Phyrexian Dreadnought

Phyrexian Dreadnought

Artifact Creature — Dreadnought

Trample

When Phyrexian Dreadnought enters the battlefield, sacrifice it unless you sacrifice any number of creatures with total power 12 or greater.

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Set Rarity
Mirage (MIR) Rare
Promo Set (000) Rare

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Legality

Format Legality
Duel Commander Legal
Penny Dreadful Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Phyrexian Dreadnought occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Phyrexian Dreadnought Discussion

Artatras on The Many-Faced God - [Primer]

3 weeks ago

Thanks for appreciating!

Phyrexian Dreadnought is the single best card in the deck, and the deck is built around tutoring it as soon as possible. As a result, replacing it efficiently is impossible a no other creature can offer such a high power for such a low mana cost. That being said, there are a few "decent" alternatives:

Nyxathid and Eater of Days both provide a 3-turn clock. The Eater costs one more mana, but does add two relevant keywords.

Virtus the Veiled is less of a voltron creature, but potentially deals more regular damage.

Depending on how casual your playgroup is, you could consider Phage the Untouchable as a very expensive one-shot kill.

Just keep in mind that without the Dreadnought the deck will be significantly slower.

12_dwarfs on The Many-Faced God - [Primer]

3 weeks ago

Love this deck a lot, I'm currently trying to brew my own version of this (With the additons of some other combos) but I dont have anything like Phyrexian Dreadnought do you have a good alternative?

Woopertrooper on Varolz, the Scar-Striped EDH - Competitive

1 month ago

You only need to scavenge Death's Shadow and Phyrexian Dreadnought onto Varolz for one-shot lethal commander damage... or either one of those plus Berserk. Or either one of those onto any one of the infect creatures. You really don't need any more with all the tutors, plus all the ramp is very important when every bit of mana counts to comboing as quick as possible.

GoblinElectromancer on 12/12 creature on turn 3

1 month ago

I would cut 3 Plains and the Disenchant for Tocatli Honor Guard. Enlightened Tutor seems like it would be great in this deck being able to tutor for Phyrexian Dreadnought. You could also cut the 4 permanents with converted mana cost 3+ and put a Lurrus of the Dream-Den on the sideboard.

Cool deck idea! +1

Gbeail on The Power of my Graveyard

2 months ago

I think Final Parting would be a good include, it's a tutor which will give you anything you want, along with putting something like Phyrexian Dreadnought or Death's Shadow in your graveyard.

Fallerup on Yeet or be Yeeted

2 months ago

this deck needs some more beefy creatures to fling, something like that mono white legendary that lets you exchange your life total with her power and it has lifelink so you get the life back emm.... Evra, Halcyon Witness <-- this one can get you a one hit kill, there are also large creatures with huge downsides, like Phyrexian Soulgorger, you cast it and fling it in someone's face for 8 commander damage. I thought about Phyrexian Dreadnought but you already got that one.

Artatras on The Many-Faced God - [Primer]

3 months ago

Hey there!

Thanks for your kind words, I really appreciate!

The best tip I can ever give you is to play patiently. If you play Lazav on turn 2 and threaten a kill on turn 3/4, you will inevitably become target no. 1. People will team up against you because they don't know who you are going to knock out first, so they will start throwing all their removal spells at you. From that spot, it would be annoying for you to restart because Lazav would cost you two more mana and you would soon be behind. Instead, my advice is to do absolutely nothing for the first 5/6 turns of the game. Represent countermagic even when you have none, or simply loot a little bit without exposing yourself too much (that is, don't throw Phyrexian Dreadnought or its friends in the graveyard during the first few turns of the game for no reason). Don't even play your commander until the mid game. Simply wait for the game to develop as normal. Other players will ramp, draw some cards, and start doing what their decks want to do. At some point, one player will inevitably be ahead of the rest due to a better start, and that's when you are going to strike. The best way not to become the public enemy at the table is to let someone else do so. Once one of your opponents is too ahead, the other players will see him/her as the threat and start focussing on him/her. This is the moment when you can start playing your commander and develop your own gameplan. This is Dimir at its best: waiting in the shadows for the perfect moment to strike, when your opponents are slaughtering each other. This is by far the strategy that has given me the most success.

As for politics, I seldom propose to oneshot the most dangerous player if my opponents let me untap on my next turn. Sometimes it works, but they know very well that if I manage to untap they are dead a few moments later. As such, I don't rely on politics too much because it would be unrealistic for me to count on my opponents' loyalty.

As regards Laboratory Maniac and its kind, it is something I'm considering. Oftentimes I find myself needing an "I-win-the-game" emergency plan, because the voltron strategy is rather slow and fragile. There is, however, a risk that keeps me from going that route. Once you start winning with that combo, you will eventually realise how much easier it is to win a game like that. It's an insta-win, so you don't have to kill each player one at the time. My biggest fear is that the voltron plan would then become a secondary plan, and that it would eventually disappear in favour of more cards dedicated to the LabMan strategy. Finding the right balance between cards that support the voltron plan and others dedicated to the LabMan combo will be hard, but I'm thinking about it. However, if I were to include the Maniac, I would certainly go for a Demonic Consultation and Tainted Pact package instead of a self-mill strategy. It is way faster.

I've never had any mana issue with 5 mana rocks and 35 lands, as the average CMC of the deck is very low. Lazav's ability, however, is pretty mana-intensive, especially if we are forced to change form multiple times in response to something an opponent is doing. For this reason I can perfectly see you including more mana rocks, just to have more room in case something goes wrong. Mind Stone and Arcane Signet are obvious inclusions, but I can also see something more expensive like a Thran Dynamo work.

Perplex doesn't impress me too much. For a three-mana counterspell, I expect something extremely powerful to justify the 1-cost increase. And while the transmute ability is somewhat useful, there aren't too many good targets at three mana in our deck. The best ones would be Buried Alive and Intuition, but it would then become a tutor for a tutor. A bit too complex, in my opinion. And by the way, Commander 2020 gave us the best counterspell that we could have ever hoped for: Fierce Guardianship, which for us is even better than the almighty Force of Will.

I'll be checking your decklist and give some feedback as soon as I can.

Cheers!

Cravv on The Mimeoplasm [Competitive] EDH

3 months ago

You play only 2 fetches and 0 dual lands. You have no use for Chromatic Lantern or Thran Dynamo. Change them to Mana Crypt and Mana Vault. Also Woodfall Primus, Steel Hellkite, Solemn Simulacrum and Yavimaya Elder are not doing much. Putrefax, Phyrexian Dreadnought, Frantic Search, Fathom Mage, Entomb, Reanimate, Abrupt Decay, Assassin's Trophy are missing. You have only TWO instant speed removal and only one counterpell and you call this competetive?

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