Phyrexian Revoker

Legality

Format Legality
Noble Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic 2015 (M15) Rare
Mirrodin Besieged (MBS) Rare
Mirrodin Besieged: Phyrexia (MBP) Rare

Combos Browse all

Phyrexian Revoker

Artifact Creature — Horror

As Phyrexian Revoker enters the battlefield, name a nonland card.

Activated abilities of sources with the chosen name can't be activated.

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Phyrexian Revoker Discussion

freakingShane on Avacyn, Prison Warden

6 days ago

Okay, brace yourself. I'm going all out.

  • P.S. Sorry that my inner spike ignores price...

Cards to Cut: Show

Cards to Add: Show

Emzed on Visions of Thrag-Daddy

2 weeks ago

Hey, cool list! However, your deck is extremely linear, all it does is its own thing with zero ways to defend or disrupt. I don't know how much experience you have with Modern, but against decks like Storm, Affinity or Eldrazi that might not work out - if both decks just do their own thing, theirs is faster and more powerful.
You have a playset Eldritch Evolution in your deck. This means that adding a single copy of a creature to your deck basically plays like having five of them in the deck. Which you can then copy a bunch of times with all of your Clone effects. So, if you have a single Reclamation Sage to find in your maindeck against a deck like Affinity, it massively improves your chances.
What I am trying to say is, in order to make the best use of Eldritch Evolution, you should include a couple of silverbullet creatures to find when you are in trouble (some maindeck, some sideboard). I suggest Reclamation Sage, Glen Elendra Archmage, Scavenging Ooze, Phyrexian Revoker, Sower of Temptation and Profaner of the Dead. Another fantastic option is Thought-Knot Seer, but you would need at least four Yavimaya Coast in the deck so you could cast it when it's in your hand.
I think I would also try and find room for Oath of Nissa and/or Serum Visions in your deck, they help you control your draws to some degree and assemble your combo faster.

pottolama on Yisan, the wanderer bard combo

3 weeks ago

Hello Emzed! I will start saying this was a version i used in a tournament at my LGS, so i tailored it for my meta ( and some card were still in the mail :P )

Now, on card suggested:Seedborn Muse it's a card i want to get and include, she speed up yisan a lot and don't need us to get an infinite mana combo, because she will generate enough utility alone. Definitely an include.

Woodland Bellower I'm always switching him in and out, depending on meta, super useful especially if you need to go 1 vs 3, but at this tournament i decided to leave him out and go purely on speed.

Regal Force I stopped using it, it draw a ton of card but for me Elvish Visionary has been enough ( with help from Temur Sabertooth ) and decided to sub it with Freyalise, Llanowar's Fury, for now she's been very good, especially cause i can use her as a naturalize in a pinch.

Phyrexian Revoker is a card that i definitely want to include. Too useful to have a stax target at 2.

Lodestone Golem I don't really like it in Yisan, it enter too late and if Yisan is fetching at 4 i usually have other priorities before stax piece.

Mouth of Ronom not included as for now i don't have snow land :P

Ulvenwald Tracker still have to test it, since i never felt the need to fetch for him, but definitely a card to keep in consideration, especially as an answer for local meta.

Lignify i can see the benefit of having a 3rd Beast Within/Song of the Dryads, but in this list I tried to go all out with the speed for the combo, and never found a use for song of the dryad neither, cause only some specific artefact can come down fast enough to hate us, the rest of the deck are either slower than us, or if faster like storm or tazri food chain, to nominate a few, they need other hate piece other than lignify, like the thorn effect.

Just my vision on yisan! :)

Emzed on Yisan, the wanderer bard combo

3 weeks ago

Seedborn Muse goes bonkers with Yisan, Woodland Bellower is a great tool for assembling combos, and Regal Force can be very valuable when you're forced to play a fair game. Did you consciously exclude those cards or are they not on your radar?
Since you have a good suite of stax cards, I suggest adding Phyrexian Revoker and Lodestone Golem too. Finding one of those when needed can be great for the stax plan.
Currently your list is a little light on creature removal. Cards like Linvala, Keeper of Silence, Aven Mindcensor or Containment Priest can be huge problems, and having an answer is crucial. Mouth of Ronom, while not exactly efficient, can be found via land tutors. Ulvenwald Tracker is cheap enough that you might be able to grab it with Yisan in time to deal with the hate. Lignify can shut down opposing commanders for a while.

