As Phyrexian Processor enters the battlefield, pay any amount of life.
, : Create an X/X black Minion creature token, where X is the life paid as Phyrexian Processor entered the battlefield.
Printings View all
|From the Vault: Lore (V16)||Mythic Rare|
|Duel Decks: Phyrexia vs. The Coalition (DDE)||Rare|
|Urza's Saga (USG)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Phyrexian Processor occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Phyrexian Processor Discussion
2 days ago
I would definitely suggest adding in Mimic Vat. It's incredibly flexible, and you can Populate the token and keep that copy. The tokens from Desolation Twin and Phyrexian Processor can be hilarious with Trostani. Vitu-Ghazi Guildmage can Populate multiple times so I'd try to find a space for it. And Phyrexian Rebirth is a great wrath for this deck.
I agree with the first post regarding Explosive Vegetation. I'd personally run Rampant Growth, but if not I'd recommend swapping it for Circuitous Route since it can also find the guildgate, or Skyshroud Claim since you get those lands untapped and it can find duals (in which case I'd also add in Scattered Groves and Temple Garden if possible).
I'd be remiss if I didn't mention the big token doublers: Anointed Procession, Parallel Lives, Doubling Season, and Rhys the Redeemed. But since this is a deck for someone else who's new to the game I can understand why you might not want to include those. But they're always worth mentioning for anything that churns out tokens.
I hope some of that helps : )
2 weeks ago
So I like this deck but, it seems like the deck is making a lot of small tokens. If you want to go this route have you ever considered Rhys the Redeemed as your commander? Also, these might be a few good cards to give you bigger tokens to populate with Trostani and also syngergize with your lifegain abilities; Angelic Accord, Resplendent Angel, Phyrexian Processor, Ajani, Strength of the Pride and, Mimic Vat. You might also consider adding these card draw abilities, Dawn of Hope and, Idol of Oblivion. Overall, I think you have a good deck here!
1 month ago
3 months ago
Cut dark confidant, your average CMC is too high and erebos is your draw engine. Add Kokusho, the Evening Star - Life gain
You run Mana crypt but not Sol Ring ? You wanna get him online quickly and ramp helps you play all the cards you draw. Cut a land
Ancient Tomb > Temple of False G-d
Cut Phage, she's cute but not worth the hassle or high CMC. Add more ramp or interaction. If you want something cute, Soul Conduit would be expenisve, but fun.
3 months ago
Ah, life gain! A strategy as old as time, so what a splendid choice in deck!
Beacon of Immortality can propel you far ahead, often to the point of team-up. (Use with care)
Killing Wave is a befitting board wipe for a strategy such as this, especially one with few creatures.
Phyrexian Processor can be a finisher with efficacy, but that's a personal choice.
Blind Obedience can slow down your opponents vastly whilst upholding your life-gain schemes.
Crypt Ghast is fine ramp that, again, can gain life.
At last, Chainer, Dementia Master is a card I love all too much and gets out of hand very quickly.
Let the Nightmare Go On..: My decklist for Chainer. :)
Conquer all with 200 life.
3 months ago
Ok, so this thread kinda blew up more than I expected, so forgive me for the monster text.
To avoid a massive wall of text, I will divide my responses in spoiler blocks to ease the view.
TypicalTimmy and life-variant card draw power Show
TypicalTimmy The cards certainly needs to go through a power check, so most of these are just placeholder ideas for a type of mechanic to go forward with.
That being said, I don't think the life-variant card draw is over the top. It's still a 3 CMC do nothing enchantment that requires assistance to function. If you do happen to hit with 21 power life link and it can net you 7 cards, I would say that's rather acceptable.
Blue has a somewhat similar type of enchantment , but I would say that evasive hits are more easy to attain than an equivalent amount of life gain through lifelink. You can obviously get your life through creature combat with lifelink (be it offensive or defensive), so in a way it can be easier to trigger than Coastal Piracy once you have lifelink creatures. However lifelink is a lot more scarce than you might think. There's only 109 cards in White's color identity (includes colorless) that has lifelink in their rulebox. A few of them can grant it across the board , but they have something in common; they are expensive in cost and generally not that good - with one glaring exception on the latter.
If your opponents are looking at you with True Conviction down on the board, they are shaking their pants regardless - which is just a testimony to the potential power of True Conviction.
Let's say you have 20 power on the board and True Conviction . Would you rather have the enchantment that grants 1 card per 3 life gained or would you rather have Aetherflux Reservoir ? Just because the life-variant has good potential to scale, doesn't mean it actually will be allowed to. And if it does, then I think it would be okay to reap some benefits for the setup.
There is one exception which I have failed to consider and address; Trostani, Selesnya's Voice - and to a certain degree Oloro, Ageless Ascetic . Most Trostani decks are all based around gaining life in large quantities and utilizing that to fuel win conditions like Aetherflux Reservoir , Felidar Sovereign , Test of Endurance or Phyrexian Processor . A possible solution could be that you choose whether to put counters on the life-variant OR gain the life (it's not a payment of life, so it's not black's territory). That would secure that Trostani decks or decks based around gaining massive quantities of life have to choose between fuel in cards or life for their win conditions.
Berryjon, considering other format Show
The solutions I proposed are aimed at helping white in Commander and multiplayer formats. As such I'd expect such solutions to be printed in products aimed for these formats. That way I can avoid entirely looking at Standard and perhaps even Modern. I mentioned Modern in relation to the last card draw suggestion because that one could possibly be made in a Modern legal set.
