Hulk lines with Fledon. I finally did it!

This took so much time to figure out. I have been working on Hulk lines using Feldon of the third path. I think I got something now.

The reason I wanna use Feldon is that I wanna replace Karmic guide and Viscera seer (we need a sac outlet later on (but a better ONE!)). All I really need is hast and dorks. But also if Protean Hulk is inside my grave Feldon can get the trigger if he is in play. Something of a reanimator style. Karmic guide can’t do that. It only brings it into play, but don’t kill it.

So how is this done? Currently, I have found a lot of different lines. But let’s start with this one.

Flash – hulk: 2 mana spent. 1) we find Feldon biomancers familiar and Torch currier 1 cost hast outlet for Feldon. Because of Biomancers passive ability, Fledons ability only cost 1 red mana. Pay that and bring the hulk back into action as a token.

3 mana spent total. This is all the mana we need I promise.

Now proceed to end step because the token will die and give us the second hulk trigger.

Now we need two things. A sac outlet and something that untaps feldon.

Find: Qurion ranger and Dryad arbor for Fledon untap. Then Birchlore Rangers. We can now tap 2 elves to get 1 mana. Now find two more 1 cost elves. This leaves 2 CMC left for anything that is a sac outlet.

My pick is: Dark dweller oracle. Because we got two more elves we have the mana to sac a creature. Now just bring the hulk back and sac it once more.

From here there is a lot of more things you can do. I will leave you to figure out something. I usually find Spellseeker that gives me Dramatic reversal and 3 more whatever 1 cost dorks for more mana.

Cast that spell to untapp everything and bring back the hulk once more.

Notice that everything we have done is in Temur color identity. No white or black.

In any case, I showcase this Hulk line in a youtube video. The video is actually about Biomancers familiar. A review for that card. Take a look if you are interested and tell me what you think. Currently, my mind is working on more Feldon stuff.


submitted by /u/cEDH_TV to r/CompetitiveEDH
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New EDH player in Münster

Hi guys, I recently moved to Münster (Germany) and I’m looking for a new EDH group. I’ve been playing for nearly 3 years and just like casual groups with a semi competitive spirit. If there is anyone out their who is part of a playgroup or knows about one, please contact me. Thanks a lot.

submitted by /u/Spark1986 to r/EDH
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[RNA] Hydroid Krasis

submitted by /u/TechnomagusPrime to r/magicTCG [link] [comments]


[The Spike Feeders] Q&A Episode 1

Our very first Q&A video just went live!

At the end of November we asked the community for questions that they’d like to see answered on our show. Between our Discord, Twitter, and our subscribers on Youtube, about 45 thought-provoking questions came in. We took our sweet time answering them and editing the video during our time off, and answered all of them!

The video description contains a timestamped list of all the questions that we address in the video.

What do you think?

Is this something we should do on a regular basis? Going forward, we’re thinking about doing this more frequently (every few weeks) with fewer questions in each episode. Do you like the format, or do you have any recommendations on how we can do this better? Let us know!

Your answers

Do you think we were way off on any of these questions? Do you have a better answer? Comment and let us know!

Your questions

If you have any questions that you’d like to see us answer in the next video, feel free to leave them here. We will also be posting on Youtube when we’re ready to start gathering questions for the next video.

Season 2 starting soon!

We’re just wrapping up the last few things we needed to do during our break, and ramping up for Season 2! Subscribe to us on Youtube to get notified when our season premiere drops this coming Thursday, January 3, 2019!

Hit us up on social media

Patreon: https://www.patreon.com/TheSpikeFeeders

Facebook: https://www.facebook.com/thespikefeeders

Twitter: https://twitter.com/thespikefeeders

Instagram: https://www.instagram.com/thespikefeeders

Discord: https://discord.gg/RfN62pS

submitted by /u/chefsati to r/CompetitiveEDH
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The Great Cthulhu EDH

So, since I was given an artist proof of [[Wrexial, the Risen Deep]] for Christmas, I decided that the only sensible thing to do is to make a new deck around it, and the best unique idea I could come up with is a Lovecraftian themed deck, helmed by none other than the Great Old One himself. Ideas on how to proceed? I’m hoping for as lovecraftian as possible. Things like [[Ancient Excavation]] and [[Extract from Darkness]] . Give me your best mind-bending horrors!

