Toothy, Imaginary Friend
Legendary Creature — Illusion
Partner with Pir, Imaginative Rascal (When this creature enters the battlefield, target player may put Pir into their hand from their library, then shuffle.)
Whenever you draw a card, put a +1/+1 counter on Toothy, Imaginary Friend.
When Toothy leaves the battlefield, draw a card for each +1/+1 counter on it.
|Have (2)||, TheRealSpecialK|
Combos Browse all
|Commander / EDH||Legal|
Toothy, Imaginary Friend occurrence in decks from the last year
Toothy, Imaginary Friend Discussion
1 month ago
An ever seemingly fleeting goal of mine is to own a deck in each of the 32 color combinations.
- 5 mono
- 10 Guild
- 5 Shard
- 5 Wedge
- 5 Nephilim
- 1 WUBRG
While I do not intend to proxy entire decks out, I at the very least want to own a physical copy of each card. That way when I use something such as a Badlands in one deck, I can proxy it out for all decks. Then, I can keep my Badlands secured in a case for protection.
I know, it might seem silly. If I am okay with doing the proxy thing, why not just do it and not even buy the Badlands at all?
Honestly, for me, it's a goal to strive toward. An accomplishment, if you will. Knowing I was able to invest into and build with a game I enjoy and love so dearly.
However, my issue isn't financial. It's both time and dedication. You see, I lack the physical time to even play the game. I work 60 - 80 hour weeks and routinely work 13+ days in a row. Technically this is illegal, but technically I also show up and my boss lets me. Most I've worked in a row was 23 days. Most hours I've worked in a single day was just over 16. Most I've done in a week was just under 83 and a half.
Honestly, I just enjoy working and I enjoy making money and I love my job. But, I also have zero free time to actually do anything aside from come home and mess around online for a few hours before going back to bed and doing it all over again.
But even if I had the time, just by working fewer hours, I also lack the dedication. For me, I get too bored, too easily. I'll begin to build a deck and either become disinterested in the core concept, grow tired of filtering through all of MTG's database for cards that hold synergy or create combos, or find that the power level is insufficient to my liking. All of these, especially the latter, result in the dissolvement of the deck and I move on.
I struggle to find Commanders that I legitimately enjoy enough to want to play over and over again, much less actually build into.
Currently I have three or four decks in the works and all of them have ground to a halt. These are;
The Reaper King who was going to use 1 - 3 cmc Scarecrows, Shapeshifters with Changeling and Clones to constantly bombard my opponent's boardstate into oblivion. But it feels so bad building a deck with that much hate in it.
Gisela, Blade of Goldnight Voltron. It's basically finished and just in the fine tuning phase, but I get so bored playing it because it's always the exact same game each and every single time... get her protection, swing to win. Next turn, swing to win. Next turn, win the game.
Pir, Imaginative Rascal , Toothy, Imaginary Friend and Keruga, the Macrosage trimander Superfriends. It's a lot of fun for sure, but I am struggling to go wide-enough to protect all of my Planeswalkers. I'm thinking tokens are the best option as I can generate more ground forces as chump blockers. This is in the fine tuning phase, also. Need to trim some hedges and find out which Planeswalkers can make the cut. But this deck currently has no wincon. I want the Planeswalkers to be a bigger part of the deck and currently the blue ones don't win you the game and the green ones are just anthems on a very long stick. I could easily cut out all Planeswalkers and make the deck wildly more efficient, but I don't want to.
Sometimes what I'll do is playtest decks on here for Commanders I find interest with, but unfortunately when I playtest them, they usually lose to some of the other decks I have. I'm not sure if I make mine too strong or if I am picking ones that are too weak. I know it isn't a matter of "not understanding the deck". It's pretty easy to read the bio and learn the combos and key elements. Plus, over time you sort of know what to look for.
Eh. I might be stepping out of MTG here shortly. MTG sort of requires a certain trifecta to work.
Money isn't an issue. But the other two I am seriously lacking in. So, it makes it nearly impossible to justify the money element. That, in turn, makes me lose my passion even more.
Kind of a dead hobby at this point. Shame. Guess it was fun while it lasted, though.
2 months ago
There are more lands that I probably could've found for you but all I'm going to do more is suggest some cards for you to be aware of.
Cards for the counters matter theme: Vorinclex, Monstrous Raider, Thrummingbird/Grateful Apparition, Flux Channeler, Pir, Imaginative Rascal, and Toothy, Imaginary Friend. These are all creatures so there is no way you can put all of them in, they are just good with what you want to do.
