Out of all the new Murders at Karlov Manor pre-cons, Deadly Disguise was the one that most appealed to me. That is to say, more than the other decks, I had expectations. Any deck trying to mash up multiple different mechanics from across years of Magic could be a disaster. So, how does “flippy deck” perform and is it an actual game play success or a mechanics failure?
First, we’ll talk about commander options. Next, we’ll take a look at how the deck plays and any major issues therein. Finally are there any suggestions for cards that the deck absolutely wants to include when modifying forward? Let’s find out!
Dryad Versus Bear, the Eternal Struggle

At first glance, it seems that there is only one option for Deadly Disguise‘s Commander:
Kaust, Eyes of the Glade
Kaust, Eyes of the Glade
Whenever a creature you control that was turned face up this turn deals combat damage to a player, draw a card.
{T}: Turn target face-down attacking creature you control face up.
. However, there is a compelling case to consider
Duskana, the Rage Mother
Duskana, the Rage Mother
When Duskana enters, draw a card for each creature you control with base power and toughness 2/2.
Whenever a creature you control with base power and toughness 2/2 attacks, it gets +3/+3 until end of turn.
over Kaust. In a typical game, you can quite easily turn two Kaust and turn three a 2/2 face down creature. That means, at best, you are looking at drawing one card on turn four if you can deal combat damage to a player. But considering mana constraints, you also play another face down creature turn four. Unless you were extremely lucky, with say a
Sol Ring
Sol Ring
{T}: Add {C}{C}.
, this is as good as it gets. That means, on turn five, if you can get in for combat damage, you’ve drawn a second card. Meanwhile, it’s reasonable enough to have two face down creatures that you simply have in play and cast Duskana turn five to draw two cards and swing in for ten damage. Next turn? You’re still swinging for big damage, you do not need to flip at all.
Furthermore, after a big board wipe protected by
Whisperwood Elemental
Whisperwood Elemental
At the beginning of your end step, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Sacrifice this creature: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library."
, if you play Duskana, you’re immediately drawing a pile of cards. With Kaust, it’s quite a bit more involved. The potential for value every turn is there with Kaust, but it relies entirely on a few key cards like
Veiled Ascension
Veiled Ascension
When this enchantment enters, put a flying counter on each face-down creature you control.
Face-down creatures you control enter with a flying counter on them.
At the beginning of your upkeep, you may cloak the top card of your library.
or
Scroll of Fate
Scroll of Fate
{T}: Manifest a card from your hand. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
to provide a stream of flippable cards.
That being said, Kaust allows for some pretty bonkers speed. Flipping up a
Root Elemental
Root Elemental
Morph {5}{G}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
When this creature is turned face up, you may put a creature card from your hand onto the battlefield.
puts any creature from your hand into play on turn four. Certainly the potential for some explosive plays belongs to Kaust.
With the deck at stock configuration, you’ll find that Duskana edges out Kaust because it’s more consistent. With some additions to the deck, though, there is huge potential for Kaust to do some massive work and even without any changes it’s still an okay commander.
So Many One-Sided Board Wipes

Summon a face down creature with
Showstopping Surprise
Showstopping Surprise
Choose target creature you control. Turn it face up if it's face down. Then it deals damage equal to its power to each other creature.
ready. That’s an easy one-sided wipe. The deck is absolutely loaded with this kind of tech.
Fell the Mighty
Fell the Mighty
Destroy all creatures with power greater than target creature's power.
,
Austere Command
Austere Command
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
and
Dusk
Dusk
Destroy all creatures with power 3 or greater.
all offer wipes that commonly dodge your own flipped creatures.
Both
Whisperwood Elemental
Whisperwood Elemental
At the beginning of your end step, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Sacrifice this creature: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library."
and
Yedora, Grave Gardener
Yedora, Grave Gardener
Whenever another nontoken creature you control dies, you may return it to the battlefield face down under its owner's control. It's a Forest land. (It has no other types or abilities.)
give you wipe protection and at the same time let you re-deploy your team! Keep in mind that Yedora still lets you flip your creatures back if they have a special ability to do so. Even though Yedora says that the flipped over creature becomes a Forest and “it has no other types or abilities” that’s only technically true. Using Morph, for example, isn’t strictly an ability. It’s a special game action that doesn’t use the stack. See this post from Jess Dunks the current Rules Manager at Wizards regarding this.
Beyond wipes, there is also plenty of single target creature, artifact, and enchantment removal as well.
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Not Quite Ambiguous Enough

