Spiketail Hatchling

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Spiketail Hatchling

Creature — Drake

Flying (This creature can't be blocked except by creatures with flying or reach.)

Sacrifice Spiketail Hatchling: Counter target spell unless its controller pays (1).

RiotRunner789 on Void Shatter's Thousand Virulent Cuts

4 days ago

Since Mana Leak is your jam:

Wizard Replica, Spiketail Hatchling, and Cursecatcher work well-ish on offense with your commander.

Power Sink is fun when you don't want them casting anything else.

Grends27 on Into the Sharknado

1 year ago

DreadKhan thanks for these suggestions! Yeah, at this point I’m not sure which is more important to counter with a 1-2 drop counterspell (creature/non-creature), so I’m using Keep Safe and Neutralize until I play more. I really like Spiketail Hatchling - I think that’s make a good replacement for the Stormchaser Drakes (which haven’t done much for me outside of being a flying body on the board).

Question: do you see anything in my list that you’d take out in favour of Teferi's Ageless Insight or Ominous Seas? I like those 2 cards, but I’m not sure if they’re worth replacing cards like Capture Sphere and Gust of Wind that have some sort of a bounce on no-untap control element.

DreadKhan on Into the Sharknado

1 year ago

I gather you are looking for suggestions in the area of counterspells? I suspect you might consider whether you usually need to counter creature or non-creature spells, as there are Negate and Essence Scatter at 1U, as well as An Offer You Can't Refuse for a mere U. As you're in mono-Blue, if you didn't mind upping the budget a bit there is Counterspell, which is a fine card in many ways if not really suited to more competitive arenas.

Pretty out there, but Spiketail Hatchling, Spiketail Drakeling, and Spiketail Drake can all be sacrificed to counter an opponent using fairly large spells/effects, especially stuff like wipes. There is also Judge's Familiar to help with this, but it's more narrow. You mainly use these guys to protect something more important, including to counter an opponent's board wipe.

If your games tend to go pretty long, Gargoyle Castle can be useful, a 3/4 flyer trumps a Delver. The key is that it uses a land slot to be potentially a very solid body. There is also Mishra's Factory that can offer you a body, with Mishra's Factory being very hard to deal with as it's only a creature on your turn, and you don't have to summon it, so it blanks a lot of solutions and saw play in control decks historically for these reasons. I mention these two because you run a decent number of lands, perhaps you wouldn't notice having some colourless lands with so many Islands, and could benefit from some situational bodies.

rekkim on Ritual Mill

1 year ago

V2.0: Shifted aim toward answers from threats. Tokens aren't anything to worry about before turn seven, anyway.

Armored Skaab: Down by one.

Blex, Vexing Pest  Flip: Cut. Buffing the tokens to speed up lethal is counterintuitive to much of the rest of the deck's intention to stall. Rarely, if ever find reason to use the back side, and life is valuable to this deck only so far as delays are concerned. Once you're stable, you don't need to fish so desperately for pieces.

Boneyard Wurm: Down by one.

Combine Guildmage, Swarm Guildmage: See: Blex.

Lotleth Giant: I really like this because it dodges blockers, but it's never decisive like a seven-drop ought to be. Dropped.

Decisive Denial: Dropped. Couldn't justify its use when creature-based iterations can be used to keep the effect and fuel other spells.

Drown in Filth: Dropped. Part of the issue is the mana requirement. It's hard to reliably draw all three colors in the first two turns, so a lot of my starts were awkward with this. It could also fizzle early on by not having enough of the right thing in my graveyard.

Spider Spawning: Reduced by two. Slow, and the deck is pretty heavy on recursion. Despite issues with the tap requirement, Vilespawn Spider is a body, on or off the field, and anything in the way of attackers or pumping spells is important.

Spiketail Hatchling: Added four copies. Might look for one I like with a mana cost to make the tax a greater burden. Or maybe something with lower CMC and no flying.

Winds of Rebuke: Added three copies.

Spore Frog: Added four copies.

Svogthos, the Restless Tomb: Added another copy. Realized somewhere down the line that it plays really well with Crop Sigil to return two creatures to play.

Deadbridge Chant: Added one copy. Still not wholly sold on this, but it makes sprinting against other stall decks much more viable. Valid target for Winds of Rebuke, if you happen to need to reset with elixir.