submitted by /u/Onihanta to r/EDH
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Now is a great time to be brewing/playing, so please stop arguing about Gush/Foil bans

Guys, I think we’re in the most brew-friendly period I’ve seen since 2 years ago post-Drake. The meta is shifting rapidly, there are new cards and new top decks popping up frequently, and the recent most popular deck (UBxd) is interactive, tricky to play with and against, and very beatable. So please, let’s stop arguing about Gush/Foil bans, and just start brewing/playing. If you don’t take this chance to brew, I’m pretty sure you won’t find things to be easier if a Gush ban somehow does occur (which I would definitely be against). You know, if there’s one thing that is truly stopping people from brewing, it’s not Gush/Foil — but the (mistaken) belief that the format is somehow broken. Stop thinking that way, and discover how great the format is right now :).

Speaking of UBxd, the thing to keep in mind is that as mana efficient as Daze, Foil, Snuff Out, and Gurmag are, they are just 1-for-1s. You aren’t losing if you get Dazed, Foiled, or Snuffed Out — you’re just trading. Gurmag isn’t like Mulldrifter, Ninja, or Skyfisher where using removal means you’re down cards — if you play clean answers to Gurmag, it’s again, just a 1-for-1. If you play enough 2-for-1s and clean answers to Gurmag, UBxd will trade all their cards into you, and you’ll very likely win the topdeck war afterwards. (Or just play things like flashback cards that are very difficult for UB Delver to trade with.) UBxd also gives you plenty of time to run your gameplan. I don’t think they are even favored to have Angler on turn 3, and Angler is extremely easy to chump. You have plenty of time to play out your cards, and just keep in mind: if you get Dazed, Foiled, or Snuffed Out, they’re not winning, it’s just a trade (or worse for UBxd).

submitted by /u/kungfutrees to r/Pauper
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18th place seems suspiciously familiar…

submitted by /u/hexarin to r/Pauper [link] [comments]


Jhoira, Weatherlight Captain – [Spike Feeders $75 Contest Deck]

Jhoira, Weatherlight Captain - [Spike Feeders $75 Contest Deck]

Commander: [[Jhoira, Weatherlight Captain]]

Deck Price: $73.60 (Commander Excluded) as of 12/11/2018 (See image at bottom of post)


Deck List: https://decks.tcgplayer.com/magic/commander/the-commander-s-quarters/jhoira–weatherlight-captain—-spike-feeders–75-contest-deck/1343015?utm_source=youtube&utm_medium=sponsorship&utm_term=&utm_content=&utm_campaign=commanders-quarters

$25 Version Budget Deck Tech Guide: https://www.youtube.com/watch?v=dprTZiy3QSA

So this is an upgraded version of my Jhoira, Weatherlight Captain deck. Out of all the decks I have built so far on the channel, I would say that this one is probably the most competitive. I rarely pull it out when playing with my playgroup because it can go off too quickly. Technically it can win on turn 3 but you need to perfect opening hand to do so. Generally it goes off on turn 5 or 6 at the very latest.


Get Jhoira out as quickly as possible (turn 2 or 3 is ideal), and then cast a ton of free or reduced cost artifacts. Artifact costs will be reduced by cards like [[Etherium Sculptor]], [[Foundry Inspector]], [[Semblance Anvil]], etc. We are running a ton of mana rocks in this deck to generate a lot of mana very quickly as well.

How do we win?

Storm off with our cantripping artifacts. Make sure you draw into gas with cards like [[Artificer’s Assistant]], [[Riddlesmith]], and [[Mana Severance]]. Return artifacts back to your hand to cast them again with [[Displacement Wave]], [[Retract]], and [[Hurkyl’s Recall]]. Finish your opponents off with [[Golem Foundry]], [[Aetherflux Reservoir]], or [[Temporal Fissure]].