Talk about cool,
Boltbender
Boltbender
Disguise {1}{R} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
When this creature is turned face up, you may choose new targets for any number of other spells and/or abilities.
takes control of the stack in a big way. One small problem? It’s one of the handful of creatures with the Disguise ability. Since there are so few of these cards in the deck, the ability to create hesitation in your opponents is not that high. Furthermore, the Disguise costs are different enough that you may be unintentionally telegraphing what you have face down, especially if you set up your mana in an obvious way. Now, that can be a method used to bluff other players, but simple math says there’s still always a decent chance that you could have Boltbender.
Alright, so there are very few Disguise creatures. There are a lot of Morphed creatures, so there’s way more ambiguity there, right? Sort of, kind of, not really. This is where we get back into the Kaust versus Duskana argument.
Kaust really wants you to flip cards right away. Duskana is perfectly happy keeping them face down forever. Consider this. If you have a face down Disguise card played from your hand, there’s a 50% chance a removal spell simply won’t work. Fully half of the time, you can either Boltbender or turn into a non-creature permanent,
True Identity
True Identity
Whenever this enchantment or another permanent you control is turned face up, scry 1, then draw a card. This ability triggers only once each turn.
Disguise {W} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
or Branch of the Vitu-Ghazi to dodge removal. There’s a pretty big advantage to keeping your Disguised creatures face down until the absolute last second. That benefits the Duskana game plan more. Meanwhile, practically all the Morph creatures want to be turned face up immediately for instant value and also to get a lot bigger. That’s more the Kaust plan. Manifest could go either way depending on the card. As you can see, there’s a bit of variability which means the deck has inconsistent potential.
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How to fix it?

Here’s
Scourge of the Throne
Scourge of the Throne
Flying
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
Whenever this creature attacks for the first time each turn, if it's attacking the player with the most life or tied for most life, untap all attacking creatures. After this phase, there is an additional combat phase.
. It’s far from a bad creature. Furthermore, the deck includes
Imperial Hellkite
Imperial Hellkite
Flying
Morph {6}{R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
When this creature is turned face up, you may search your library for a Dragon card, reveal it, put it into your hand, then shuffle.
as a big Morph that can search up the Scourge. While extra attack steps are always good and also work with Duskana it’s a bit odd here. If I wanted to include one big, game ending Dragon as a payoff for flipping the Hellkite, it would ideally have Haste or an enters the battlefield ability. Scourge has neither.
Neheb, the Eternal
Neheb, the Eternal
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.)
At the beginning of each of your postcombat main phases, add {R} for each 1 life your opponents have lost this turn.
is similarly a solid card but does not make a whole lot of sense here. Another boggle is
Tesak, Judith’s Hellhound
Tesak, Judith’s Hellhound
Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
Other Dogs you control have unleash.
Creatures you control with counters on them have haste.
Whenever Tesak attacks, add {R} for each attacking creature.
which can give the two other Dogs and one Changeling in the deck the Unleash keyword. Just…why? None of them are face-down creatures or offer direct synergy. Especially with
Ugin’s Mastery
Ugin’s Mastery
Whenever you cast a colorless creature spell, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Whenever you attack with creatures with total power 6 or greater, you may turn a face-down creature you control face up.
and Kaust, you need to be regularly adding a card to the table.
The deck also has
Sidar Kondo of Jamuraa
Sidar Kondo of Jamuraa
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Creatures your opponents control without flying or reach can't block creatures with power 2 or less.
Partner (You can have two commanders if both have partner.)
and
Ohran Frostfang
Ohran Frostfang
Attacking creatures you control have deathtouch.
Whenever a creature you control deals combat damage to a player, draw a card.
. These are relatively high mana cost cards, especially when you consider most of what you’re trying to do caps out at three colorless mana. While the idea is clear, make your 2/2 colorless creatures unblockable and draw cards, it takes a lot of mana and setup to gain value. Also Sidar and Duskana do not play nice together. Much like the cards above these cards don’t flip natively.
There are other cards like
Seedborn Muse
Seedborn Muse
Untap all permanents you control during each other player's untap step.
which offer tremendous single card power but might make you doubt the synergy. When you have the Muse with
Mastery of the Unseen
Mastery of the Unseen
Whenever a permanent you control is turned face up, you gain 1 life for each creature you control.
{3}{W}: Manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
or
Scroll of Fate
Scroll of Fate
{T}: Manifest a card from your hand. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
the deck operates on a whole different level. In that vein, therefore, certain upgrades make a ton of sense.
Enlightened Tutor
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
is excellent for grabbing Mastery or Scroll ensuring that you have a steady stream of flippable options. It’s extremely hard not to recommend tutoring for a card that makes the deck work so much better.
Instead of a singleton big Dragon, consider a Planeswalker Dragon in
Ugin, the Ineffable
Ugin, the Ineffable
Colorless spells you cast cost {2} less to cast.
+1: Exile the top card of your library face down and look at it. Create a 2/2 colorless Spirit creature token. When that token leaves the battlefield, put the exiled card into your hand.
−3: Destroy target permanent that's one or more colors.
. It makes your future colorless spells cost two less and gives you another way to Manifest the top card of your library for that flow of new cards to flip. It’s also removal.
More Morph creatures! It will come down to preference and theme. Some creatures like
Aven Liberator
Aven Liberator
Flying
Morph {3}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
When this creature is turned face up, target creature you control gains protection from the color of your choice until end of turn.
is a gotcha when it turns face up and saves something. Others like
Primal Whisperer
Primal Whisperer
This creature gets +2/+2 for each face-down creature on the battlefield.
Morph {3}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
can be a massive body for very little mana. The more face down permanents, the more ambiguity you create for your opponents to navigate. Both
Fortune Thief
Fortune Thief
Damage that would reduce your life total to less than 1 reduces it to 1 instead.
Morph {R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
and
Weathered Bodyguards
Weathered Bodyguards
As long as this creature is untapped, all combat damage that would be dealt to you by unblocked creatures is dealt to this creature instead.
Morph {3}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
can save you against massive combat damage and the other players won’t know to play around these cards until after their attack fizzles.
But More Than Anything, Haste

