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.
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Magus of the Wheel Discussion
20 hours ago
Your mana curve seems a bit high. I think you should add some mana rocks (Ruby Medallion, Fire Diamond, Sol Ring) and card draw or wheel effects (Reforge the Soul, Magus of the Wheel, Wheel of Fate, Mind's Eye, Faithless Looting). Since you're mono-red, Nykthos, Shrine to Nyx and Caged Sun are great.
1 day ago
In my opinion, you've got a good start. Mardu needs draw, lots of it.
- Reforge the Soul
- Sensei's Divining Top a must in every deck.
- Wheel of Fortune cheaper than Reforge the Force.
- Magus of the Wheel can be recurred with Alesha.
- Necropotence, the black draw engine.
Hope this works. Best of luck to you.
2 days ago
Chain Reaction is a really good board wipe: it's inexpensive, has a low CMC, and almost always kills everything.Staff of Nin is recurring card draw and it's cheap. Mind's Eye is more expensive but probably better at drawing cards. Magus of the Wheel and Dragon Mage are more wheel effects you could try. You might also want to try Mana Flare, Treasonous Ogre, or Caged Sun for even more mana to sink into Ashling.
You might want to try damage doublers: Furnace of Rath, Insult / Injury, Quest for Pure Flame, Dictate of the Twin Gods, Curse of Bloodletting, Gratuitous Violence, or Overblaze. All of these are pretty inexpensive.
Copying spells is a neat way to increase the value of your burns. You could try any of these: Reverberate, Wild Ricochet, Fork, Chandra, the Firebrand, Dual Casting, Dualcaster Mage, Increasing Vengeance, Howl of the Horde. You can also use most of these to copy pesky counterspells or copy draw or ramp spells. Price of Glory is great since you're mostly playing at sorcery speed. Pyroblast, Red Elemental Blast, Ricochet Trap, and Burnout are good for hating on blue players. Overmaster, Reroute, or Shunt might be okay too.
1 week ago
1 week ago
Okay so if we are going to aim to win with Nekusar dealing lethal infect to each opponent, we obviously need ways to give Nekusar infect, and like we mentioned before, there are only five ways to do that, so we will make due with what we got. That's six cards done, but what about the rest of the deck?
Well, if we think about Nekusar getting infect, we can guarantee that our opponents will try everything in their power to kill Infeckusar as fast as possible, so based on that, Howling Mine effects are basically worthless. What we need are wheels. Play Tainted Strike and follow it up with a Wheel of Fortune and a Burning Inquiry.
The wheels we can add include Burning Inquiry, Commit / Memory, Dark Deal, Diminishing Returns, Incendiary Command, Jace's Archivist, Magus of the Jar, Magus of the Wheel, Memory Jar, Molten Psyche, Reforge the Soul, Runehorn Hellkite, Standstill, Teferi's Puzzle Box, Time Reversal, Time Spiral, Timetwister, Wheel of Fortune, Whirlpool Warrior, Whispering Madness, Windfall, and Winds of Change. That gives us 22 wheels, which I will recommend each one being used here. (Many of these are very expensive, so if you aim to build a budget deck, I completely understand dropping some of them, and that's rings true for all of my suggestions actually.)
So infect and wheels gets you about 1/3 through the deck, so what do we do about the rest of the deck? A small portion of the deck should be devoted to protecting the commander, and those are best done with counterspells, because they double as ways to shut down massive plays by opponents. Based off of MagicalHacker - List of All Counterspell Cards, I think the best 7 counterspells for this deck are Swan Song, Arcane Denial, Counterspell, Countersquall, Mana Drain, Memory Lapse, and Negate.
Next, we can definitely get use of a couple tutors to really make sure the deck fires off consistently. We have both wheels and infect pieces, that can be found with a various array of tutors. The seven I am going to recommend are Dizzy Spell, Demonic Tutor, Dimir Infiltrator, Muddle the Mixture, Shred Memory, Dimir House Guard, and Clutch of the Undercity.
That puts us 42 cards into the deck, and just 21 cards away from the 63 nonlands I want to see for the deck. These cards can be whatever you think is necessary, such as maybe 7 ramp cards, 7 draw cards, and 7 ways to destroy permanents, like board wipes and spot removal. As for draw, I highly suggested perusing through MagicalHacker - List of All Draw Cards (Burst) for cards like Treasure Cruise and Ancestral Vision.
As xander11 suggested, I think that proliferate would be a fantastic inclusion.
I do want to mention one last option. If you build just right, you can basically use rituals like Desperate Ritual and Dark Ritual to play your hand to make lots of mana, then spam out wheels and more rituals. It's a very risky play, but if you can get it to work, it can be brutal. In terms of low risk, going with wheels, tutors, infect, and counterspells is going to be your best bet an effective build of Infeckusar.