Potential Ramp: Astral Cornucopia
Card Advantage: Fathom Mage, Rhystic Study, and Narset, Parter of Veils (like Oko, Thief of Crowns, you might find that she gets the ire of the other players, but she becomes crazy card advantage with proliferate shenanigans).
Planeswalker help: Arena Rector (you might find that this card will help your life total stay up)
I hope this was helpful!
aleckkozak on Ezuri
3 months ago
5 months ago
5 months ago
Hey no worries OatmealBear, happy to help!
You nailed it on the first question. Originally I was making a mill deck with Kami of the Crescent Moon and all of those kinds of cards, but I think thats its own dedicated strategy, not really a group hug thing. You can certainly include group draw cards in that style of deck to get extra triggers and draw your opponents through their decks even faster too, but I don't think they go in the friendlier soft-control style we're going for here. People see Kwain and their first thought is, "That seems kinda underpowered and totally innocent...how are they trying to break it?" And the point of this deck is, for us at least, we're not trying to break him, we're just playing him as nothing but a straight up helpful good boy. But as soon as you play something like Psychic Corrosion, they think exactly: "Ah, that's what their gameplan is. Its a mill deck," and the jig is up. Kinda hard to play innocent after that. Otherwise with our deck, if you don't specifically know about the Smothering Tithe+Prosperity combo, you could search our whole deck and have no idea what our win condition is, it just looks like a pile of friendly group hug cards and some removal and counterspells. I think a card draw/mill deck is definitely doable, but you're probably better off going with Bruvac the Grandiloquent or Kami of the Crescent Moon and hard committing to the strategy. You can even still run the combo in mono-blue now thanks to Hullbreacher, which was originally going to be my plan until they spoiled Kwain and I got hella excited, lol.
As for Mirrodin Besieged, you'd have to play a lot more artifacts to make it work. If you're just using if for the card draw, we have enough strictly better options that don't make us discard so we don't really need it, and I don't think we have enough artifact spells to capitalize off of making Myr tokens or enough atifacts to be able to get enough artifacts into our grave for the alternate win condition. Just not sure what it really does for us. If you're just looking to make some tokens to chump block with, Nadir Kraken and Chasm Skulker are great at that, but I cut them because they can get awful huge and threatening and draw unnecessary aggro toward us. Oneirophage, Toothy, Imaginary Friend, and Psychosis Crawler are kinda the same, people see them and go "Aha, THAT'S your win condition!" and immediately want to blow it up so that you don't even become a problem. Hence, I cut them. No threats, no worries!
As for Windfall, I think its value is somewhat diminished for us in our deck. We tend to hold a full hand of cards most of the time with all our extra drawing, and Windfall gets the best value after you've played out your hand and can capitalize on discarding maybe 1 or 2 cards to draw 6 or 7 off an opponent. However, when everyone has full hands, its usually not card advantage anymore, its basically just a one-time Teferi's Puzzle Box except we have to discard everything in our hand, some things we might have prefered to keep, and instead draw a whole new hand blind. It can sort of be a win condition on its own in the late game if you've built up a sizeable enough hand that a Windfall might just mill everyone out, but for that, you'll need to have Jace, Wielder of Mysteries or Laboratory Maniac to win when you draw out. I found myself a lot of times with more cards in my hand than in my deck and less cards in my deck than in my opponents, and neither of the two alt win-cons, so Windfall didn't do me any good at all. They literally project "Hi, I'm a win condition", and they aren't any good on their own, so they tended to end up dead in my hand, so I just ended up cutting them and relying on the other win conditions instead.
Hope that helps! Lemme know if you have any other cards you're considering, I've probably thought about them to, and I'm happy to share my thoughts!
5 months ago
5 months ago
These are some cards I really like for counters: Pir, Imaginative Rascal and Toothy, Imaginary Friend are great for counters and card draw, Fathom Mage also does both, Incubation Druid is great ramp, also Galloping Lizrog can be really fun. You might want a few more lands for some of those landfalls, and for a 6 cmc commander.
6 months ago
Why don't you include Toothy, Imaginary Friend? Is it because its not worth the creature slot? It looks like it would add draw, counters, and fetches Pir, Imaginative Rascal, which you've already explained is worth it; but I'm kind of new at deck building so I'm sure there's a good reason for its exclusion.