Power Conduit


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful 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
Mirrodin (MRD) Uncommon

Combos Browse all

Power Conduit


Tap, Remove a counter from a permanent you control: Choose one - Put a charge counter on target artifact; or put a +1/+1 counter on target creature.

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Power Conduit Discussion

TheRedGoat on Flying Technocopter

5 days ago

Some cheap power boosters you may be missing out on (do take note that there really isn't any expensive versions of these effects in colorless that I could find):

Golem Artisan, Leering Emblem, Scroll of the Masters, Sword of the Chosen, Tower of Champions (very expensive, but worth?), Energy Chamber, Power Conduit (only if you altered your build use the prior card I'd say), and Puffer Extract (if you're feeling desperate)

I would recommend more "pull lands from the deck" type of ramp as well, but that is a personal preference and you my not find it works for you.

n0bunga on Nissa MGC (Mono-Green Control)

1 week ago


Root Maze - Artifact Hate (and land hate, so maybe Amulet of Vigor could help that?),

City of Solitude - Stops countermagic,

Hum of the Radix - punishing artifact tax

Choke - lolbluedecks

Freyalise's Winds - can harm you but it's a staxy control thing that really hurts opposing decks

Dosan the Falling Leaf - like City of Solitude, but a people.

Magus of the Library (not control/stax, but should be good for card advantage?),

Willow Satyr - Green Empress Galina!

Titania's Song - artifact hate

Arboria - a weeeird, janky card that could work in your favour. You could spend turns activating loyalty abilities.

Kudzu - land destruction but it comes back to bite you. Being green, you should have enough ramp to not care though.

Drop of Honey - green Porphyry Nodes

Power Conduit could help with your age counters, but that's entirely optional.

Thank you sir, you've inspired me for some Green Shenanigans.

Chasmolinker on -1/-1 counter combo good stuff

4 weeks ago

I would take out Solemnity and go for Scavenging Ooze. Infinite mana lets Scooze become huge. Solemnity just screws up too many interactions. Devoted Druid+Vizier of Remedies, Quillspike+Devoted Druid, and even Power Conduit gets shut off.

On another note, Collected Company is a must.

LVL_666 on The Toyhouse

2 months ago

CalebMaSmith: "Here's my baby, artifact tribal at its best"

Me: Looks at commander. Turns back to statement. Then back to commander. "huh?"

I call a flag on the play. If your commander isn't an artifact, then your deck isn't Artifact Tribal. Just sayin' lol. But of course just take my words worth a grain of salt. More importantly, I think you have a problem here - looking at the combo you have listed: Energy Chamber + Animation Module + Animar, Soul of Elements...I don't think this works the way you think it works.


In reference to your combo you said "This allows me to pump out counters for animar making my fattys cheap"- The synergy between Energy Chamber + Animation Module is there, but the problem is that Animar is not an artifact, therefore not a legal target for Energy Chamber. Also, for Animation Module, when you capitalize on the +1/+1 counter being generated by paying to create a servo you are not casting it, therefore Animar does not get a +1/+1 counter. The definition of casting a card is as follows:

"To cast a spell is to take it from the zone its in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if he or she has priority. See rule 601, Casting Spells. Source: https://mtg.gamepedia.com/Cast Tokens aren't cast. They are (at least in this case) placed on the battlefield.

Now don't think i'm trying to trash on your deck, and tear you down. No, that's not what I want to do. Here is at least one alternative that can do something similar to getting you more counters on animar- you could incorporate alot of creatures with Modular. Good thing here, ALL creatures that have modular are artifacts. No exceptions. So that helps keeps with the theme. Even better creatures with modular all have +1/+1 counters that easily transfer from creature to creature. All that's left is something like Power Conduit or finding a means to reliably sacrifice those Modular creatures to pass on the counters. Arcbound Ravager is awesome, but a bit pricey...however it again fits with the theme.

Again, I hope I didn't mean to come off as sarcastic, mean, or rude. I mean...it's hard to make sure you're fully understood when you can only communicate through text. You deck has potential, but it simply needs a bit of tweaking.

SynergyBuild on Blue Pill: Turn 3 Combo **Primer**

5 months ago

I love Solemnity xD

I have a friend who likes angels so I was going to build Solemnity Angels (Sigil of the Empty Throne), but instead made Angel Sisters (Angelic Accord).

I will check out your Solemnity Deck, it better not just be Solemnity and Phyrexian Unlife, or I will be a bit disappointed.


Also Aether Vial and Power Conduit is a real thing. Think things that you don't want counters on Thing in the Ice or Dark Depths as examples. It is weird, but that is what a combo is, right?

SynergyBuild on Blue Pill: Turn 3 Combo **Primer**

5 months ago

Aether Vial isn't meant to be played like that, use Surge Node, Coretapper, Energy Chamber, Power Conduit, or Dismantle for actual use.

Rakshasa99 on Cephalid Control

5 months ago

Cards like Power Conduit would work well with dark depths. Unsummon might also play well in this deck.


7 months ago

@tomashin I can put counters onto him by saccing modular creatures, Evolution Vat, Ajani, Valiant Protector, Power Conduit, Energy Chamber, which I can then proliferate. It is not ideal, but it works.

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