Kiki-Twin is still one of the best options if you're looking for a combo in R (with U and/or W making it better), so, yeah, this is a good card. Outside of combo applications, it's still pretty powerful when used on creatures that have good ETB effects, although it is rather fragile when used "fairly".
ITT: A bunch of players horribly mis-evaluate the power level and ubiquity that FTK brings to the format and the colour in general. As an olde player, I hang my head in shame at those that suggest it "doesn't do enough" to be worth a slot. For shame.
This guy right alongside Fire Imp are the BFFs. No, don't laugh (okay, laugh at the Imp, he is overly ugly) but really before you say a 2/1 that shocks a guy isn't "good enough" I want you to really think about how many x/2s are prominent in the format. Now, imagine doubling that damage, power, and toughness for just 1 more. FTK is the original posterboy for power creep, and if it were printed today would still be power creep to the nth degree.
Maro has actually said FTK is too powerful for Standard.
It is really fun, and really fragile, when used fairly. I don't understand the hate for using it in a combo beyond just simple combo hate. Yes, it combos with a lot of cards, but except for Zealous conscripts they are mostly crap, and Conscripts only rises to staple status because of the combo. Yeah, Intruder Alarm, but that's mostly a combo card. Combo is a part of the format, and Splinter Twin, being an aura, is pretty fragile. You do set yourself up for a potential two for one if the creature is removed with twin on the stack. Yes, if you have one of the flash creatures, you are more likely to catch the table off guard and can hit this really early if your lucky, but that's rare.
There are also many cards that simply blank the combo: it basically folds to pillow fort, and there are numerous hate bears that either stop the tokens from being created or force them to enter tapped. There are plenty of cards that reduce their power below 1, except for Conscripts. The soul sisters gain you enough life to negate the damage from bell ringer or exarch, or Pestermite if you have both. There are cards like Torpor Orb that erase the etb effect the combo relies on. The phyrexian soul sister would kill the combo player from life loss, as would Rakdos Charm. Horobi shuts it down. There's just a lot of ways for the combo to be answered, more than most.
The real interesting conversation is comparing it to Kiki Jiki. You're typically gonna want both effects, but Kiki is usually better. First, you don't run the risk of a 2 for 1. Second, hes better for fair use, as you aren't committed to a single creature, so each turn you can copy whatever works best for you. Third, he doesn't require the OG creature to tap, making him better at pushing through damage. Fourth, he's a two power creature, so you can tutor him with Imperial Recruiter then copy the recruiter. He's also 2 toughness, so he works with the white recruiter as well. His only downsides are costing R more, making him slower and harder to cast in 3 color, and that he can't copy legends. The latter is important if you want to repeatedly copy your commander.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Well, it is infinite, so not "mostly crap" at all. The big thing Conscripts has over other Twin combos is that you're in just red. This isn't to say Village Bell-Ringer isn't good: It goes infinite fairly easily, especially in some sort of Zoo build where you have all the mana dorks you need.
The real danger is from being two for oned in that brief space between casting Twin and Twin resolving. Kiki-Jiki, Mirror Breaker is better if played fairly, though, I'll admit.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Well, it is infinite, so not "mostly crap" at all. The big thing Conscripts has over other Twin combos is that you're in just red. This isn't to say Village Bell-Ringer isn't good: It goes infinite fairly easily, especially in some sort of Zoo build where you have all the mana dorks you need.
The real danger is from being two for oned in that brief space between casting Twin and Twin resolving. Kiki-Jiki, Mirror Breaker is better if played fairly, though, I'll admit.
I didn't say the combo was mostly crap, I said that the cards that twin combos with are mostly crap. Meaning that the combo requires you to run cards that are otherwise trash, and if you are trying to go for redundancy, not just relying on bell ringers but putting in conscripts and Pestermite and exarch, 3 out of 4 of those are just not very good. Bell ringers at least untaps your team, but mite and exarch are crap cards in the format except for their role in the combo.
Many combos involve an otherwise crap card, but this one issue sort of unique for people's tendency to run multiple interchangeable pieces. Both Twin and Kiki are interchangeable, and both are good, but like I said 3 of the 4 interchangeable pieces on the other side are cards you wouldn't run without the combo, and even Conscripts would be just ok without it. That's kind of a lot of slots. The upside is you are more likely to draw into this combo than others, the downside is you have more otherwise bad cards in your deck to support it.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
I didn't say the combo was mostly crap, I said that the cards that twin combos with are mostly crap. Meaning that the combo requires you to run cards that are otherwise trash, and if you are trying to go for redundancy, not just relying on bell ringers but putting in conscripts and Pestermite and exarch, 3 out of 4 of those are just not very good. Bell ringers at least untaps your team, but mite and exarch are crap cards in the format except for their role in the combo.