Pricing on MTG Goldfish:


submitted by /u/myersmc16 to r/BudgetBrews
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Extra Turns #02 w/ DJ, Kyle Hill, and Ashlen Rose

submitted by /u/tlamy to r/magicTCG [link] [comments]


Extra Turns #02 w/ DJ, Kyle Hill and Ashlen Rose l Commander Gameplay l Magic: The Gathering EDH – YouTube


It’s time for another epic Commander battle! Josh is facing off against DJ (Jumbo Commander on YouTube), Kyle Hill (Because Science on YouTube) and MTG Cosplayer Ashlen Rose. It’s Roon vs Akiri & Tymna vs The Locust God vs Oona, Queen of the Fae.

submitted by /u/ahipikr to r/EDH
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TIL Nevinyrral’s Disk is Larry Nivens disk spelled backwards

submitted by /u/jyper to r/magicTCG [link] [comments]


Budget Commander: Niv-Mizzet, Parun

Hey everyone! It’s been a while but I’m back with a new article and video:

Budget Commander: Niv-Mizzet, Parun

The video highlights the goal of the deck and highlights key cards in the brew, while the article goes more in-depth with lots more card options to choose from.

[[Niv-Mizzet, Parun]] is the strongest version of the Izzet guildmaster yet, and as an Izzet/Niv fanboy this made me very excited to brew with him! This brew is extra special since it was made in collaboration with the fine folks at Laboratory Maniacs. Check out our live brew for the high-powered budgetless version of the deck!

submitted by /u/SpiketailDrake to r/EDH
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Jeskai Saheeli Primer

Oren Lagziel (Lagzilla) shares his thoughts, tips, and side boarding strategies for Jeskai Saheeli after a respectable finish at SCG Baltimore. Seems pretty strong. What do you think? https://www.cardknocklife.com/modern-jeskai-saheeli-primer/ s…


Day[9] vs. Kari Byron | Magic: The Gathering: Spellsingers | Season 5, Episode 6

submitted by /u/DreamyPants to r/magicTCG [link] [comments]


GRN Guild Kits, how balanced they are?

I’m planning to import the whole set and they would be priced at relatively more than US unfortunately, but I’m okay with that. My only concern is how balanced they are in terms of gameplay?

submitted by /u/azgaroux to r/magicTCG
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I’ve been running insanely hot with Mono B devotion, but with a twist.

I’ve been tweaking Mono B devotion off and on for over a year, never really having a large amount of success. Recently, I changed up the list, making it play more like a midrange deck than gimmicky list. I’ve tried pretty much every devotion card around and was never happy with the three drop slot. Gifted Aetherborn is a god, but every other two drop just felt like it was in the deck solely for devotion. The addition of Lingering Souls and white completely transformed my matchups. Now, I play a controlling game early and Obliterator and Gary act as a finisher. I cashed my last 10 leagues, with my last 5 leagues being 4-1, 4-1, 4-1, 4-1 and the 5-0 I just got. I don’t expect it to get published because my lists never do, but I just wanted to share my excitement. Cheers!


submitted by /u/EDHGod to r/ModernMagic
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Metalworks Primer (Formerly Egg Beaters)

I. IntroductionOverview

Metalworks is an engine built to present multiple resilient Metalwork Colossi while simultaneously executing a beat-down plan and assembling one of two combos. The deck often produces 20+ power on turn 3, alpha strikes on turn 4, and threatens a combo kill in the second main. Presenting multiple lines to a win makes this deck difficult to answer, and the forward-moving nature of this deck gives a certain inevitability. It is truly powerful and very consistent.

Deck List/Playtest

Tapped Out Decklist/Playtest

4x Metalwork Colossus

4x Semblance Anvil

4x Cloud Key

4x Mind Stone

4x Ichor Wellspring

4x Alchemist’s Vial

4x Prophetic Prism

4x Elsewhere Flask

4x Ancient Stirrings

3x Aetherflux Reservoir

1x Scrap Trawler

1x Ghirapur Aether Grid

3x Inventors’ Fair

4x Sanctum of Ugin

4x Phyrexia’s Core

4x Grove of the Burnwillows

4x Forest

Why not KCI?

