Power Conduit

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Mirrodin (MRD) Uncommon

Combos Browse all

Power Conduit

Artifact

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.

Power Conduit Discussion

Klazen on Pir and Toothy's Simic Adventure

2 weeks ago

beardumbra

This is a very cool deck, you've built. I built out a Pir and Toothy deck as a per-cursor deck to my deck, Mad Science. You've got a lot of the same cards and abuses of counter creation built in ( Astral Cornucopia + Power Conduit types of things), and I love it! One thing I actually didn't think to do was put in level up creatures, but that's a nice touch! Out of curiosity, did you ever consider As Foretold ? I'm curious what you think about that card in a deck like yours. I get that you don't have too many huge mana cost spells, but a free one each turn would be nice if you're drawing tons of cards with Toothy.

Another card I really love for your deck is Give / Take , and I don't even hesitate to suggest that one, like I do with As Foretold. If you can cast both halves of it, it gives you the ability to draw cards off of Toothy without his needing to die, and then to power him back up again to a 5/5 (if Pir is also on the board). Alternatively, you can power Toothy up even higher with the 'Give' half, and then remove the counters to draw even more cards. If you can't cast both halves of it, it's still a nice card for early-mid game, and you choose which effect is most useful. It's a fantastic card with those two commanders as it has synergy with either/both of them.

Wizardhat91 on Island Lock

2 weeks ago

Jerk decks like this are such fun to build even if it's not fun to play against. A kind of fun all of its own. I had a charge counters deck that took too long to combo off, so I leaned into it and added stax whatnots like Smokestack , Silent Arbiter , and, the one that's any relevant here, Quicksilver Fountain and Power Conduit . Conduit was a fit for the rest of that deck though, and I'm guessing you're not interested in Fountain because Boil and Choke hit the whole field. So, not much of a contribution, but anyways cool deck, I hadn't thought that there was enough going in Modern to pull such bananigans of this particular nature. Fun-looking Johnny deck.

NyxDragon on B/G Undying

3 weeks ago

Getting a permanent sac outlet would be good. My preferred is Voracious Null . A good card for removing the undying counters is Power Conduit as you can remove a counter and put it on another creature.

beardumbra on Pir and Toothy's Simic Adventure

1 month ago

ManaLocked Yesterday I played a sweet game with this list and am already thinking about improvements and changes. In that game, I developed only lands and bodies on the first couple turns, but got powered up by Joraga Treespeaker and Nissa, Voice of Zendikar (eventually recurred by Eternal Witness ), also featuring a Walking Ballista and Hangarback Walker from turn 2 getting stacked. I recovered my board from a board wipe--powered up by that huge Hangarback Walker and Toothy dying--by setting up another big Toothy, which met Swords to Plowshares. Before getting exiled, Toothy prevented a Niv-Mizzet player from winning by forcing blocks, with assistance from Hardened Scales , and Hadana's Climb  Flip flipping into Winged Temple of Orazca. Karn Liberated also put in work to remove a big blocker and Elspeth, Sun's Champion. Eventually I was able to eliminate two players in one turn (including protecting my lethal attackers with both Mystic Confluence and Heroic Intervention ), but not before flying chip damage and a big chunk from Havoc Festival brought me to a low enough life total that a Bosh, Iron Golem was able to finish me off in the same turn.

Loxodon Warhammer is a card that comes to mind as a card that I would have loved to have accessed during that game. Granting trample to a big Toothy and getting a big life swing to boot could be useful in many different situations. I love that almost any effect from an opponent that causes Toothy to leave the battlefield compensates me with a serious amount of cards: this mitigates the risk of inherent to an equipment like Warhammer, whereas normally it's punished with removal, especially instants. While Warhammer doesn't literally synergize with counters cards, it provides multiple effects that round out the strategy, and is probably the card I am going to add first.

Other notes on artifacts: The first board wipe caused me to forget that I had a tapped Power Conduit hidden among my lands, but somehow I sold how much I still like the card that it traded with a Scour from Existence. This card is tricky and interesting but it might just be worse than something like a Thought Vessel . I still want to get a feel of how good Throne of Geth is before I can determine whether Tezzeret, Artifice Master is something I want to add: a copy of Garruk, Primal Hunter I had drawn late game felt rather stranded in hand over a rebuilding board, but it has so much more potential for outrageous draws to boost Toothy and my hand, that I like it much more than Tezzeret, especially with this few artifacts to begin with. Neither of Tezz's abilities seem worthwhile enough to risk spend 5 mana on just to have it die to attackers or removal, and this deck might struggle to take advantage of the ultimate as currently constructed. Maybe the superfriends build wants him; I don't think this one does.