And I seriously doubt Vintage and Legacy will be impacted negatively by the suggestions I posted, as they are too conditional and too slow for those formats - at least on the competitive level. The only odd-job would be the restoration cards, which I haven't got enough experience with Vintage or Legacy formats to know if a 2 CMC return low CMC permanent from graveyard to battlefield, would allow some busted interactions which are currently unavailable.
I don't dismiss that making these type of solutions requires the derivative effects on other formats to be considered, for which those cards could be legal in, but I don't reckon there is a problem as long as the suggested cards are printed for the eternal formats only. However there are way more qualified people to consider those things, I'm just interested in opening up a discussion about something I perceive is a problem for white in multiplayer formats, especially Commander. The suggestions are also just placeholders for mechanics that could be designed to address these perceived issues.
Gavin Verhey was recently on the Command Zone's podcast on Youtube announcing a drafting set for Commander, which could be the precedent for more cards being printed specifically to address issues and devise new or improved strategies, specifically for Commander. Although Eternal formats will always have to be considered, no denying that.
White's resource denial Show
I recognize the issues that Tyrant and JayMC conveys with White playing resource denying cards: They become a focus of hostility.
If all other colors focuses on bettering their board state and improve their chances, all trying to outdo one another, then it's a competitive race: Who does it best, at the right time, can it be stopped, etc? If white suddenly comes in and links a ball-and-chain to every racer (including or excluding themselves), then most racers would be annoyed with that participant. My experience is indeed that if you try to drag people down to your level, you become the problem. And unless there's some politics going around that the white player disables someone from going off that was seen coming, basically be the lesser of two evils, then people will default to get rid of that ball-and-chain - aka the white player.
If the only way white can compete with the other colors is to "drag them down to their level", they'll most likely get flak for it, and then white is politically doomed to be an underdog. That's why I reckon that the way to make white more powerful while being subtle about it, is to imitate what every other color has been able to do but with a twist that befits white and their strategies.
I have seen multiple times when one of my friends whips out his Grand Arbiter Augustin IV that has a lot of tax and stax-esque cards - he doesn't have all of them - that he becomes a focus of attention whenever he puts out one of his taxes or hindrances. He has toned the deck down to a point where his stax cards are not as numerous and he focuses on other things that white and blue does well - and luckily blue covers his need for card draw. As a result he doesn't get default targeted as much.
When it comes to multiplayer, people can more easily allow an opponent to do stuff that benefit himself. It gets much worse when that opponent puts you at a disadvantage - especially in terms of resources.
You may say all you want that people should just get over themselves or whatever, but the matter of the fact is that many people don't find hindrances in Magic fun and therefore there exists this stigma for players playing Stax-heavy decks.
Red has not had card advantage in almost 2 decades of Magic's history. Yet they've begun to receive cards that address this with flavor that fits red's color pie. The color pie is not entirely set in stone, and while I agree that certain elements needs to be kept to keep the colors separate and distinguishable, card draw and mana are two elements that seems so basic that I cannot agree that white's lot is to not take part in it, at least for multiplayer formats.
Another thing is blue getting hard removal. Blue had Polymorph at first, but that still brings a new creature on the board which could be better or worse. Then came Pongify and Rapid Hybridization that resulted in a specific outcome and a token at that, which could be bounced to effectively kill the creature - ergo Blue had hard removal, which was the color's main weakness. These days Blue has some pretty powerful spot removal, considering the color, with Curse of the Swine and Reality Shift and for commander Leadership Vacuum .
Other remarks Show
Blue doesn't have straight mana ramp, red doesn't have straight mana ramp.
They are all conditional on having something else that those colors can manipulate or have to wait for, to gain card draw or mana ramp or some other ways to circumvent the need for either.
White's gain of Smothering Tithe was a much appreciated support card for the color. Land Tax definitely still has a spot but the card don't provide direct mana advantage as much as it provides pseudo card advantage, dependent on your opponents' actions.
One of my suggestions for card advantage was also based on opponents dropping lands after a certain point (otherwise it could very well become too powerful). The opponent can disallow it by paying the tax, effectively costing your opponents for playing ramp/lands or giving you the card advantage. As the game goes on, the value of the card decreases as more people will be willing to pay the tax.
It's a combination of white's resource denial that gives the opponent the option for the outcome, whereas the most likely course is to allow you some cards from time to time. When a tax has an exemption clause that benefits the controller, it is much more acceptable to allow than a static tax or outright denial.
I think I've made this post long enough, so I'll stop here.
3 months ago
Appreciate the feedback.
I can see where Phyrexian Processor would be good, I just don't know how I feel about 4 mana pay 10 life, survive a turn cycle and spend my next turn activating it. Late game it is probably much better, I'd have to think of what it would take up.
I did have Aetherflux Reservoir in the deck on the concept of separate life triggers seems very strong with Karlov. I ended up cutting it for Righteous Cause because it seemed like it would create far more separate triggers to accomplish the same thing. Being able to 50 someone is satisfying though so I may have to revisit it.
Survival Cache seems really good with Karlov out, but not as strong without him on the field. I tried to slot my card draw into repeatable effects throughout the game, along with being easier to bring back should they get removed.
I'd certainly welcome suggestions for cuts for these cards though and thanks for checking out the deck!
4 months ago
You might like these: Cliffhaven Vampire , Epicure of Blood , Ajani's Pridemate , Sunbond , Cradle of Vitality , Crested Sunmare , Regna, the Redeemer , Greed , Vilis, Broker of Blood , Purgatory , Phyrexian Reclamation , Necrologia , Dawn of Hope , Phyrexian Processor