This is the elephant in the room, and it is the first question that many people ask when they first see my list. The easiest answer to this is the namesake of the deck: Metalwork Colossus. This deck started as a delve into maximizing Semblance Anvil and finished as a supporting engine for Metalwork Colossus. Each iteration of the deck leaned more and more toward Colossus synergy, and it wasn’t until later stages that the deck could fully realize how powerful it is. It is a beat-down win condition, a combo piece, a sac outlet, easily searchable, and a flagbearer for nearly every other card in the deck. I have cast Metalwork Colossus (outside of arbitrary loops) 12+ times in a single game against UW control. When the engine is running Metalwork Colossus is undeterred by counterspells, sweepers, and spot removal. Without supporting/specific hate alongside answers, it will come back turn after turn and cause constant hindrance to the opponent executing their offensive gameplan. I believe this card is the reason to strongly consider trying this deck.

II. Card Explanations

The Beater

Metalwork Colossus x4

This is our first game plan. The goal is to cast some number of these on turn 3 by committing 11+ total CMC of artifacts to the board. Our lands (specified later) help us find multiple copies, and the ability to return Colossus from the graveyard to our hand gives this card staying power. Many of our lines involve sacrificing 1 Metalwork Colossus + 1 Cantrip Artifact to buy back a Metalwork Colossus that is already in our graveyard. This position is the bread and butter of our deck: it allows the deck to protect Colossus from exile/terminus by always having a sac outlet in our graveyard, and is a strategy to give Colossus pseudo-vigilance. I will go into more details when I discuss play patterns.

The Engine

Semblance Anvil x4

This card is at the center of our explosive starts. It alleviates our need to spend mana when committing artifacts to the board, and it allows us to instead use mana to begin loops and tutor for cards. It also enables us to chain multiple free (2 mana) cantrips and play out our colossi on turn 3. Having Semblance Anvil in play, with an artifact imprinted, contributes 5 mana reduction to Colossus.

Cloud Key x4

This is the sidekick of Semblance Anvil. While not as powerful as the Anvil, copies 5-8 of a mana-reducer contributes heavily to the stability of this deck. Cloud Key shines in matches of attrition where leading on an Anvil will likely get you 2-for-1’d. It is yet another spell that must be countered, and it allows us to accelerate our ability to commit devotion to our Colossi; a Cloud Key in play contributes 4 mana reduction to Colossus.

The Fuel

Ichor Wellspring x4

All hail Ichor Wellspring. This gives us two devotion to colossus, draws us a card when it enters, and draws us a card when we sacrifice it to buyback a Metalwork Colossus from the graveyard.

Alchemist’s Vial x4

This is the sleeper cantrip in this deck. We get two devotion to Metalwork Colossus, draw a card, and have a useful ability in combat. It often takes only the threat of preventing blockers to allow us to stabilize against a developing opposing board. The threat can be leveraged to allow our Colossus attacks to chip away at creature counts until they get through.

Elsewhere Flask x4

This is probably our worst cantrip, but the deck is still perfectly happy to play it. Two devotion to Metalwork Colossus, draw a card, and occasionally use it to generate green/red through a Blood Moon or to get our second color for Firespout.

Prophetic Prism x4

This feels like a slightly better Elsewhere Flask. Two devotion to Metalwork Colossus, draw a card, and filter a mana into green/red as needed.

Mind Stone x4

This is simply the best mana rock for this deck. It helps accelerate our mana in early turns and cantrips when our need for mana has dwindled. Alongside Scrap Trawler, we are able to generate arbitrary amounts of mana for combo kills with Mind Stone. Playing a Mind Stone on turn 2 allows us to play an Aetherflux Reservoir on turn 3, or commit a Semblance Anvil or Could Key to the board on turn 3 even if we are stuck on two lands.

Card Selection

Ancient Stirrings x4

This is our only one drop in the mainboard. While it’s not technically a tutor, I think anybody reading this primer knows of the power of Ancient Stirrings in Modern. Very rarely do you not find one of the pieces that you are explicitly looking for, and it is a stabilizing force for consistency in any artifact based deck. Early on it can dig for your turn three Anvil, get your second land, or find the Colossus that you need to get things going. This is the primary reason the deck slants toward green.

Inventors’ Fair x3

Inventors’ Fair generally gains a couple points of life over the course of a game, but we run it because it tutors for nearly any card in the deck. It most frequently tutors for a 0 mana Metalwork Colossus.

Sanctum of Ugin x4

This is my favorite land in the deck. It turns any free Metalwork Colossus into multiple free Metalwork Colossus. It is also able to tutor up our 1-of Scrap Trawler when the opponent has their shields down and assemble an infinite loop to win on the spot.