Emzed on Bant humans CoCo

3 weeks ago

This deck looks very promising! I guess Noble Hierarch is missing for budget reasons?
I think Disenchant in your sideboard isn't optimal, it could either be a cheaper alternative (Fragmentize, Natural State, Nature's Claim) or a creature (Reclamation Sage, Vithian Renegades, Kataki, War's Wage, Phyrexian Revoker).

sylvannos on Tronfinity deck help

4 weeks ago

Ehhhhhhhhhhhhhhhhhhhhhhhhhhh......I'm not sure about this just yet. One of the benefits of Affinity is the power of its man lands and an explosive early game. Tron just gets put together, then starts doing unfair things (like turn 3 Karn Liberated).

This current iteration seems like a weaker version of Mono-Brown Eldrazi Tron, except it doesn't have Eldrazi Temple. At the same time, it's not nearly as fast as Affinity because it doesn't have Springleaf Drum and a bunch of 1 and 0 CMC creatures.

Which brings me to this:
http://mtgtop8.com/event?e=17158&d=306167&f=VI

...which is a Vintage deck. Of course, we're looking for Modern options, but there's some cool things going on that I think you should see.

First, it has several lands that produce more than on turn 1, backed up by land disruption. While we don't have anything like Mishra's Workshop in Modern, we do have Urza's Tower.

Second, it relies a lot on fast mana. Seem familiar? We have Springleaf Drum, Mox Opal, and a plethora of mana rocks and dorks.

Third, look at the creatures. It's using Arcbound Ravager, Walking Ballista and Hangarback Walker just like you are, but it's forgoing the high CMC artifacts in favor of Phyrexian Revoker, Lodestone Golem, Thorn of Amethyst, and Sphere of Resistance.

So how can we port this to Modern? I think you're right playing Tron lands, but then I'd toss in Inkmoth Nexus and Blinkmoth Nexus. Maybe you play Glimmervoid, Darksteel Citadel, Academy Ruins, Buried Ruin, and some basics if you have room.

Foundry Inspector and Etherium Sculptor can further speed things up. Not only do they lower the cost on everything, you basically get free +1/+1 counters from them.

But probably the strongest aspect to playing this type of deck in Modern? Trinisphere, Thorn of Amethyst, Chalice of the Void, and Lodestone Golem are all unrestricted, unlike Vintage where you can only have 1 of each. Probably the dumbest thing you could do is play a turn 2 Trinisphere/Thorn of Amethyst into turn 3 Ghost Quarter and Lodestone Golem.

The thing you have to be mindful of is that your mana base isn't as good as it is in Vintage, so too many Sphere of Resistance effects can cripple you more than your opponent. You also have to decide between playing a bunch of powerful 1-mana accelerators (Expedition Map, Springleaf Drum, and so on) or Chalice of the Void. I'd also forgo some of the higher CMC cards normally seen in Tron like Ugin, the Spirit Dragon. Swap these out for cards like Phyrexian Revoker or Thought-Knot Seer.

FireStorm4056 on [PRIMER] Death & Staxes: Competitive Meren EDH

1 month ago

spectrevr4

A faster clock should help solve a lot of your problems! And based on what you said, I think you'll be well on your way to outpacing them per the suggestions above.

Spell-based mill like this usually falls flat without big mana, and big mana is usually very weak to one-off targeted removal (because it leans on mana doublers, big mana rocks, etc). A few well-placed removal spells (Nature's Claim, Abrupt Decay) paired with Null Rod and Phyrexian Revoker (naming a key mana-producing piece so they can't tap for mana) could really put them off their game. These kind of decks usually rely on momentum to win so if you can crush a key piece of the plan, it should put you in good waters. Looking at the example you gave - Crypt Ghast + Cabal Coffers + Urborg, Tomb of Yawgmoth are fantastic if they can all be assembled together, but that usually requires a number of turns and a lot of investment (tutors) on your opponent's part. Then, if you can snipe the Crypt Ghast with a single 1-cmc Dismember, that really shuts down a huge part of their mana production (CC + Urborg alone don't make huge mana until the land counts get higher)

Personally I think that if you can get your speed/tempo up and increase your density of targeted removal, you will solve a lot of problems before they actually become problems. So, you don't have to deal with the Mind Grind directly - you can just gut their ramp strategy to make the Mind Grind a non-viable play in the first place.

Since it's easy to miss, note that Null Rod completely shuts off mana rocks, because they have "Tap" as an activation cost. So landing a fast Null Rod can totally blow out entire mana ramp strategies. I spend my first fast tutor on Null Rod in probably 30-50% of my games just because it's so strong at shutting down artifact-based ramp and combo. Then, if you can land a Winter Orb shortly thereafter (with mana dorks on the board), you're well on your way to locking everything down.

Keep us updated on how things go!

