosen —
- Put two +1/+1 counters on this.
- Draw a card.
- This becomes a copy of another target creature you control.

![Satya, Aetherflux Genius feature for The Surgin' General [Primer]](http://static.tappedout.net/mtg-cards-2/M3C/satya-aetherflux-genius/31-1718002317.png)




Crow_Umbra on
The Factory of Tomorrow, Today!
3 months ago
Clones like Spark Double, that can copy Satya, can get really silly in this deck. Satya copies the Satya-fied Spark Double or Sakashima already in your 99, and those clones copy something else on your board. It snowballs pretty quickly from there. I've generally enjoyed running a suite of clones like Glasspool Mimic Flip and Silent Hallcreeper; I guess whatever clones seem most interesting or budget friendly for you.
If you do add any clones, I think they could be swaps with some of the higher CMC creatures at the top of your curve, or Arcbound Crusher.
Lastly, I'd recommend checking out Reconnaissance as another means of keeping your creatures safe in combat, especially since you're already running Dolmen Gate. The reprint from Assassin's Creed has updated reminder text. Basically you can use it to remove a creature from combat at any point during combat, including after it's dealt combat damage, before combat ends. It's like pseudo-Vigilance with additional upside.
doc_frank_18 on
A mill-ion
4 months ago
Maybe take out Brinebarrow Intruder and put in Silent Hallcreeper?
ClockworkSwordfish on
Literally just a list of unblockable creatures
4 months ago
Looking good, I like the cohesion and dedication to the concept. Looks like it could do the trick, too!
I can see a couple slots that could use a possible boost, though... you might like something along the lines of Suspicious Stowaway Flip, Silent Hallcreeper or Shoreline Looter over Cephalid Pathmage - there aren't exactly many targets waiting for him to help with unblockability, ha ha. Metathran Soldier might also be a little plain as a vanilla 1/1 for 2.
There are also a few gems that come to mind for 'unblockable tribal' that are worthy of finding room for! Dowsing Dagger Flip ends up being a discount Gilded Lotus, and One with Nature can be a Rampant Growth every turn for one measly mana.
razelfark on
Eerie :: Enchantment
6 months ago
Solid looking start for a deck idea, but almost lloks like you have your deck split between a token value deck and aura pump start.
For Aura Pump I would advise picking up:
Silent Hallcreeper: this 2 drop provides you with a great early creature that can't be blocked until you have to transform it into a copy of one of your other craetures.
Gremlin Tamer: 4th copy very useful
Sheltered by Ghosts: up to 4 copies is not a bad thing as the card is solid removal and protection. Downside that they do get their card back if the creature it is on is removed, but the protection built into it makes it good enough to take a risk on.
Feather of Flight: Card draw plus flying for just 2 mana that also helps triggers all your Eerie cards is a useful. Flying particuarly useful because it helps your creatures through for attacks for synergy with Ethereal Armor for surpise lethal, but also good paired with Enduring Curiosity as you get the card draw damage triggers easier.
Fae Flight: All the bonus of Feather of Flight with one turn protection instead of card draw.
Ethereal Armor: more copies as it adds the most damage for your cards per mana as it scales with all the other cards in play. Can push turn 3 wins scary enough.
If playing Best of 3:
Negate: simple counter option to help fight vs non-target removal
Elspeth's Smite or Not on My Watch: just to help vs Mono red leyline. These instant speed spells will help you stop opponents from taking you out before you have a chance to play the game. They also can help protect you from a person slow playing their pumps with a haste pump turn.
If you want to focuse more on the token value end of your deck, well it would cost a bit of rares/mythics:
Enduring Innocence: More copies as you want the card draw value with hard to remove value card
Dollmaker's Shop / Porcelain Gallery: Does good work in this style of deck for the sudden team pump and synergy to make tokens fits.
Caretaker's Talent: Works like the Enduring Innocence to get card for value
Fountainport: This land provides all the value you want for takoen decks
And overall adjustment to more control focused spells work well with this idea surprisingly.