Combo Pieces

Aetherflux Reservoir x3

Aetherflux Reservoir is important as a non-combat win condition, as well as an important piece to help us turn the corner against aggressive strategies. It is usually cast on turn 4 at a reduced cost, converts cantrips into life (explained later), and quickly allows the deck to pivot from defense to offense. Padding our health allows us to start attacking with Metalwork Colossi and force chump blocks, which keeps opposing boards from growing too wide. The 4 devotion to colossus also proves itself to be invaluable. This, a Semblance Anvil, and a single cantrip will allow a Colossus to be cast for free. Keep this in mind when I discuss Aetherflux strategies below.

Scrap Trawler x1

This is a one-of combo piece that can punish our opponent when their shields are down. When this card is on the board our Colossus loops allow us to draw our deck, make arbitrary mana, gain arbitrary life, etc. This has been performing well as a singleton as it can be tutored for via Sanctum of Ugin or Inventors’ Fair. It is surprisingly easy to find from many board positions, and the 1-of nature keeps this card tucked away until exactly when we need it. Note that we don’t generally want this card unless a Colossus is in the graveyard, and it does not contribute to Colossus Devotion.

Ghirapur Aether Grid x1

This is currently in the list as an alternate win-con for Reservoir (in case our Reservoir gets hit by something like Surgical Extraction or Unmoored Ego). It’s great at killing some smaller creatures but is generally too slow in this deck to dig you out of a bad situation—it works best alongside some number of colossi to clear out chump blockers. I have this as a 1-of because of how terrible it feels to draw into a second copy. I don’t bring more copies in against small creature decks because sideboarded copies of Firespout feel more effective.

The Boring Stuff

Forest x4

We need to be able to cast Ancient Stirrings early when we have it, and there are enough copies of Field of Ruin and Assassin’s Trophy that I wouldn’t feel comfortable running any fewer than 4 basics. I recommend getting pretty ones.

Grove of the Burnwillows x4

Having a painless mana base is important due to our weakness to aggressive decks. This gives us color fixing for Firespout from the sideboard and additional green sources for Ancient Stirrings.

Phyrexia’s Core x4

This is our initial sacrifice outlet. This is used to protect a Metalwork Colossus from being exiled or bottomed by Terminus. This can convert an Ichor Wellspring into another card if the deck needs to dig. Lastly, it can kick off a Colossus loop when trying to combo.

III. Tricks

Colossus Looping

Metalwork Colossus has the ability to sacrifice two artifacts to return it from your graveyard to your hand. One of the most fundamental moves in this deck is trading a Metalwork Colossus in play with a Metalwork Colossus in the graveyard. By sacrificing a Colossus and a cantrip to this ability, you are able to re-play a Colossus from your graveyard at the cost of a free cantrip artifact. This technique allows us to create both mana and card advantage as our opponents expend resources on our free rebuilding.

Aetherflux Conversion

It takes 10 spells to gain 55 life. Executing the Colossus loop while a Reservoir is in play converts our cantrips into life. Hitting higher spell counts is usually done by casting just a few cantrips and trading them back in through a Colossus loop. Then you get to Death Star people—that is, pay 50 life to do 50 damage to a target. You can also Death Star planeswalkers or creatures if needed (Gideon/Worship). The latter option is more feasible when you generate an arbitrary amount of life (Trawler).

Trawler Loop

This one requires that you have artifact mana reduction of at least 2, but is pretty straightforward. Executing a Colossus loop while a Scrap Trawler is in play buys back the cantrip that was sacrificed (or any artifact in your graveyard). The end result is that you can draw any number of cards. Doing the Colossus loop with a Mind Stone lets you generate arbitrary amounts of mana. Ghirapur Aether Grid or Aetherflux Reservoir can be abused by continuing to Colossus loop with Mind Stone (so you don’t deck yourself). I find the most success with this combo once my board has already been established. At any point where you can do a Colossus loop, you can then sacrifice a Sanctum of Ugin or Inventors’ Fair to grab the trawler and try for the win. Sacrificing a Trawler + Colossus protects Trawler and buys back a cantrip.

*Note that the loop can be executed with a single Cloud Key and Mind Stone, but you will not draw cards. This is sufficient when a Reservoir is in play.

