|Commander / EDH||Legal|
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|Commander Anthology 2018 (CM2)||Rare|
|Masters 25 (A25)||None|
|Commander 2015 (C15)||Rare|
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Magus of the Wheel
Creature — Human Wizard
, , Sacrifice Magus of the Wheel: Each player discards his or her hand and draws seven cards.
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Magus of the Wheel Discussion
2 days ago
Demarge, an alternative to banning from legacy all cards that are on the reserved list is to print new cards that are so similar to them that they are almost as powerful, but are still technically different cards, so they do not violate the list: for example, the various magi, but most notably Magus of the Wheel and Magus of the Will , exist specially because Wheel of Fortune and Yawgmoth's Will are on the reserved list. The shock lands are the closest that WotC will ever come to reprinting the original dual lands, Gilded Lotus is a balanced Black Lotus , Time Reversal is a balanced Timetwister , Time Warp is a balanced Time Walk , and so forth.
2 days ago
kysnou on Locust God
1 week ago
This is a fantastic deck for its cost. Really budget and I like that. There are a lot of upgrades you can make if you have the cash to spare.
Wheels: Teferi's Puzzle Box, Memory Jar (surprisingly cheap), Wheel of Fate, Wheel of Fortune (the most expensive option), Reforge the Soul, Winds of Change, Memory, Magus of the Jar, and Magus of the Wheel. You definitely shouldn't have all of these, just a few. Wheels are great regardless, but with your commander out, then you get a load of little bugs to go with the card advantage.
Bug buffs: Mindwrack Liege to make all the bugs bigger threats. Altar of the Brood is a good alternate wincon. Loyal Drake guarantees a locust each turn, in case everything goes wrong. Coat of Arms makes all the bugs massive.
Elixir of Immortality makes it harder to deck yourself.
Skullclamp to turn you bugs into more cards, and thus more bugs.
Gamble to grab combo pieces.
A Counterspell and Rewind are good spells to have. I noticed your initial decklist is a little light on removal, so a Blasphemous Act and a Vandalblast will be fine, along with any others you can think of.
This is a fantastic deck, these are just some upgrades I would suggest. I would also make your mana base a little better with some more dual lands and mana rocks, but usually those are the most expensive cards to grab.
2 weeks ago
I'm surprised to see you running Kozilek, the Great Distortion over Kozilek, Butcher of Truth. I would have thought OG Koz was better here. No mana restrictions, reshuffle and a mean combat ability. Sure, you see a few more cards if you're casting from an otherwise empty hand, but that's the only time new Koz is better, which means there will be a reluctance to play Koz if you're not hellbent because you're not getting maximum value. OG Koz however does not care about that.
Also, Magus of the Wheel is really gross as far as card advantage goes. You can activate the ability at instant speed, meaning you can stuff up people's top deck tutors. Magus can also be brought back with Sun Titan, or works with Helm of the Host for more value.
2 weeks ago
Hey, nice start lots of good cards here, +1
Cards to consider adding:
- Command Tower: all multi-color decks in Commander should play this land.
- Tainted Peak: good with lots of Swamps.
- Urborg, Tomb of Yawgmoth: good with Strands of Night, etc.
- Foreboding Ruins: interacts well with a lot of Swamp and Mountain Basic lands.
- Sneak Attack: expensive price, but one of the best ways to cheat big Demons into play with haste and then reanimate them after.
- Waste Not: get a lot of value when your opponents discard cards.
- Magus of the Wheel: another wheel effect, who you can reanimate.
- Feldon of the Third Path: repeatable reanimation.
- Crypt Ghast: ramp, double the amount of mana Swamps make, good with Urborg.
- Chaos Warp: instant permanent removal.
- Talisman of Indulgence: two drop Rakdos mana rock.
- Rakdos Signet
Cards to consider cutting:
- 2x Mountain
- 2x Swamp
- Tibalt, the Fiend-Blooded
- Grimoire of the Dead
- Wild Ricochet
- Spirit of the Night: least good Demon here.
- Songs of the Damned
- Macabre Waltz
- Dark Suspicions
2 weeks ago
Hey, to expand on what others have commented on about the manabase here's some budget playable lands to consider adding. All my suggestions will be $4 or less (most are $2 or less).
- Command Tower: every multi color deck in Commander should play this land.
- Exotic Orchard
- Crumbling Necropolis
- Sunken Hollow: Battle lands have good interaction with lots of Basic lands.
- Smoldering Marsh
- Tainted Peak: good interaction with lots of Swamps.
- Tainted Isle
- Shivan Reef
- Graven Cairns
- Foreboding Ruins: good interaction with lots of Swamps.
- Reliquary Tower
Other cards for the discard theme to consider adding:
- Waste Not
- Quest for the Nihil Stone
- Words of Waste
- Dark Deal
- Magus of the Wheel
- Thief of Sanity
Budget staples in Grixis colors to consider adding:
- Faithless Looting
- Chaos Warp
- Fellwar Stone: every three or more colored deck in Commander should play this mana rock.
- Animate Dead
- Mystic Remora
- Notion Thief: deny your opponent large draws.
I offer more help. If you like some of these suggestions I can help you to make cuts.
Good luck with your deck.
2 weeks ago
This deck could use some more ramp, card draw, and lands. Also you have two cards too many in the list so that's a slight problem too.
Some cards to cut would be Sun Titan, Burning of Xinye, Elspeth, Sun's Champion, Great Furnace (It's strictly worse than a basic Mountain in this build as it dies to artifact removal and you have no synergy with it) and kinda Chance for Glory and Hostility. Sun Titan only returns permanents and most of your deck is instants and sorceries. I really don't think you want to destroy and of your own lands so the Burning is pretty bad. You have enough board wipe effects that also synergize with your commander and you don't have much of a token strategy going on so Elspeth seems pretty out of place. I suppose she's a potential alternate win-con, but most your deck has the ability to win off of any number of top-decks late in the game. I see how Chance for Glory is tempting, but it seems like a really niche card and I think I would rather have card draw in its place. Hostility is the card I'd like to see in action before really making a decision on. I feel like it could often just be a dead card because you'll want to be dishing out lots of damage and gaining lots of life with Firesong and Sunspeaker on the field, but I suppose it's another alternate win-con that synergizes with the deck.
I would think about adding Fateful Showdown and Khorvath's Fury since they draw cards and deal damage. Also, Magus of the Wheel if you can get your hands on one. Really and effect that either deals damage or draws more cards than you discard when you discard. Plus wheel effects are good for disrupting opponent's strategy. Rocks that draw cards like Hedron Archive, Dreamstone Hedron and Commander's Sphere are also good ideas.
In sum, get down to 100 cards, add more lands, ramp, and draw spells.
1 month ago
Unfortunately I haven't updated this list in a very long time, Spoosky. Originally I tested the fast mana rocks and decided against it because it took away from the actual gas of the deck (creatures and combo).
I've thought about reworking the deck completely though. If I do, I'm sure it will end up being less tribal and overall more efficient (more mana rocks, maybe Magus of the Moon and less likely Magus of the Wheel, etc).
My life is definitely busy, so I just haven't had the time, energy, or desire to mess with anything on here other than some Pauper decks, but when I do I'll make sure to holler at you! Thanks for the comment, Spoosky!