Thrummingbird

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH 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
Commander Anthology Vol. II (CM2) Uncommon
Commander 2016 (C16) Uncommon
Modern Masters 2015 Edition (MM2) Common
Scars of Mirrodin (SOM) Uncommon

Combos Browse all

Thrummingbird

Creature — Bird Horror

Flying

Whenever Thrummingbird deals combat damage to a player, proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)

Price & Acquistion Set Price Alerts

CM2

C16

MM2

Ebay

Thrummingbird Discussion

Monti_Jones on Time Lord Mizzix

5 days ago

Hello there! Love to see any Mizzix deck as a Mizzix player myself. You say you want this deck to have a "tournament level" competitive approach, maybe I can help you out a little. With all due respect, I want to be frank and I don't think your deck can be called competitive at all right now. I don't know your budget situation, but I will try to break it down as much as I can and give a wide array of options.

- Mana situation: Let's start with the basics, namely your basic lands. As you can see on the nice pie chart, your cards are about 2/3 blue and 1/3 red. Still you have your lands almost at 50/50 islands and mountains. Only 4 lands can produce both and , consider City of Brass, Reflecting Pool and Forbidden Orchard. Moving on, your ramping mana rocks could be better too. Any cheap rock - cheaper than Mizzix herself - let's you cast Mizzix earlier and is a huge benefit to finishing faster. On top of that they can help you cast those big spells should your commander not be around for some reason. Consider any rock that costs 2 or less. Another way to solve the mana issue involves ritual effects. Cards like Seething Song or Turnabout, just to name a couple, give you a sudden burst of resources but demand a combo oriented setup and play style. Although if you want the fastest way to win, rituals are the way to go.

- Curve: Overall your spells are quite expensive. Now I know Mizzix makes casting big spells almost trivial, but if you really want to field this deck in a competitive environment, you should not count on having her out at all. People will target you, just because of your commander. Consider cards with lower cmc to stay relevant when you are under pressure, even if that means giving up on splashy spells. Many cards you are playing now, could be replaced by strictly better ones. Especially look out for cards with as few and in their casting costs as possible.

- Bulk goods: Some of your cards weigh down on your deck like a boulder. I myself like to call them "do-nothing-cards". Cards like Eye of the Storm or Thrummingbird do nothing on the turn you play them and after that only do something your deck already does on it's own. It's almost like you are playing an extra turn for your opponents. Cutting those kind of cards will streamline your deck and minimize awkward turns where nothing happens to progress your position.

- Win conditions: If you want to go for a competitive deck, having your deck trimmed towards as few win conditions as possible is of utmost importance. The most common ways to win with Mizzix are storm, burn, infinite mana & draw and taking turns (all of them). Pick 1 or 2 ways to win but build the whole deck around them. If one way to win supplements the other, even better. But spreading yourself thin over too many ways to win only slows you down.

- Key cards: I see you aren't playing some of the most played and best cards in any Mizzix deck. I'll list some, in no particular order of importance. Merchant Scroll, Gamble, Expropriate, Treasure Cruise, Dig Through Time, Fact or Fiction, Frantic Search, Faithless Looting, Reiterate, Mizzix's Mastery, Past in Flames, Mystic Retrieval, Increasing Vengeance, Chaos Warp, Bonus Round, Goblin Electromancer, Epic Experiment, Aetherflux Reservoir.

- Budget: Just as a heads-up, if you really want to make your deck competitive, you have to consider investing a good amount of money. Most of the time the best cards are the most expensive ones. While you can get by with some budget replacements here and there, at some point only the best cards are good enough. This isn't something you need to force right from the start, but can work towards over time.

Finally, I really hope I gave you some helpful advice and that you are not intimidated by my wall of text. Mizzix is a great commander and if you want, you can transform the deck into a fearsome weapon. Cheers!

wallisface on Gu counters

1 month ago

Cards to consider: Rishkar, Peema Renegade - these guys will give you crazy good ramp while also getting peeps swole

Vorel of the Hull Clade probably only want 1 or 2 of this guy. Good but gets unessessary pretty quickly.

