Magus of the Wheel

Legality

Not legal in any format

Combos Browse all

Magus of the Wheel

Creature — Human Wizard

(1), Tap, Sacrifice Magus of the Wheel: Each player discards his or her hand and draws seven cards.

Price & Acquistion

Ebay

Magus of the Wheel Discussion

Phaetion on Hallar, They Who Kick Fire

1 week ago

dreas94: There's a number of green draw spells you could look at. If you want to stick to red, Magus of the Wheel and Wheel of Fate are options, but they're easily telegraphed.

cdkime on Nekusar 1st Deck

2 weeks ago

Here's some advice based on my own experiences with Nekusar:

  • I don't like Howling Mine, Temple Bell, and other cards of this ilk. They seem like they should work, but, in my experience, they are more harmful than helpful. Cards like Howling Mine increase the chances of opponents drawing their answer to Nekusar, and then do not help you win once he has been removed. Instead of focusing on slow, passive draws causing victories, your focus should be on explosive plays removing as many players as possible.

  • The Locust God and Niv-Mizzet, the Firemind are fantastic creatures, and provide strong alternate win conditions. I'll touch a bit more on Niv-Mizzet in a bit.

  • Dark Deal, Whispering Madness, Winds of Change, and Magus of the Wheel are some more wheel effects you can add.

  • Teferi's Puzzle Box is an absurdly powerful card with Nekusar--free wheel every single draw step!

  • Library of Leng negates some of the ill effects of wheels, allowing you to discard what you don't want, and keep what you do. You can engineer some powerful hands this way.

  • Forced Fruition turns their every spell into a death sentence.

  • Curiosity and Helm of the Ghastlord give you tremendous card draw. Both also go near-infinite with Niv-Mizzet, providing a strong alternate win condition. Ghastlord combos well with Nekusar, since they are forced to discard every card they draw.

  • Sigil of Sleep turns your wheel effects into mass bounce spells, tearing apart opponent offences.

  • Phyresis wins games quickly. Combined with a wheel, and you can end the game on the spot.

  • Imprisoned in the Moon and Deep Freeze can remove an enemy commander without forcing a zone change. As such, they're forced to just sit there on the battlefield in their transformed state, never being given the option of returning to the command zone.

Hope some of that helps!

StopShot on Rate each draw engine from ...

1 month ago

A draw engine is a two card synergy that results in repeatable card draw. I run a Mardu deck so most of the cards will be in colors. I've numbered each engine so you just need to post the engine number followed by your personal score for each. (Feel free to skip any since the list is lengthy. No card is mentioned more than once however.)

A score means the draw engine is janky, unreliable, clunky, inefficient, etc. Basically an engine you'd never consider running under any circumstance. A score means the draw engine is consistent, reliable, fast, and effecient at drawing cards. This score signifies a considerable auto-include for any EDH deck.

) Skullclamp + Bitterblossom//Reassembling Skeleton = Draw off equip cost.

) Land Tax + Scroll Rack = Exchange 3 basic lands for 3 new cards every turn.

) Mentor of the Meek + Norin the Wary = Draw a card every time Norin flickers.

) Underworld Connections + Deserted Temple = Double draw by untapping enchanted land.

) Skyhunter Skirmisher + Mask of Memory = Dig through four cards while discarding only two.

Sensei's Divining Top + Quicksmith Genius = Repeatable loot effect by resolving QG's ability last.

Greed + Ivory Tower//Authority of the Consuls = Gain life to mitigate life loss from Greed.

Ghirapur Orrery + Tireless Tribe = Discard your hand to activate the Orrery's second ability.

Tower of Fortunes + Braid of Fire//Mana Flare = Use extra mana to activate ToF's ability.

Geth's Grimoire + Geier Reach Sanitarium = Draw extra cards equal to the number of opponents.

) Phyrexian Arena + Strionic Resonator = Double draw from Phyrexian Arena.

) Well of Lost Dreams + Peace of Mind = Discard one card to draw three.

) Aggressive Mining + Drownyard Temple = Pay three mana to draw two cards on every turn.

) Endless Ranks of the Dead + Cryptbreaker = Produce lots of zombies to draw cards with.

) Gift of Immortality + Moriok Replica = Pay 2 mana to draw 2 cards and lose 2 life on every turn.

