Phyrexian Revoker

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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Trade

Have (3) metalmagic , shadowninja1099 , Azdranax
Want (2) yourfavoritenoob , ViRSneG

Printings View all

Set Rarity
Double Masters (2XM) Rare
Magic 2015 (M15) Rare
Mirrodin Besieged (MBS) Rare
Mirrodin Besieged: Phyrexia (MBP) Rare

Combos Browse all

Legality

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

Phyrexian Revoker occurrence in decks from the last year

Latest Decks as Commander

Phyrexian Revoker Discussion

Snowmen1 on Undying Retribution

2 weeks ago

Ok, as an update to this deck, I have played just over 50 matches with this deck between mostly online on cockatrice and in paper with friends. I am at a win-rate of about 27-11 against tried and true meta decks. when accounting for what I would call "jank" or otherwise just unproven, I am at 35-14. I have played against such decks as: Humans, Hardened Scales, Gruul Midrange, Yorion Flicker (pre and post ban), Eldrazi Tron, Green Tron, UW Control, Death Shadow (Mono-Black, Grixis, Jund, and Sultai), Burn, Prowess (Red and Izzet), Devoted Druid Combo, Spirits (UW and bant), Storm (though I need more testing here), Combo Goblins, Dredge (though I need more testing) and Titanshift.

Though I mostly see players that can see the interactions of the deck, it is quite a unique and unorthodox deck, and reasonably good players have made misplays- especially in seeing the interactions with Retribution of the Ancients as well as just seeing the mutate mechanic. I Also made changes to the deck over this testing period, though minor, in order to aid the deck is hard matchups as I identify them. I also have made misplays myself as I learned the ins and outs of the deck (and obviously still continue to do so). I also played most of my games with random people on cockatrice, which I have heard plenty of things about people not being good players on cockatrice, even though I would not say that is necessarily true. For these reasons and more, I would definitely take these results with a grain of salt and accept that there is a margin of error here (For better or for worse), but I think it is still great to learn from the testing that I have done over the past few weeks.

I have some findings to share here about these games:

  • This deck has a huge capacity to grind. Obviously turning your two-for-ones into like four-for-ones is good when the plan works, but just fighting with your opponent over getting the engine assembled while swinging in depletes them while bolstering the deck in most situations. As one of many examples, I managed to beat sultai-reclamation by getting the opponent to draw their deck out. I did this by pressuring their life-total while holding down Uro, Titan of Nature's Wrath, forcing bad cryptic plays by attacking, and just forcing bad lines. Though I did not count this in my win/loss because the opponent left after game one (which was like forty minutes) and I would consider the deck to be "jank" after the recent banning, I can confirm that the deck was close to meta because I saw all but seven of the cards the opponent was playing (which were in hand). point is though that the deck can grind HARD.

  • I find that against really fast decks like Prowess and Burn, you find yourself in a spot where you have to try to stabilize, and even end up getting outgrinded because of the constant pressure and considerations that have to be made on your life total which lead to sub-optimal lines. Though I had a decent amount of wins as well as losses in these matchups, I decided to add Life Goes On to the sideboard, which has really helped to improve the chances of winning here. I chose specifically Life Goes On because gaining eight life is particularly potent and almost always going to be active in this deck. This card also plays well in the deck because you will find a lot that the deck is practically built to leave up one untapped land for Retribution of the Ancients activations or casting Village Rites, which just makes having this card extra flexible, letting you play the lines you want to even if your life total is pressured (at least with the play-style I typically opt for when playing the deck).

  • I almost always side out Eldritch Evolution games two and three. I have pretty much relegated the use of this card to only being used for having the ability to combo more often and give flexibility for the given matchup I see in game one. The only toolbox stuff that I keep this card in for is against decks like storm and dredge really (though there may be other matchups where I need this that I haven't identified yet), where I will not only be able to essentially have additional copies of say Yixlid Jailer, but also be able to get a Lurrus of the Dream-Den to loop Nihil Spellbomb or Scavenging Ooze. The other toolbox card that I have for Eldritch Evolution is Phyrexian Revoker, but more often than not I would not have these two cards in the deck at the same time because this card has really only been used to deal with opposing Scavenging Oozes, even though I would still sideboard this card in as a toolbox card against say an opposing yawgmoth deck if that's something I'll ever see. For the most part though, opt for the play-to-the-board tempo/aggro plan when you can.

  • In matchups where I see discard spells, Unearth has been an absolute powerhouse. In the past, I would sideboard this card out no matter what to avoid being hit by graveyard hate as hard as this deck can be, but I found that you REALLY want this against discard spells and one-for-one removal decks just because it adds so much artificial redundancy. For what it is worth, cycling also helps dig too.

  • I found that I almost always side in Gemrazer. The mix between being able to interact and put on pressure is uncanny. I usually just side this card in as a hedge against graveyard hate, but there are so many random situations where you would want to have this card regardless of if you have a target for it or not (I'll list of a few random situations I found against various decks).

