Flying Men

Legality

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

Printings View all

Set Rarity
Time Spiral "Timeshifted" (TSB) Rare
Arabian Nights (ARN) Common

Combos Browse all

Flying Men

Creature — Human

Flying

Flying Men Discussion

GoodLuckGuy on Edric Aggro

2 months ago

First of all, Sol Ring

Craterhoof Behemoth is a strong finisher in a go-wide strat like flying men. You can also add a Natural Order for a second copy at half the cost.

If you feel like you could use another board wipe, Evacuation is efficient and has strong tempo potential.

Nostalgic Dreams could certainly replace one of your regrowths; I think Call to Mind is sub-optimal.

Delay , Abjure , and Arcane Denial are all really efficient counterspells that are worth considering.

I think this deck needs more Flying Men , they're not hard to find so I won't bother listing a bunch, but I will mention Blinkmoth Nexus as it's often overlooked in Edric.

I noticed you're not running any non-creature removal, I'd recommend Natural State and Nature's Claim at least.

SynergyBuild on Arena "Modern"

3 months ago

Boza Really? Do you know how many Flying Men and vanilla 3/2s for 3 have been made?

Tons of random gain life taplands, vanilla creatures, or creatures with... trample or reach (or both like Archweaver , yeah that'll take days to code).

But SynergyBuild, tons of spells are in this game... like Firebolt or Advent of the Wurm , or complex multi-lined creatures like Ambush Krotiq .

While I understand there are complex cards, perhaps replacement effects like dredge, etc. could be difficult to make (but once done the code can be copied over from Darkblast to Golgari Thug ), and the mythics and walkers that need voices and animations can be difficult to get, but a vast majority are super easy to make. 50% could be done by just putting art and the keywords on the cards. Random discard spells, burn, countermagic, card draw, ramp, tutors, fatties, dorks, taplands, duals, etc. could all be so easy to make and the other 50% would just be cards with keywords like Battalion they'd create and copy between everything.

HalbrechtHalbrecht on Suicide Black? I prefer Suicide Blue!

5 months ago

Blue isn't very strong in mana acceleration, sadly. There's the obvious "Use mana rocks" answer, but here's some older cards you might prefer:

High Tide is probably the best, because it produces blue mana.

Apprentice Wizard is a blue mana dork. He'll net you two colorless mana.

Energy Tap might also be of use, though I don't prefer the sorcery speed. It's also colorless mana, though in conjunction with all Islands, that might work for you. However, none of your creatures have a terribly high CMC. The most this will net you is {3}, and it's completely useless with Flying Men . It also goes against the goal of this deck, which is to attack or tap down creatures with Old Man.

Mana Drain is extremely expensive (even its reprint in Iconic Masters is like $50!). But obviously amazing if you can afford it.

Turnabout is an interesting one. It gives you a flexible answer to different situations, and in the late game when you have, say, 7 lands, it'll net you 3 mana.

Of all of those, I'd most recommend High Tide , since it's closest to the "ritual" effect you were wanting and produces blue mana. Turnabout would be my next pick.

JohnnyCRO on A Song of Turns and Dongers (cEDH)

5 months ago

to save everyone some time;

@justinhohenshelt - it's in the deck already. It's an instant (one of the reasons why it's good), so you might be missing it. ctrl+f for it

@enpc - there was a discussion about it on Edric discord and everyone, including Allergymedsandcats, agreed that the deck has wide enough selection of attackers that we can be picky, so a simple " Flying Men with a slight upside" doesn't cut it these days. There is a guide for grading attackers in the primer so this all could make more sense if you take a look there. But it's cool that budget versions just got a new solid attacker.

Dango on THE GOD CROW(cEDH Storm Crow PRIMER)

6 months ago

How has this deck not hit the ban list yet. Also, needs more Flying Men in my opinion though (a pseudo-Storm Crow in the 99).

Jonas_Poponas on Yuriko, the Doomsday Shadow

9 months ago

@lamocomp1 I appreciate your enthusiasm for the deck already.

