Target creature gets -4/-0 until end of turn.

Draw a card.

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Set Rarity
Mystery Booster (MYS1) Common
Core Set 2020 (M20) Common
Core Set 2019 (M19) Common
Dominaria (DOM) Common

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Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Casual Legal
Pauper EDH Legal
Legacy Legal
Pauper Legal
Oathbreaker Legal

Befuddle Discussion

FenrisBurgess on Oko + Memory's Journey

7 months ago
  • Keep in mind according to oathbreaker rules, Fae of Wishes adventure does not function unless you ask your playgroup if it is okay.
  • Give Oko's ability to steal, giving creatures temporary power reduction might be in your best interest.
  • Look into cards like Befuddle and Dwindle .
  • Not sure if the mill effects are the best fit for Oko. Tamiyo, Collector of Tales synergizes with your signature spell better as well.

Argy on

1 year ago

Just so you know, Voltaic Servant is also Historic.

If you cast it during your first main phase you can attack with Traxos that turn, then untap it on your End Step.

This deck plays better than I thought it would, unless your Opponent manages to go wide.

Including some Cleansing Nova or Settle the Wreckage in the Mainboard and Sideboard would help with that.

A total of three.

I would take out 2x Sleep in the Mainboard and 1x Befuddle from the Sideboard for 1x Settle the Wreckage and 1x Cleansing Nova in the Mainboard, and one Cleansing Nova in the Sideboard.

For a cheaper option, that leaves your Creatures alone, you could try three Urza's Ruinous Blast instead. That will give you a full playset to work with.

Do keep in mind that Settle the Wreckage comes down a turn earlier, and does muck up Token decks.

Hope that helps.

FSims81 on MonoBlue Mill

1 year ago

Update: Have you play tested this? I just ran this through the play test feature here. Turn 2 Wall of Mist and then I didn't see another creature until turn 9. Patient Rebuilding and Psychic Corrosion were out, but I can't see them being too helpful if you only have one blocker from turn 2 until turn 9.

You might want to drop the Befuddle for some additional cheap to cast creature. Maybe something like Aviation Pioneer that grants you a two creatures for one swing? I'm sure there are better creature options, just thinking in terms of you getting defense out there

krotank on Jhoira Brawl

2 years ago

Well to start in a Jhoira deck you don't have enough artifacts, particularly low cost ones. I think her main draw is the ability to churn through your deck and find the cards you need for a specific situation. There's also a lot of top end that doesn't fit in to the theme/strategy of the deck, like Slinn Voda and Etali. I'd recommend going up in artifacts, and then taking on The Antiquities War to turn them into some real threats.

Ideally artifacts that could really help this deck out are:

Also, some general cards that I think give you net negative card advantage/are generally pretty poor, and could be upgraded easily and cheaply:

  • Rescue - It's basically a worse Unsummon, which itself isn't that great. A negate or, if you go up on artifacts, Metallic Rebuke would almost always be more useful
  • Befuddle - Highly situational, and doesn't help you stop certain threats. Abrade or Lightning Strike are better alternatives for dealing with early-game threats
  • Divination - Probably better to swap out for Hieroglyphic Illumination or Glimmer of Genius. The extra mana is more than made up for by it being at instant speed, and Illumination can be cycled early game to help you hit your land drops, while Glimmer lets you scry 2 before you draw and gives you energy
  • Howling Golem - The current deck doesn't have an infinite combo that requires more card draw from you, so the symmetrical effect more often than not helps your opponent more than it helps you. I'd look for other creatures or artifacts to replace it
  • Run Amok - While it might work in combat some of the time, its essentially works like a worse Lightning Strike, dealing 3 damage to an opponent/creature through combat damage rather than on the stack. I'd swap it out.
  • Seismic Shift - Destroying a land might help some of the time against fliplands, but a Field of Ruin does a better job at that and doesn't cost you a playable slot. The unblockable ability is also highly situational, given how Jhoira wants to drown the opponent in card advantage more than the deck wants to force creatures through for combat damage. I'd drop it for another artifact/legendary to trigger Jhoira.

Overall I really like the Jhoira deck and congrats on pulling Karn! Most of the suggestions I made were common/uncommon cards and bulk rares, so it wouldn't take much to really overhaul this deck and make the most of Jhoira's ability. I guess my final comment is when in doubt, include cards that play off of your commander.