Phyresis

Legality

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

Printings View all

Set Rarity
Mirrodin Besieged (MBS) Common
Mirrodin Besieged: Phyrexia (MBP) Common

Combos Browse all

Phyresis

Enchantment — Aura

Enchant creature

Enchanted creature has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

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Phyresis Discussion

cdkime on Nekusar, Rubix Cube Expert

6 days ago

I would recommend cutting Font of Mythos, Howling Mine, and Dictate of Kruphix. In my experience, these cards are more of a detriment to a boon. The additional damage they provide is negligible, and you are giving each opponent an opportunity to draw their answer to Nekusar, increasing the odds one of them will be able to foil your plan.

In their place, consider some of the following:

  • Lightning Greaves - easy protection for Nekusar.

  • Sigil of Sleep - turns each wheel effect into a mini-Cyclonic Rift.

  • Niv-Mizzet, the Firemind - solid card in Nekusar.

  • Curiosity - goes near-infinite with Niv-Mizzet and is a solid option on Nekusar.

  • Likewise, Helm of the Ghastlord goes near-infinite with Niv-Mizzet, and forces your opponents to discard the cards they gain when enchanted on Nekusar.

  • Phyresis ends games with Neksuar, but you might draw the ire of your playgroup for using infect. I'd be weary of using this lest no one wants to play against you.

Sizorninja77 on Mind Razor

1 week ago

consuming aberation is good, but I think there are better cards that would synergize more. The goal is to deal people damage from drawing, not mill and swing with a huge creature. Probably take out Fog Bank because you already have Guard Gomazoa. Master of the Feast could backfire if someone removes Nekusar, then you'll just be giving opponents free cards. Same deal with Howling Mine, Dictate of Kruphix, and Forced Fruition. Better to stick to reliable spells that you can control in my opinion, BUT!! It's good to keep a couple in if you're able to protect Nekusar, especially if you keep in other creatures and enchantments that do the same thing as Nekusar. Just something to think about. Grafted Exoskeleton is more reliable than Phyresis. Megrim is just a worse version of Liliana's Caress and Raiders' Wake. I doubt anyone is going to fall for Minds Aglow unless you can manage to flash in something that screws them, but if you have enough mana you can just do it yourself and screw everyone anyway. Wheel of Fortune would be great, but it is a bit expensive.

cdkime on Nekusar Wheel Deck

2 weeks ago

I would recommend cutting Temple Bell, Master of the Feast, Dictate of Kruphix, Howling Mine, Kami of the Crescent Moon, and Jace Beleren. On paper, these cards seem to work well in a Nekusar deck--after all, more card draw means more damage. In reality, I have found this not to be the case. Cards are the most important resource in MTG, and paying a few life for extra cards is generally a pretty good deal (which is why Necropotence is on Vintage's restricted list). The problem gets even worse in multiplayer--after all, you're drawing one extra card, and thus have one chance to receive something you need, while your opponents collectively draw three cards, increasing the chances one might receive their answer to your strategy.

Focusing on explosive plays with wheels tends to be the best bet. Here are some cards to consider adding:

  • Curiosity goes pseudo-infinite with Niv-Mizzet, the Firemind providing you a strong way to end the game. It also is pretty solid on Nekusar, providing you incredible card advantage.

  • Helm of the Ghastlord produces redundancy for the Niv-Mizzet combo. When enchanting Nekusar, your opponents are forced to discard the cards they do manage to draw.

  • Sigil of Sleep turns wheel effects into mass bounce spells, helping provide protection.

  • Phyresis ends games, but infect is generally seen as a highly toxic mechanic. I would be weary of running this, as it could make individuals not want to play against you.

  • Imprisoned in the Moon and Deep Freeze provide solid removal without causing a change in game-zone. As such, you can use them to remove a commander without it being returned to the command zone, ensuring it sits uselessly on the battlefield for as long as it is enchanted.

Kaleb_H99 on Wheel and Deal Nekusar, the Mindrazer

3 weeks ago

cdkime Thanks for the suggestions. I didn't put two and two together with Day's Undoing and the triggers not resolving so I'll definitely replace it with Library of Leng. I agree that with that card it will help me sort through my hand for the cards I need much better. I also like the idea of Lightning Greaves. I've noticed that once the deck starts taking off, Nekusar is targeted almost immediately. That extra protection will be key. I also will find a way to include Hive Mind and Forced Fruition. Hive Mind Will help a lot it building the effects, and Forced Fruition I can see how that could be disasters for me and for opponents so I'll have to be careful how I use it. With Phyresis, I'm going to have to think about using that one. I hate when I have to face an infect deck so I know I'll have a lot of salty people if I use it. Thanks again! This helped solve some issues I had run into while testing the deck out!

cdkime on Wheel and Deal Nekusar, the Mindrazer

3 weeks ago

Based on my own experiences with Nekusar, here's some suggestions:

  • Cut Day's Undoing. This spell is simply awful with Nekusar as it ends the turn while Nekusar's damage triggers are still on the stack. As such, the triggers are exiled and Nekusar will deal no damage.

  • Library of Leng is a fantastic card to run alongside Wheels. It allows you to discard the cards you don't want to keep, while redrawing your better cards.

  • Temple Bell is a deceptively bad card in a Nekusar deck. On paper, it seems like it should work--it's a free damage trigger each turn. In actuality, I've found it counterproductive. The hardest part of Nekusar is that your opponents are quickly cycling through their deck, so are quite likely to find the answers and removal they need. Nekusar works best with large, explosive plays that end the game as quickly as possible. Temple Bell provides no real utility on its own, requiring multiple damage-dealing cards or Mind Over Matter to function properly.

  • Nekusar is able to end games in fairly short order, so is usually a target for removal. Lightning Greaves would be a solid inclusion for some protection the turn he is played.

  • I've had some pretty good luck with Hive Mind in the past. One wheel effect is dangerous, but when multiple wheels are fired off simultaneously, the game ends.

  • Helm of the Ghastlord provides redundancy with Curiosity for your Niv-Mizzet combo. When placed on Nekusar, not only to you generate some impressive card draw, you also force your opponents to discard the cards they do manage to draw.

  • Forced Fruition is another game-ending spell, as it turns all your opponents' spells into forced draw. While giving opponents such huge card advantage can be problematic, it's fairly easy to hit for 14+ damage per spell they cast.

  • Phyresis can quickly end games with Neksuar, but will also ensure your meta hates you. It's worth considering, but might not be worth the ire you'll inevitably draw.

Dumgoldfish124 on Dominaria's Most Ancient Evil

1 month ago

I feel like Liliana's Caress and Megrim should be in here for the damage when you make your opponents discard by swinging and hitting with Bolas. Painful Quandary could also work as a buffer to any removal. Also, you could also give Nicol Bolas Grafted Exoskeleton or Phyresis to kill the enemy faster and Whispersilk Cloak or Infiltrator's Magemark to make him unblockable. Finally, Cruel Ultimatum should be in here for the sweet, sweet flavour.

cdkime on Nekusar 1st Deck

1 month 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!

PonchoLibre on Slimefoot's Saproling Supper

1 month ago

Have you considered the enchantments and equipments that give Slimefoot infect like Glistening Oil, Phyresis and Grafted Exoskeleton? The way in which he drains causes damage to the opponents this can be abused by the infect mechanic which means that you only need 10 Saprolings to die to kill the whole table. Glistening Oil and Grafted Exoskeleton are recurrable and can thus be reapplied to Slimefoot if he gets blown up.

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