FireStorm4056 on [PRIMER] Death & Staxes: Competitive Meren EDH

1 month ago

spectrevr4

Not to worry! There are a lot of ways to speed things up. Looking at your list, here are a few things that I recommend:

  1. 1-drop mana dorks. Enough to be consistent with them in the early game. This is the surest way to speed up your clock and put you ahead of the table. Note that cards like Farhaven Elf are repeatable... but how often do you find yourself actually doing so? In my experience the tempo off a T1 Llanowar Elves is so much better than potentially getting a second land off Farhaven Elf. Most of the 1-drop dorks are quite cheap ($$), with Birds of Paradise topping things out at $4-ish. These will not only provide you with acceleration, but also can potentially replace higher-costed slots currently in your decklist (such as Into the Wilds, which has good long-term potential, but often you've already lost by that time). Even better, on later turns, dorks are cheap enough that you can still play them AND do something else useful - whereas if you play a Farhaven Elf, chances are that's all you're doing for the turn.
  2. Carefully evaluate engines that don't give you immediate return on investment. Black Market has big payoff potential but it doesn't do anything the turn it hits... there might be some other ways to build the deck that give you similar ramp but play out much quicker. Be creative, as it doesn't need to be a direct replacement. For example, Earthcraft and Cryptolith Rite are alternatives you might consider. They each cost 3 cmc less (so can be played earlier and don't take up a full mid-game turn) and make all your creatures IMMEDIATELY tap for mana (so no buildup required). With Meren + one non-dork on the board an Earthcraft is effectively free since they can immediately tap to generate two more mana. Again, the payout potential might not be as high as Black Market, but they hit a lot faster and (initially) harder.
  3. Don't rely on creatures for all of your removal. In my experience, Acidic Slime was almost always just a Nature's Claim for 5x the price... and it's a dead card for quite a long time due to its high cost. You should definitely still pack creatures with removal on them, but it's worth considering the best noncreature removal too (Abrupt Decay, etc). This is especially important when you are facing combo decks - often a single well-placed removal spell throws a wrench in all of their plans.
  4. How do the combo decks in your group win? Most of the mill combos I'm aware of rely heavily on artifacts, not only for the combo, but for ramping and card advantage. These types of combo decks are really, really weak to silver bullets like Null Rod, Damping Matrix, Pithing Needle, and Phyrexian Revoker. Paired with a few tutors you can land them reliably and often save the game without even having to think about much else. You already run some of the best tutors too so no real issues there! If decks are consistently winning on T3-4, then in most cases their plan is fragile to targeted removal or silver bullets. If you are running both then you will have a lot more ways to deal with these issues!
  5. Answering tron is tough if you restrict yourself to engine-based creature removal. My list has actually shifted away from most of the popular "kill" engines - note that I don't have The Abyss, Magus of the Abyss, Dictate of Erebos, etc. For the most part I pack a lot of targeted removal and Fleshbag Marauder effects to solve these problems... For example, I find the efficiency of a one-time Dismember is usually far better than hassling around with getting an Attrition engine setup - you might try a similar approach! My best reasoning is the following - you'll already have enough to do with creatures and Meren (it's not like you're lacking targets), so playing spell-based removal means you can do more per turn rather than have to decide on a single choice for your Meren trigger.
  6. Since we're playing stax/control, you have to take a long, hard look at every card that doesn't provide a strong boardstate advantage (card advantage, tempo, resource generation, etc) or hinder our opponents somehow. Verdurous Gearhulk stands out to me as something that doesn't really fit a "niche" - it is "good" but doesn't really play towards any plan of ours. So I question whether it is worth including. Compare him to something like Creakwood Liege, who can offer a similar boost to P/T on the board, but costs less and can generate a strong 3/3 critter each turn (to be used for combat, finisher, or sacrifice fodder).
  7. I'm not a huge fan of Death Cloud personally, it's just so expensive a price to pay for a symmetric effect. Pox and Smallpox are already in your list and very cost-effective - Death Cloud has always seemed to me like it cost just too much for what it offers.
  8. Clearly you are running Bitter Ordeal for a reason, and I would guess it's to answer the combos you've been facing :) I tend to prefer silver bullets like Null Rod (since they are widely useful regardless of opponent)... but if exiling combo pieces is the goal, might I suggest Sadistic Sacrament instead (sorry, card tags aren't working on this one for some reason)? It may not be the most efficient spell... but it is wicked fun to land against a combo player at the right time and a little more consistent than Bitter Ordeal :)

jeannieboef

This is something I plan to address, but haven't had the time to write up quite yet. Some of the answers you're looking for are in the replies I've made in the comments - I will add a section like this soon enough.

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