Their role in the combo and the amount of redundancy you get in the combo even in this format is what makes them scary enough for people to hold up mana when they otherwise shouldn't, spend removal on things that aren't all that strong, and play in a paranoid way that would otherwise be considered subpar. That's pretty good in 1v1, but in multiplayer you typically don't want multiple people focusing your stuff...
(Don't forget Sunstrike Legionnaire, a decent enough card in some ways that people forget because he isn't modern or pauper legal)
In one of my old decks that ran red and blue. I had twin with both zelous conscipts and pestermite (they also comboed with kiki-jiki)
Of course twin also works with other fun strats. Putting it on a karthas and keep bring your dragons that get stolen back (then sac the token as a state based action)
The one thing this might have over other similar cards is the ability to trigger every turn instead of just yours. So combo with something like Mind's Eye in a basic heavy deck, you could draw a lot of cards.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
Rowen could remove that "Basic" tag from its text and still be a perfectly nonbroken card. With it there, I don't even want it in most of my "lands" commander decks. Sasaya, Orochi Ascendant might be the exception where you want mostly Forests.
This is an interesting card. It is mostly much much worse than Into the Wilds and Oracle of Mul Daya, and I don't think I'd play it even in Multani, Maro Sorcerer (a deck extremely hungry to draw all the cards). It is interesting that it triggers each turn though, and I'd say at one mana less and/or if it wasn't "basic", we might be cooking with gas.
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Sufferer of EDHD
Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
Even in a basic heavy deck, you are mostly likely not running solely basics, so I'd imagine with 37-40 land your running 5-8 nonbasics. That's somewhere between 29-35 basics out of 99 cards, but probably closer to 1/3 of your deck. That gives Rowen a 1 in 3 shot of getting you an extra card the first time you draw each turn, which if you have a way to draw on opponent's turns works out to about a card a turn, or Phyrexian Arena without the lifeloss but for 1 mana more.
So even in a basic heavy deck, I'm not running this without other ways to support it. Interestingly, I don't think that even allowing for any land would make it much better, because it would be a little more than a 1 in 3 chance (2 in 5) of drawing you an extra card off of the first draw of a turn, and that still isn't good enough, and it doesn't really matter if a card can be used in any deck if it isn't good enough for any deck. Fortunately, there are numerous ways to stack the top card of your library to ensure a basic land, from Sylvan Library to Divining top to scry to (outside of green) JTMS or other such effects. You can fairly easily get to 1/2 or more of you 1st draws per turn to have a basic land on top with little to no opportunity cost, which makes it get close to 1 card per turn just relying on your draw per turn. If you then have ways to draw on your opponent's turns, you can start getting real value from this.
I'd see this as an option in UG (because that has enough options to stack the top of your library and ways to draw on opponents turns and Back to Basics), or RG (because you can focus on non basic hate and use red looting to draw on your opponents turns). Mono G is a maybe.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Oh, Lorwyn, and your archaic, Scottish words. Also, have they ever aggressively powered an aura moving card? At least it can put auras on shroud permanents.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
Oh, Lorwyn, and your archaic, Scottish words. Also, have they ever aggressively powered an aura moving card? At least it can put auras on shroud permanents.
4 is the going rate for a 2/4 flyer in limited. For 1 more Mana, this comes with flash and a narrow but potentially powerful ability, especially when that ability is available at instant speed. That's potentially one hell of a combat trick, especially in limited. In commander, it's just not enough. If you're running auras here, it's probably Voltron, so the ability isn't worth much, and a 2/4 flash flier isn't significant.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Yeah, it's the image of GILBIC. I don't know if you'll be changing auras that often; the only time I use a lot of auras is in a Voltron deck, TBH. Or as part of a combo, e.g. Freed from the Real. But it can change negative auras, so there's that. Really not much to say. The flash is a nice addition, especially if you're in blue.
Too bad I missed the chance to say how Rowen is exactly at the bottom end of where I want land-based card draw to be. Note that I said bottom end. The top end is somewhere well below "Braingeyser by another name." Allied Strategies (maybe for 3G) would be a good green card, now that I think about it. The other example I can think of is Seer's Sundial, either with a cost or with an "If it's not the first land that entered the battlefield this turn..." clause or something similar. (And of course, The Gitrog Monster or just a Grim Flowering for lands. That sort of thing.) That said, I do like how it works every turn. There's something there, though you probably draw more cards during your turn because this isn't "bunch of x-cost instant draw spells blue". It's good if you dig a lot. IMO, it's definitely overshadowed by Sylvan Library and possibly Alhammarret's Archive, to say nothing of Oracle of Mul Daya and Into the Wilds, or even Courser of Kruphix.
