Magus of the Wheel

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Rare
Masters 25 (A25) None
Commander 2015 (C15) Rare

Combos Browse all

Magus of the Wheel

Creature — Human Wizard

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

Set Price Alerts

Magus of the Wheel Discussion

carlmoores on Mairsil's Jail for Combos

1 day ago

For replacing the infinite mana combos I have a few suggestions.

1: Mirror-Mad Phantasm and Laboratory Maniac .

This one you need to be holding counters for, so it's de facto more complicated then I prefer. Basically you use the stack with this one so sequence is everything. 1: Play Lab Man 2:Activate a draw a card caged ability or play a card draw spell 3: In response, activate Mairsil's caged MMP ability and shuffle Mairsil into your deck 4: Put your entire deck into your graveyard since a card named "Mirror-Mad Phantasm" is not in your deck (the wording on the ability reverts back to "mirror-Mad Phantasm" as soon as Mairsil leaves play, even though the ability is on the Stack. 5: The card draw resolves and you win because you have no card to draw and Lab Man is on board.

The additional advantage of running the Phantasm is that he acts as a risky AF version of Traumatize ing yourself if you cast him and activate. You may reveal him ten cards from the top, but also maybe 80 cards from the top.

2: Sage of Hours and Anthroplasm infinite turn lock.

Technically not game ending and slightly mana intensive but once you have demonstrated that unless the opponents can remove Mairsil you have established a lock all but the most stubborn opponents will scoop.

3: Necrotic Ooze + Phyrexian Devourer + Triskelion / Walking Ballista The Diversion.

Technically not a Mairsil combo but synergizes with many cards you will be running anyway, specifically Buried Alive . I have found this combo makes the deck far more deadly because it 1: Doesn't rely on the Commander and 2: Is incredibly hard to interfere with. If you need an explanation of how it works, ask and I'll elaborate but it's a pretty well known combo that appears in a lot of decks. I definitely recommend running Chainer, Dementia Master and possibly some GY recursion like Reanimate and Animate Dead though if you're going to run this.

On the subject of the wheels and Niv-Mizzet/ Locust God/ you forgot Nekusar. You could just do that as a different deck TBH.If I was going to play one, and you should be hard up for slots by this point really so I would only pick one, I'd go with Locust God as he provides chump blockers and if removed can be caged. Also, most smart players will remove Nekusar on sight.

As for counters: Perfect. Turn Aside and Negate are exactly the type of cards I'm talking about.

You're right. Most of the cuts have to do with the fact they're infinite mana enablers but not much use besides that. As for the two you specifically mentioned, Deadeye is just a personal bias. I think his CMC is too high in a deck where mana, especially blue mana, is such a precious resource. He's amazing when you can get him online (though not perfect, he doesn't do anything against board wipes) my concern is getting him on board able to protect himself AND Mairsil from one removal spell is 8 mana. Think of it this way, if Deadeye Nav said "to cast this card tap all your lands and skip this turn you may not cast instants or play abilities until your next turn" would you play him? I imagine the answer is no, but that is pretty much his casting cost in a deck where keeping a few lands open as much as possible is so important.

As for the poltergeist, your protection via caged effects should be limited to the littlest slots possible, this deck is trying to accomplish alot and 100 card syndrome hits is hard and even though Cavern Harpy and Thalakos Scout are 100 times better as caged protection, even that is not the best case scenario. This deck CAN live without Aetherling, but it is arguably the most important card in the deck. Protecting Mairsil doesn''t amount to much if you aren't caging things while you do it. I'm looking at Poltergeist and going "That slot could be a Corpse Connoisseur that gets me Aetherling or a combo piece" (This is where your deck durdling comes in)

Finally, here's my suggestions to add in terms of creatures and I'll give each a quick purpose blurb

Thalakos Scout : Said already Corpse Connoisseur : Tutor, chump blocker, tutor again Eater of the Dead : Untaps. Eats recursion targets in GY decks. Dralnu: Recycles boardwipes, tutors, card draw Magus of the Wheel : Obvious Notion Thief : Robs opponents of card draw, draws hate, combos with any wheel Pestilent Souleater : Mana free Infect as a backup plan. Traumatize : Mass cage targets if not running the MMP/ Lab Man combo Telepathy Knowledge is SO powerful in Mairsil Azami, Lady of Scrolls : Card draw that doesn't need Haste. Galecaster Colossus : Also cheats Haste, faux-removal. Crypt Rats Faux board wipe. Lim-Dul's Vault Cheap faux tutor Glacial Chasm Stalling tactic. Hard to remove, one card pillowfort

Anyway, that's all I have for now. Once again, check out the MTG Muddstah video's featuring Harry's Mairsil deck, you'll find it very enlightening. Hope you start enjoying the deck more and let me know how it works out if you stick with it.

carlmoores on Mairsil's Jail for Combos

1 day ago

Hey, been playing Mairsil for a few months now and here to offer some suggestions. But I also have some questions.

1: Are you married to infinite mana combos? MY experience is that they are ineffective because they require perfect hands. And due to your budget limit I would imagine Demonic and Vampiric Tutors are out of the question. Ditto Intuition. It's too bad because these three would really enable artifact based combos to be assembled easier. Of course there's Fabricate or Whir of Invention but these are sub-optimal to Black tutors which fetch anything you want. Board wipes for example, which are SO important in a Mairsil build. You should also run Mystical Tutor as it's within your budget and fetches maybe the most important card in the deck (Buried Alive) Also, DEFINITELY play Gamble is you're not running the black tutors. If there that doesn't care about the discard, this is it.