Places that I side in Gemrazer for: Show

In general, I would say that I love the deck and it is very fun when you can choose between playing a quick aggro game and a slow and methodical approach to playing. As I eluded to in the beginning of this post with saying I have played the deck in paper, I now have a completed build (minus the Verdant Catacombs)!

DeinoStinkus on A 4th type of Booster …

2 weeks ago

And yes, Gidge, you are correct. Gambling does not require that you have to lose everything, just that there is about an equal possibility for loss as gain. What most people think about when they hear gambling is Las Vegas or casino-style. Go big or go home. But MTG can be much the same way. Crack a 2XM pack. Will you get Phyrexian Revoker or Force of Will?

demont on Infinity On High

1 month ago

Hey man! Me again ... I've been testing out the deck and i gotta say, it works very smoothly and consistently :D

One thing i've notice throughout the games, the only thing saving my opponents from a complete lockdown were mana dorks.

With that in mind, is that how it's supose to be or, have you considered a few dork hating pieces such as Cursed Totem, Juntu Stakes or even some more untraditional ones for cEDH such as Holy Light and Elesh Norn, Grand Cenobite

On a side note, there are a few traditional stax pieces that i notice you don't run, such as Pithing Needle and Grafdigger's Cage. I understand that Phyrexian Revoker is much better than the needle, and Rest in Peace is also much better than the cage but i'd like to hear your thoughts on it.

SynergyBuild on What was your favorite play …

1 month ago

There was a time that I was at 13 life. I had 3 cards in hand, and made myself the target of the table previously, and could win on my following turn. A friend, who I will call Sara just got a Craterhoof Behemoth AND Triumph of the Hordes out, on their turn, with 8ish creatures out, easily able to kill the table. This was the turn before mine, and I had basically no political power. A Korvold deck had the turn after mine, and seemed to be gripping his hand with all of the cards held together.

I'll call the Korvold player James. James told Sara to not swing at him this turn, or else he'd have to deal with her. She was initially like idc, I might give you another turn, because they had teamed up a bit before, and were on good terms. Assumedly he was just asking for an extra turn, however I knew Constant Mists was a popular card in those decks. I had to judge whether to play with the idea of pretending I had an answer and bluffing, or to attempt to force his possibility of having mists.

I decided I was gonna get tricky. Now I stated I can't win, Sara had me pinned, and shook hands. Then I told James I can't win, but because he was going to get another turn, I might as well make sure he wins, and I tap some mana to cast Swords to Plowshares on Sara's Phyrexian Revoker, which had named Squandered Resources. Now I had what I wanted. Just a few turns prior James said that Revoker stopped him from winning, and I knew there was a chance of him having a chance at winning, but this was a wheel and a few turns since, so I assumed he at least needed his turn. Additionally he cast a Splendid Resources since then, so I assumed he used it up.

As this was pre-combat, I had to force Sara to attempt to kill James and have James also have a fog, but this was my only chance.

Sara - I think you need to die now James.

James - No we had a deal!

Sara - No we didn't I said I might spare you a turn. Now you gotta go.

James - Trust me if you swing I will stop you.

Me - Wait you can stop over 100 infect? You have like 8 toughness, how much removal do you have?

Sara - Yeah I'm not scared, nice bluff (the table starts giggling which turns into laughter at James)

James - Screw it! Swing out, watch it.

And then, it happens, Constant Mists.

I got there, that swords to plowshares saved me from 100 trampling damage. I won the game next turn, with a fun little combo that involves Opalescence and Parallax Wave. It was a sweet game, and my favorite play to date.


What are your favorite plays? Any you made? Any deals? Any you've heard about or seen?

dingusdingo on Alesha: A Slug is Faster Than A Corpse

1 month ago

enpc

Daretti, Ingenious Iconoclast is a repeat value engine that has the benefit of being able to protect itself and can deal with problematic permanents on the board.

+1: Plop a 1/1 construct with defender onto the field. This ability works well by itself, as it guarantees bodies to block for Daretti. We have a number of ways to utilize the 1/1 tokens too. We can use them alongside Smokestack to pay for the sacrifices. We can use it with Rankle, Master of Pranks to pay for the sacrifices as well. The +1 also means you are getting extra mileage from Skullclamp and draw a lot of cards. It also has strong synergy with Goblin Welder, so you can keep recurring your lock pieces. The tokens will also protect you from sac effects like Diabolic Edict or Smallpox or anything that forces you to sacrifice permanents.

