Tibalt's Trickery

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Tibalt's Trickery

Instant

Counter target spell. Choose 1, 2 or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.

king-saproling on Omelette du Fromage

2 months ago

(cont.2) I also included some "draw enablers" and "mana enablers" so that you can use the changeling loop to draw into and play anything you need, such as a wincon (the cards listed in the first comment), or a counterspell if an opponent tries to disrupt your plans:

draw sources:
Weatherlight Compleated
Elemental Bond
Fecundity
Kavu Lair
Garruk's Uprising
Laid to Rest
Guardian Project
The Great Henge

mana sources:
Earthcraft
Prosperous Partnership (requires looping Irregular Cohort)

counterspells:
Lapse of Certainty
Tibalt's Trickery

Some of the enablers require changelings with certain conditions (e.g. power 4 or greater) to work. Since Pulmonic Sliver's ability is optional, you can ignore it and sac changelings until you hit the right one for the enabler to start working.

Notable tricks:
Land's Edge + Wheel of Sun and Moon + a draw enabler allow you to win without decking yourself. The Wheel functions as a substitute Pulmonic Sliver as well. It also lets you counter all your opponent's spells alongside the changeling loop combo + draw enabler + mana enabler.

If an opponent tries to get rid of Pulmonic Sliver or Atla with targeted removal, you can respond by paying 0 into Mirror Entity's ability to fizzle the removal. This works by turning all your creatures into sliver eggs but also killing them, lifting the target off them and allowing them to re-enter via Pulmonic's + Atla's abilities. This also works against mass removal if you pay 1 into Mirror Entity in response.

Worrad75 on Attack-harmonicon

2 months ago

OUT: Tibalt's Trickery

Good card, wrong deck for the moment. Could possibly slide back in if the deck feels powerful and I start playing against more powerful strategies.

Duke Ulder Ravengard

such fun, much cmc. Gleeock was right; its too expensive.

IN: Myrel, Shield of Argive

Pulled one recently, and I think I'm going to refocus the build slightly on token creation. The Grand Abolisher effect is gravy. pairs well with Company Commander

Skyknight Vanguard

One of our better cheap creature token creators, and the flying makes the floor significantly higher than at first glance

CONSIDERING:

Mardu Ascendancy

This has gotta be amazing in a tokens build. The sac is a sneakily strong instant-speed effect (likely to go unnoticed), and it can be recurred with Sun Titan. Just not sure what to take out for it; hit me with some suggestions! My initial thought is Duelist's Heritage, which is sad because I love that card.

Crow-Umbra on Isshin [Medium Budget]

5 months ago

Nice deck! Lol. My only suggestions are to maybe consider Vanishing Verse over Fracture, and Tibalt's Trickery over Red Elemental Blast/Pyroblast as potential upgrades..

I like Exile removal a bit more for my meta, since I have more Grave Yard strats I play against, but it's ultimately a personal choice. Vanishing Verse still hits plenty of mono-color value engines like Rhystic Study and Sylvan Library. Tibalt's Trickery can interact with more spells on the stack, but lacks the Blue removal that Elemental Blast/Pyroblast do. I had Pyroblast in one of the earliest versions of my Isshin deck, but removed it because it felt too narrow for my meta. Definitely a good choice though if you encounter Blue pretty frequently.

Crow-Umbra on Snowflake

5 months ago

No worries! You will get a better feel for the pacing of the deck the more you play it. I want to make sure that my suggestions are budget friendly enough, but I do want to make a couple of suggestions that are a bit pricey, but should be under $20 depending on the vendor.

Reconnaissance and Dolmen Gate can both help with board protections on swings. Akroma's Will is helpful in pulling double duty for offense and defensive anthems.

If you want some interaction against spot removal, then Tibalt's Trickery, Rebuff the Wicked, Dash Hopes, and Mana Tithe are kinda funky counter spells. There's also Faith's Reward as a post boardwipe response.

In general, getting more draw effects will be the best way to ensure that you're getting answers or staying stocked on creatures. Plumb the Forbidden can be used as a response to a boardwipe - just sacrifice all your creatures that would have died anyways and stock up for your next turn. Liliana's Standard Bearer is another post boardwipe refueling effect. It's kind of funny to use someone's board wipe against them.

In my experience playing Isshin, I don't really run any reanimation effects like Alesha, Who Smiles at Death (I adore her though). I think the reanimation and equipments are kinda clunky for an aggro deck like Isshin. I found more success having the cheapest CMC creatures or enchantments to quickly rebuild with after a board wipe. Board wipes don't hurt as much if you can be the first to rebuild and start swinging aggro again. In addition to Lightning Greaves and Swiftfoot Boots, Fervor has really helped me keep the foot on the gas.

I'd also recommend Zhentarim Bandit as a budget option for treasure production.

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

5 months ago

I got the opportunity to play this weekend after a long time away, and had a blast with the newest version of the deck!

Won a game after Tibalt's Trickery turned a 9x Green Sun's Zenith into an unplayable land. Purphoros ended up killing the table a few turns later.

