Mul Daya Channelers

Legality

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

Printings View all

Set Rarity
Rise of the Eldrazi (ROE) Rare

Combos Browse all

Mul Daya Channelers

Creature — Elf Druid Shaman

Play with the top card of your library revealed.

As long as the top card of your library is a creature card, Mul Daya Channelers gets +3/+3.

As long as the top card of your library is a land card, Mul Daya Channelers has "Tap: Add two mana of any one color to your mana pool."

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Mul Daya Channelers Discussion

Elf0491 on Mayael's Big Boy Club

2 weeks ago

Big smashy Naya decks can be a ton of fun! It kinda depends on what direction you want to take the deck, but if you're looking at the classic 'power 5 or greater matters' theme, here are some suggestions:

Remove: Chandra, Fire of Kaladesh  Flip: This deck focuses more on casting big creatures, so the likelihood of flipping Chandra is very low. Firemane Angel: Very expensive for her effects. Better creatures and lifegain can be found. Gigantosaurus: Hilarious card, but the 5 green will be super hard to get in a three color deck. Legion Loyalist, Legion Warboss, and Ajani's Welcome: These cards are all geared towards a 'go-wide' playstyle that encourages lots of small creatures. That's not how Naya usually plays, and most of the rest of your deck isn't set up to support them. Light of the Legion, Swiftblade Vindicator, Dawn of Hope, Path of Discovery, Prodigious Growth, Urban Utopia, Bounty of Might, Flower / Flourish, Boros Keyrune, and Selesnya Cluestone: These are all cards that either don't mesh great with the rest of the deck, or are decent, but have cards that can usually do the same thing better.

Big Boyz: Meglonoth: Great power for 6 mana, and can really pump out damage both attacking and blocking each time around the table! Mycoid Shepherd: Pretty decent source of lifegain. Paleoloth: Graveyard recursion. Spearbreaker Behemoth: Gives your important stuff indestructibility! Spellbreaker Behemoth: Can absolutely wreck blue control. Woolly Thoctar: 5/4 for 3. Nuff said. Bull Cerodon: Really solid creature to keep bashing your opponent's with. Godsire: Can be hard to play, but will generate an insane amount of value if it stays in play. Stalking Vengeance: When your stuff dies, so do your opponents! Victory's Herald: massive boost to your field, especially with lifegain.

Mana Ramp: Gruul Signet and Selesnya Signet: Some of the best ramp for three color decks. Drumhunter, Exuberant Firestoker, Sacellum Godspeaker, and Sunseed Nurturer: Can be okay as ramp, while also synergizing with your theme. Mul Daya Channelers: can be either a 5/5, or help you ramp into one. Somberwald Sage, Beastcaller Savant, Birds of Paradise, Channeler Initiate, Chromatic Lantern, Commander's Sphere, Draconic Disciple, Llanowar Elves, Atzocan Seer, and Drover of the Mighty: All permanents with useful ramp abilities, some of which even have a few other potential synergies. Traverse the Ulvenwald, Sakura-Tribe Elder, Yavimaya Elder, Harrow, Journey of Discovery, Gift of Estates, Cultivate, Caravan Vigil, and Collective Voyage: Cards with varying effects that let you search up lands from your library.

Utility: Asceticism: Lots of protection for your board. Anger and Fires of Yavimaya: gives all of your creatures haste. Signal the Clans: Great tutor card for creature based decks. Loxodon Warhammer and Behemoth Sledge: Trample and lifegain on a stick. Domri Rade: Card draw, repeatable fighting, and a crazy ult. Deafening Clarion, Austere Command, Earthquake, Mizzium Mortars, Comet Storm, and Savage Twister: All have the potential to be near one-sided boardwipes.

Lands: Ancient Ziggurat: With a focus on creatures, this card is usually really useful. Command Tower: Should be in every commander deck. Naya Panorama and Jungle Shrine Kessig Wolf Run: Extra damage and trample. Contested Cliffs: Repeatable fighting for your beasts.

There are probably more suggestions I could make, and certainly not all of these cards need to go in. Just some different ideas for you to consider!

Keepper on Gorgeous Girls Deck

2 months ago

@ ClockworkSwordfish added Unlikely Alliance Good Find

@ Avacidal_maniac Earthbind has been up there since the beginning, thanks though

@ HorseFist Mul Daya Channelers have been up since the beginning, thanks though!

