679
7/1/2025
Reduce, Reuse, Recycle
Deck Size: 100
Commander
Legal
Est deck cost: $668.50
Salt sum: 36.88
No deck tags
679
7/1/2025
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Commander

Qty: 1 Price: $1.99
Feldon of the Third Path

{2}{R}, {T}: Create a token that's a copy of target creature card in your graveyard, except it's an artifact in addition to its other types. It gains haste. Sacrifice it at the beginning of the next end step.

Creature
Feldon of the Third Path (moc) 277

Commander

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Land

Qty: 34 (38 w/ MDFC)Price: $297.66
Arena of Glory

This land enters tapped unless you control a Mountain. {T}: Add {R}. {R}, {T}, Exert this land: Add {R}{R}. If that mana is spent on a creature spell, it gains haste until end of turn. (An exerted permanent won't untap during your next untap step.)

Land
Arena of Glory (mh3) 215
Arid Archway

This land enters tapped. When this land enters, return a land you control to its owner's hand. If another Desert was returned this way, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {T}: Add {C}{C}.

Land
Arid Archway (otj) 252
Arid Mesa

{T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.

Land
Arid Mesa (mh2) 244
Bloodstained Mire

{T}, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.

Land
Bloodstained Mire (mh3) 216
Darksteel Citadel

Indestructible {T}: Add {C}.

Artifact Land
Darksteel Citadel (mb2) 107
Echoing Deeps

You may have this land enter tapped as a copy of any land card in a graveyard, except it's a Cave in addition to its other types. {T}: Add {C}.

Land
Echoing Deeps (lci) 271
Flamekin Village

As this land enters, you may reveal an Elemental card from your hand. If you don't, this land enters tapped. {T}: Add {R}. {R}, {T}: Target creature gains haste until end of turn.

Land
Flamekin Village (plst) CM2-251
Fountainport

{T}: Add {C}. {2}, {T}, Sacrifice a token: Draw a card. {3}, {T}, Pay 1 life: Create a 1/1 blue Fish creature token. {4}, {T}: Create a Treasure token.

Land
Fountainport (blb) 253
Great Furnace

{T}: Add {R}.

Artifact Land
Great Furnace (brc) 187
Guildless Commons

This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {C}{C}.

Land
Guildless Commons (cmm) 1003
Inventors' Fair

At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life. {T}: Add {C}. {4}, {T}, Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.

Land
Inventors' Fair (plst) KLD-247
Lotus Field

Hexproof This land enters tapped. When this land enters, sacrifice two lands. {T}: Add three mana of any one color.

Land
Lotus Field (m20) 249
Lotus Vale

If this land would enter, sacrifice two untapped lands instead. If you do, put this land onto the battlefield. If you don't, put it into its owner's graveyard. {T}: Add three mana of any one color.

Land
Lotus Vale (wth) 165
Mountain

({T}: Add {R}.)

Land
Mountain (dmr) 408
Myriad Landscape

This land enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.

Land
Myriad Landscape (mkc) 276
Prismatic Vista

{T}, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.

Land
Prismatic Vista (mh1) 244
Scalding Tarn

{T}, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.

Land
Scalding Tarn (mh2) 254
Talon Gates of Madara

When this land enters, up to one target creature phases out. {T}: Add {C}. {1}, {T}: Add one mana of any color. {4}: Put this card from your hand onto the battlefield.

Land
Talon Gates of Madara (m3c) 134
The Mycosynth Gardens

{T}: Add {C}. {1}, {T}: Add one mana of any color. {X}, {T}: This land becomes a copy of target nontoken artifact you control with mana value X.

Land
The Mycosynth Gardens (one) 256
Thespian's Stage

{T}: Add {C}. {2}, {T}: This land becomes a copy of target land, except it has this ability.

Land
Thespian's Stage (mb2) 113
Treasure Vault

{T}: Add {C}. {X}{X}, {T}, Sacrifice this land: Create X Treasure tokens.

Artifact Land
Treasure Vault (drc) 180
Urza's Cave

{T}: Add {C}. {3}, {T}, Sacrifice this land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.

Land
Urza's Cave (mh3) 234
Vesuva

You may have this land enter tapped as a copy of any land on the battlefield.

Land
Vesuva (tsr) 289
War Room

{T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.

Land
War Room (mkc) 310
Wooded Foothills

{T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.

Land
Wooded Foothills (mh3) 236

Land

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Big Targets

Qty: 8 Price: $28.68
Combustible Gearhulk

First strike When this creature enters, target opponent may have you draw three cards. If the player doesn't, you mill three cards, then this creature deals damage to that player equal to the total mana value of those cards.

Creature Artifact
Combustible Gearhulk (scd) 128
Etali, Primal Storm

Whenever Etali attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.

Creature
Etali, Primal Storm (mkc) 152
Hellkite Tyrant

Flying, trample Whenever this creature deals combat damage to a player, gain control of all artifacts that player controls. At the beginning of your upkeep, if you control twenty or more artifacts, you win the game.

Creature
Hellkite Tyrant (rvr) 111
Meteor Golem

When this creature enters, destroy target nonland permanent an opponent controls.

Creature Artifact
Meteor Golem (cmm) 399
Molten Primordial

Haste When this creature enters, for each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn.

Creature
Molten Primordial (gtc) 101
Myr Battlesphere

When this creature enters, create four 1/1 colorless Myr artifact creature tokens. Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.

Creature Artifact
Myr Battlesphere (moc) 366
Trumpeting Carnosaur

Trample When this creature enters, discover 5. {2}{R}, Discard this card: It deals 3 damage to target creature or planeswalker.

Creature
Trumpeting Carnosaur (lci) 171
Wurmcoil Engine

Deathtouch, lifelink When this creature dies, create a 3/3 colorless Phyrexian Wurm artifact creature token with deathtouch and a 3/3 colorless Phyrexian Wurm artifact creature token with lifelink.

Creature Artifact
Wurmcoil Engine (brr) 63

Big Targets

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Loot

Qty: 15 Price: $59.41
Big Score

As an additional cost to cast this spell, discard a card. Draw two cards and create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")

Instant
Big Score (blc) 193
Brass's Tunnel-Grinder

Artifact
Brass's Tunnel-Grinder // Tecutlan, the Searing Rift (lci) 135Brass's Tunnel-Grinder // Tecutlan, the Searing Rift (lci) 135
Cathartic Reunion

As an additional cost to cast this spell, discard two cards. Draw three cards.

