Spellskite

Spellskite

Artifact Creature — Horror

: Change a target of target spell or ability to Spellskite. ( may be paid for with either or 2 life.)

Latest Decks as Commander

Spellskite Discussion

SentinelElf2711 on Eternal Sunshine of the Spotless Mind(SB HELP PlZ)

6 days ago

Hi Vinman. I am here from your comment on my Competitive UB mill modern (2020 short guide). For the SB i suggest u to remove Hurkyl's Recall cuz was a counter for affinity deck, but now is out of meta, so it's a dead sb card. Spellskite is a strange card for mill, why are u playing it? Why are u playing Trapmaker's Snare in sb? It is good only if u play Ravenous Trap. You can't play Lurrus of the Dream-Den if u play Ashiok, Dream Render cuz of the ruling of lurrus; so you have to choose, or lurrus or ashiok. Remove Nature's Claim cuz you don't play greed lands :). Ensnaring Bridge is a good SB card, add Damnation or Bontu's Last Reckoning for a mass removal. You need something for gaining life (Cling to Dust in my opinion is not enough), I suggest you to put in some Crypt Incursion or Profane Memento. I suggest you to remove Ghost Quarter and add 2 more Field of Ruin becouse fields force your oppo to search and proc landfall of your crabs. I suggest u to remove 2 Watery Grave and add 2 Darkslick Shores so you don't lose too mutch HP early. Hope I helped u :)

zAzen7977 on Trouble at the Old Mill!

1 month ago

That’s a good point about the Shores, and the risk/reward calculation between fastlands like Shores and checklands is something I’ve struggled with in my builds as well. I think it depends on a particular build’s mana curve, and whether a tapped fastland on Turn 4 will result in a loss. I run 2-4 fastlands in my builds that max out at 3-4 lands in play, and I only have problems 1% of the time. For some reason I always have had bad luck with checklands, so I try to avoid them, especially with builds with several non basic lands.

For this build, I think having access to an untapped U/B for no life cost during turns 1-3 is critical against burn or super fast aggro, so I would recommend Shores over Catacombs, especially since you are running Ghost Quarters. This will also matter when bringing in sideboarded cards. But ultimately it is a matter of personal taste.

Regardless if you choose the Shores or the Catacombs, I do think you need at least a couple U/B lands that don’t hurt when entering play to balance with the Watery Graves.

Also, here are some other suggestions for the sideboard: Spell Pierce (cheap protection against lots of threats), Force of Negation (amazing counterspell), Dismember (amazing creature removal), Echoing Truth (for tokens/creatures/artifacts/enchantments), Nihil Spellbomb (graveyard hate), Ratchet Bomb (for tokens/enchantments/artifacts), Spellskite (for burn), and Damping Sphere (for ramp/tron/storm)). Plus the new Feed the Swarm is interesting, you may consider that as well.

TheVectornaut on Searing Infection

1 month ago

Most of my experience with infect comes from playing simic, but I have played the mechanic in all 5 colors. In terms of power, green is the most effective color to play by a very VERY large margin. You get access to the best infect creature in Glistener Elf (along with the slower and safer option of Blight Mamba), you get trample sources to push through damage with Ichorclaw Myr such as Rancor, Predator's Strike, and Larger Than Life, you get protection bundled with buffs in the form of Vines of Vastwood, Ranger's Guile, and Blossoming Defense, and you get the largest pool of very strong power boosts in the form of Mutagenic Growth, Invigorate, Scale Up, Might of Old Krosa, Berserk, Become Immense, Groundswell, Phytoburst, Noble Hierarch, and Pendelhaven. Since infect is an all-or-nothing sort of archetype, even when running the less aggressive versions, the most important characteristics that you need are speed, protection, and evasion. Green offers two of those things in spades but can struggle with evasion. This is why blue is generally considered the next best color to run. You get the insane threat of Blighted Agent, unblockable buffs with Distortion Strike and Aqueous Form, and protection from spells via Spell Pierce, Dispel, Turn Aside, and the odd Spellskite. Black is the next best. Plague Stinger's flying isn't as good as the unblockable on a Blighted Agent but it's still very powerful evasion as illustrated by the ubiquity of Inkmoth Nexus in every non-budget infect list ever made. Black also nets useful control tools like Thoughtseize, Inquisition of Kozilek, Fatal Push, Dismember, and Assassin's Trophy. White was considered the worst infect color for a very long time since its best option (Apostle's Blessing) can be used in any deck, but the recent introduction of Giver of Runes has breathed some life back into the color. Additionally, I've seen a lot of equipment lists popping up that use Colossus Hammer, Kor Duelist, Sigarda's Aid, and Kor Outfitter to see some success. Unfortunately, that leaves red as the current worst color to run in infect. It has some decent buffs but they pale in comparison to green's offerings. The result is that most red infect decks rely on gimmicks like using Razor Swine's first strike to wither enemy creatures, generating infinite mana to pump into an unblocked Ogre Menial, or putting Phyresis on something like a Spikeshot Elder to bypass combat altogether. Your instant tricks definitely fall in this category. That's not necessarily a bad thing though. If your meta is casual enough, red should still work and it will be much more interesting to play with / fun to play against than a more traditional deck. How competitive you want to be is always up to you.