) Invasion Plans + Infiltration Lens = Draw 2 cards for each creature that blocks equipped creature.

) Otherworld Atlas + Voltaic Key//Energy Chamber = Accelerate charge counters for draw power.

) Call the Bloodline + Slate of Ancestry = Produce multiple vampires to draw multiple cards.

) Strands of Night + Magus of the Wheel = Repeatable draw seven cards.

) Humble Defector + Homeward Path = HP regains control of Defector after drawing 2 cards.

Not all draw engines need to be rated. Rating the ones that are the most interesting will do. This feedback will be crucial for other people when considering what draw engine to use for their decks.

multimedia on Shadow and Flame

1 month ago

Hey, it's already been said, draw and looting helps reanimation strategies in the early game.

Consider adding:

Consider cutting:

  • Rage Reflection
  • Deathrender
  • Hammer of Nazahn
  • Conjurer's Closet
  • Panharmonicon

Other suggestions for more early game plays consider: Rakdos Signet, Talisman of Indulgence, Jet Medallion and Ruby Medallion? For lands consider: Blood Crypt, Graven Cairns, Sulfurous Springs and Dragonskull Summit?

Exhume is also a powerful reanimation spell for two mana.


Steelspike on Shadow and Flame

1 month ago

I would add a bunch of Tormenting Voice/Faithless Looting and wheel (Magus of the Wheel for example) effects.

kamelyan on Nekusar, the Mindrazer

1 month ago

Jace's Archivist is another Magus of the Wheel, but without the downside of a sacrifice.

Have a hand that you don't want to get rid of? Try Wheel and Deal.

And if you feel that the grind is getting a bit dull, there's always Phyresis and Grafted Exoskeleton.

Here's a link to my Nekusar, if you care to take a gander:


Sweet P's Wheel of Morality

Commander / EDH kamelyan

SCORE: 2 | 79 VIEWS | IN 1 FOLDER


NoSoyYucateco on Krenko, Mob Boss: Mobocracy

2 months ago

What is the reason for including Altar of the Brood? Your creature count is already on the low side for a goblin deck, especially since you aren't including cards like Dragon Fodder, Krenko's Command, Empty the Warrens, etc...

I would also recommend some more draw, because you're pretty much relying on what you topdeck here. Faithless Looting, Slate of Ancestry, Magus of the Wheel, Wheel of Fate, etc... should help keep you with gas.

enpc on SOP, YELD or ONE VAY

2 months ago

hadakou: Sorry for the delay, see comments:

  • Gemstone Caverns: Strong card, however without the luck counter on it, it is very not good. The deck is very hard costed and while there is potentially a benefit, the drawback is really bad.

  • Druids' Repository: I was discussing this one with the GF the other day. I like it as a card and I like the interaction with Aggravated Assault however I'm on the fence about it. Outside of combo, I think that Sword of Feast and Famine adds more value (albeit is more of a target). I'll add it to the maybeboard for now though.

  • Tymna the Weaver: I like her as a commander however I'm not as sure about her in the 99. Hvaing CA in the command zone is amazing however I think I would prefer guaranteed draw power to hel pagainst stalling. stuff like Magus of the Wheel if I needed more draw power. While the deck is very combat based, I want to avoid having to tie all of my draw to combat.

  • Conqueror's Flail: it seems ok, however I run Silence, Pyroblast and Red Elemental Blast (plus Imp's Mischief) which I think does more work, more of the time. The buff is nice though. I'll give it some more thought.

  • Bloom Tender: She's good, but she doesn't give you what you don't have. the only 2 drop dork I'm running is Priest of Titania and that's because they work with Yisan in an infinite comdat damage combo line. Still, I do like the card so I'll maybeboard it for now.

  • Stranglehold: I like the card, but I want to avoid going down the stax route too much. Especially if it isn't on a creature as I need to keep my beater count high.

  • Eldritch Evolution: good card, not sure if it fits but the tutor power is strong. I'll have more of a think on this one.

  • Survival of the Fittest: probably should be in here actually. Late game turns a creature draw into a combo piece. Will try to find space for it and Fauna Shaman.

And long posts are fine - lots of good suggestions there, much appreciated :D

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