First of all: Sleep is a new addition to the deck, so I don't have any experience with the card. Someone in my playgroup played it last week and I totaly forgot about the powerful effect of this card in multiplayer. ATM I swapped it for Equilibrium, which is a far more lategame-card. Sleep fits more into the tempo playstyle of the deck. I like the functions of letting you go through for 1-2 combats at one single player and protecting you from the strongest boardstate (which also opens the doors for other players, who are interessted in killing the specific opponent). But that's just in theory.

The thing with Prickly Boggart or even Vampire Cutthroat, which are obviously worse evasive creatures, is Notorious Throng. I just wanted to be sure, that I can get the Prowl-cost active any time. But after a few games, I already came to the point, where these guys stayed back, because they weren't evasive anymore. Also Notorious Throng is most of the time bad at generating tokens, because the aggressive amount of damage, the deck wants to provide, is lifeloss from our commander. It functioned more like a bad Time Warp. Maybe I'll try alternative cards for the Throng, so I can fix my evasive guys, because I won't need rogues anymore.

I'm honestly not a big fan of all the cmc2 dorks. Yes, they have the better utility effects and synergize better with the Ninjutsu - no doubt. But I want to swarm my board with little evasive guys much more than this "enter the battlefield-shenanigans". So the difference between cmc1 and cmc2 is a lot for the deck, because for 2 mana I am more likely to cast 2 creatures. The bigger the evasive board, the bigger is the blowout with triggers, like under a Arcane adaption or similar. Also Opposition and definitely Inkfathom Witch benefit.

As other evasive 1-drops I'm thinking about Tormented Soul, Jace's Phantasm, the new Pilfering Imp and/or Flying Men.

I totaly agree with you on Looter il-Kor. It's gonna be changed into a Nightveil Sprite after the release of Guilds of Ravnica. I also think about playing the new split cards due to it's high total converted mana cost. The owl-plan is very innovative and funny with Yuriko. Though I'm unsure if I really want to cut other creatures. The deck isn't very interactive and has problems to disrupt high value lategame-cards or combos, most commander decks are try to reach out for. So my thought was to put pressure on the opponents as high and early as possible. So the amount of evasive 1-drops effectively secure me a turn 2 attacking unblocked Yuriko. More 2 drops would slow down the game-plan while making the deck more versatile. I'm not already interessted into that right now, while my first attempt worked out very juicy so far.

The only 2 drop I'm repine with since building the deck is indeed Tetsuko Umezawa, Fugitive, because of making Yuriko and itself unblockable. I didn't miss the effect that much in the games so far. Cavern Harpy (which is very good in my opinion) and the other guys like Shrieking Drake are fullfilling a similar use. You can't cast them early, that's the drawback, but later you reactivate Yuriko (or other Ninjas) with them, while beeing evasive themselves. But maybe I'll trade Faerie Impostor with Tetsuko (because it's the worst one of these, because it doesn't combo as good with Vela the Night-Clad or in the past with Equilibrium, which remains on the "Maybeboard"].

I watched your list and also liked your ideas. I think yours is more a control-heavy build with the ramp and sweepers. Dowsing Dagger  Flip on the other hand sounds very fun to me, because it is a sustained and effective ramp (and also so much flavor...). I'd keep this one in mind - maybe I can find space for this one.

Neotrup on Gaining Control of Aura's

9 months ago

Let's say an opponent controls a Flying Men enchanted with Curiosity, and you gain control of the Curiosity. Your opponent still controls Flying Men and can still choose whether or not to attack with it an who to attack. If it attacks and is blocked, nobody draws a card. If it attacks a planewalker, nobody draws a card. If it attacks you, nobody draws a card. If it attacks a player who is your opponent (because it's a multiplayer game) and isn't blocked, tnen you will draw a card.

Controlling an aura attached to another player's creature works the same whether it's your aura that you cast on their creature or an aura they played that you gained control of. Often times you don't want to steal them, especially with newer ones that only grant abilities to the enchanted creature (compare Keen Sense to Sixth Sense). Also, some auras say "enchant creature you control" like Cartouche of Knowledge, those auras will go to the graveyard as soon as different players control the creature and the enchantment.

cheeftnx97 on Narset, Master of Chain Reaction

1 year ago

Only 100% competitive? That's just not enough! Where's your Flying Men??

Please don't take me seriously...

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