Navigating Life's Transitions: Lessons From Mary the Switch

By admin

Mary the Swich Mary is a young girl who lives in a small village called Swich. She is known for her extraordinary abilities, particularly her talent for switching things. At a young age, Mary discovered that she had the power to switch objects with just a touch of her hands. This unique ability fascinated her and she soon became proficient in using it. The villagers were amazed by Mary's talent. They often came to her with their problems or desires, hoping she could help them with her gift.


It's fairly simple: Tutor for Conspiracy , naming killbot, and then you can use Mary O'Kill to "sub out" any of your creatures.

As their stats are boosted in this state and they have access to every attack, skill, or spell you have put on them, this is something that should be feared. And though the latest canon by way of the Mary Skelter Nightmares remake suggests playing Mary Skelter 2 beforehand, it actually seems like a bad idea considering everything that is assumed that the player already understands here.

Mary the swich

They often came to her with their problems or desires, hoping she could help them with her gift. For example, if someone had a broken item, Mary could switch it with a new one. If someone desired a specific object, Mary could switch it with something similar.

Mary O'Kill

: Switch a Killbot or Mary O'Kill in your hand with one on the battlefield. (If a creature is tapped, the switched creature is tapped. The same is true for untapped, attacking, blocking, enchanted, equipped, and targeted. Any counters on a creature are on the switched creature instead.)

EDH 2 / 0 EDH 2 / 0 EDH 0 / 0 EDH 3 / 2 CAS 0 / 0 EDH 2 / 0 EDH 2 / 0 CAS 1 / 0 CAS 2 / 0 EDH 0 / 0

N o i r e _ S a m h a i n on Does anyone know the plane/planes …

3 years ago

There's ONE confirmed plane, from Unstable. Bablovia, described as a Mad Scientist world.

Its ruled by five Allied-colored groups, each ruling part of the world.

Order of the Widget- Blue/White. They're a technocracy, a government ruled by technology. They upgrade themselves into cyborgs. often for really specific reasons and because they can. Ruled by The Grand Calcutron , who is no longer human and all computer.

Agents of S.N.E.A.K.- Blue/Black. They are a kleptocracy, a government ran by thieves. They used to be a job board, but got obsessed with obtaining information and their toys and gadgets to the point spying was the only way to afford it. Also, they suck at their job. They're lead by Phoebe, Head of S.N.E.A.K.

League of Dastardly DOOM. They are an oligarchy. aka the most normal government type in the entire set. They're generic doomsday villains who all hate each other and constantly dispute whose in charge. Though they DO help support fledgling evil geniuses start. Their main leaders are Baron Von Count , The Big Idea , Mary O'Kill , and Grusilda, Monster Masher .

The Goblin Explosioneers are a Goblin kraterocratic and democratic kakistocracy. aka, they are somehow all ruled by the strong, the people. and the stupid. They like explosions. They worship hammers. They breed too fast for their bad ideas to wipe them out. Led by Ol' Buzzbark .

Crossbreed Labs is both a laboratory and a geniocracy, ruled by geniuses. They believe that one should be their true selves, usually by modifying themselves into crazy crossbreeds. Their end goal is a perfect society in which everyone can be themselves. Led by Dr. Julius Jumblemorph .

Lore dump, I know.

SkulduggeryP on Card creation challenge

4 years ago

Mary O'Kill, Soprano

Legendary Planeswalker - Mary

+1 Put 2/1 artifact creature token named Ambivalent Killbot onto the battlefield under your control.

0 Switch a Killbot or Mary O'Kill in your hand with one on the battlefield. (If a creature is tapped, the switched creature is tapped. The same is true for untapped, attacking, blocking, enchanted, equipped, and targeted. Any counters on a creature are on the switched creature instead.)

-4 For each Killbot on the battlefield, create a token copy of it under its owners control.

Thank you for letting me do this. I'm something of a Mary O'Kill groupie. Shameless Plug:

Mary and the Killbots: A Jazz Band

SCORE: 3 | 7 COMMENTS | 506 VIEWS | IN 1 FOLDER

kanokarob on Nightmare in Silver | Mary O'Kill Uncommander

4 years ago

I don't think I get your question HerzogMacabre. If you mean switching her with the actual card Nameless Inversion as it's being cast, there's no house rules about it; Mary O'Kill explicitly only switches with Killbots on the battlefield. If you mean switching Mary on the field with Inversion in hand, you can't do that either, as the reminder text describes switching as a process performed only between two creatures.