Sorcery
Cathartic Reunion (ss3) 2
Containment Construct

Whenever you discard a card, you may exile that card from your graveyard. If you do, you may play that card this turn.

Creature Artifact
Containment Construct (neo) 243
Fable of the Mirror-Breaker

Enchantment
Fable of the Mirror-Breaker // Reflection of Kiki-Jiki (neo) 141Fable of the Mirror-Breaker // Reflection of Kiki-Jiki (neo) 141
Faithless Looting

Draw two cards, then discard two cards. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Faithless Looting (lcc) 225
Matzalantli, the Great Door

Artifact
Matzalantli, the Great Door // The Core (lci) 256Matzalantli, the Great Door // The Core (lci) 256
Monument to Endurance

Whenever you discard a card, choose one that hasn't been chosen this turn — • Draw a card. • Create a Treasure token. • Each opponent loses 3 life.

Artifact
Monument to Endurance (dft) 237
Neheb, Dreadhorde Champion

Trample Whenever Neheb deals combat damage to a player or planeswalker, you may discard any number of cards. If you do, draw that many cards and add that much {R}. Until end of turn, you don't lose this mana as steps and phases end.

Creature
Neheb, Dreadhorde Champion (dmc) 125
Ruin Grinder

Menace When this creature dies, each player may discard their hand and draw seven cards. Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)

Creature Artifact
Ruin Grinder (c21) 57
Saheeli's Lattice

Artifact
Saheeli's Lattice // Mastercraft Raptor (lci) 164Saheeli's Lattice // Mastercraft Raptor (lci) 164
Seize the Spoils

As an additional cost to cast this spell, discard a card. Draw two cards and create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Sorcery
Seize the Spoils (j25) 141
Thrill of Possibility

As an additional cost to cast this spell, discard a card. Draw two cards.

Instant
Thrill of Possibility (sld) 1805
Unexpected Windfall

As an additional cost to cast this spell, discard a card. Draw two cards and create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")

Instant
Unexpected Windfall (afr) 164
Valakut Awakening

Instant
Valakut Awakening // Valakut Stoneforge (plst) ZNR-174Valakut Awakening // Valakut Stoneforge (plst) ZNR-174

Loot

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Feldon Boost

Qty: 8 Price: $51.22
Anger

Haste As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.

Creature
Anger (ltc) 210
Battlemage's Bracers

Equipped creature has haste. Whenever an ability of equipped creature is activated, if it isn't a mana ability, you may pay {1}. If you do, copy that ability. You may choose new targets for the copy. Equip {2}

Artifact
Battlemage's Bracers (c21) 48
Jaxis, the Troublemaker

{R}, {T}, Discard a card: Create a token that's a copy of another target creature you control. It gains haste and "When this token dies, draw a card." Sacrifice it at the beginning of the next end step. Activate only as a sorcery. Blitz {1}{R} (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)

Creature
Jaxis, the Troublemaker (snc) 112
Kiki-Jiki, Mirror Breaker

Haste {T}: Create a token that's a copy of target nonlegendary creature you control, except it has haste. Sacrifice it at the beginning of the next end step.

Creature
Kiki-Jiki, Mirror Breaker (ima) 136
Rings of Brighthearth

Whenever you activate an ability, if it isn't a mana ability, you may pay {2}. If you do, copy that ability. You may choose new targets for the copy.

Artifact
Rings of Brighthearth (cmr) 335
Sculpting Steel

You may have this artifact enter as a copy of any artifact on the battlefield.

Artifact
Sculpting Steel (moc) 374
Sting, the Glinting Dagger

Equipped creature gets +1/+1 and has haste. At the beginning of each combat, untap equipped creature. Equipped creature has first strike as long as it's blocking or blocked by a Goblin or Orc. Equip {2}

Artifact
Sting, the Glinting Dagger (ltr) 409
Thousand-Year Elixir

You may activate abilities of creatures you control as though those creatures had haste. {1}, {T}: Untap target creature.

Artifact
Thousand-Year Elixir (c21) 271

Feldon Boost

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Ramp

Qty: 11 Price: $89.41
Chromatic Orrery

You may spend mana as though it were mana of any color. {T}: Add {C}{C}{C}{C}{C}. {5}, {T}: Draw a card for each color among permanents you control.

Artifact
Chromatic Orrery (m21) 228
Coveted Jewel

When this artifact enters, draw three cards. {T}: Add three mana of any one color. Whenever one or more creatures an opponent controls attack you and aren't blocked, that player draws three cards and gains control of this artifact. Untap it.

Artifact
Coveted Jewel (blc) 268
Cursed Mirror

{T}: Add {R}. As this artifact enters, you may have it become a copy of any creature on the battlefield until end of turn, except it has haste.

Artifact
Cursed Mirror (otc) 161
Dowsing Device

Artifact
Dowsing Device // Geode Grotto (lci) 146Dowsing Device // Geode Grotto (lci) 146
Mana Geyser

Add {R} for each tapped land your opponents control.

Sorcery
Mana Geyser (scd) 151
Scampering Surveyor

When this creature enters, search your library for a basic land card or Cave card, put it onto the battlefield tapped, then shuffle.

Creature Artifact
Scampering Surveyor (lci) 260
Solemn Simulacrum

When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When this creature dies, you may draw a card.

Creature Artifact
Solemn Simulacrum (fdn) 729
Surveyor's Scope

{T}, Exile this artifact: Search your library for up to X basic land cards, where X is the number of players who control at least two more lands than you. Put those cards onto the battlefield, then shuffle.

Artifact
Surveyor's Scope (cma) 232
The Mightstone and Weakstone

When The Mightstone and Weakstone enters, choose one — • Draw two cards. • Target creature gets -5/-5 until end of turn. {T}: Add {C}{C}. This mana can't be spent to cast nonartifact spells. (Melds with Urza, Lord Protector.)

Artifact
The Mightstone and Weakstone (bro) 238a
Throne of Eldraine

As Throne of Eldraine enters, choose a color. {T}: Add four mana of the chosen color. Spend this mana only to cast monocolored spells of that color. {3}, {T}: Draw two cards. Spend only mana of the chosen color to activate this ability.

Artifact
Throne of Eldraine (woc) 28
Wayfarer's Bauble

{2}, {T}, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Artifact
Wayfarer's Bauble (pip) 252

Ramp

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Interact

Qty: 13 Price: $52.43
All Is Dust

Each player sacrifices all permanents they control that are one or more colors.