IV. Sideboard

Cards that can be cut

This deck has a lot of locked pieces in the deck, and it can be difficult to make room for sideboard cards. Cloud Key and Mind stone have worked very well for me as cuts. Cards to bring in instead are pretty straighforward. Explanations are below.Cloud KeyIf the deck across the table is trying to kill me on their 3rd turn, then it’s very likely casting Cloud Key on 3 is a losing line. This is the first card that I’m looking to cut. We need to bring in interaction for the early turns and find an Anvil to get things moving. Firespout makes for a much better turn 3 against a swarm of aggressive creatures than a setup card like this.

Mind Stone

This is my go-to card to cut when I’m trying to make space for grindy matchups. Mind Stone helps to smooth out the deck, but is not essential to any of our lines. This is also the only card that is useless against a Stony Silence.

What we bring in

Nature’s Claim x3

The cards that we are looking to hit are Damping Sphere, Leyline of the Void, Rest in Peace, Blood Moon, and Pithing Needle on Metalwork Colossus. We generally do damage in groups of 10 or 50. The 4 life that we give opponents often pushes them above 20 life so it has a drawback, but the minimizing our loss of speed is worth it. Side note: Blood Moon does a better job taming the deck than I anticipated. I usually side in 2 of these for almost any match. Most lists will have some form of hate, and Damping Sphere can come out of nowhere.

Note that Damping Sphere is only medium vs the deck. It certainly slows us down, but the Colossus plan will set in motion and be solid. Damping Sphere primarily interferes with the Reservoir strategy.

Firespout x3

This is the best sweeper that I believe this mana can support. We need to hit 3 damage for this card to be relevant, and Anger of the Gods just doesn’t seem like it would be cast consistently on turn 3. Firespout comes in against aggro decks.

Guttural Response x2

This card is a house versus Cryptic Command. My early builds focused more on Defense Grid, but I ran into enough Cryptic Command ‘tap team’ instances that I added these in. It has been effective as a surprise spell to close out a game. This can also help to resolve a turn 4 Semblance anvil if you are trying to push through counter magic.

Grafdigger’s Cage x2

These have proven effective against chord/coco decks, as well as a number of graveyard-recursion strategies. I have been happy with two of these along Tormod’s Crypt. Artifact Sideboard cards like this have the added benefit of being usable when imprinting on Semblance Anvil. Note that this doesn’t prevent us from activating Colossus from the Graveyard.

Dismember x2

I bring these in when I’m in denial about trying to defeat infect. The main cards that I’m looking to bring these in against are Thalia, Meddling Mage, Baral/Goblin Electromancer, Thought-Knot, or again…anything with Infect.

Tormod’s Crypt x2

This doesn’t interfere with out graveyard, and it’s fast enough for decks like Dredge. We can also imprint this on an Anvil. This is my personal favorite as it has no resource cost to us.

Defense Grid x1

This is a great tax against blue decks. I’ve found that control decks respect this list starting on turn 3, and can get greedy with a card like Search for Azcanta as a setup. Resolving this early can be a blowout.

V. Already Tested

Mox Opal

We can’t make use of this card until turn 3, and by that point Mind Stone just feels better. One consideration is to add more 1 mana artifacts to turn on Mox sooner, but this generally leaves the Colossus devotion far short of where it needs to be.

Simian Spirit Guide

This one feels very close, but it fell short most of the time. Generally I was able to commit an Anvil on turn 2, but having drawn one less card and losing an artifact slot to SSG meant that I was usually short on devotion until turn 3 anyway. The result was that I wasn’t meaningfully speeding up my strategy.

Chromatic Star/Chromatic Sphere

We need artifacts that stay on the field, and these have negative synergy with colossus.


This card is perfectly find as the next cantrip for the deck. I spent spent more time running the odds of getting a Colossus on turn 3 and goldfishing this deck than I care to admit. I landed on 16 cantrips being the right number. If I’m wrong, or if something changes, then this card is on standby.

VI. Not Tested

Chalice of the Void

If the meta is right for this card, then it feels like it could find a home here. Currently our only main deck consideration at 1 mana is Ancient Stirrings. This feels like it could be great.

