|Commander / EDH||Legal|
Printings View all
|Time Spiral "Timeshifted" (TSB)||Rare|
|Fifth Edition (5ED)||Uncommon|
Combos Browse all
Tap, Exile Feldon's Cane: Shuffle your graveyard into your library.
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Feldon's Cane Discussion
2 weeks ago
Heya AquaticAce26, thanks for the complements.
I think winter orb is bad; and also it does sort of the opposite of tabernacle. Tabernacle stops decks that use creatures for mana; winter orb rewards decks that use creatures for mana. For a tabernacle replacement I'd probably just run a board wipe; Yahenni's Expertise is possible, or just Wrath of God or Damnation. But if your meta doesn't have a lot of creature decks then you could just play something else more appropriate. If your meta is Sisay, Breya, and Kess, then only Sisay is really creature-based; you might just want to play another Rule of Law, or counterspell, or Imprisoned in the Moon if Sisay is the strongest of your opponents.
The best thing that Timetwister does in the deck is recur our enchantments; combo'ing with notion thief and being a strong turn-1 play are just nice extras. The next best actual wheel is Time Spiral, which is much cheaper in dollars. Although Days Undoing doesn't seem terrible. The next best recursion is probably Replenish; although I've also considered Feldon's Cane as an extreme budget option. I think if you're not going to run timetwister you do need some way to get enchantments back from the yard; so I'd experiment with some of these options...
1 month ago
Is this on mtgo? and is Feldon's Cane considered pauper legal where you play?
1 month ago
1 month ago
That's it. That's all you get, lol. =P =)
2 months ago
robngraves just like any "combo" deck if all our pieces get exiled we're just gonna sit there and cry... but it's unrealistic for any deck to have a plan for after all the pieces get exiled.
As for combat damage, you need to consider that the demon has flying and there are 3 other players to attack, we've never had a problem with getting damage through cause there is always at least one player with no flying creatures. Also the point of Proteus Staff is to activate it twice across two turns... activating it once and somehow hitting all the epic spells will just put them on the bottom anyways. The first time puts General Tazri back into the command zone and finds us our demon (the other cards revealed this way are completely irrelevant.) The second time puts the demon on the bottom and since its the only creature in the deck we would put "all cards revealed this way" (which is our whole library) on the "bottom" in any order (the bottom is also the top in this case.)
If our demon gets removed, we have Corpse Dance and Nature's Spiral to bring it back and there's also a few counterspells to prevent removal. Even Temporal Cascade and Feldon's Cane can shuffle our demon and our staff back into our library just so we can find them again. Proteus staff can also be recurred with Nature's Spiral. Also think about how we will rarely ever cast our demon so it can't actually be countered if it enters via Proteus Staff
In the scenario where our demon is taken somewhere we can't get it back, our second option is to use Proteus Staff on tazri or a man-land such as Mishra's Factory and reorganize our library in such a way that sets us up to cast Epic Experiment for X = 10 or more while the Epics are near the top. And we once again run counterspells to protect this.
We've put a lot of thought into this and there is no realistic avenue we haven't thought to build precautions against.
3 months ago
W3R3PLATYPUS, after looking into some common Mill decks, as well as the decks listed above by Suns_Champion, I think I have an initial recommendation. This comes from the basic premise of this deck, take what they do best, that thing that creates the excess that the deck uses to win, and punish them for it. Unfortunately, I don't yet have a way of doing that suddenly and surprisingly, but that may not matter.
First, it seems like the best Mill decks are actually just combo decks. They set up a situation where a few cards played will Mill the opponent's entire deck, usually utilizing a few key permanents to create a Mill engine that can be made infinite. Many do not have much else for wincons, and basically depend on some amount of overlapping combos. There are a few deck types that use Mill as a secondary win, but many of those are already susceptible to the weapons of this deck, so they are not really as much of a problem. Our pillow fort, our Aikido wins against go wide strategies, and our control should all keep those decks off balance enough already. It seems like the Mill decks that will be the biggest problem are decks that basically ignore the opponent until the wincon combo is assembled. These make our pillow fort mostly useless. They typically utilize some infinite combo for mana by dropping creatures in an infinite loop. This suggests a way to combat them.
First, I don't think that typical Mill protection is really worthwhile. You could play an Eldrazi titan, but it would not otherwise be useful. Cards like Feldon's Cane are a finite solution to what is often an infinite problem, and can't reliably protect you. I suggest that you don't go after either of these strategies.
When facing a dedicated Mill deck, go aggressive. When a deck does best by ignoring the opponent, keep them from ignoring you. Attack. Put the pressure on. Race them to the win. This deck has some speed, so use it. Be proactive. Aggressively remove combo pieces, both from the battlefield as well as out of the deck with Hide/Seek. Take out central combo pieces and hamstring them. Even if they have backup combos, make it harder to stumble into a combo. Try to get Solitary Confinement out to keep from being targeted. Without even changing things in the deck, you can change how you typically play, and and you can punish them for their typical game plan.
For changes to the list that are good options, changes that will make the deck good against more than just mill, I would suggest playing cards that punish creatures coming into play. Suture Priest, Trespasser's Curse, Rampaging Ferocidon are all powerful against many strategies, and with any of those out, you can basically shut down almost all of the Mill combos in the listed decks, as well as most of the mill strategies in many of the decks I looked at. The decks that could be created without a creature cycle typically use infinite mana for an large X spell. You could try Parallectric Feedback for these decks. Lastly, you could play Island Sanctuary to elect not to draw on your draw step. This could be used as a pillow fort card, but would also allow you to keep playing even with no cards in your deck.
In any case, I think that Mill is a pretty corner case strategy that is hard to make work very consistently, they are mostly non-interactive combo decks with an infinite Mill wincon, and going aggressive to put them on a short clock, playing some pillow fort that protects against Mill, being proactive about eliminating the combo pieces with your control, and adding a few cards that work on multiple strategies but that will kill their ability to go infinite, that should help take care of Mill.
Also Suns_Champion, I think that your losses potentially are a result of the fact that combo, especially Mill, is often stronger against a single opponent since they don't have to outrace multiple players all at once, and this deck is often weaker against a single opponent since there is no offense to piggyback before the non-damage wincon is dropped. This deck was never meant to play under these conditions. Going 2-3 in this situation with a deck that you had never played is actually surprisingly good. I am not discouraged by your performance at all. Nice work. Try adding another opponent or two and I bet the balance shifts dramatically.