@Onering: Let me introduce you to a little card called Meekstone some time.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
This thing is practically colorless in most formats, but in this one you're forced to run both colors, really restricting what you can do with it. Kind of like with Pith Driller, you lose a lot of the strength of flexibility of the card because of color identity. Neither card is that much of a loss, though.
When I first started playing magic, Aura Graft and Enchantment Alteration were sweet cards in my 12 year old mind and in the 12 year old meta of putting Inviolability and Blanchwood Armor and Granite Grip on things. These fairy things don't let you steal enchantments, so I'd relegate them to the trash bin, I think.
I actually think this is a pretty interesting way to get round the risk inherent in auras (being 2-for-1ed), particularly given that is moves all of the auras instead of just one like most similar effects. Flashing this in in response to removal targeting your heavily enchanted dude is a good play, especially as it even gives you a body to move the auras onto. The only problem with that line of play is that it's generally just cheaper to protect your original creature (e.g Dive Down, Sheltering Light) rather than getting clever with this guy. So, yeah, nice concept, but unlikely to be worth running in EDH.
I actually think this is a pretty interesting way to get round the risk inherent in auras (being 2-for-1ed), particularly given that is moves all of the auras instead of just one like most similar effects. Flashing this in in response to removal targeting your heavily enchanted dude is a good play, especially as it even gives you a body to move the auras onto. The only problem with that line of play is that it's generally just cheaper to protect your original creature (e.g Dive Down, Sheltering Light) rather than getting clever with this guy. So, yeah, nice concept, but unlikely to be worth running in EDH.
The biggest two-for-one risk, though, is when the aura's being cast. Afterward, many auras can raise a creature's toughness out of a red mage's range, a few will add hexproof, indestructible, relevant protection, or Inviolability, or they'll add flying in case of red's "can't hit flying" spells, and Sinister Strength makes a creature black. Any of those can help protect you from some removals (though to be fair, so can removing flying). But if the target is removed, the aura is countered (unless it has bestow and is simply played as a creature instead).
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
The definition of a highly narrow niche card, but it does fit its highly narrow niche. If you care about high CMC or your only creatures are truly huge fatties, this card is for you.
I think the most card with the biggest delta between how good it is in commander vs how good it is in limited is (on the side of good in limited, bad in commander) is probably nullhide ferox. That hexproof is almost useless in multiplayer, whereas the inability to cast noncreatures is brutal, at a 6/6 for 4 isn't really playable to begin with. Whereas in limited it's super hard to beat on t4.
Anyway, the effect is niche and most of what you're paying for is the 2/4 flyer, which isn't very relevant in commander. Aura graft is a lot better for the same effect.
Maro has actually said FTK is too powerful for Standard.
There are also many cards that simply blank the combo: it basically folds to pillow fort, and there are numerous hate bears that either stop the tokens from being created or force them to enter tapped. There are plenty of cards that reduce their power below 1, except for Conscripts. The soul sisters gain you enough life to negate the damage from bell ringer or exarch, or Pestermite if you have both. There are cards like Torpor Orb that erase the etb effect the combo relies on. The phyrexian soul sister would kill the combo player from life loss, as would Rakdos Charm. Horobi shuts it down. There's just a lot of ways for the combo to be answered, more than most.
The real interesting conversation is comparing it to Kiki Jiki. You're typically gonna want both effects, but Kiki is usually better. First, you don't run the risk of a 2 for 1. Second, hes better for fair use, as you aren't committed to a single creature, so each turn you can copy whatever works best for you. Third, he doesn't require the OG creature to tap, making him better at pushing through damage. Fourth, he's a two power creature, so you can tutor him with Imperial Recruiter then copy the recruiter. He's also 2 toughness, so he works with the white recruiter as well. His only downsides are costing R more, making him slower and harder to cast in 3 color, and that he can't copy legends. The latter is important if you want to repeatedly copy your commander.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
The real danger is from being two for oned in that brief space between casting Twin and Twin resolving. Kiki-Jiki, Mirror Breaker is better if played fairly, though, I'll admit.
On phasing:
I didn't say the combo was mostly crap, I said that the cards that twin combos with are mostly crap. Meaning that the combo requires you to run cards that are otherwise trash, and if you are trying to go for redundancy, not just relying on bell ringers but putting in conscripts and Pestermite and exarch, 3 out of 4 of those are just not very good. Bell ringers at least untaps your team, but mite and exarch are crap cards in the format except for their role in the combo.
