Energy Flux

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters Edition IV (ME4) Uncommon
Mercadian Masques (MMQ) Uncommon
Fifth Edition (5ED) Uncommon
Fourth Edition (4ED) Uncommon
4th Edition Foreign Black Border (4EDFBB) Uncommon
Revised Edition (3ED) Uncommon
Revised Foreign Black Border (3EDFBB) Uncommon
Antiquities (ATQ) Uncommon

Combos Browse all

Energy Flux

Enchantment

All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay ."

Energy Flux Discussion

SideBae on Derevi Fat Stax

3 weeks ago

Right off the bat, you should strongly consider Smothering Tithe to run alongside your Stasis . Each turn cycle, all three of your opponents have to pay to cut you off one blue, meaning Stasis is very likely to stay put.

Second, instead of running Bident of Thassa , you should consider running a Green Sun's Zenith to fetch your Edric, Spymaster of Trest . This gives you the redundancy that two of the 'hit OP draw' effect while allowing you to fetch other things with GSZ, including a Dryad Arbor turn 1, if you choose to run that, or Reclamation Sage to take out a pesky artifact/enchantment.

Similarly, I always feel weird running signets or Commander's Sphere in a green deck. If you have access to green, you have access to dorks (which are way better than signets). Avacyn's Pilgrim , Fyndhorn Elves , Birds of Paradise and Noble Hierarch are all REALLY powerful. Priest of Titania and Bloom Tender are both two-drops that make enough mana to be busted as well. Similarly, I don't think Solemn Simulacrum is ideal in this deck. If you cut the artifact ramp for dork ramp, you can run Kataki, War's Wage or Energy Flux to great effect. Also, Stony Silence becomes just... real good.

Suppression Field is also an excellent card. You aren't running fetches, which is fine, but decks that DO run fetches despise Suppression Field -- AND it hoses 'walkers, which you run 0 of.

Playing lock pieces, you're going to draw a lot of counter magic. I advise Dispel as an efficient piece of counter-counter magic, as well as Flusterstorm if possible. In the vein of counter magic, I don't think Hinder is very good. If you're afraid of an opponent just getting value out of the spell in the graveyard, Void Shatter ensures that your opponent doesn't just tutor it back later.

I think Supreme Verdict is better than Wrath of God , if only because it dodges counter magic. You probably don't want to run two wrath effects (because you're a go-wide creature deck), so I advise just replacing wrath with the verdict.

Tutor-wise, Mystical Tutor and Enlightened Tutor would be great for this deck. Mystical can get any instant or sorcery you need, be it wrath or ramp, while enlightened can find you lock pieces fast. I highly suggest them both.

Brainstorm , Ponder and Preordain are all excellent cards that make a borderline hand into a good hand. I think all blue decks should run these Xerox pieces, as they find lands and/or important spells at a very low cost.

Depending on how prevalent blue is in your meta, consider Carpet of Flowers . It is a REALLY good card.

I'd replace Cultivate and Kodama's Reach with Nature's Lore and Farseek , and Explosive Vegetation with Skyshroud Claim . The suggested cards to not require the 'Basic' supertype, meaning they can grab your duals without a problem. Also, Nature's Lore and Skyshroud Claim allow for your lands to enter untapped, reducing their net mana cost.

I advise running Utopia Sprawl and Wild Growth . With Derevi triggers targeting the enchanted land, these produce extra mana. Also, if you run Arbor Elf , they make it tap for extra mana as well. Notably, the sprawl can only target a forest. This isn't really a problem, as I think you should try to make your land base lean green anyways. Early in a game, you want to ramp first, which requires green and then enables you to find your other colors.

Grasp of Fate is probably better than Return to Dust . It has a wider range of targets, and tends to hit more permanents for less mana.

I think people tend to underestimate the power of soft-counters in EDH games. In the late game, when players have ramped their entire decks out, they do tend to be somewhat useless. However, early interaction is invaluable. I recommend at least trying Spell Pierce in a few games, as this can counter an early Sol Ring and make all the difference.

Speaking of odd EDH counterspells, Mental Misstep is another tremendously undervalued card. If your meta is fast, it can be a complete game changer; if your meta is slow, it is indeed useless. That's a meta call, but I put it out there because I've had great success with it.

Mystic Remora is a good way to draw cards if it comes down turn 2 or 3. You should consider running it.

I would suggest running Sower of Temptation over Keiga, the Tide Star . It is vulnerable to removal, but gaining control of a creature and impacting the board right away is worth it, at least in my opinion. Similarly, if you want to lay down some real cash, Gilded Drake is a good option.