Sorcery Kindred
All Is Dust (cmm) 800
Blasphemous Act

This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature.

Sorcery
Blasphemous Act (lcc) 216
Boompile

{T}: Flip a coin. If you win the flip, destroy all nonland permanents.

Artifact
Boompile (cmm) 371
Chaos Warp

The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.

Instant
Chaos Warp (pw24) 7
Dualcaster Mage

Flash When this creature enters, copy target instant or sorcery spell. You may choose new targets for the copy.

Creature
Dualcaster Mage (c21) 165
Flare of Duplication

You may sacrifice a nontoken red creature rather than pay this spell's mana cost. Copy target instant or sorcery spell. You may choose new targets for the copy.

Instant
Flare of Duplication (mh3) 119
Lightning Axe

As an additional cost to cast this spell, discard a card or pay {5}. Lightning Axe deals 5 damage to target creature.

Instant
Lightning Axe (inr) 162
Oblivion Stone

{4}, {T}: Put a fate counter on target permanent. {5}, {T}, Sacrifice this artifact: Destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents.

Artifact
Oblivion Stone (brc) 153
Shatterskull Smashing

Sorcery
Shatterskull Smashing // Shatterskull, the Hammer Pass (znr) 161Shatterskull Smashing // Shatterskull, the Hammer Pass (znr) 161
Soul-Guide Lantern

When this artifact enters, exile target card from a graveyard. {T}, Sacrifice this artifact: Exile each opponent's graveyard. {1}, {T}, Sacrifice this artifact: Draw a card.

Artifact
Soul-Guide Lantern (brr) 117
Sundering Eruption

Sorcery
Sundering Eruption // Volcanic Fissure (mh3) 248Sundering Eruption // Volcanic Fissure (mh3) 248
Tibalt's Trickery

Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.

Instant
Tibalt's Trickery (khm) 153
Wild Magic Surge

Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.

Instant
Wild Magic Surge (clb) 206

Interact

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Recursion

Qty: 10 Price: $87.70
Daretti, Rocketeer Engineer

Daretti's power is equal to the greatest mana value among artifacts you control. Whenever Daretti enters or attacks, choose target artifact card in your graveyard. You may sacrifice an artifact. If you do, return the chosen card to the battlefield.

Creature
Daretti, Rocketeer Engineer (dft) 358
Daretti, Scrap Savant

+2: Discard up to two cards, then draw that many cards. −2: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield. −10: You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step." Daretti, Scrap Savant can be your commander.

Planeswalker
Daretti, Scrap Savant (cmm) 213
Goblin Engineer

When this creature enters, you may search your library for an artifact card, put it into your graveyard, then shuffle. {R}, {T}, Sacrifice an artifact: Return target artifact card with mana value 3 or less from your graveyard to the battlefield.

Creature
Goblin Engineer (mh1) 128
Goblin Matron

When this creature enters, you may search your library for a Goblin card, reveal that card, put it into your hand, then shuffle.

Creature
Goblin Matron (plst) USG-191
Goblin Welder

{T}: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player simultaneously sacrifices the artifact and returns the artifact card to the battlefield.

Creature
Goblin Welder (cm2) 101
Imperial Recruiter

When this creature enters, search your library for a creature card with power 2 or less, reveal it, put it into your hand, then shuffle.

Creature
Imperial Recruiter (mh2) 281
Pinnacle Monk

Creature
Pinnacle Monk // Mystic Peak (mh3) 246Pinnacle Monk // Mystic Peak (mh3) 246
Portal to Phyrexia

When this artifact enters, each opponent sacrifices three creatures of their choice. At the beginning of your upkeep, put target creature card from a graveyard onto the battlefield under your control. It's a Phyrexian in addition to its other types.

Artifact
Portal to Phyrexia (bro) 240
Scrap Mastery

Each player exiles all artifact cards from their graveyard, then sacrifices all artifacts they control, then puts all cards they exiled this way onto the battlefield.

Sorcery
Scrap Mastery (cm2) 116
Trash for Treasure

As an additional cost to cast this spell, sacrifice an artifact. Return target artifact card from your graveyard to the battlefield.

Sorcery
Trash for Treasure (2xm) 148

Recursion

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Considering

Qty: 12 Price: $61.20
Atsushi, the Blazing Sky

Flying, trample When Atsushi dies, choose one — • Exile the top two cards of your library. Until the end of your next turn, you may play those cards. • Create three Treasure tokens.

Creature
Atsushi, the Blazing Sky (neo) 134
Audacious Reshapers

{T}, Sacrifice an artifact: Reveal cards from the top of your library until you reveal an artifact card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. This creature deals damage to you equal to the number of cards revealed this way.

Creature
Audacious Reshapers (brc) 112
Cityscape Leveler

Trample When you cast this spell and whenever this creature attacks, destroy up to one target nonland permanent. Its controller creates a tapped Powerstone token. Unearth {8}

Creature Artifact
Cityscape Leveler (bro) 233
Crucible of Worlds

You may play lands from your graveyard.

Artifact
Crucible of Worlds (2x2) 303
Demolition Field

{T}: Add {C}. {2}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.

Land
Demolition Field (fdn) 687
Hoarding Dragon

Flying When this creature enters, you may search your library for an artifact card, exile it, then shuffle. When this creature dies, you may put the exiled card into its owner's hand.

Creature
Hoarding Dragon (cmm) 233
Liquimetal Torque

{T}: Add {C}. {T}: Target nonland permanent becomes an artifact in addition to its other types until end of turn.

Artifact
Liquimetal Torque (brc) 145
Reckless Handling

Search your library for an artifact card, reveal it, put it into your hand, shuffle, then discard a card at random. If an artifact card was discarded this way, Reckless Handling deals 2 damage to each opponent.

Sorcery
Reckless Handling (mat) 19
Scrap Welder

{T}, Sacrifice an artifact with mana value X: Return target artifact card with mana value less than X from your graveyard to the battlefield. It gains haste until end of turn.

Creature
Scrap Welder (neo) 159
Shenanigans

Destroy target artifact. Dredge 1 (If you would draw a card, you may mill a card instead. If you do, return this card from your graveyard to your hand.)

Sorcery
Shenanigans (plst) MH1-146
Vandalblast

Destroy target artifact you don't control. Overload {4}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Sorcery
Vandalblast (otc) 183
Worldgorger Dragon

Flying, trample When this creature enters, exile all other permanents you control. When this creature leaves the battlefield, return the exiled cards to the battlefield under their owners' control.