To answer your specific questions, I would probably start by cutting a few creatures. Most lists run about 12 infect sources (and that's including a playset of Inkmoth Nexus). With Hand of the Praetors on your top end, running 16-20 isn't that unreasonable, at least as long as all of them are good. Infect creatures usually become "bad" when they cost more than 2. That's why I wouldn't usually recommend running Ichor Rats or Septic Rats. Both Necropede and Plague Myr are perfectly acceptable inclusions with very similar power levels. They'll rarely be better than Plague Stinger or Ichorclaw Myr but that's okay if you just want more guys to play. As for Vector Asp, it's honestly a pretty bad choice in most circumstances. While you usually won't need to activate it more than 2 or 3 times to win the game, that mana would be better spent elsewhere, and it doesn't even trigger the Hand. However, given the choice of it and a 3-drop, I'd probably take the snake, especially since it would be your only proactive play on turn 1 (barring the inclusion of Glistener Elf or Inkmoths). Better though would just be to run neither and invest in more buff spells to assist in combat and trigger Livewire Lash. I do like the idea of those spells having cycling in theory, but in practice, the mana needed to cycle can short you of the resources needed to close out the game. Plus, cycling spells tend to cost more to account for the added ability. Cycling lands on the other hand should be fine as long as they come in untapped, although it looks like that only describes Ash Barrens and Blasted Landscape. Just like with creatures, I wouldn't run any spells that cost more than 2 unless they can win you the game like Soul's Fire can. This will also allow you to run 20 lands or fewer, opening up even more slots for gas. I apologize if I'm repeating myself about the low-cost-high-speed thing but that is basically the reason the infect mechanic exists. If you prefer a slow and more controlling style, Rakdos wither built around Necroskitter is a fun option that has some overlap with infect.

recell08 on Lantern Control

1 month ago

I like the idea of Emry, Lurker of the Loch. I think I'll order 2 copies of it and just give it a try. Maybe I cut Spellskite and 1 copy of Ghoulcaller's Bell (maybe just two of the Bell's) for it.

Does Lurrus work with the Bridge?

cyeRunner on Brother, That Looks... Infected

1 month ago

itachi45: "Not to mention your spells can't go to creatures and me. You will spend every spell just trying to keep my creatures away and given protection spells, I will eventually get through." Searing Blaze and Searing Blood hit creatures and your life.
Usually Wild Defiance and Spellskite should be enough, otherwise you can also run Lifegain: Weather the Storm, Life Goes On, Feed the Clan or even Kitchen Finks to block enemy creatures and gain life.

zapyourtumor on Brother, That Looks... Infected

1 month ago

post board Spellskite soaks up your bolts

Poseidon31 on Mardu Reanimator

1 month ago

Damping Sphere against Tron and Storm. Fulminator Mage against Tron and other Decks with special lands, like an Azcanta. Infernal Reckoning against tron or Eldrazi. Pithing Needle or Murderous Rider against Planeswalker heavy decks. Nihil Spellbomb against Dredge or just for grave hate. Ashiok, Dream Render for grave hate. Damping Matrix against Affintiy/Eggs. Dash Hopes for surprise Counter Magic (I Like this alot, espacially in aggro styled decks). Spellskite against Burn, Boggles or Infect. Abrade against Artifacts. Disenchant against Artifacts and Enchantments. Leave No Trace against Enchantments. Kambal, Consul of Allocation against Burn or Control. Collective Brutality against Burn or Control. Rakdos Charm against creature heavy decks like Elfes or Tokens or Artifacts or for grave hate. Wear / Tear against Artifacts or Enchantments. Crumble to Dust Against Tron.

Depends on your meta, what decks you want to side against and what do you need in addition to your main 60. Which Match ups are bad for you and ho to play against that. I play the following Sideboard in my Mardu Vehicle Deck: 1x Chandra, Torch of Defiance 1x Collective Brutality 3x Duress 2x Kambal, Consul of Allocation 1x Nahiri, the Harbinger 2x Nihil Spellbomb 1x Rakdos Charm 1x Settle the Wreckage 2x Wear 1x Wrath of God

JacobAGrossman on Glittering Company

1 month ago

Hey, LucaMassone,thanks for the kind words! Always appreciate the feedback. So here we go:

  1. Yes, yes it is. For so, so many reasons. Having a less straightforward deck means there are no straight up bad matches or bad scenarios. If the opponent has a Sorcerous Spyglass or a Pithing Needle, i highly doubt they have enough for all of the different ways I have to win the game. If they have graveyard hate, I have the Devoted Druid combos and the Heliod, Sun-Crowned combos. If they can survive through me gaining infinite life, I can also do infinite damage or attack for infinite damage, depending on if they've given themselves heatproof or if they have Ensnaring Bridge or whatever it is. This is the most versatile deck ever. On top of that, with Glittering Wish, I have access to every silver bullet I want from the sideboard for game one. Also, they can remove or destroy all the copies of my main combo in my deck, but they can't get rid of the one of each piece i have on the side. And in regards to mid and late game, dont forget, all of these pieces are creatures, and attacking with a bunch of cheap creatures can be quite the game-winning strategy. On top of that, I have plenty of preparation for those moments, with beefier threats like Hexdrinker, Fiend Artisan, Steel Leaf Champion, and Spellskite. It's just so much more well rounded, so much more confident. I wouldn't do it any other way.

  2. Blood Moon is a jerk. Im much more confident with the fetching for basics strategy, but it's not 100%. It's a hard match-up for a lot of tri color decks that don't already have control or mid range strategies built in. I'd be open to suggestions actually haha, but most of the time it hasn't been too much of a burden. But when it hits, oh boy does it hit lol =P

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