Descent into Avernus was an allstar, and pretty well received across the whole table. This is the epitome of Red effects to me, and loved having it out.

Got to use Memory Jar for the first time in probably years and I stand by this being the best wheel effect available to Red.

The deck is just as bursty and unpredictable as ever. I wish we had even a little bit of lifegain to combat all the sources of self damage, but I can't complain. I was a constant element in every game.

The addition of treasures was exactly what this deck needed. I played more aggressive with my lands than I've ever been able to thanks to them.

This particular makeup of lands, ramp, and treasures felt just right, riding the edge of too many and too few just like I like, but I could see someone needing as many as 34 lands if they didn't have as many fetches or treasure cards.

It looks like I will be able to play 8-10x more often than I have been the last year, so I will be doing a lot more tuning and updates than I have been. Stay tuned!

ronsen on Answers to Massacre Wurm for …

6 months ago

Wow, I didn't expect to get this many responses after posting this and going to bed. Thank you to all the suggestions! Right now I'm leaning towards the board wipe punishes like Stalking Vengeance and Vicious Shadows. Also forgot that Tibalt's Trickery existed, definitely need me a copy of that.

RinceRaven on krenko

6 months ago

Alright alright so I got asked to give a bunch of suggestions so here we go. Hoo boy. Gonna try to keep most suggestions low on budget but will include the best slightly expensive cards. Should also mention I got a lot of things I know from this primer, cheers. https://deckstats.net/decks/82803/752805-competitive-krenko/en

First the draw pieces you missed: Rundvelt Hordemaster, Dark-Dweller Oracle, Skullclamp, Subira, Tulzidi Caravanner, Reforge the Soul, Conspicuous Snoop, You Find Some Prisoners. The only actual good ones you got in this draft are Idol of Oblivion and Wheel of Misfortune imo, though most are servicable.

Tutors: these beauties can find your best wincons or draw pieces or whatever else you might need most of the time. Goblin Engineer, Goblin Matron, Goblin Recruiter. And are surprisingly affordable.

Next up ramp: Mana doublers are too slow for a deck as fast as Krenko, and you don't have the card draw to support such cards in mono-red. Not really. Also with the 4 mana commander having 2 mana ramp becomes much, much more valued. Cheering Fanatic, Liquimetal Torque, Generator Servant, Wily Goblin, Infernal Plunge, Fire Diamond (Yes I know, I think it's fine here).

Haste: Giving Krenko (and his tokens) haste literally puts you a turn ahead over not having it. Crashing Drawbridge, Ashling's Prerogative (Even gives tokens haste too), Generator Servant (multipurpose? Whoa), Goblin Chieftain, Goblin Motivator, Lightning Greaves, Mass Hysteria, Thousand-Year Elixir (tad pricey but repeatable Krenko seems good) Bloodlust Inciter.

Wincons: gotta end the game somehow. Combo's are good: Breath of Fury, Staff of Domination, Thornbite Staff, Umbral Mantle are the best combo lines for Krenko afaik. If not/next to combo, we have good old damage: Coat of Arms, Eldrazi Monument, Impact Tremors, Obelisk of Urd, Skirk Fire Marshal, Purphoros, God of the Forge, Shared Animosity, Devilish Valet, Quest for the Goblin Lord, Throne of the God-Pharaoh.

If we let our opponents do whatever they want we'll have trouble winning, even with our speed. Luckily red has quite some options. Don't forget Liquimetal Torque can turn things into artifacts so we can shoot them easier. Abrade, Chaos Warp, Gempalm Incinerator (great removal spell, terrible creature), Goblin Assassin (wipes the floor with creature decks), Goblin Bombardment, Goblin Cratermaker, Goblin Sharpshooter, Goblin Trashmaster, Goblin Welder (hits opponents too), Mogg Salvage, Pashalik Mons, Skirk Fire Marshal (your board survives this with Coat of Arms or Eldrazi Monument), Furystoke Giant, Shattering Spree, better than Vandalblast, Wild Magic Surge.

Best Utility Lands: Great Furnace, Buried Ruin, Path of Ancestry, Castle Embereth.

I'm tired and my brain is dying so here's a dump of things I forgot or for didn't have a place to mentioned yet :)

Heirloom Blade, Chandra, Torch of Defiance, Blood Moon, Brash Taunter, Impulsive Pilferer, Jeska's Will, Goblin Chirurgeon, Goblin Sledder, Mogg Raider, Pyroblast, Red Elemental Blast, Tibalt's Trickery, Mogg War Marshal, Legion Loyalist, Legion Warboss, Brash Taunter, Fable of the Mirror-Breaker  Flip, Hobgoblin Bandit Lord, Muxus, Goblin Grandee (idk at what math this is good I'm sure someone did it already somewhere on the internet), Siege-Gang Commander, Zo-Zu the Punisher, Goblin Ringleader, Goblin Piledriver, Arms Dealer, Grotag Night-Runner, Goblin King (get 5th or 6th edition art btw).

Good luck on figuring things out. I'm off to bed

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