Creature
Worldgorger Dragon (dmr) 148

Considering

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Maybeboard

Qty: 22 Price: $90.58
Buried Ruin

{T}: Add {C}. {2}, {T}, Sacrifice this land: Return target artifact card from your graveyard to your hand.

Land
Buried Ruin (pip) 254
Cavalier of Flame

{1}{R}: Creatures you control get +1/+0 and gain haste until end of turn. When this creature enters, discard any number of cards, then draw that many cards. When this creature dies, it deals X damage to each opponent and each planeswalker they control, where X is the number of land cards in your graveyard.

Creature
Cavalier of Flame (plst) M20-125
Demand Answers

As an additional cost to cast this spell, sacrifice an artifact or discard a card. Draw two cards.

Instant
Demand Answers (mkm) 306
Drownyard Temple

{T}: Add {C}. {3}: Return this card from your graveyard to the battlefield tapped.

Land
Drownyard Temple (dsc) 272
Electroduplicate

Create a token that's a copy of target creature you control, except it has haste and "At the beginning of the end step, sacrifice this token." Flashback {2}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Electroduplicate (fdn) 85
Firbolg Flutist

Enthralling Performance — When this creature enters, gain control of target creature you don't control until end of turn. Untap it. It gains haste and myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)

Creature
Firbolg Flutist (clb) 174
Geier Reach Sanitarium

{T}: Add {C}. {2}, {T}: Each player draws a card, then discards a card.

Land
Geier Reach Sanitarium (lcc) 335
Illusionist's Bracers

Whenever an ability of equipped creature is activated, if it isn't a mana ability, copy that ability. You may choose new targets for the copy. Equip {3}

Artifact
Illusionist's Bracers (rvr) 260
Industrial Advancement

At the beginning of your end step, you may sacrifice a creature. If you do, look at the top X cards of your library, where X is that creature's mana value. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in a random order.

Enchantment
Industrial Advancement (ncc) 47
Kiki-Jiki, Mirror Breaker

Haste {T}: Create a token that's a copy of target nonlegendary creature you control, except it has haste. Sacrifice it at the beginning of the next end step.

Creature
Kiki-Jiki, Mirror Breaker (plst) MM2-121
Maze of Ith

{T}: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.

Land
Maze of Ith (dmr) 398
Mountain

({T}: Add {R}.)

Land
Mountain (dmr) 408
Overlord of the Boilerbilges

Impending 4—{2}{R}{R} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.) Whenever this permanent enters or attacks, it deals 4 damage to any target.

Creature Enchantment
Overlord of the Boilerbilges (dsk) 146
Patriar's Seal

{T}: Add one mana of any color. {1}, {T}: Untap target legendary creature you control.

Artifact
Patriar's Seal (clb) 332
Plaza of Heroes

{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a legendary spell. {T}: Add one mana of any color among legendary permanents you control. {3}, {T}, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn.

Land
Plaza of Heroes (dmu) 252
Return the Favor

Spree (Choose one or more additional costs.) + {1} — Copy target instant spell, sorcery spell, activated ability, or triggered ability. You may choose new targets for the copy. + {1} — Change the target of target spell or ability with a single target.

Instant
Return the Favor (otj) 142
Reverberate

Copy target instant or sorcery spell. You may choose new targets for the copy.

Instant
Reverberate (40k) 207
Skullclamp

Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards. Equip {1}

Artifact
Skullclamp (blc) 283
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.)

Artifact
Swiftfoot Boots (fdn) 355
Treasure Map

Artifact
Treasure Map // Treasure Cove (lci) 267Treasure Map // Treasure Cove (lci) 267
Triplicate Titan

Flying, vigilance, trample When this creature dies, create a 3/3 colorless Golem artifact creature token with flying, a 3/3 colorless Golem artifact creature token with vigilance, and a 3/3 colorless Golem artifact creature token with trample.

Creature Artifact
Triplicate Titan (drc) 143

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Deck Info

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0 pips - 0 cards
0 mana - 10 cards
0 pips - 0 cards
0 mana - 10 cards
0 pips - 0 cards
0 mana - 10 cards
60 pips - 43 cards
43 mana - 32 cards
0 pips - 0 cards
0 mana - 10 cards
0 pips - 0 cards
22 mana - 15 cards
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Description