Land: Reduced prominence of black and green for blue.

Solonqo on Muldrotha, the „Fun“ in „Funeral“ *Primer*

4 years ago

I feel like Spiketail Hatchling might have more potential in this deck than you may think. At the worst it is a flying chump blocker that can be replayed with your commander at best it catches someone off guard and counters a crucial spell. Basically a worse Glen Elendra Archmage will probably still be good in this deck. There is also Voidmage Prodigy .

Kiyomei on 京 An illusion? What are you hiding? (cEDH-$T4KS) 京

5 years ago

Hi @maraxus1070, Personally this deck fears the mana board wipes far more than the mana ones...


Anyhow,

  • Wrath of God, Damnation and Supreme Verdict or others like this can be stopped by Gaddock Teeg / Sanctum Prelate (Although I rather use him on 1 - 2 - 3)... Or as intended they are delayed by any of our sphere effects and hopefully defused before the can save up for them...

  • Aggressive taps of lands during orb effects is also necessary instead of going for greedy plays and ramp for example and it prevents this. Occasionally yes people tend to get some RNG luck and are able to cast it earlier with sol ring, crypt or any ramp they were able to get out before you were able to react properly to any of it, and you can try to rebuild or just deal with it that you weren't fast enough or on top of the game with that certain starting hand which as we all know happens sometimes. (I don't side anything in for a board wipe heavy meta though but you could look to add Spell Pierce kind of counters and they even exist in creature form which is also good for aggressive tapping and threatening to counter Seth board wipe, for example; Cursecatcher, Patron Wizard, Judge's Familiar, Mana Tithe, Force Spike, Spiketail Hatchling, and many more at Low CMC that can be found if you search for "counter target spell unless its controller pays" )

  • Mistakes, like Holding back or playing into this, and keeping creatures back might lose you the game to others as well that are just biding their time, so that creates a dilemma too... Rather you will want to be ahead of that by slamming down sphere effects and keeping them down as fast as possible by straining every recourse possible be it artifacts or lands...

  • I do have one card that does some miracles and scares people of using wipes which is Living Plane... I tend to slam it down fairly early if I have nothing else to do as this creates a lot of problems regardless of Board wipes and lands even enter with summoning sickness so rebuilding after it becomes easier. It might also take their focus away from wiping as they might know what comes after a resolved living plane. (= Linvala or Elesh... )

  • Swords and Paths are mostly used when they see an opening and can combo after end-step removing something valuable that is preventing their win I presume. You could apply the same Spell pierce effects + sphere effects to battle this somewhat... but at one mana it is far harder. Although one would also be able to do it with winter orb + a sphere effect and root maze-like effects out while they are on no lands untapped mode! this is far harder to manage as you can't always have everyone locked out this much as early as turn 1 or 2. this also applies to the mana board wipes like Fire Covenant and Toxic Deluge which are far harder to combat...

  • The same thing can be said about people running loads of artifact and enchantment removal in my many different meta... Personally, I really don't side in anything against hate like this. What we do try though is prepare a board state that prevents this from even being an option. (Again yes RNG might screw you over a small number of times if so just go gg next game ;) )

(I Hope this helps. If you do find solid solutions yourself during playtest feel free to let me know, but this is all I can think of right now.)

MoxProxy on Edric

5 years ago

I love the deck. You obviously put a lot of thought into it and it looks like the most optimized list on Tappedout. What are the reasons not to run Jace's Phantasm, Cursecatcher, Spiketail Hatchling, Waterfront Bouncer or Unsubstantiate?

Bastaba on Muldrotha’s Recyclables

6 years ago

Crav96

Thank you, I will report my findings. The vessel may work well, I'll have to test it but it seems very good int the deck.

Update:

World Shaper -> Kiora, the Crashing Wave

Pathbreaker Ibex -> Deadeye Navigator

Sidisi, Brood Tyrant -> Memory Jar

Journey to Eternity  Flip -> Mystic Remora

Counterspell -> Spiketail Hatchling

Splinterfright -> Forgotten Creation

Voidmage Prodigy -> Burnished Hart

Forest -> Ash Barrens

I took out some of the cards I felt didn't add to much value to the deck, and put in your suggestions and a few other cards I have found in the meantime.

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