Stolen Identity

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Tokens

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Stolen Identity

Sorcery

Create a token that's a copy of target artifact or creature.

Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)

austintayshus on Boot Scootin' Booger - Felix Five Boots

1 week ago

yeah the only ones i'd really consider are Hidden Strings and Stolen Identity

ElJanitorFrank on Does casting a copy count …

6 months ago

I'm looking at building an Ink-Treader Nephilim secret commander EDH deck, and one card I am eyeing is Stolen Identity.

For the cipher mechanic, it claims you 'cast a copy' of the encoded spell, while Ink-Treader requires you to 'play' an instant or sorcery.

It doesn't seem clear what constitutes 'playing', and in this instance the copied spell is not just copied but also cast.

The most relevant rule I can find that might answer it is under the "Play" section for the rules which state, "701.14b To play a card means to play that card as a land or to cast that card as a spell, whichever is appropriate."

So would casting a copy of a spell count as 'playing it' on Ink-Treader, resulting in Ink-Treader's ability triggering, or do I need to physically produce the card for it to be considered 'playing'? The MTG wiki explains it layman-wise that 'casting' is just how you 'play' a spell, which is where my confusion comes from. It basically explains it as 'casting' being a subset of 'playing' i.e. playing isn't always casting but casting is always playing, though the rules always specify 'playing a card' and in this instance it is a copy.

I understand that simply copying a spell doesn't count as casting - I wouldn't be confused if it weren't for the fact that you "cast a copy" with cipher - but the rule for playing seems a little unclear on if 'casting' is enough or if you must have the physical card to be used.

carpecanum on You Dropped This

1 year ago

You should include Fumble just because it matches the Deck title and artifact theme.

Stolen Identity and Replicating Ring

DreadKhan on Karona Backgrounds EDH

1 year ago

Any of the decent Cipher spells might be worth thinking about, the best is probably Stolen Identity, which can make you a copy of the best creature or artifact each time Akroma hits someone. There are also Hidden Strings and Hands of Binding, in that order I suppose. Hidden Strings can let you hold up interaction while using your mana, Hands locks down a blocker each time Karona connects (helps for next turn), so she stays safe. There is the black option of Undercity Plague, which helps thin out blockers as well.

Trashcan on Tetsuko, Team Captain

2 years ago

You should play Stolen Identity. It's just too good with tetsuko. Also you could try Mystic Reflection instead of Mistcaller. Mystic has more synergies with tokens and such and it also has the control element of mistcaller.

DreadKhan on Talrand Takes the Throne

2 years ago

Not what would be called 'fun' cards, but Helm of Possession and Vedalken Shackles are useful effects in Talrand I find. Shackles can steal problematic smaller stuff (by late game it can take most stuff, certainly most things I'd want to take), while Helm just costs you a drake. Idol of Oblivion is not a bad deal for repeated draw, assuming you find Talrand stays alive.

Shark Typhoon and Metallurgic Summonings are very solid token generators, with Summonings being able to recur all of your spells eventually if that's helpful. Worth a look!

Archmage Emeritus and Wavebreak Hippocamp both tend to play well in Talrand.

For non-artifacts, Mystic Reflection is a really useful card, able to turn your next drake into the best non-Legendary creature, or turn someone else's bomb into the worst creature on the field, requiring just U if it's foretold. I use 3 Cipher spells in Talrand, I'd use more but they go down hill pretty quickly. Stolen Identity is a hilarious card, getting you a copy of the best artifact or creature AND a Drake, and if you Cipher it on a Drake that can swing that turn, you can get ANOTHER copy and Drake off the Cipher cast. Hidden Strings and Hands of Binding can be quite useful, even if they just force someone to use removal on a Drake to stop your synergy engine.

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