-1: Sac an artifact to destroy a creature/artifact. This is the biggest reason to play Daretti. Repeatable removal of the two most common non-land permanent types is extremely helpful when your goal is to control the board. You can use the 1/1 constructs from the +1 to pay the cost, or you can use one of the two artifact critters in the deck. The sacrifice shouldn't be under rated, as you can reset Phyrexian Revoker to another permanent when your attack with Alesha, or you can jam spells when Ethersworn Canonist leaves before bringing her back with Alesha. This also allows you to remove your own artifact stax pieces if you wish to combo off or need to cast multiple spells in a turn. You can even choose to use this ability the first turn you play Daretti due to the large number of artifact rocks and stax pieces in the deck. This ability is the strongest reason to run Daretti in a stax package, you can move from strong board position to locking out the board if Daretti is left unchecked for a couple turns.

-6: Make three copies of target artifact in play/graveyard. You won't usually use this in an average game, but this can be back breaking in games that go long. We have some juicy targets in our own deck, with Sphere of Resistance (extra per spell), Thorn of Amethyst (extra for non-creature spells), Memory Jar (21 temporary cards drawn and go to your GY), Smokestack (after one or two rotations of 4x smokestack, the game is 100% over), Phyrexian Revoker (hose out most likely every active ability on the table), or even just a mana rock to get ahead. Choosing from an opponent's artifacts is also very nice in a 4 player game, because you can usually find something nice. Copying anyone's "Sword of X and Y" 3 times can be a game winning move, but honestly most equipment is a great choice to copy. I used to run Cranial Plating in this deck specifically for the 3x copies, which allow Alesha to get commander damage kills. Just note that copying legendary artifacts isn't wise, so trying to 3x someone's Umezawa's Jitte is a no-go. In more casual/high powered games, you'll sometimes be able to 3x copy a Wurmcoil Engine or Myr Battlesphere or similar big artifact doinks, which let you get kills on stalled out boards.

The last thing about Daretti that makes him worthwhile in my mind is the CMC. 3 CMC means he can come back from Sun Titan, which is pretty massive. Being a tiny constantly chugging threat engine for 3 mana also means he demands answers, or begins to punish games when he survives. I can recommend him in stax shells, where games are intended to go longer and you get more uses from him. In fast combo decks or midrange decks, someone like Dack Fayden will perform better due to draw filtering, and directly stealing an artifact as opposed to 1:1 trading artifacts like Daretti does. If you're interested in running this guy, consider him mostly for the +1 and the -1. The ult is a very nice cherry on top, but from personal experience I'm getting that ult about 1 of every 3 games he hits the table (in cEDH).

Apotheosis616 on I'm Walking on Sunshine

2 months ago

Ethan2003,

Join our discord server, you will get much faster responses.

Nevermore is generally not a card you want to be playing, unless it is a tech card into a meta where people are running the same wincons or something. Otherwise, you really don't want to be paying 3 mana to make someone else not be able to play a card. The best way to counter the card is to add more artifact and enchantment removal spells, then it should be totally fine.

on Peacekeeper, Glacial Chasm, Crawlspace and Silent Arbiter: You don't really need these kinds of cards in cEDH, unless you are playing specifically against decks like godo, najeela, or other combat-centric commanders. You could then add one of those cards in accordingly. I also think that Orim's Chant does the jobs just fine. Peacekeeper hurts really bad because it is constantly costing mana on top of the already high price of 3. If anything, I would maybe go with Glacial Chasm since you can tutor it up.

Phyrexian Revoker being able to hit mana abilities is everything. It can stop Food chain combos and other mana producing combos which are starting to become a lot more popular.

Ethan2003 on I'm Walking on Sunshine

2 months ago

Apotheosis616, why are you running Phyrexian Revoker in place of Pithing Needle? Does paying the extra 1 mana for it to target a Activated mana source really worth it?

I_Want_To_PlayAllTheDecks on Pioneer Pirate Aggro

3 months ago

I have a couple suggestions- but these are mainly for the current meta, not a game store or an LGS where different decks might be better.

Land Base

I would remove the Unclaimed Territorys because you need colored mana early game for both pushes and seizes.

I would put in a couple Mutavault just because it is a great card in tribal decks and sweeper protection. The downside of it producing neither red nor black can be mitigated by playing more urborgs, which brings me to the next point.

Probably 3 or 4 Urborg, Tomb of Yawgmoth. It by itself is a swamp, and the downside of it being legendary is not a huge deal if you only play 3 anyway. This is also necessary when playing with Mutavault

Creatures

I would recommend taking out Rigging Runner entirely for more Metallic Mimic s, because while playing rigging runner or t2 after a swing is unlikely(but I’m not mathematician) because you only play 4 other one drops.

I will need to think about this some more, because the curve would be very heavy on two drops with these changes so I just need to think about what else could change to put less strain on the curve.

Sideboard

Instead of Rending Volley, Fry would be better because it can also hit walkers. Take out rending volley

Leyline of the Void would also help out in lots of matches like soultai delirium and lotus breach. Take out the glint horns

Pithing Needle almost a strictly better Phyrexian Revoker because it gets hit by less removal. Take out the revokers

Also- although you would have to take out some of the best cards in your deck, Lurrus of the Dream-Den could really help out against removal and sweepers.

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