{"ops":[{"insert":"Feldon of the Third Path – Primer"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nIntroduction"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Welcome, everyone, to my favourite deck, the first ever deck I built. This is a mono red \"reanimator\" deck helmed by "},{"insert":{"card-link":"Feldon of the Third Path"}},{"insert":". I put reanimate in quotation marks because this deck doesn't really reanimate creatures per se, it only makes temporary, hasty copies of them from the graveyard. But hey, a temporary "},{"insert":{"card-link":"Wurmcoil Engine"}},{"insert":" with haste ain't half bad. What the deck does do quite well, however, is "},{"attributes":{"bold":true},"insert":"artifact reanimation. "},{"insert":"While this isn't the main theme of the deck, its role is to cover for Feldon when he isn't able to do his thing—we might not always be able to stick Feldon on the board, or we might lack the mana to use him efficiently. That is when the goblins come out to tinker—but more on that later. Let's go over the deck's main game plan and some cool lines. Afterwards, we'll break down the core components of the deck. Let's get started!\n\nGame Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck can play one of two ways, but most of the time you'll be playing a combination of the two. The first and most basic way to play the deck is to use our commander to cheat out big, hasty monsters into play to smash our opponents repeatedly. The second method is to use our goblin tinkerers to reanimate all sorts of artifacts back from the grave...including big monsters.\n\nFeldon gameplan—The core experience"},{"attributes":{"header":3},"insert":"\n"},{"insert":"It's as simple as it gets:\nDiscard a big creature"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Play Feldon"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Activate Feldon"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Profit"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"This is the dream land the deck wants to live in. Sadly, our old man Feldon is quite frail, and the big monster in the graveyard looks very scary...This means that you generally won't get to untap with Feldon if you're playing against interaction-heavy decks, at least not in the early turns. After all, the threat of getting hit with a turn 4 Etali or Wurmcoil Engine isn't too appealing to most people. Still, if you have the resources and the courage, you could try to play Feldon turn 3 and hope for the best. If it works out, more power to you!\n\nI, however, preffer to wait. Depending on the game state, the earliest I'll play Feldon is when I have a way to give him haste and activate him in the same turn. With some luck, this can be turn 6 (or earlier if you've ramped), but it tends to be more like turn 8. Once you're this far in the game, you don't even need to worry about your Feldon dying, as you'll likely have the mana to just recast and activate him again next turn! But what to we do until then? Surely we don't just wait and do nothing until turn 8 right? That's where our suplemental plan comes in.\n\nArtifact gameplan—What to do when Feldon isn't available?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Due to one reason or another, you've lost access to Feldon, or you don't have the resources to use him yet. Either he died one too many times, or he's been turned into vegetable by Oko or some enchantment—that's where the goblins come in. It should be noted that our artifact reanimation gameplan shouldn't be considered as a plan B—it is simply another way our deck can play. This whole gameplan hinges on a few key cards. Firstly, we need a way to continuosly "},{"attributes":{"underline":true,"bold":true},"insert":"reanimate"},{"insert":" our artifacts, and we also need to "},{"attributes":{"underline":true,"bold":true},"insert":"find"},{"insert":" the key ones. "},{"insert":{"card-link":"Goblin Welder"}},{"insert":", "},{"insert":{"card-link":"Daretti, Rocketeer Engineer"}},{"insert":", and "},{"insert":{"card-link":"Daretti, Scrap Savant"}},{"insert":" are the main cards that enable this gameplan in the first place. With these, our deck can play like an imitation of the actual Daretti deck, reanimating artifacts left and right. This gameplan is also less mana intensive then Feldon. Goblin Welder is only 1 mana for example, and we only need to play a cheap artifact and discard the one we wish to bring back. With some luck, you could bring back a Triplicate Titan or a Portal to Phyrexia out as early as turn 2. I'd also be remiss not to mention our strongest artifact reanimation spell by far, which is "},{"insert":{"card-link":"Scrap Mastery"}},{"insert":"—with the right set up, this is almost like a one sided mini Living Death, which also serves to Vandalblast our opponents—in fact, this replaced Vandalblast! \n\nOf course, we need to find the artifacts we'd like to reanimate. Due to this not being a full-on artifact deck, you could still end up being unlucky and not find any impactful ones. "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":" takes care of that by entombing what we need. But he is just one card, as are the other goblins. To solve this, we run "},{"attributes":{"underline":true,"bold":true},"insert":"creature tutors"},{"insert":". While I generally dislike tutors, I use them only when I'm tutoring for just a few cards and I cannot tutor for much else. That's why instead of "},{"insert":{"card-link":"Gamble"}},{"insert":", which would get me exactly what I need, when I need it, I run "},{"insert":{"card-link":"Goblin Matron"}},{"insert":" and "},{"insert":{"card-link":"Imperial Recruiter"}},{"insert":". These can essentially be considered as extra coppies of whatever goblin I need to find at the moment. Imperial Recruiter is of course more versatile, as it finds a few other important creatures as well (Jaxis for more creature tokens, Solemn for ramp, Deal Broker for looting, Containment Construct for loot payoff or Dualcaster Mage if I need to be prepared for anything). In my experience, the sheer ammount of looting should be able to get us to these goblins fast enough to bring us into the game if Feldon isn't able to make an impact.\n\nCool play patterns I like"},{"attributes":{"header":2},"insert":"\n"},{"insert":"In no particular order, I'll list of some of my favourite interactions the deck has to offer:\nCool Feldon lines"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":": Paying 3 mana for a land and a card? What more could you ask for."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Firbolg Flutist"}},{"insert":": Steal your opponent's commanders and use "},{"attributes":{"italic":true},"insert":"Myriad "},{"insert":"to sacrifice the original copy and benefit from your opponent's ETBs!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Molten Primordial"}},{"insert":": Borrow your opponents creatures to block in a pinch and wreck their boards in the process."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Dualcaster Mage"}},{"insert":": Who says red cannot interact on the stack? Make sure you always participate in the instant/sorcery goodness. Bonus: Pair it with "},{"insert":{"card-link":"Big Score"}},{"insert":" "},{"insert":{"card-link":"Mana Geyser"}},{"insert":" for some explosive gameplay"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Goblin Welder"}},{"insert":"/"},{"insert":{"card-link":"Daretti, Rocketeer Engineer"}},{"insert":": Reanimate an artifact, permanently"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Talon Gates of Madara"}},{"insert":": Phase out the creature you reanimated to keep the token forever! If you like this interaction, consider including a "},{"insert":{"card-link":"Sundial of the Infinite"}},{"insert":". I just find it a nightmare to track in paper xd"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"BONUS TIP"},{"insert":": Activate Feldon in the end step of the opponent who is before you in turn order — That way, whatever you reanimated will stick around until your end step. Think of it like storing mana with "},{"insert":{"card-link":"Coalition Relic"}},{"insert":" — you don't use Feldon for one turn, so you get to use him 2 times....sort of.