Skatewing Spy

Skatewing Spy

Creature — Vedalken Rogue Mutant

: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)

Each creature you control with a +1/+1 counter on it has flying.

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

Skatewing Spy occurrence in decks from the last year

Latest Decks as Commander

Skatewing Spy Discussion

PhaylogenX on

8 months ago

Skatewing Spy Is a little cheaper than Sapphire Drake if you value the evasion more than the threat. You could also adapt it later to make it bigger than the drake would be.

Also, Kiora's Follower is a little more flexible with it's untaps, (and bigger) than voyaging satyr, or you could do both for redundancy.

Cool deck. :)

op1ekun on Zegana counters

8 months ago

Another batch of cuttable creatures, the premise is simple either they don't progress counters plan or are too expensive for what they do: - Conclave Naturalists - Armorcraft Judge - Avatar of the Resolute - Nimbus Swimmer - Skatewing Spy - Tuskguard Captain - Blighted Woodland - AEtherize - Bow of Nylea - Uncage the Menagerie - AEtherspouts - Durable Handicraft - Hunt the Weak - Recross the Paths - Winding Way - Rhonas's Monument

Sambo3975 on Big Bois

11 months ago

The way this deck works is pretty simple. Get out Vorel of the Hull Clade and one other creature. Put a +1/+1 counter on that creature (using one of many possible methods) and start using Vorel's ability to make it huge. You can equip Illusionist's Bracers to Vorel to quadruple the +1/+1 counters instead of doubling them. You can also use Gilder Bairn or Hydra's Growth for even more counter doubling. I considered adding a Doubling Season, but it's too expensive. You can use Seedborn Muse or Bear Umbra + Murkfiend Liege to enable you to activate Vorel's ability during your opponents' turns.

Once the creature gets huge enough to one-shot another player, you can use Crowned Ceratok or Trollbred Guardian to give it trample, or you can use Skatewing Spy, Archetype of Imagination, or Invert the Skies (which has the same effect as Archetype, but temporarily) to give the creature flying. You could also use Rogue's Passage to make the creature unblockable. I'm considering more tech (like Herald of Secret Streams) to make creatures unblockable. Use your giant creature to finish your opponents off, one-by-one, or, for a quicker finish, use Pathbreaker Ibex or Overwhelming Stampede to make all your creatures huge and kill everyone at once.

There are a couple alternate win conditions in the deck. Simic Ascendancy will get 20 growth counters on it pretty quickly, and its hexproof-ness makes it hard to remove before your next upkeep. Using Vorel's ability a few times on Darksteel Reactor is another option.

HalbrechtHalbrecht on Kenrith +1/+1 Counters/Life

1 year ago

Hey, thanks for the +1 on my deck! I +1'ed you back. :)

A couple thoughts: First, I suggest that you more clearly define what you mean by budget, as it's different for everyone. Some people mean no one card being over a dollar, some mean nothing over $10, while others are fine buying one $50 card as long as the total budget for the deck isn't more than $100, etc.

On that note, you currently have 3 creatures — Abzan Falconer , Sapphire Drake , and Skatewing Spy — that grant flying. Since this buff doesn't stack, it would feel bad to draw more than one at a time. Instead, I'd recommend keeping just one of them (probably the Falconer, as he's the most cost-efficient) and replacing the other two with creature tutors, such as Green Sun's Zenith and Chord of Calling . I consider both of those budget, at about $5 to $7 each (T/O pricing puts them higher than that, but they can be found on TCGPlayer for that price). These essentially become copies 2 and 3 of ALL your creatures, so you can go grab whatever team-wide buff is most relevant at the time — ramp from Rishkar, trample from Zegana, etc.

BlackSirius on DIY CRISPR-Simic Proliferate

1 year ago

Man you brought up a lot of good points. Ive been playing table top card games since about '99 and I know what one group says and I know what the other half says, so take what I say next with a grain of salt. A wincon is simply a way to win I'm big on not doing infinite combos and crazy things like that. Creating a board state and having a contingency in hand is the best way for me to win. I don't always win, but winning by unconventional means is much more meaningful to me. Netdecking is something anyone can do. People copy success all the time. With that said simic is my life in magic. Yorvo is a heavy on green so in my mind:

Turn 1: play a simic dual land tapped

Turn 2: play forest, summon Maraleaf Pixie

Turn 3: play simic dual, summon Yorvo, Lord of Garenbrig

Turn 4: play island, at this point you can play a card like Skatewing Spy giving you a beefed up flier, or Bloom Hulk to make yorvo a 5/5

Turn 5: this turn you set up your wincon this is more easier said than done but have ways to have Awakening of Vitu-Ghazi in hand and play Zegana, Utopian Speaker

From here the way I see it you can win by turn 7 and have 2 giant creatures, and if you have a counterspell in hand you should definitely be ok. But if you tweak this and play growth spiral and curve the mana in your favor a 5/5 and a 9/9 flying and trample with bloom hulk to attack and a 2/3 flier, a 2/2 flier, a 4/4, and a another 4/4 on turn 7 to protect or swing out ain't so bad. I've worked with far less on turn 7 and won.

jakeelephant006 on Thor: Ragyarok

1 year ago

I don't really see the point of the +1/+1 subtheme here. I think more flicker effects could be better instead. Think cards like Conjurer's Closet , Deadeye Navigator , Displace , Essence Flux , Ghostly Flicker , Illusionist's Stratagem , Teferi's Time Twist , Voidwalk . Heck, even Identity Thief kinda fits this bill. Otherwise, just add more ETB effects. I notice there's no Coiling Oracle in here and I'm pretty shocked. Maybe some more removal would be prudent. Putrefy at the very least, more (3-5 instant speed removal spells) is probably better.

So cards I think are worth cutting are most things that have to do w/ +1/+1 counters. Winding Constrictor Skatewing Spy , Ivy Lane Denizen , Bred for the Hunt , Hardened Scales , potentially Evolution Sage . There's a few other counters cards that could be considered for cuts but have enough synergy with the rest of the deck to be fine. I'd also think about cutting down on the token subtheme as well. I don't see Verdant Force being that helpful. There's not enough cards that trigger on "whenever a creature ETB" in here for tokens to be really worth it, I think. Speaking of cards that trigger "when creature ETB" I don't really like Death Match or Season of Growth (or for that matter Hedonist's Trove ) in here. These cards don't really do enough for you or let your opponents do something bad to you, potentially. Once again, I'd look to put in more ETB effects or I'd look to add in a few instants and sorceries that do things you want to do in any deck (removal, board wipe, card draw, ramp, tutors, etc.)

Overall, this deck looks really fun. I hope to play against it someday.

Murphy77 on Simic Counter Crush

1 year ago

I just get the feeling that you are trying to do too much and will lose out on consistency. Frilled Mystic has a great effect, but is expensive and difficult to play, while Siren Stormtamer might do just as well. Skatewing Spy can give all your powerful creatures flying, but also becomes playable only later in the game, when you could already be in a losing position. I don't like Hydroid Krasis unless you have 6, 8 or 10 spare mana, which is not going to happen too early in the game. I would tend to drop some of these fancy 'game-enders' in favour of a few 'game-starters'.

Simic Ascendency provides a viable win-con, but you want to start getting +1/+1 counters out from turn 1 or 2. This is about the only deck where Pelt Collector is a strong card. An extra turn 1 landfall from Arboreal Grazer , Adventurous Impulse etc. can really kick-start your game. See what you think of WAR PAW

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