2: Pillowforts and Board Wipes. Which do you prefer? My personal experience is that pillowfort cards like Smoke Crawlspace and Caverns of Despair (or in your deck, Propaganda) are not only not always effective, they are prone to removal. Both from other players and from you caging Nev's Disk with Mairsil and establishing a soft lock. I would take the Last One Standing and mainboard it immediately along with the excellent Chandra's Ignition and if you're willing to go overbudget Toxic Deluge is also a must. Though cheaper $$$, but higher CMC, alternatives exist. You might also want to consider Fire Covenant as a mix between targeted and mass removal. Crypt Rats is also a good walking boardwipe and cage target. Though it is best when Chromatic Lanterns is on board or if you're running Urborg, Tomb of Yawgmoth

Card Draw: First off: Fact or Fiction is your best friend. This is literally the best card draw card in Magic for this Commander. The reasons for which are pretty easy to see. As another commenter on Reddit said: Wheels. Wheels. Wheels. Windfall , Magus of the Wheel , but Jace's Archivist and Whispering Madness most of all since they can be stapled to Mairsil for further wheeling. You want to be POWERING through your deck. Especially since you are not/ cannot get the high end, low CMC tutors. For additional evil, add Legacy All Star Notion Thief . "Flash in Notion Thief at the end of your turn. My turn. Windfall. We all discard your hands. I draw 28 cards...you guys draw none" A few of the loot effects are fine for the extremely early game but I'd keep 3 max and replace the rest with FoF's and wheels.

Haste enablers: I am just going to assume you don't know about Hanweir Battlements and Flamekin Village you can lose Urabrask for sure and free up a slot for something else and also lose either Fervor or Thousand Year (which, as established, die to Disk...though despite dying to Disk I would recommend Lightning Greaves for the Shroud just as much as the Haste)

Counters: I would lose anything with 2 Blue in the casting cost in favor of things like Intervene . Keeping as much Blue open as possible for Aetherling and Quicksilver Elemental's abilities to be activated when needed. Negate is also a strong pick as, largely, your opponents creatures shouldn't be of much concern to you. You are mostly concerned with countering instants that try to kill Mairsil in response to an ability activation or, frustratingly, people attempting to counter Mairsil. To be specific put in the two cards I suggested and take out Counterspell and Wizard's Retort.

Cage Targets/ Creatures: Personally, I would lose the infinite mana stuff as it is convoluted in several ways, but to each their own. I'll try to keep my advice away from that issue save to say that: Your combos should really be two cards and preferably creatures so they and Aetherling can be dumped in one go with Buried Alive. (It's getting late here so I'm not going to offer any reasons from here on out but if you have questions I'll respond to them tomorrow) Out: Deadeye Nav, Duskmantle Guildmage, Knacksaw Clique, Mischievious Poltergeist, Oona, Soul of New Phyrexia, Urabrask, Walking Ballista. Maybe out: Geth, Memnarch, The Locust God (he may be worth keeping if you follow through on running a tonne of wheels). (I will suggest cards to run and wrap up this comment tomorrow, though feel more than free to hit me up in the meantime)

multimedia on The Focus Locus(t)

1 week ago

Hey, nice start, but The Locust God is fueled by mass draw spells and I don't see very many here.

Archivist is good and his ability is called a wheel. You'll hear this term a lot in Commander and what it means is all players or just you shuffle some number of cards from hands and/or graveyard into library and then draw cards. This effect is very good with Locust because he triggers for each single draw therefore if you draw seven cards you make seven 1/1 Insects. Drawing seven of more cards from casting one card is very good.

Budget cards ($4 or less each) to consider adding:

Cards to consider cutting:

  • Expedite
  • Browbeat
  • Flame Fusillade
  • Renegade Tactics
  • Rile
  • Slip Through Space
  • Warlord's Fury
  • Dual Casting
  • Curiosity
  • Jalira, Master Polymorphist
  • Brudiclad, Telchor Engineer
  • Rummaging Goblin
  • Epic Experiment
  • Mechanized Production

Good luck with your deck.


saint5one on Nekusar Wheel - my first deck

2 weeks ago

Hey Gradianten, thanks for your feedback! And yea, even though there is a budget concern i might invest more in the future so its always good to know then :D

as for your suggestions i already have Venser's Journal , but Basilisk Collar is really amazing on Nekusar wow.. I have been looking at Dragon Mage and he is relatively cheap, but my concern with that card is that i have to deal combat damage with him, and he is 7 mana, but i can see why he would fit the deck very well. And Magus of the Wheel and Wheel of Fortune seems like must-haves in the near future! Chromatic Lantern looks really incredible and like a must have in most EDH decks, so that is definitely on my want list!

Again, thanks for all your feedback :)

Gadianten on Nekusar Wheel - my first deck

2 weeks ago

Got a good start here and I realize some of the suggestions may not be in because of budget concerns but I will list them anyway just to be more thorough and as such I recommend Magus of the Wheel , Wheel of Fortune and Dragon Mage for more wheel effects. Perhaps Basilisk Collar over Venser's Journal since you can slap the collar on your commander and just laugh. Also, Chromatic Lantern over Obelisk of Grixis for better color fixing.

alexander.rokicki on Firesong and Sunspeaker

3 weeks ago

IMO needs a lot of card draw because of the high number of instant and sorceries. I would reocmmend Wheel of Fortune Dragon Mage Magus of the Wheel and other wheel effects in red

hkhssweiss on Kaervek's Pain

1 month ago

I would suggest a bit more artifact ramp since your CMC curve is a bit more on the higher side. You can consider adding in cards like Fellwar Stone , Mind Stone , and Talisman of Indulgence . Maybe even a bit more card draw as well in the forms of Mindblade Render or Phyrexian Arena . If you want to try your hand as well as Reforge the Soul or if you have the budget Wheel of Fortune , Magus of the Wheel is also a decent alternative.

Hope that helps!

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Magus of the Wheel occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Red: 0.34%