Many combos involve an otherwise crap card, but this one issue sort of unique for people's tendency to run multiple interchangeable pieces. Both Twin and Kiki are interchangeable, and both are good, but like I said 3 of the 4 interchangeable pieces on the other side are cards you wouldn't run without the combo, and even Conscripts would be just ok without it. That's kind of a lot of slots. The upside is you are more likely to draw into this combo than others, the downside is you have more otherwise bad cards in your deck to support it.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Their role in the combo and the amount of redundancy you get in the combo even in this format is what makes them scary enough for people to hold up mana when they otherwise shouldn't, spend removal on things that aren't all that strong, and play in a paranoid way that would otherwise be considered subpar. That's pretty good in 1v1, but in multiplayer you typically don't want multiple people focusing your stuff...
(Don't forget Sunstrike Legionnaire, a decent enough card in some ways that people forget because he isn't modern or pauper legal)
Of course twin also works with other fun strats. Putting it on a karthas and keep bring your dragons that get stolen back (then sac the token as a state based action)
UB Vela the Night-Clad BUDecklist
WBG Ghave, Guru of Spores GBW
WUBRGThe Ur-DragonWUBRGDecklist
The one thing this might have over other similar cards is the ability to trigger every turn instead of just yours. So combo with something like Mind's Eye in a basic heavy deck, you could draw a lot of cards.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
So even in a basic heavy deck, I'm not running this without other ways to support it. Interestingly, I don't think that even allowing for any land would make it much better, because it would be a little more than a 1 in 3 chance (2 in 5) of drawing you an extra card off of the first draw of a turn, and that still isn't good enough, and it doesn't really matter if a card can be used in any deck if it isn't good enough for any deck. Fortunately, there are numerous ways to stack the top card of your library to ensure a basic land, from Sylvan Library to Divining top to scry to (outside of green) JTMS or other such effects. You can fairly easily get to 1/2 or more of you 1st draws per turn to have a basic land on top with little to no opportunity cost, which makes it get close to 1 card per turn just relying on your draw per turn. If you then have ways to draw on your opponent's turns, you can start getting real value from this.
I'd see this as an option in UG (because that has enough options to stack the top of your library and ways to draw on opponents turns and Back to Basics), or RG (because you can focus on non basic hate and use red looting to draw on your opponents turns). Mono G is a maybe.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Oh, Lorwyn, and your archaic, Scottish words. Also, have they ever aggressively powered an aura moving card? At least it can put auras on shroud permanents.
4 is the going rate for a 2/4 flyer in limited. For 1 more Mana, this comes with flash and a narrow but potentially powerful ability, especially when that ability is available at instant speed. That's potentially one hell of a combat trick, especially in limited. In commander, it's just not enough. If you're running auras here, it's probably Voltron, so the ability isn't worth much, and a 2/4 flash flier isn't significant.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Too bad I missed the chance to say how Rowen is exactly at the bottom end of where I want land-based card draw to be. Note that I said bottom end. The top end is somewhere well below "Braingeyser by another name." Allied Strategies (maybe for 3G) would be a good green card, now that I think about it. The other example I can think of is Seer's Sundial, either with a cost or with an "If it's not the first land that entered the battlefield this turn..." clause or something similar. (And of course, The Gitrog Monster or just a Grim Flowering for lands. That sort of thing.) That said, I do like how it works every turn. There's something there, though you probably draw more cards during your turn because this isn't "bunch of x-cost instant draw spells blue". It's good if you dig a lot. IMO, it's definitely overshadowed by Sylvan Library and possibly Alhammarret's Archive, to say nothing of Oracle of Mul Daya and Into the Wilds, or even Courser of Kruphix.
@Onering: Let me introduce you to a little card called Meekstone some time.
On phasing:
When I first started playing magic, Aura Graft and Enchantment Alteration were sweet cards in my 12 year old mind and in the 12 year old meta of putting Inviolability and Blanchwood Armor and Granite Grip on things. These fairy things don't let you steal enchantments, so I'd relegate them to the trash bin, I think.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
I mean Disenchant though
The biggest two-for-one risk, though, is when the aura's being cast. Afterward, many auras can raise a creature's toughness out of a red mage's range, a few will add hexproof, indestructible, relevant protection, or Inviolability, or they'll add flying in case of red's "can't hit flying" spells, and Sinister Strength makes a creature black. Any of those can help protect you from some removals (though to be fair, so can removing flying). But if the target is removed, the aura is countered (unless it has bestow and is simply played as a creature instead).
On phasing:
Best use I've ever seen of this card was a friend who played both this and Wild Defiance for that free hard counter tech.
Traxos, Scourge of Kroog loves this guy and its in its colors (I mean...)!
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Anyway, the effect is niche and most of what you're paying for is the 2/4 flyer, which isn't very relevant in commander. Aura graft is a lot better for the same effect.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6