\nOther"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Rings of Brighthearth"}},{"insert":" + Fetch Lands: Who says we can't land ramp in mono red?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Goblin Welder"}},{"insert":", "},{"insert":{"card-link":"Daretti, Scrap Savant"}},{"insert":", "},{"insert":{"card-link":"Daretti, Rocketeer Engineer"}},{"insert":" + "},{"insert":{"card-link":"Coveted Jewel"}},{"insert":": Ramp and card draw, for no one but yourself"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Goblin Engineer"}},{"insert":" + Random artifact: Tutor up your "},{"insert":{"card-link":"Oblivion Stone"}},{"insert":" to blow the board up in a pinch, or get your "},{"insert":{"card-link":"Thousand-Year Elixir"}},{"insert":" to give Feldon haste. Or perhaps "},{"insert":{"card-link":"Rings of Brighthearth"}},{"insert":" to just double every single activated ability? The possibilities are endless"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nMain categories"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck can be roughly divided into a few broad categories (ramp, card draw, interaction, etc.), but I want to first focus on the \"Feldon specific\" ones, so to speak. I am of course talking about "},{"attributes":{"bold":true},"insert":"looting effects, Feldon reanimation targets,"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Feldon enhancers. "},{"insert":"After I'm done with those, I'll dive into the more \"broad\" categories. Let's dive right in:\n\n"},{"attributes":{"underline":true},"insert":"Looting—Forget adding fuel to the fire, we have to start the fire first!"},{"attributes":{"header":3},"insert":"\n"},{"insert":" As you might imagine, no graveyard deck works without a graveyard. Sure, you could eventually hardcast your threats, but where is the fun in that when we can cheat most of them out for as little as 3 mana (after we've paid for Feldon of course, which "},{"attributes":{"italic":true},"insert":"technically "},{"insert":"makes it 6 mana for the first one, but I digress). \n\nFirst, we have the most "},{"attributes":{"underline":true,"bold":true},"insert":"basic looters"},{"insert":": "},{"insert":{"card-link":"Faithless Looting"}},{"insert":", "},{"insert":{"card-link":"Cathartic Reunion"}},{"insert":", and "},{"insert":{"card-link":"Thrill of Possibility"}},{"insert":" are our cheapest and simplest options. Faithless has the upside of having flashback, which makes it extra useful, but these sort of shape our early hands—discard your clunky late game cards and reanimation targets and draw those sweet sweet cards. To be honest, I am most looking forward to draw lands, as that enables me to keep hitting land drops throughout the whole game, which is especially important in a mana hungry deck like this. I know that Thrill of possibility is not the best pick and I would be better off running something like "},{"insert":{"card-link":"Demand Answers"}},{"insert":" or "},{"insert":{"card-link":"Saheeli's Lattice // Mastercraft Raptor"}},{"insert":", but I run it simply because of the pretty Karlach art. "},{"insert":{"card-link":"Big Score"}},{"insert":" and "},{"insert":{"card-link":"Unexpected Windfall"}},{"insert":" are basically the same, but have the upside of \"storing\" mana in the form of treasures if you don't crack them straight away. And if you do, they are basically a Thrill of Possibility that you can only use with 4 mana or more.\n\nWe also have "},{"attributes":{"underline":true,"bold":true},"insert":"repeatable looters"},{"insert":", such as "},{"insert":{"card-link":"Deal Broker"}},{"insert":", "},{"insert":{"card-link":"Matzalantli, the Great Door // The Core"}},{"insert":", "},{"insert":{"card-link":"Neheb, Dreadhorde Champion"}},{"insert":", and perhaps "},{"insert":{"card-link":"Jaxis, the Troublemaker"}},{"insert":" if you squint hard enough. These provide us with a steady stream of (hopefully) useful cards for the cost of discarding the ones we can't use at the moment. It isn't really card advantage, but in this deck, it almost feels like it. \n\nLastly, there are "},{"attributes":{"underline":true,"bold":true},"insert":"wheels"},{"insert":". I did mention Neheb, which counts as both a repeatable looter and a wheel in my eyes, as well as a form of ramp. But we also have "},{"insert":{"card-link":"Brass's Tunnel-Grinder // Tecutlan, the Searing Rift"}},{"insert":", "},{"insert":{"card-link":"Cavalier of Flame"}},{"insert":", and "},{"insert":{"card-link":"Ruin Grinder"}},{"insert":". These are just my wheels of choice, but you could also go for cards like "},{"insert":{"card-link":"Wheel of Misfortune"}},{"insert":", "},{"insert":{"card-link":"Dragon Mage"}},{"insert":", or the simple "},{"insert":{"card-link":"Wheel of Fortune"}},{"insert":".\n\nNow, I've also been tinkering with the idea of getting some sort of payoff from all the discarding, which I will cover later in the "},{"attributes":{"underline":true,"bold":true},"insert":"card advantage"},{"insert":" section.\n\n"},{"attributes":{"underline":true},"insert":"Feldon reanimation targets—What are we looking to bring back?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Now that we've filled up our graveyard, what are we looking to bring back? I learned that instead of including like 15 possible targets, it's better to run just a few, with each doing a specific task. Still, I would be lying if I didn't say I included some just cause they are cool, or cause I got attached to them because they used to be the strongest thing I could bring back in earlier iterations of the deck. Generally, you'll do well by just playing your favourite big red and colorless creatures, as long as they have some sort of attack, enters, or death triggers. Now, let's go over my personal choices.\n\nI'll start with the "},{"attributes":{"underline":true,"bold":true},"insert":"value"},{"attributes":{"bold":true},"insert":" "},{"insert":"targets. For me, these are creatures that are there specifically to give me more cards, or benefit me in some other way. For this, I picked "},{"insert":{"card-link":"Etali, Primal Storm"}},{"insert":", "},{"insert":{"card-link":"Trumpeting Carnosaur"}},{"insert":", "},{"insert":{"card-link":"Hellkite Tyrant"}},{"insert":", and "},{"insert":{"card-link":"Combustible Gearhulk"}},{"insert":". Etali and the Carnosaur are more or less guaranteed to cast me a lot of cards for free, and Etali especially can just win games if it goes unanswered for too long. Hellkite Tyrant is useful because it doesn't just remove problematic artifacts—it gives them to me, which is even better. Even at it's worst, taking a signet or two doesn't feel bad, especially if you can do it as early as turn 4. Combustible Gearhulk is technically a card advantage creature, since it either mills me or draws me cards. It's especially fun if you get to create multiple gearhulks in a single turn and target the same person, since they will most certanly give you cards. Would you be willing to take a chance with this deck milling 12 or more cards and dealing damage to you equal to their cmc? I certanly wouldn't. There is also the less impactful but ever versatile "},{"insert":{"card-link":"Pinnacle Monk // Mystic Peak"}},{"insert":"—if you didn't play it as a land, being able to continously regrow instant and sorceries in the grave is pretty neat.