Channeled Force

Channeled Force


As an additional cost to cast this spell, discard X cards.

Target player draws X cards. Channeled Force deals X damage to up to one target creature or planeswalker.

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Printings View all

Set Rarity
Ikoria: Lair of Behemoths (IKO) Uncommon

Combos Browse all


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

Channeled Force Discussion

Tylord2894 on Fork + Electrodominance = ?

1 week ago

Electrodominance can be copied. The value of X for the copy will be the same of the original.

When you copy any spell that has an X defined by a cost (such as Electrodominance or Channeled Force), the copy will maintain that X value. Note that you are not casting a spell why you copy it, so you don't pay that cost again. Similarly, copying a spell that has you choose modes (ie Izzet Charm) or a spell that has you divide something (ie Forked Bolt) will create a copy of that spell with the same decisions. For example, copying an Izzet Charm where you chose the third mode will create a copy that is using the third mode too.

One note about the specific interaction about the titular cards, if you cast Electrodominance with X equaling 2, you can cast Fork with it to target Electrodominance. Unfortunately, Fork will fizzle. By the time Fork tries to resolve, Electrodominance is no longer on the stack, so Fork won't be able to copy it.

Hope this helps!!

BRG24 on 2020 Fling OP(Sideboard Suggestions)

1 month ago

Interesting changes, and I have a few thoughts. Firstly, I would say that while Thing in the Ice  Flip is a great card here, I’m not quite as keen on Whelming Wave. I can see how it works as a finisher, but it may set you back too far if you play it as a stalling card. Thing is probably enough in my mind. Secondly, I have a number of possible suggestions, but they may each lend better to taking the deck in different directions:

  • Since your graveyard is likely to be very large with all the discarding, something like Treasure Cruise might be a really nice include, since you largely lack other interaction with all of those cards.

  • Again, with all the discarding that you’re doing, Bag of Holding might be another nice way of holding onto your cards for later use.

  • Glint-Horn Buccaneer is another decent payoff for all the discarding, but this might move you away from the game plan of all the sea creatures.

  • Drake Haven is the last discard themed card I’d recommend, since the drakes it makes can be a very strong aerial threat very quickly.

  • If we focus more on the drawing cards side, something like Nadir Kraken could also be nice, and fits within the sea creature theme.

  • Perhaps too expensive, but The Locust God could potentially be an amazing game winning card in this deck, but six mana may be too much.

  • Channeled Force seems like it could be absurd whichever way the deck ends up leaning if you’re willing to pitch your hand to it.

  • And finally, as you will hopefully have a graveyard filled with spells, Blitz of the Thunder-Raptor might be a better removal spell.

I know this is a lot, and much of this will not interest you to play around. I just hope that this has given you some more ideas of what to do with the deck, and I wish you luck with it.

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.


  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show


Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.


Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)


seshiro_of_the_orochi on What exactly is Narset's power?

2 months ago

Found on MTG Wiki:

[...]Following her years of mystic and martial arts training under Dragonlord Ojutai, Narset has the ability to nullify magic used against her as well as intensify the magic of others.[...]

For representation of these powers on cards besides her planeswalker cards see Deflecting Palm, Narset's Reversal, Channeled Force. I hope that helped.

An interesting fact that I recently learned os that Narset is meant to be autistic (well, on the high-performing end of the spectrum, obviously). If she ever gets an actual novel, I really do hope WotC manages to properly represent that, and doesn't just go with the clichees.

TheSimikBOat on Temur Cycle Self-mill (IKO)

2 months ago

I also builded a deck around the interaction between Rielle and Song of Creation. I use Channeled Force in main and Ominous Seas as the wincon. I put the link to the deck in this comment if you want to take a look for ideas.