VII. Thank you!

Thank you for taking the time to read all/some/none of this. This deck has been a real joy to work on, and if it seems like something that you might enjoy then please leave any questions, suggestions, or constructive criticisms below. I look forward to reading all of the comments and responding as soon as I can. I’ve already got a few people hooked on the deck and I’m hoping I can get a few more of you to test it out!

submitted by /u/Hombre550 to r/ModernMagic
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[GRN] Expansion / Explosion

submitted by /u/alphascorpii to r/magicTCG [link] [comments]


Saheeli’s Blue Moon


Stax in the form of Saheeli the gifted from Commander 2018. Saheeli let’s you play around the most brutal hate pieces, like:

  • Static orb
  • Winter Orb
  • Back to Basics
  • Stasis

Her 2nd +1 ability reduces the cost of your next spell by the number of artifacts you control, which in a stax environment seems pretty broken. Most of your mana will be produced by artifacts. With the inclusion of Paradox engine & Winding clock, skipping your untap step or untapping two permanents a turn becomes irrelevant pretty quickly.

Win conditions consist of your opponents conceding, various isochron sceptor combos, or walking ballista.

I built this deck because stax does very well in my meta, but a game will quickly turn into arch enemy when you make people feel miserable. Any feedback is welcomed.

submitted by /u/nbourg to r/CompetitiveEDH
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Mizzix Storm Primer

Deck Lists

Budgetless Mizzix Storm: Mizzix’s Intuition by Nakhla

$1500 Mizzix Storm: $1500 Mizzix’s Intuition by SlagBombFTW

$600 Mizzix Storm: $600 Mizzix’s Intuition by SlagbombFTW

$250 Mizzix Storm: $250 Mizzix’s Foresight by SlagbombFTW



Please note that the strategies discussed involved the Budgetless list. The primers for the budget versions are already in the respective pages, just click the link and check the description.

This primer may not be as updated to the current meta as it is but I would be sure to update this from time to time.



Mizzix Storm is a deck that chains spells and abuse the cast trigger of Mizzix of the Izmagnus. Tutoring or getting to the win conditions thru draws and digs are the ways of Izzet to compensate for the tutors offered by decks that have black in it. The deck also has a lot of ways to win without Mizzix in play. This deck runs closest to JVP High Tide with pros and cons to be considered.


Cards to Consider

Key Cards:

  • Aetherflux Reservoir
  • Dramatic Reversal
  • Enter the Infinite
  • Isochron Scepter
  • Mizzix’s Mastery
  • Paradox Engine
  • Past in Flames


For instant spells:

  • Merchant Scroll
  • Mystical Tutor

For sorcery spells:

  • Personal Tutor
  • Mystical Tutor

For artifact spells:

  • Fabricate
  • Transmute Artifact
  • Whir of Invention

For any cards:

  • Gamble
  • Intuition

Draws and Digs:


  • Brainstorm
  • Frantic Search
  • Gitaxian Probe
  • Ponder
  • Preordain
  • Pull from Tomorrow
  • Serum Visions
  • Stroke of Genius


  • Dig Through Time
  • Fact or Fiction
  • Impulse
  • Sleight of Hand



  • Diminishing Returns
  • Time Spiral
  • Timetwister


  • Wheel of Fortune
  • Windfall


Combos and Synergies


Main Win Lines:

  • Dramatic Scepter Lines (refer to Combos and Synergies)
  • Intuition Lines

NOTE: Mizzix should have two (2) experience counters for the line to be most efficient. Also, the line most likely you’ll run is the Intuition line where you were given the Enter the Infinite. It is the wisest choice and it would make you consume the most mana. Your opponent would only give you the other two if they have graveyard interactions like Faerie Macabre or Silent Gravestone.

Mana to be spent (in the full line) with Mizzix in play:

(0) experience counter: 5UURR or 5URRR

(1) experience counter: 3UURR or 3URRR

(2) experience counters: 1UURR or 1URRR

Mana to be spent (in the full line) without Mizzix in play: 11UURR or 11URRR

Tutor for Enter the Infinite + Mizzix’s Mastery + Past in Flames


If opponent gives you:

Enter the Infinite

  1. Cast Past in Flames using Flashback.
  2. Recast Intuition tutoring for Frantic Search + Wheel of Fortune + Windfall
  3. Cast anything your opponent gives to you to discard Enter the Infinite.
  4. Cast Mizzix’s Mastery targetting Enter the Infinite.