@ RearBumper Really nice list, I already had a bunch on the list. Added new ones though, Linvala, the Preserver , Windwright Mage , Puncturing Light , Ethereal Usher , Ivy Dancer , Shadow Alley Denizen , Disciple of the Old Ways Good catches!

HorseFist on Gorgeous Girls Deck

3 months ago

Omg where is Mul Daya Channelers? Sooo fine

ScryLord on Freed from the Real Combo

3 months ago

Thanks for your help, GoldenMunchkin but I think I'll stick to Mul Daya Channelers and Oasis Ritualist. I'd rather have a reliable combo than a fast one.

RazortoothMtg on Commander 2018

4 months ago

Super excited for the Esper deck, but I'm not sure how much support the deck has. Without much support it'll probably feel a bit bad. Blue has Future Sight and Magus of the Future, but idk what else. "Top of deck matters" feels a lot more Simic than Esper because of Garruk's Horde, Mul Daya Channelers, Courser of Kruphix, Momir Vig, Simic Visionary, Oracle of Mul Daya, etc.

hungry000 on

5 months ago

Your deck is all over the place, so it's really hard to give suggestions. It would all work a lot better (and be easier to give advice) if you'd focus on one thing: aggro, stompy (big creatures), ramp, some sort of creature value deck (that's the vibe I got from Cream of the Crop and the mainboard Reclamation Sage), etc. As it is right now, there are too many 2-ofs that are trying to do different things for me to really know what to focus on.

But the general advice that I can give you is that your deck is far too slow for modern. The goal is to consistently kill your opponent by turn 4 or be capable of stalling the game until you can kill them. Judging by your hubs you want an aggro deck, so probably make the goal to win by turn 4, and cut cards accordingly; without any ramp spells, I suggest cutting any creature over 4 mana and only having a few that are 4 mana.

There are also a bunch of cards in here that are pretty sub-par, such as Tattermunge Maniac and Blitz Hellion. Before suggesting better cards, though, I'd like you to focus your deck first (aggro, ramp, midrange, or value) so I can better understand what you want out of it. Here are some thoughts I had when I first looked at your deck:

  • I kind of sensed a Bloodrush theme from Ghor-Clan Rampager and Wasteland Viper

  • Burning-Tree Emissary and Simian Spirit Guide made me think of a board-flooding aggro deck (the type that loses to board wipes)

  • Cream of the Crop and Mul Daya Channelers made me think valuetown. For a second I thought Cream of the Crop returned creatures from the graveyard and I was like "oh that makes sense with the Bloodrush" but then I read it and was confused again

  • obviously the big spells made me think you were going for ramp, except there really wasn't any

If you want help focusing your deck once you decide on what you want to go for, feel free to ask me for help and I'll suggest some cards. I'm pretty good at that type of stuff.

SeekerofSecrets on Looking for eyes/advice for Conundrum ...

6 months ago

You could play bant control or midrange for access to Crown of Convergence, Mul Daya Channelers and Courser of Kruphix (i really really like this idea, i might brew a list tomorrow)

Logics on Summoning Sultai (Value Heartless Summoning)

7 months ago

landofMordor - Combo in general is always going to be hard when you play a fair midrange deck. The strategy against combo is the 3 Damping Spheres in the sideboard as well as 2 Collective Brutality and potentially 2 Nihil Spellbomb depending if the combo uses the graveyard or not. Game one we really just hope we get luck or get an explosive Ob Nixilis, the Fallen hand, in which case we can actually kill as early as turn 4.

Scapeshift actually seems like a near unwinnable match-up for the deck. Our best bet is just to play as many Ghost Quarters as we can and try to kill them before they cast it.

As for Mul Daya Channelers, it seems sweet. However, it doesn't allow us to play off the top, and with the combination of Tatyova, Benthic Druid, Tireless Tracker and The Gitrog Monster we want to be playing as many lands as possible. The double green is also something that puts the nail in the coffin for me. With a Heartless Summoning out, Oracle of Mul Daya is easier to cast, and Mul Daya Channelers isn't as efficient. If anything I'd probably play a second copy of Wayward Swordtooth as it fills the synergies of the deck better, and ascend isn't too difficult to turn on with the clues from Tireless Tracker.

The card is sweet and I'm glad you suggested it, but it just doesn't synergize well enough with the other cards in the deck. Hopefully that answer's all of your questions and thanks for the like!

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