You should at least consider running Thalia, Guardian of Thraben . With dorks and the untap abilities from your general, you're likely to have more mana than your opponents, making her ability more and more one-sided.

I think Reflecting Pool is probably better than Meteor Crater . You might also consider running City of Brass and Mana Confluence , as I've had good success with these in 3-color decks. Exotic Orchard and Forbidden Orchard are also considerations for mana fixing.

Mother of Runes is a D&T staple you might want to consider. She's very good for protecting your creatures, although she is a nonbo with the aforementioned Suppression Field .

I feel that Mulldrifter is included because it can be flickered with Roon of the Hidden Realm and Brago, King Eternal . Seeing as the blink effects aren't in the command zone, I think just running Fact or Fiction and/or Dig Through Time would be better, as they are instants and let you leave up counter magic. Treasure Cruise is good too, although this is a sorcery. Chart a Course , Slate of Ancestry and Shamanic Revelation are also good cards for this deck.

You may wish to consider Howling Mine . It will always draw you a card on your draw step, as the untap step comes first. However, if you tap it down with your general's ability, the effect becomes asymmetric.

Good luck with deck building!

cowman126 on Uyo, Hash Slinging Slasher

2 months ago

Looks fun. Could use Mystical Teachings for instant speed tutor and consistency. Tolarian Winds and Commit / Memory are good ways to cycle hand. Sphinx-Bone Wand and Tidespout Tyrant are good value pieces. Energy Tap is a great way to utilize the high cmc creatures in the deck. This play style might draw hate so a few stax and control cards could help slow the game to your pace, Dream Tides , Energy Flux , War Tax , Ertai's Meddling , and maybe even Mist of Stagnation if you get enough spells in the yard.

Kaneka on Phenax toughness milling

3 months ago

A long overdue update of the deck that I still play with pleasure.

I haven't bought a Mindcrank yet, but now that I removed Energy Flux I will try to make room for it.

schulle on Grixis Thieves March19

3 months ago

I don't know if you run into trouble against Workshop Decks, But it seems a little weak against Theater Deck even with 3 hurkyls, I would suggest putting 1-2 Energy Flux into the sideboard and would cut either a Gravedigger's Cage or a Hurkyl's Recall Forum it.

multimedia on Bantchantress

3 months ago

Hey, other than one aura, Ancestral Mask , your deck is setup to use Estrid as a Commander more than Tuvasa.

Tuvasa is strongest when she's attacking doing Commander damage. What makes her powerful is she's both an enchantress and beat stick for Commander damage from the Command Zone. With Tuvasa as Commander consider low mana cost auras that can make her a real threat? Rancor , Ethereal Armor , Daybreak Coronet , Steel of the Godhead , Favor of the Overbeing , etc. Want to get enchantments onto the battlefield fast to pump Tuvasa, but this goes against the extensive pillowfort strategy.

The pillowfort strategy with combos requires a lot resources and time to setup and that's in Estrid's wheelhouse not Tuvasa. Tuvasa can still benefit from some pillowfort cards such as Blind Obedience and Authority of the Consuls since these cards help to clear blockers for her to attack. Aura of Silence , Energy Flux , Stony Silence are also quite good since they shut down artifacts and artifacts aren't part of your strategy. Tuvasa can also benefit, but much less than Estrid, from low mana cost land auras. Unlike Estrid who wants all the land auras to take advantage of her +2, Tuvasa doesn't need them all, just the low mana cost ones that create ramp (Growth, Sprawl, Fertile).

Many creatures are less needed when playing Tuvasa as Commander because she's the creature you want to focus on and enchant. All the other enchantresses as well as Sram, Senior Edificer and Kor Spiritdancer (aura enchantresses) and Heliod's Pilgrim are all the creatures you need. Rather than big creatures consider instead splashy cards that interact with auras/enchantments: Retether , Three Dreams , Wargate , Plea for Guidance , Aura Thief .

Good luck with your deck.


hkhssweiss on Bantchantress

3 months ago

You can definitely add in Stony Silence as well as Energy Flux since you run basically almost no artifacts with the exception of the tokens made from Smothering Tithe as well as Sol Ring . I would also say you should consider running the combo you mentioned in your description as it is one way to solidify a win. I would also recommend adding in Faith's Reward if your going that route as well as Aura Thief ~

Hope that helps!

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Energy Flux occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%