This deck needs Haste in a major way.
Rhythm of the Wild
Rhythm of the Wild
Creature spells you control can't be countered.
Nontoken creatures you control have riot. (They enter with your choice of a +1/+1 counter or haste.)
and
Fires of Yavimaya
Fires of Yavimaya
Creatures you control have haste.
Sacrifice this enchantment: Target creature gets +2/+2 until end of turn.
are strong includes. It’s also interesting to note that if you Unleash your creature, Duskana still gives it +3/+3 on attacking because it triggers off base power and toughness.
Swiftfoot Boots
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.)
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
beats out
Lightning Greaves
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip {0}
because you cannot target your own creature with Kaust if it’s wearing the Greaves. As the deck stands, the Greaves only offers Haste from some pseudo-synergy with Tesak and that’s not reliable at all.
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Was it fun?

Ultimately, Deadly Disguise is not going to win any major cEDH tournaments. The important question is if the deck is fun to play and how does it generate that fun? The answer is it’s certainly got the components in place to generate some moments. When you get attacked by a huge creature only to block and flip your
Broodhatch Nantuko
Broodhatch Nantuko
Whenever this creature is dealt damage, you may create that many 1/1 green Insect creature tokens.
Morph {2}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
, the look on your opponent’s face will tell you all you need to know.
If they made you generate a pile of Insect tokens which you used to win, that’s a memorable game. But even beyond that game, the next time you play and that same opponent attacks you, you know one of you is going to mention that the face down creature could be the Nantuko ready for a repeat.
Out of the box, I had high expectations. After a few games, particularly one with an early
Veiled Ascension
Veiled Ascension
When this enchantment enters, put a flying counter on each face-down creature you control.
Face-down creatures you control enter with a flying counter on them.
At the beginning of your upkeep, you may cloak the top card of your library.
, I saw the potential. It wasn’t the exact game experience that I originally expected, but it definitely delivered enough in terms strategy and replay value. Keep in mind that the deck is operating at peak efficiency when your board consists of mostly 2/2 colorless creatures with no abilities; I cannot imagine most players find that game state interesting. That being said, I can easily recommend this deck if you are interested in playing a face down deck, just be ready to check your cards constantly and always mumble “Boltbender” so that the table respects your face down army.
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