Blood Funnel

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Blood Funnel

Enchantment

Noncreature spells you cast cost less to cast.

Whenever you cast a noncreature spell, counter that spell unless you sacrifice a creature.

hootsnag on

5 months ago

I probably won't be building anymore decks honestly. I got angry with the direction Wizards is taking magic so I stopped deck updates or new deck creation. Blood Funnel is a fun card to play around along with Greel, Mind Raker. Know what would be funny? A land destruction deck with Jolrael, Empress of Beasts. Green/Black with Pestilence or other similar cards.

SufferFromEDHD on

5 months ago

You should most definitely build a spell control deck. Bant or Esper?

Blood Funnel :) Want to build around that so bad. Maybe I'll squeeze it into Greel, Mind Raker since he is so uninspiring.

This weekends project is going to be building a 43 Lands.dec with Jolrael, Empress of Beasts. I suspect out of all the Spellshapers she is the strongest.

SufferFromEDHD on 5 color 0 creatures v3.0

1 year ago

Awesome use of Blood Funnel! And it's always nice seeing Collective Restraint being used to its full potential.

Cascading Cataracts and Meteor Crater rainbow lands

Aphemia, the Cacophony technically an enchantment and it makes tokens.

Determined Iteration is Kiki-Jiki for tokens.

Estrid's Invocation is worth running alongside that Copy Enchantment.

No Mercy might be an upgrade to Damnation.

Kaya's Wrath is a great card. Fumigate is similar. Might be an upgrade to Wrath of God.

Jokulhaups and Obliterate are upgrades to all of the above. Restart the game with only enchantments and planeswalkers.

lagotripha on Jeskai SuperFly

1 year ago

This is a nice list, superfriends/tokens is a neat strategy. I have a number of failed decks built around Blood Funnel to that effect - (its fun but I don't reccomend it).

On the playing 3 colours in budget modern; the reason Opt/Serum Visions effects are good is they help find lands in hands that would otherwise have problems. If you can play 'mono blue' until you hit three lands, you can go hard on islands and draw power as a kind of fixing.

You don't need to break the bank if you want to improve the manabase. It just takes a little tinkering.

If you can afford to delay coloured mana, Field of Ruin is both untapped, disruption and searches a basic turn 3+. Terramorphic Expanse is extra evolving wilds copies, but being all taplands is a major drawback. Aether Hub fixes mana once, before becoming colourless. Exotic Orchard has cheap copies out there, Prairie Stream is good if you are otherwise running/searching lots of basics, Interplanar Beacon does a lot in superfriends.

richardrorty69 on Mishra's Jank Machine [Primer]

2 years ago

Interesting--I can see how Blood Funnel leaves us more vulnerable to disruption than our other stax pieces.

I've swapped Void Mirror for Dockside, which also lets me swap Pyroblast for Fierce Guardianship. I also removed the flash subtheme, swapping Shimmer Myr for Metalworker and Emergence Zone for Mishra's Workshop. The additional ramp is almost always useful, whereas flash is game state-dependent; if I wanted to play at flash speed I'd want more than just the two flash enablers, though that's probably meta-dependent. I also swapped an Island for Seat of the Synod, which lets us grab a blue source with Tezzeret the Seeker's -0. Finally, I removed Karn, the Great Creator for Cyclonic Rift, which feels more flexible than Karn's narrow stax static.

Mycosynth Lattice and Vandalblast is undeniably cute--honestly I'd keep it for that reason alone, it's just fun to pull off--but if we think of it as an 11cmc two card wincon I think it's worth running in a deck that 1. usually needs at least three cards to win and 2. can't draw cards particularly well. My meta is fairly high-powered but there's only one other combo player so the lack of card draw here can really hurt (I hope that Brothers' War and Commander Legends 2 give us more of that); especially with the extra ramp it can be helpful to force a scoop by blowing up the world.

Speaking of card draw, it might be worth considering Jeska's Will. We're not particularly hungry for red mana, of course, but it can fuel our artifacts and at least I'm hurting for draw fairly often.

What do you think about Imperial Seal vs Gamble? I'm torn on whether taking the card directly to hand is worth potentially discarding a crucial combo piece when we have an unrestricted option. We paint a target on our back when we tutor in combo so the sorcery speed on Seal really hurts but this deck wants to have Sensei's Divining Top out fairly often, which might mitigate the downside.

It's a shame I haven't the room for Deflecting Swat but I'm glad you found it, the card is imo still underrated.

Serious thanks for putting this list together. This is the first combo list that's really spoken to me and I'm having a ton of fun piloting it. Coming from linear, proactive lists like Kaalia of the Vast and Nekusar, the Mindrazer it's a breath of fresh air to have so many real decisions to make every turn.

Freeway1312 on Mishra's Jank Machine [Primer]

2 years ago

Addressing a few recent suggestions after some testing:

richardrorty69, even with the deck's reliance on artifact-based combos, I have found Mishra's Workshop too narrow/limiting. Similarly, although I ran Blood Funnel in an earlier iteration of the deck, I took it out because the downside too often came back to bite me. Your mileage may vary, however! It's a fine inclusion.

I think Dockside Extortionist is worth running, and I will likely be adding it in for my next update. Metalworker is a possibility, and may require further testing. Fierce Guardianship and Deflecting Swat are also good suggestions. While they have negative synergy with Void Mirror, I haven't been as impressed with the mirror as I had originally hoped, and may cut it. I am also considering cutting Mycosynth Lattice and Vandalblast as that combo might be too "cute" and slow for this deck. Removing those could open up space for more ramp and better commander and combo protection.

Addressing the Dauthi Voidwalker question, I haven't played as much as I would like since MH2, but Dauthi is a potential problem, of course. While it shuts down our KCI combos, fortunately it doesn't interact with our Bolas's Citadel/Mystic Forge lines. With more and more playable hatebears being printed in recent years, I may end up testing more reactive interaction (spot removal, efficient board sweepers) in future iterations of the list.

I suspect we may be getting some new toys in the Brother's War set later this year, not to mention the next Commander Legends set coming in Q2. The list will likely go through a few rounds of updates in 2022!

richardrorty69 on Mishra's Jank Machine [Primer]

2 years ago

Very cool deck, you've inspired me to put my own list together! I wonder why yr not running more ramp, though: Mishra's Workshop, Metalworker, and Dockside Extortionist seem like obvious synergies and Blood Funnel seems at least as good as the other cost reducing effects on this list. Also wondering about the inclusion of Pyroblast over Fierce Guardianship or Deflecting Swat. Do you think the nonbo with Void Mirror is a worse threat than the added flexibility from the free counters?

lagotripha on BR Hot Potato 2 - Immortal Spellbomb

2 years ago

I've been trying to figure out a version of this where you play around Blood Funnel - you lock out a lot of lists entirely. Its also neat in that it speeds you up - if you can meet sacrifice requirements. Funnel -> Harmless turn three is really good, while 'can't be countered' effects bypass it completely - Vexing Shusher/Boseiju, Who Shelters All gets its spots mainboard.

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