As to your first question, sadly I have yet to get a chance to build this in paper.

SkulduggeryP on Mary and the Killbots: A Jazz Band

5 years ago

Hi everyone! I know i haven't commented in a while, but i've been working on some updates to this that will result in a casual section and a competitive section. basically, I just wanted to talk about this cool interaction I found. Say that you have Conspiracy and Kitesail Freebooter . If you use Mary O'Kill to return the freebooter to your hand, its trigger doesn't happen, and you can re-cast it again and again! It's not the most efficient, but it's fun.

SkulduggeryP on Mary and the Killbots: A Jazz Band

5 years ago

Hey kwijibo418 (mispronouncing it). One of the big things that makes Mary O'Kill difficult to build for is that the switching out doesn't trigger ETB's (I wish it did). The wizards FAQ for unstable had an analogy that really helped me. It described mary's ability as that the creature is taking off a mask to reveal that it's secretly another creature (like mission impossible). I hope this answers your question.

SkulduggeryP on Mary and the Killbots: A Jazz Band

5 years ago

How to play:

It's fairly simple: Tutor for Conspiracy , naming killbot, and then you can use Mary O'Kill to "sub out" any of your creatures.

On the bench, ready to sub in!:

Phage the Untouchable : I feel like I should explain this one first. I know that it looks like you should be grabbing Phage every time, but I encourage you to think again. First off, by the time any of you who are inspired to make this deck actually do so, unstable will no longer be legal in commander (unless you're ultra-quick and super-cool). Therefore, the only way you'd be able to play this within your playgroup is by Rule 13, which essentially states that you can use banned cards in a casual setting only if all members of your playgroup agree to it. And if you slam down Phage every time, they're gonna start to not like you. Sorry if this section went on too long, but it had to be said.

Ashling, the Extinguisher : This is mostly for if your opponents have a troublesome indestructible creature. Or also if you think that the art looks great.

Avatar of Slaughter : This one is for if you need straight damage, as it deals the most of any creature at 16. Maybe you're low on life and it has Loxodon Warhammer . Maybe you want to deal a ton of damage without killing them. I'm not judging.

Blightsteel Colossus : This one follows the same rules as Phage the Untouchable , only this one also protects against milling. Using this product may put at risk of winning, overzealous gloating and being banned. Administer at own risk.

Dragon Mage : Maybe you're secretly a group hug player. Maybe you're just low on cards in hand. Either way, this is a great all-around option.

Greater Harvester : It's like eldrazi, only you don't have to actually attack with it to trigger annihilator, meaning you also get some damage through.

Hellcarver Demon : An opponent is comboing out and you need to make one last defiant stand without actually winning. That's when you break out this boy.

Lightning Reaver : Why on earth did you sub in this! It's just in here because I like the art!

Lord of the Void : This is my go to benchwarmer. It makes you highly likely to win the game without actually guaranteeing it. My kind of card.

Necropolis Regent : This one actually works because +1/+1 counters stay between switches.

Rakdos the Defiler : Be sure to sub him in after declare attackers and blockers so that his attacking trigger won't activate, but his damage trigger will.

Raving Dead : If you want to do something but you don't want the game to end yet, this is a good choice.

Enemy forces and how to ignore them!

Now, subbing out is most effective if whatever you're replacing can get past the declare blockers step. Unfortunately, this is rakdos colors, so we don't have much in that respect. What little that's available is below.

Whispersilk Cloak : Definitely the best option we have. With evasion in both aspects, and the fact that equipment stays equipped makes this a favorable option.

Trailblazer's Boots : In commander, you can scribble out the existing text and say, unblockable. It saves time.

Prowler's Helm : If any of you frequenly go toe-to-toe with a wall tribal deck, please let me know, that sounds awesome. And if you want to make them happy, play this. They will be so proud of their soulless, empty defenders. They need the pick-me-up.

Panic Spellbomb : Yeah, it's not the greatest. Moving on.

Key to the City : Card filtering and unblockable? Please tell me the downside.

Hot Soup : Do not, I repeat, Not play this against a ping deck. It'll be like christmas came early for them.

Glaring Spotlight : I would tell you how great and good this option is, only I can't see the text from all this brightness.

Last random notes:

Gamble : Please don't use this to find Conspiracy . Just don't. It's not worth it.