The deck is also very light on graveyard recursion, running only Eternal Witness. Being a little light on recursion is fine, as the card draw consistency of Toothy is resource advantage enough, but sometimes the best line can be made much better with a card from the graveyard. The top of my list is currently Seasons Past and maybe Elixir of Immortality , both of which also offer protection against decking.

Spike Weaver is next on the add list. Holding mana for the fog on it feels bad, but as this ability can mainly be used as a deterrent or political tool, it seems the upside is too good to pass up. I got a copy and am looking for a cut for it.

I'll add more to the description soon. This is absolutely currently my pet deck and it even inspired my choice to build The Haunt of Hightower , with the thoughts of placing a Hightower of counters on the commander reminding me of this deck. Thanks for your feedback and good luck to you!

OOBS on Josto's First Attempto

1 month ago

If you want a more aggressive shell I would definitely try Experiment One , Pelt Collector , Strangleroot Geist , and Avatar of the Resolute . They can land quite sizeable blows early. A way to reload your hand could be Armorcraft Judge . I would personally recommend staying away from cards like Biogenic Upgrade which are just so expensive for too little payoff, and cards that may manipulate your board but don't add anything to your board like Bioshift and Power Conduit . Good luck with you brew, let me know if I can further help you out!

zapyourtumor on Undying Burn

2 months ago

No problem! I have thought about trying to break undying mechanics by removing counters before but never actually done any serious research.

Maybe Power Conduit could work? You could stick all of the +1/+1 counters on creatures you control without undying.

Dawson_Von_Darkcastle on Arixmethes, Slumbering Storm

2 months ago

I'm currently making an Arixmethes, Slumbering Isle deck myself and i'm running a lot of untap cards ( Argothian Elder , Krosan Restorer , Pemmin's Aura , Freed from the Real and Counter removal cards ( Power Conduit , Clockspinning , and Chisei, Heart of Oceans .

My suggestions would be Shimmering Wings and Llanowar Scout / Sakura-Tribe Scout

Shimmering Wings can be cast as many times as you have 2 blue mana and has the added benefit of giving your creature flying.

Llanowar Scout / Sakura-Tribe Scout combos nicely with Retreat to Coralhelm .

Drakoy07 on Atraxa's Wrath of Life

2 months ago

Hey ThaneGarrusThanks for the visit :) and the UpVote! :) I appreciate it!

No, I've never considered it, but doesn't Sun Droplet seem a little slow? Or am I reading the card wrong? Great ability to gain 'charge counters' from taking damage, but if you can only remove 1 each upkeep to gain life then it's limited to the number of opponents you're facing, so you can never really max out the potential life gain. If you have 3 opponents you'll only ever gain 4 life by the time it comes back round to your turn no matter how many counters are on it, unless you have upkeep doubling effects Paradox Haze , and life doubling effects Alhammarret's Archive to really make good use of this card. I just don't think I have enough support to make a card like this work efficiently. It would work better in a more dedicated life gain...artifact...angel deck I think especially if you could make use of Resplendent Angel Angelic Accord Bubbling Cauldron Trading Post Would be epic!...chuck some green in there for some extra token doubling effects Parallel Lives to back up Anointed Procession ....ooof! drool! I think I would make that deck =P

Initially however when I first saw your recommendation I thought...hmmm mass counter moving...Is that a thing? If you were able to take damage then gain charge counters you can use Sun Droplet like a battery then use Power Conduit (the only card I could find that could work in this scenario) to move counters from Sun Droplet onto any of our other artifacts/creatures that would love some free counters for mana and card draw. It would be basically the same thing we do with Unspeakable Symbol + Crystalline Crawler / Fathom Mage but very much slower, but it can also put counters on Pentad Prism which is a plus. That would be epic! But I don't have space for these pieces (100 cards and it can never fit everything we want) and to really pull out the potential of this combination of cards...I think I'd probably have to run some untap shenanigans Unwinding Clock . It would be cool to be able to ramp from being attacked with damage, but it would take quite a while to setup. Together powerful, but as separate cards they don't stand very well on their own as they would rely on each other to make any real impact on the game.

Damn I can ramble.... Thanks again for the UpVote! If you were to put in Sun Droplet what would you swap out for it?

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