\n\nNext up is creatures that "},{"attributes":{"underline":true,"bold":true},"insert":"leave something behind"},{"insert":" when they die, as well as "},{"attributes":{"underline":true,"bold":true},"insert":"finisher"},{"insert":". I will count all of them as finishers because these creatures in multiples end games pretty convincingly. These are "},{"insert":{"card-link":"Wurmcoil Engine"}},{"insert":", which provides us with some much appreciated life gain, "},{"insert":{"card-link":"Triplicate Titan"}},{"insert":", which is already teriffying on it's own...now imagine having 3 of them swinging at you. Lastly, there is "},{"insert":{"card-link":"Myr Battlesphere"}},{"insert":"—while it certanly gets the job done in terms of spawning a lot of bodies and being a game ending threat, I don't think it's necesary, at least not anymore, and certanly not for my list. However, when the deck was still in it's infancy, it was the mighty Battlesphere and Wurmcoils that were the premiere threats, so Myr Battlesphere has reserved a spot in the deck, for better or for worse. But if I'm already talking about finishers, I'd be rude not to mention the best of them all—"},{"insert":{"card-link":"Molten Primordial"}},{"insert":". We all know that even one good primordial has the potential to end games, but multiple? You've just built your own "},{"insert":{"card-link":"Insurrection"}},{"insert":", and you got some 6/4 hasters to boot. As a honorable mention, "},{"insert":{"card-link":"Cavalier of Flame"}},{"insert":" can deal silly ammounts of damage accross the board, but that is not his specific purpose. Still, if you get the chance to make multiples of him, you're probably secured the win.\n\nLastly, there are the "},{"attributes":{"underline":true,"bold":true},"insert":"goblins"},{"insert":". They serve their own role, and are generally unreleated to Feldon himself. But the likes of "},{"insert":{"card-link":"Goblin Welder"}},{"insert":", "},{"insert":{"card-link":"Daretti, Rocketeer Engineer"}},{"insert":", and to a lesser degree, "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":", have quite the unique interaction with Feldon. Since Feldon's creature tokens are artifacts in addition to their other types, these three fellas can all sacrifice themselves as part of their cost to bring back an artifact from the grave. This means that as long as you have any of them in your graveyard alongside your other big targets or just generic artifacts, your flexibility increases dramatically, and you always have the chance to build up your board even more solidly if you feel like pure aggro and beaters won't solve your problems. That being said, I use these goblins the most to cheat out "},{"insert":{"card-link":"Portal to Phyrexia"}},{"insert":", which is a finisher in its own right, as well as card advantage artifacts like "},{"insert":{"card-link":"Coveted Jewel"}},{"insert":" and "},{"insert":{"card-link":"The Mightstone and Weakstone"}},{"insert":". And remember, each of these artifacts can be sacrificed with the goblins to generate even more value by repeatedly bringing them back!\n\n"},{"attributes":{"underline":true},"insert":"Doubling Feldon's goodness—Get two or more creatures for the price of less...sometimes"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is fairly straightforward. Why bring back one creature per turn cycle if we could bring back multiples? Firstly, there are the two "},{"attributes":{"underline":true,"bold":true},"insert":"untappers"},{"insert":": "},{"insert":{"card-link":"Sting, the Glinting Dagger"}},{"insert":" and "},{"insert":{"card-link":"Thousand-Year Elixir"}},{"insert":". Both alow us to tap Feldon more than once per turn cycle (in Sting's case, up to four additonal times per turn cycle!). Oh and they both provide haste, which is quite important for us. Still, untapping Feldon means we have to pay for his activation, which we might not always be able to do. Regardless, I consider Sting to actually be the single best doubler for Feldon in the whole deck, because it has the highest ceiling, and we are often able to reach that ceiling due to our somewhat greedy ramp package which we'll go over later.\n\nNext are cards that "},{"attributes":{"underline":true,"bold":true},"insert":"copy"},{"insert":" Feldon's ability. These are "},{"insert":{"card-link":"Illusionist's Bracers"}},{"insert":" and "},{"insert":{"card-link":"Rings of Brighthearth"}},{"insert":". Both are actually quite costly, and they need to copy multiple Feldon activations to actually be worth it. But if they get to stick around, or if they are paired with the untappers, these can certainly be game ending. Oh, and Rings double as ramp when combined with fetchlands and some other lands. I'm considering swapping the Illusionist's Bracers for "},{"insert":{"card-link":"Battlemage's Bracers"}},{"insert":", since they provide haste, but they also cost more to use. I cut them from the deck innitially because I had too many doubling effects, but maybe in this itteration of the deck they could be worht it.\n\nLastly, we have the "},{"attributes":{"underline":true,"bold":true},"insert":"token makers"},{"insert":". These are:\n"},{"insert":{"card-link":"Determined Iteration"}},{"insert":", which is the least costly and most efficient one, but also the one with the lowest ceiling. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Jaxis, the Troublemaker"}},{"insert":", which not only makes tokens but also gives us a way to loot (we discard cards to make copies, and we draw cards when those copies die). Jaxis can also end up drawing us cards if we copy her ability with the afforementioned ability copiers."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Fable of the Mirror-Breaker // Reflection of Kiki-Jiki"}},{"insert":" is the replacement for "},{"insert":{"card-link":"Kiki-Jiki, Mirror Breaker"}},{"insert":". However, people always get alarmed when they see Kiki, as they should. Even if I tried to play him fairly, he wouldn't last long enough to be worht the 5 mana investment. Also, not much point in keeping him around if I'm not comboing with "},{"insert":{"card-link":"Zealous Conscripts"}},{"insert":" like I used to earlier on. Still, Fable does also provide a bit of ramp and looting, which comes in quite handy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"As alluded to with Jaxis, we can stick the untappers and ability copiers on Jaxis and flipped Fable to produce tokens of our big creatures more cheaply once we've made the initial Feldon token...or if we just happen to have the creature on the field. Good stuff.\n\n"},{"attributes":{"underline":true},"insert":"The other main categories—Ramp, card advantage, and interaction"},{"attributes":{"header":3},"insert":"\n"},{"insert":" I'll quickly go over the rest of the categories. I won't point out every specific card, as they aren't as important. I will highlight the main parts of each category though.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Ramp:"},{"insert":" This deck is trying to land ramp as much as possible. If you don't like this approach, you could easily put in mana rocks and be done with it, it works. I just prefer to ramp lands, even if it is more work, since one of my boardwipes that I can loop would destroy my mana rocks. Also, my approach allows me to build up much more mana than with mana rocks if the game goes long enough, primarly by coyping/reanimating "},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":" and "},{"insert":{"card-link":"Scampering Surveyor"}},{"insert":".\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Card advantage:"},{"insert":" This deck doesn't really have many ways of generating consistent card advantage. The most prominent ones would be "},{"insert":{"card-link":"Monument to Endurance"}},{"insert":" and "},{"insert":{"card-link":"Containment Construct"}},{"insert":", but they only work if I alredy have a way to discard cards. With repeatable looters, these cards are almost like a Phyrexian arenas! The other main sources of card advantage would be looping "},{"insert":{"card-link":"Coveted Jewel"}},{"insert":" and "},{"insert":{"card-link":"The Mightstone and Weakstone"}},{"insert":", though that requires the goblins to work.