Command Beacon : Activating this on turn 3 is actually not a bad idea if you put down a Despondent Killbot turn 2, you can switch it out for early pressure.

Sly Spy C : If you just want to mess around or really punish a player, sub this one out with Avatar of Slaughter .

Planar Portal : This is the one case where it's superior to Planar Bridge . You see, Mary switches things in your hand, not on the battlefield, so with the bridge, they get affected by summoning sickness.

With a huge cast of customizable characters and an intriguing job system, the battles in Mary Skelter Finale are quite satisfying. Despite being turn-based, they’re fast and snappy. Battles feel completely distilled and refined as they strip out a lot of the fluff of most RPG battle systems. While I personally love seeing my characters wielding new weapons and performing flashy attacks in games, I was pleasantly surprised to find that Mary Skelter Finale didn’t leave me wanting. I enjoyed testing out my new abilities on enemies, setting up screen-clearing spells, and theory-crafting builds as I wandered through dangerous dungeons. The game also makes full use of its unique mechanics. Players can force enemies to turn around and show their back to you via Kagome-kagome, named after the Japanese children’s game. Additionally, the Critical Notice system deserves a mention for pre-emptively telling the player when they’ll land a critical hit along with how strong said hit will be.
Mary the swich

She was like a magical switchboard, connecting people with their desires. Mary’s ability wasn't limited to inanimate objects. She could also switch people's emotions with one another, providing comfort to those who were sad or angry. This made her an invaluable member of the community, as her gift brought joy and harmony to those around her. However, Mary's life wasn't always easy. Her unique talent also made her a target for those who sought to exploit her abilities for personal gain. Some individuals tried to use her power for nefarious purposes, attempting to switch valuable items or manipulate others' emotions for their own benefit. But Mary was wise and cautious, always using her ability with great care and discernment. Despite the challenges, Mary remained dedicated to using her gift for the greater good. She understood the responsibility that came with her power and the impact it could have on others. Instead of using her abilities for personal gain, she chose to focus on helping others and bringing harmony to her community. Mary the Swich became a symbol of hope and inspiration in her village. Her selflessness and compassion served as an example to others. She taught the importance of using one's talents for the betterment of society and the significance of bringing joy and happiness to those in need. In conclusion, Mary the Swich is a remarkable young girl with extraordinary abilities. Her talent for switching objects and emotions made her a beloved figure in her village. Despite the challenges she faced, Mary remained committed to using her gift for the benefit of others. Her selflessness and compassion made her an inspiration to those around her, reminding us of the power of kindness and the impact one person can have on a community..

Reviews for "The Art of Time Management: Tips from Mary the Switch"

1. John - 2 stars - I found "Mary the Switch" to be quite disappointing. The plot was weak and predictable, with very little character development. The dialogue felt forced and unnatural, making it difficult to connect with any of the characters. Additionally, the pacing was off, with long intervals of nothing happening followed by rushed and unsatisfying resolutions. Overall, I felt like the story lacked depth and substance, leaving me unsatisfied as a reader.
2. Sarah - 1 star - I was extremely disappointed with "Mary the Switch." The writing style was choppy and amateurish, making it difficult to get through the book. The characters were poorly developed, and I found it hard to connect with any of them. The plot felt contrived and unoriginal, with cliched twists and turns that were predictable from the start. I was expecting a captivating and engaging story, but instead, I was left feeling bored and uninspired. I cannot recommend this book to anyone looking for a well-crafted and engaging read.
3. David - 2 stars - I had high hopes for "Mary the Switch" based on the intriguing premise, but unfortunately, it fell short of my expectations. The concept of switching bodies is an interesting one, but the execution in this novel was lacking. The narrative felt disjointed and confusing, making it difficult to follow the story and keep track of the various characters. The pacing was also uneven, with some parts dragging on while others felt rushed. Overall, I found "Mary the Switch" to be a frustrating and underwhelming read.
4. Emily - 2 stars - I was really looking forward to reading "Mary the Switch," but I ultimately found it to be a letdown. The characters were unlikable and poorly developed, and I struggled to connect with any of them. The plot lacked originality and failed to hold my interest, with predictable twists and turns that were unsatisfying. The writing style was also disjointed and did not flow smoothly. Overall, I felt that "Mary the Switch" was a missed opportunity and did not live up to its potential.

Embracing Change: Mary the Switch's Guide to Reinvention

Rediscovering Passion: Mary the Switch's Search for Fulfillment