Trickster Mage

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Trickster Mage

Creature — Human Spellshaper

(Blue), Tap, Discard a card: You may tap or untap target artifact, creature, or land.

SufferFromEDHD on Arcanis Wins The Draw

2 months ago

Trickster Mage pauper Mind Over Matter

Thought Vessel > Spellbook

Body of Knowledge > Sturmgeist

SufferFromEDHD on Perpetual Patterns of Proliferated Prosperity

6 months ago

Yooo I missed that Goblin Bomb haha this deck has so much potential. Staying with the OG theme... Mind Over Matter if this can't accomplish what the deck needs nothing will!

Trickster Mage mini Mind Over Matter

Tidal Bore weak one shot Mind Over Matter

Orim's Cure/Sivvi's Valor not as good as previous suggestions but on theme with narrow potential

Retreat to Coralhelm consistent land drops consistent triggers

Some good spitballs in there Coward_Token Drumbellower is such a pushed new card. Slow vigilance. Stinging Lionfish is the perfect 2 drop for this.

legendofa on Why is Untapping Lands a …

1 year ago

In blue, the Urza's Block hugely skew land untapping, and that block is widely considered to be an overpowered mistake, especially for blue. Urza's Saga and Urza's Legacy alone have ten cards that allow land-specific untapping, more than half of all the blue cards that allow untapping lands without untapping all permanents. They'll be included for the sake of completion, but I wouldn't take them as any sort of precedent. Pioneer legality is just five cards, with one of them being Standard-legal. Blue is the undisputed king of untapping permanents in general, but doesn't have any special focus on lands.

Ye Olde Bordere, "untap" + "land": Twiddle, Reset, Infuse, Jolt, Twitch, Mind Over Matter, Great Whale, Peregrine Drake, Rewind, Time Spiral, Turnabout, Cloud of Faeries, Frantic Search, Palinchron, Snap, Treachery, Trickster Mage. total 16

Modern Border, "untap" + "land": Oboro Breezecaller. total 1

2015 Border, "untap" + "land": Pore Over the Pages, Unwind, Finale of Revelation, Kelpie Guide. total 3

Ye Olde Bordere, "untap" + "permanent": Telekinetic Bonds. total 1

Modern Border, "untap" + "permanent": Dream's Grip, Psychic Puppetry, Toils of Night and Day, Tidewater Minion, Rimewind Taskmage, Coral Trickster, Merrow Reejerey, Pestermite, Fatestitcher, Merfolk Skyscout, Reality Spasm, Deceiver Exarch, Captain of the Mists, Ghostly Touch, Hidden Strings, Curse of Inertia, Tidal Force. total 17

2015 Border, "untap" + "permanent": Teferi, Temporal Archmage, Vizier of Tumbling Sands, Clever Conjurer, Nimbleclaw Adept, Ioreth of the Healing House, Forensic Researcher. total 6

Ye Olde Bordere, "untap" + "Island": none.

Modern Border, "untap" + "Island": none.

2015 Border, "untap" + "Island": none.

There's 44 mono-blue cards that can untap lands in some capacity, with 20 of them being more specific than untapping permanents in general. If Urza's Block is taken out, then there are 34 blue cards that untap lands, with just nine of them having any sort of restriction.

So in final summary, I see green land untapping increasing in recent years, and blue permanent untapping actually falling off slightly. There were 18 blue untap cards in the 12 years of the modern border, and nine cards so far in the nine years of the 2015 border. Discounting Urza's Block, there are slightly more green cards that can untap lands than blue cards, and many more green cards that untap lands than blue cards printed in the last ten years.

If I missed anything in this breakdown, please let me know. But I think the cards are there to support my initial position. Both green and blue are primary in untapping lands, if lands are counted as permanents, and blue is secondary in untapping lands specifically. Mark Rosewater's answer is is at best incomplete and missing nuance, and at worst totally wrong.


Keeping the above because it took me a long time write and I don't want to undo the effort.

In response to wallisface, percentage of cards with a given effect doesn't matter to primacy of color.

  • Primary – This is the color (or colors) the ability is seen in most. That means it shows up in the highest volume and usually at the lowest rarity that the type of effects get used at. The primary color will almost always get this effect in a set if it's an ability we do every set. It also tends to be the color that most often pushes the power level, if it's an effect we push the power level on. There's a wide range on what primary means, because different types of effects exist at different levels. A card secondary in flying can show up way more than a card primary in taking extra turns, for instance, because we have so many more flying cards than extra-turn cards.

  • I want to stress one more time that primary, secondary, and tertiary are relative to how often an effect is used. Things that are secondary in a color, for example, may be far more prevalent in that color than things that are primary if the items in question occur at a higher frequency.

Source: https://magic.wizards.com/en/news/making-magic/mechanical-color-pie-2021

For example, MaRoo has repeatedly stated that red is primary in extra combat cards, with white as a contender for secondary.

https://magic.wizards.com/en/news/making-magic/mechanical-color-pie-2021

https://markrosewater.tumblr.com/post/760377485190938624/can-any-color-aside-from-red-get-extra-combat

There are only 36 cards that grant an additional comabt. If primacy was considered as a proportion of cards that grant additional combats was considered only as a proportion of total cards of that color, I don't think any color would be considered primary.

So while there might be fewer cards that untap lands in green as a proportion of total green cards in recent years, that's not a relevant measure to color primacy. The relevant measure is how often cards that untap lands show up in green compared to other colors, which I think is demonstrated by the above lists that green has more land untap effects than any other color, with blue being nearly equivalent. That, according to MaRo's definition, means that land untapping is primary in green.

legendofa on Lets Shape the Spell

3 years ago

I would suggest an option that includes and , with as a possible third color.

isn't great. Mageta the Lion is a repeatable board wipe, and the other two I would consider are Avenger en-Dal and Devout Witness as targeted removal options.

has a couple of interesting control options. Waterfront Bouncer, Trickster Mage, and maybe Alexi, Zephyr Mage are passable tempo options, Stronghold Biologist and Stronghold Machinist are more color-heavy, and Dreamscape Artist hits color fixing and ramp, unusual for blue.

Spellshapers are generally mana-heavy, but Undertaker gives you a lot of freedom in what you discard, allowing you to switch cards in your hand and graveyard as needed. Notorious Assassin and Greel, Mind Raker are further control options.

offers mostly burn and evasion. Seismic Mage is repeatable land destruction, and Hammer Mage eats artifacts.

is, as always, the best at color fixing, with Greenseeker, Harvest Mage, and Silverglade Pathfinder. Rushwood Herbalist and Dawnstrider protect your creatures, and Jolrael, Empress of Beasts works well with the red options.

RoarMaster on Royal Assassin Out of Retirement

6 years ago

Vedalken Certarch But you probs wont have the craft for it.

Rimewind Taskmage But 4 snow may be late to get.

Stonybrook Angler But paying 2 to tap a critter isnt really playable.

harbingerofduh on Damia Discard Dystopia

7 years ago

Looks interesting! I'd, er, forgotten about Forgotten Creation, so I might see if I can find space for it in my Damia deck.

If I have one suggestion for this build, it would be to add more ramp. You really, really want to be able to hit seven mana reliably early so that Damia can go to work recouping all the cards you discard. I'd start with solid standbys like Farseek, Skyshroud Claim, and Sakura-Tribe Elder, removing stuff like Trickster Mage that doesn't do enough to affect the board state.

thom-le on Awaken, My Masters

7 years ago

You are welcome. I've made a different, very control heavy Lazav deck and using Trickster Mage as a cheaper version of Fatestitcher.

Sabotage (Lazav STAX) EDH

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