Past in Flames

  1. Cast Past in Flames.
  2. Cast Mizzix’s Mastery targetting Enter the Infinite.

Mizzix’s Mastery

  1. Cast Mizzix’s Mastery targetting Enter the Infinite.


When Enter the Infinite resolves, it is almost impossible for you to lose. These are the modes to choose from to win when it resolves.


Alternate Lines:

Make sure to hold counter spells to protect combos. If something went awry, reset.



If there are suggestions about the list, kindly send me a PM so we can discuss about it. Thanks!

submitted by /u/Aximatx to r/CompetitiveEDH
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Ben Friedman on UB Shadow

Article here

I hadn’t seen this linked to the subreddit yet (entirely possible I missed it though, if so my bad), so I figured I’d share Ben Friedman’s takes on UB Shadow going forward.

More specficically, I’d like to ask people what they though of his take on “dualless” Shadow being entirely reasonable as a way to be better vs the Moon/Wasteland decks of the format, along with Wasteland not being key to the strategy. To me at least, these are super important because they leave the deck being far, far cheaper to build than any other fair blue deck.

submitted by /u/Twisted_Exile to r/MTGLegacy
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Best commander for playing alone?

Just that. Which do you think is the best commander for playing alone, against the wall? I have some ideas but I really would love to read your thoughts on this topic. Now I’m going to keep writing nonsense because one of those stupid rules about a required number of words or something like that. I didn’t even read the whole explanation about why this post was removed. Are you happy now, stupid bot?

submitted by /u/The_Cheeker to r/EDH
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My SO and I made a stained glass Nicol Bolas to celebrate the return of the Elder Dragons!

submitted by /u/Alexm920 to r/magicTCG [link] [comments]


[C18] Geode Golem

Spoiled here: https://www.youtube.com/watch?v=tsIeYTvx9U4

Image link.

Geode Golem – 5

Artifact Creature – Golem


Whenever Geode Golem deals combat damage to a player, you may cast your commander from the command zone without paying its mana cost. (You still pay any additional costs.)


Sweet new tech for getting those expensive commanders out once they’ve died multiple times! Or just casting your huge commander early; going to be gross in Eldrazi Titan decks.

submitted by /u/Freakjob003 to r/EDH
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No, seriously. Can we talk about this 5-0 Blue Affinity List?

submitted by /u/GG2Hats to r/MTGLegacy [link] [comments]


Are there actual rulebook "designers" that just focus on rule writing? If not, should there be?

It seems as tabletop gaming has evolved, the need for clear, concise rulebooks has increased dramatically. And while a game designer can make a great game, a coherent rulebook oftentimes does not come with it. How can this be made better? submit…


The longer you look at it the weirder it gets pictures by Jeff Lee Johnson.

submitted by /u/evian_water to r/arkhamhorrorlcg [link] [comments]


[Spoiler][M19] Goblin Trashmaster

Goblin Trashmaster – 2RR Creature – Goblin Warrior – R Other Goblins you control get +1/+1. Sacrifice a Goblin: Destroy target artifact. 3/3 Standard payoff for goblin tribal, with an insane level of artifact hate. Definitely testable for Legacy Gobli…


[Spoiler][M19] Sarkhan, Fireblood


Sarkhan, Fireblood 1RR

Legendary Planeswalker – Sarkhan – M

+1: You may discard a card. If you do, draw a card.

+1: Add two mana in any combination of colors. Spend this mana only to cast Dragon spells.

-7: Create four 5/5 red Dragon creature tokens with flying.

Loyalty: 3

Obviously calling for Dragon tribal. Powering out Dragons seems decent, but this walker has no self-protection. He’s immune to [[Lightning Strike]] and [[Shock]], which is noteworthy. We’ll have [[Glorybringer]] for a while still, but Dragons are rarely played as a tribe and instead played for their individual value, so there are rarely payoffs for having a bunch of dragons. I’m not TOO high on this card right now, but he’s a three-mana planeswalker, so who knows.

submitted by /u/PeanutButterPorpoise to r/spikes
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