What are your thoughts?
1 week ago
This needs some
Whispering Madness is a great repeatable wheel.
3 weeks ago
I really need to build a deck around this guy...
I have a couple of suggestions for you. First is Gamble. Fantastic card, the only time I can really say it's disappointing is if you're top-decking at that point. Or you discard the card you tutor... But that just depends on your luck.
Second. Replace Chandra, Pyromaster with Chandra, Flamecaller. Far more useful to you. You can get rid of all of the cards in your hand that aren't useful to you any more and get a fresh set of cards. Plus, she can clear the board of a surprising number of creatures - even in EDH - and if nothing else, she makes a couple of guys for you to swing around.
Third. Wheels. Cards like Magus of the Wheel are fantastic for red decks. Not only are you going to run out of cards in hand fast, but you're opponents are likely to constantly have more cards in hand than you. And thus, more to lose from you wheeling. Wheel of Fate, Wheel of Fortune and Chandra Ablaze are other cards that can do this for you.
Fourth. Word of Seizing. Okay, so this is more of a fun card. It might be a little too slow for your deck. But I recently discovered this card when someone used it to steal my Jace, Unraveler of Secrets on 8 loyalty counters. I still can't believe I managed to win after that... But yes, it can be a ridiculously helpful card in the right scenario.
Fifth. Harsh Mentor. As stated in a previous comment, hilariously good card in mono-red. So mana activated abilities in EDH, it's going to be burning people so often. (I mostly hate it because it really weakens Lightning Greaves.
Speaking of, sixth. Lightning Greaves, and to a lesser point Swiftfoot Boots. People are going to want Zo-Zu dead. Simple as that. While this won't protect him from wraths, Black has lost all of the common ways to kill Zo-Zu, Blue can't bounce him easily and White is forced to wrath if they want rid of him. Sure, Green isn't going to care particularly, they'll just be forced to use Krosan Grip before their Beast Within, but it still can be handy.
Seventh. Obsidian Fireheart. You've already punished them for playing lands, so why not punish them for having lands in the first place? In all seriousness, this is a pretty good mana sink, and there are going to be turns where you don't have anything else to spend your mana on. While it can only target lands that aren't already on fire, it can still quickly drain your opponent's life, especially if you have that Caged Sun out. Three red land, two lands burning away.
My final suggestion is somewhat more tentative, since while it is a really good card, in this deck it's pretty dependent on you hitting yourself with your commander. Valakut, the Molten Pinnacle. It's a lot better than Hellion Crucible, especially if you aren't running any land recursion or proliferate effects, but it does require land ETBs.
Oh, one or two more cards. Blasted Landscape and Smoldering Crater are some more lands with cycling you can run, which might be nice in your deck. Gauntlet of Might and Gauntlet of Power are both essentially Caged Suns. Sensei's Divining Top and Gilded Lotus are both great. Sol Ring is one of the best mana rocks in existence. Subterranean Tremors and By Force are pretty good. Chaos Warp and to a lesser extent Divergent Transformations are really useful if you can't deal with something. And Charmbreaker Devils are always helpful to have around, but may be a little too pricey for your deck mana-wise.
... I need to stop before I've just built a deck in your comments. These are just suggestions from what I've seen from some other red players (plus the start of my research into building a Red deck), so I can't guarantee them all being good ideas, but they may help you.
Also, I'm aware that some of the suggestions I made are almost hilariously expensive, but they are just suggestions and the most expensive one you'll probably want should be dropping in price at the moment since it was banned in another format, if I recall.
Now... Do I finish a deck or start a new one? Choices...
1 month ago
Chains of Mephistopheles is a not-so-budget card I run in my Nekusar deck.
I also would throw in more wheel effects like Wheel of Fortune, Wheel of Fate, Magus of the Wheel, Jace's Archivist, Dark Deal, Runehorn Hellkite, Reforge the Soul, Whirlpool Warrior, Chandra Ablaze, Wheel and Deal, Incendiary Command, etc.
Alongside Spiteful Visions, there's also Phyrexian Tyranny, Niv-Mizzet, the Firemind, Psychosis Crawler, Price of Knowledge, Ebony Owl Netsuke, Viseling (in multiplayer, Black Vise for two-way), Iron Maiden, and Fevered Visions.
Some more forced draw you can put in include, but is not limited to: Dictate of Kruphix, Seizan, Perverter of Truth, Forced Fruition (especially fun in Nekusar EDH), Kami of the Crescent Moon, Master of the Feast, Nin, the Pain Artist, Jace Beleren, Dack Fayden, Ob Nixilis Reignited, Well of Ideas, Font of Mythos, Howling Mine, Temple Bell, etc.
Well, I hope that this wall of text I just typed helped to some extent, and good luck with the deck.