As Xenograft enters the battlefield, choose a creature type.
Each creature you control is the chosen type in addition to its other types.
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|Commander / EDH||Legal|
Latest Decks as Commander
2 weeks ago
2 weeks ago
Aight, so I was thinking, what if you used cards like Xenograft and Unnatural Selection to turn your creatures into obscure, rare types for Simic (e.g. Vampire since you never really see that type in Green, Blue, or Colorless) so that way the next creature spell you cast is guaranteed to get copied by Volo, Guide to Monsters ?
2 months ago
I really like zuberas. I made a modern deck and it was really fun, but there needs to be more zuberas. Any easy way to make zuberas are to use changeling creatures such as Amoeboid Changeling or Mirror Entity . Also I suggest running cards like Maskwood Nexus , Xenograft , and/or Arcane Adaptation so you don't have to rely on targeting your creatures in order to turn them into zuberas. I might have more suggestions later, but this is what I got right now. Hope this helps.
3 months ago
enpc What a snarky reply :)
If you're using tutors I think you can find better ways to win than this.
I might be slightly tainted by Commander's singleton format where you can max have 3x 1 CMC changelings and up to 9x 2 CMC changelings. And within Grixis that accounts 4x of the 2 CMCs and all 3x 1 CMCs. Also lowkey forgot that Modern Horizons and apparently also Kaldheim made a few new cheaper changelings. The originals from Lorwyn were generally a lot more costly.
Overall it would seem easier to just play Arcane Adaptation , Maskwood Nexus , Conspiracy , or Xenograft along with some token generators to overcome the mana reduction aspect. Even with max reduction we're still looking at spending 7 mana in a single turn, all of them colored.
As for my own view on the card: It is an interesting idea, to cheat the planeswalker limitations akin to The Chain Veil . However it would seem that in certain control decks, even in Commander, it could gather too much upside, especially in a single turn.
I know the general rule is that when two planeswalkers are sitting comfortably on the field, that player is generally winning. I would rue the day you see two planeswalkers on the field, then slap down a third and this, pump them full of loyalty counters and ult three planeswalkers, either for a direct win or to lock down the game into arch enemy mode.
I would like to see more restraint on this.
We already have The Elderspell to amass loyalty counters on a planeswalker to rush their ultimate. The problem is that it primarily relies on your enemy also playing planeswalkers to be a feel good spell.
Perhaps you could change the active ability to a triggered ability?
"Whenever an opponent casts a spell you may pay 2 life. If you do, put a loyalty counter on a planeswalker you control."
That would give the opponent a say in how many times it can be utilized. If they choose not to cast anything, they are not advancing their own board state.
Perhaps you could put in a counter on the ability:
"Pay 4 life: Put a loyalty counter on target planeswalker you control, unless an opponent pays 4 life."
Then it becomes a battle of life totals. The payment from the opponent could be mana or a greater life amount than your payment.
You could utilize counters to limit it. Put a triggered ability on it that puts counters on it, and you remove one counter along with a life payment to put a loyalty counter on a planeswalker. Then there's a cap you have to work towards.
It also makes the card less of an immediate problem, because it HAS to take time to build up.
You can play around with balancing the mana cost accordingly to reflect that it is not an immediate possible game ender.
As it is, I think it has too high a ceiling and could make do with a little restraint.
4 months ago
Hey! Your decklist looks great, it has all of the essential parts down pat (cheap/evasive creatures, powerful ninjas and lots of topdeck manipulation). You could definitely play it as-is, even if it's been a while! But I also want to mention some ideas that I have for potential cuts/additions:
Deep-Sea Kraken : Very unlikely to hard cast, and you can probably win the game before removing all its suspend counters. Instead, you could play Blinkmoth Infusion or Draco , which are equally uncastable, but deal more damage.
Conspiracy and Xenograft : I played these for a long time, but ended up cutting them in favour of more extra turn spells, which are more consistent for closing out the game. My favourites to play in Yuriko are Temporal Mastery which can easily be a Time Walk , and Temporal Trespass which can be cast for UUU, but deals 11 damage.
Bolas's Citadel : A bit of a nonbo in Yuriko decks, which generally want to play super-efficient, high cmc spells. I don't have a direct replacement in mind, but I'll include more suggestions at the end.
Massacre and Toxic Deluge : Yuriko needs creatures on the board more than most decks, so I generally don't play boardwipes that destroy creatures. I prefer to play something like Evacuation or Devastation Tide so I don't lose them permanently.
Teferi's Veil : I'm kinda unsure how this synergizes with Yuriko. Could you let me know if I'm missing something? I'm not super familiar with phasing.
Universal Automaton : A very simple, yet effective ninja
Sorry this got so long, I hope all of my points made sense! Feel free to let me know what you think! Thanks again for the kind words about my primer!
4 months ago
@Snake57 Sounds like you've got a good plan!
If your group is okay with proxies, then I would definitely add Mana Crypt , Mana Drain and all of the zendikar fetches. If not, I would actually prioritize getting the fetches first. They drastically improve the cards Sage Owl , Spire Owl , Scroll Rack , Sensei's Divining Top , Brainstorm (and probably even more that I'm forgetting!) because you can fetch to shuffle away cards that aren't useful.
Also, I think Yuriko is no longer a ninja once she's enchanted by Song of the Dryads , so Walker of Secret Ways wouldn't be able to bounce her. Although I still agree that you can cut Azra Smokeshaper for it.
Mystic Reflection seems pretty strong. Like you mentioned, it turns an enabler into one of your ninjas, or the next best creature on the board.
I'm a bit skeptical about Varragoth, Bloodsky Sire . It has to survive at least one turn around the table to attack and costs a combined 5 mana. I would suggest Cruel Tutor instead if you feel like you're lacking topdeck manipulation.
Hullbreacher is insanely powerful, especially if your playgroup plays a lot of wheels. I still have to get my hands on one, but the even harder part is what to cut for it :')
Maskwood Nexus definitely replaces Conspiracy and Xenograft for any Yuriko lists who have them. But like you said, 4 mana is pretty slow. Plus it isn't blue, so you can't pitch it to Force of Will like Arcane Adaptation or Unnatural Selection .
I think Karn's Temporal Sundering is stronger than Alrund's Epiphany because it costs one (or two) less mana and bounces a potential blocker. Plus if you foretell it, it's not in your hand to pitch to Force of Will effects. And if your playgroup is familiar with your deck, they know exactly which card you foretold.
Thanks again for the feedback and suggestions! I really appreciate talking Yuriko with someone else who's super invested!
6 months ago
This is a really interesting deck idea and a funny way to use a somewhat niche commander.
- Warning: Jank incoming
If you really want to make someone lord of the salamanders, you could Donate an Arcane Adaptation or Xenograft . Even better, you could use something like Puca's Mischief or Daring Thief to swap it for something nice of theirs.
6 months ago
I think Maskwood Nexus is a mistake. Card restrictions for tribal decks are exactly what makes building a tribal deck fun, removing restrictions from a deck type that's shaped by them feels like a wrong turn to me.
We already had Conspiracy, Arcane Adaptation and Xenograft to help tribal decks of a specific tribe to fit in creatures from outside it. If Maskwood Nexus was that, but colorless, I'd be all for it, but the next step, the "Screw it, everything is all tribes now" breaks the game a little bit.