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Interaction:"},{"attributes":{"bold":true},"insert":" "},{"insert":"Someone once said that less is more. Well, I kind of took that to heart when it comes to interaction in this deck. I wouldn't say my deck is unable to interact at all, but it usually does so later in the game. This deck sadly has no space for cheap spot removals like Abrade and friends, because we'd rather be looting and ramping early to get our plan online for later. What I did include, though, are boardwipes and "},{"insert":{"card-link":"Reverberate"}},{"insert":" effects. With reverberates, I can piggyback off of other people's removals, as well as copy other important spells. At worst, they are used to double my loot spells, which results in card advantage. As for boardwipes, I run the standard colorless suite of boardwipes, along with "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":". "},{"insert":{"card-link":"Oblivion Stone"}},{"insert":" in particular deserves a mention, since it is tutorable with "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":" as well as recurable with it and the other goblins. Generally, we don't commit much to the board early, so by the time we wipe the board, we will still have plenty of resources left over to start our own attack. "},{"insert":{"card-link":"Dualcaster Mage"}},{"insert":" also deserves a special mention, since he can also be a Feldon target to continuosly interact on the stack—something red isn't exactly good at. \n\nWhat direction could the deck go instead?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I could dive into many, many more specific interactions I've found while playing this deck, but I feel that would spoil the fun. But instead, I feel like a fun topic is exploring a bit more of what's possible with Feldon, if you were to make him your own. I'll point out some gameplans, in no particular order, most of which I considered or played at some point before settling on the current build:\n"},{"attributes":{"underline":true,"bold":true},"insert":"Extra combats:"},{"insert":" While not exactly a concrete direction for the deck to go in, running extra combat cards is a neat way to untap Feldon and get in more damage at the same time. I decided to instead just copy Feldon's ability and creatures because my secondary gameplan of turning into a Daretti deck doesn't mix well with extra combats."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Temporary Theft:"},{"attributes":{"bold":true},"insert":" "},{"insert":"This is one of the more fun versions of the deck I owned, but it does relly a lot on what your opponents are doing and how good their creatures are. This version replaces a lot of the reanimation targets with theft creatures like "},{"insert":{"card-link":"Zealous Conscripts"}},{"insert":". This can be either used for aggressive purpuses—or, what I think is much more fun—using Feldon in other people's turns when they attack you. That way, you could steal an opponent's creature and block with it to hurt multiple opponents at once!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":" "},{"attributes":{"underline":true,"bold":true},"insert":"Big dumb threats:"},{"insert":" This is perhaps the most common way to play Feldon. I have a sort of toolbox approach here, but most just play the meanest, biggest creatures (usually dragons) they can find and jam like 15 of them. This playstyle is how I used to play Feldon, although I didn't have access to top-tier dragons. Still, I have to point out that some Eldrazi like "},{"insert":{"card-link":"Breaker of Armies"}},{"insert":" and "},{"insert":{"card-link":"Pathrazer of Ulamog"}},{"insert":" are absolute monsters—nothing feels better than hitting someone with multiple Pathrazers or with the Breaker and utterly decimate their board. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Combo:"},{"insert":" By adding some combinations like Kiki-Jiki+Zealous Conscripts, Electroduplicate+Dualcaster Mage, Thornbite Staff+Priest of Urabrask+Sac Outlet, you can easly turn the deck into a combo toolbox, allowing you to recur the combo pieces from the graveyard to easily win the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nWhere staples?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I try to avoid playing staples. If you want to power the deck up, add Sol Ring, Jeska's Will, Gamble, Underworld Breach....I just don't like running too many generic cards. I feel dirty with my Mana Geyser already. I suppose if I were to add any of these, it would be "},{"insert":{"card-link":"Underworld Breach"}},{"insert":", as it's the one card that actually fits the theme of the deck. I am scared it would win by itself though...Further testing is required.\n\nClosing remarks"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Wow, this turned out a bit longer than expected, and I still barely covered a third of how this deck can function. I didn't even get into the specific lands and my janky ramp package, which is arguably one of my favourite parts of the deck:p\nI hope that this primer helped inspire you to build your own Feldon of the Third Path list, and if I did, that's good enough for me. Lastly, I'd like to thank the "},{"attributes":{"link":"https://www.mtggoldfish.com/series/commander-clash"},"insert":"MTG Goldfish Crew"},{"insert":" for inspiring many of my card choices and allowing me to discover my favourite brand of decks. I would also love nothnig more than to see this played during the viewer submited episodes, this would be a dream come true. Or better yet, me playing the deck myself against my favourite creators when I eventually go to a Magic Con! I am looking forward to it:) \n\nLastly, I'd like to mention how this deck came to be. It is a continuation of a project that another friend tasked me with—you see, I "},{"attributes":{"italic":true},"insert":"love "},{"insert":"reanimation. So my friend tasked me with building a reanimator deck. But it wasn't a normal black or orzhov reanimator, oh no. He told me to build a reanimator deck without black or white! So, I set out to build a "},{"attributes":{"link":"https://archidekt.com/decks/4759479/temur_reanimator_in_this_economy"},"insert":"reanimator deck in Temur"},{"insert":", which I am sometimes still working on. But yeah, the deck didn't (and still doesn't) perform as it should. However, when the deck did perform, it was because of Feldon. One day, I simply had enough—I decided to stop working on the deck, dissasembled it, and gave up. But when I saw Feldon among the unsleeved cards, something just clicked. I knew this was the answer to the puzzle I was looking for. I didn't need more colors—I needed "},{"attributes":{"italic":true},"insert":"less. "},{"insert":"And wouldn't you know it, even it it's first draft, made from the remains of the already rough Temur deck, the deck worked. The deck has issues that I've been ironing out ever since, and I've probably worked more on this deck than all of my other decks "},{"attributes":{"italic":true},"insert":"combined. "},{"insert":"I truly believe this is my best deck—not in terms of power, but creativity. And while some of that creativity is bisible in the card choices, I notice it most while actually playing the deck. Each turn in the mid to late game is a puzzle to be solved, and you almost never end up winning the same way as you did before. Sometimes you have to improvise. I once drew all of my doubling effects and no other creatures except for Dualcaster Mage. And that game was won by copying an extra turn spell 8 times, during which I beat everyone up slowly with my many Dualcaster Mages. Or Etali, which managed to exile both Exuisite Blood and Sanguine Bond from two different players at once. Sometimes, you just make an army of Myr Battlespheres to blast your opponents. Point is, no matter how you build the deck, you will surely find something that will make Feldon unique for you, as it did for me. If you made it this far, I thank you from the bottom of my heart and I hope I managed to inspire you just a bit on your deckbuilding journey:)\n\nWant to contact me and chat about Magic? I'll be glad!\nDiscord: zamudek \n"}]}
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