Chasm Skulker gets big then makes loads of deadly babies

Thrummingbird make more counters

Cloudfin Raptor great 1 drop that gets big quick. Awesome with thrummingbird

NV_1980 on Vorel of the hull clade

1 month ago

Hi Jbot9,

We like your deck a lot; reminds us of our Ezuri deck.

Your land-count seems a bit low to us, for a two-color EDH deck. Even most non-competitive decks would have at least 35-36 lands on average. Especially when it's not filled to the brim with cheap ramping stuff. Aside from some more lands, we would therefore also recommend stuff like Birds of Paradise, Rampant Growth, Cultivate/Kodama's Reach, Simic Signet and Chromatic Lantern.

Some more draw options like Coiling Oracle, Bred for the Hunt and Rhystic Study wouldn't hurt either. Maybe even a Sensei's Divining Top or Scroll Rack for filtering purposes. Also, Nissa, Steward of Elements is an exceptionally strong planeswalker if you want to gain some card advantage; her second ability in particular is one of the strongest non-ult planeswalker abilities we've seen to date.

Other stuff we'd recommend would be Thrummingbird (for some more proliferation) and Simic Manipulator (for some more control). We'd also recommend some more options aside from Lux Cannon to destroy (non-creature) permanents. Trygon Predator and Krosan Grip come to mind.

Hope any of this is useful to you. Good luck with the deck.

Regards,

Mrs. & Mr. NV_1980

PB80 on Surrak test

2 months ago

Creatures:

Guided Passage Surprising fun card, but a no go in this deck

Traverse the Ulvenwald I like it, but need the room for something else

Bloodbraid Elf I am a fan, but in the new build it just hits too many cards

Captain of the Mists yes goes infinite, but Pestermite is enough

Clever Impersonator I am a big fan and he will return, but not right now

Fatespinner I like this card a lot, but lacks aggression in this deck

Feldon of the Third Path He will probably return, but for now I need slots for testing

Sakura-Tribe Elder Normally an auto include when I play green, but want to try something else

Thrummingbird Was a good card in the first build, but with the changes I think he will lose much of his value in the deck

Treasure Keeper but thinking hard about this one. With the new build he seems less productive

Venser, Shaper Savant I like this card and always will, but right now a no go

Vorinclex, Voice of Hunger for now a no go, too much mana and with the new idea’s just out of the range I want to go. Maybe in fase three

Dieball on Classic Simic deck - Comeback ...

3 months ago

Hi everyone! I've recently started playing Magic again, after 12 years of break. My Trusty old Simic gathered a lot of dust, so I started to rebuild it using what I managed to get fast (and cheap). I wonder if it's any good and if anyone could provide any constructive feedback on what I should still change in it. I would greatly appreciete that. The card list is as below:

CREATURES:

4x Thrummingbird 1x Vigean Hydropon 3x Trygon Predator 3x Plaxcaster Frogling 1x Vigean Graftmage 2x Vorel of the Hull Clade 2x Skyrider Patrol 3x Cytoplast Manipulator 1x Simic Ragworm 1x Cytoplast Root-Kin 1x Momir Vig, Simic Visionary 1x Experiment Kraj

ARTIFACTS and SPELLS

2x Everflowing Chalice 1x Simic Charm 2x Essence Scatter 2x Voidslime 2x Give // Take 4x Blessings of Nature 2x Doubling Season

LANDS

5x Island 5x Forest 4x Simic Growth Chamber 2x Hinterland Harbor 3x Llanowar Reborn 1x Oran-Rief, the Vastwood 2x Temple of Mystery

lagotripha on

3 months ago

Aight, the big question- are you an aggro deck that combos out ral zarek? Are you U/R midrange? Are you a control deck that just repeat ults ral and hits with an Invisible Stalker?

At the moment you've got the kind of low cost instants and sorceries that speak to a Stormchaser Mage tribal deck, but the components can be swapped around in that to do a lot of cool things.

You can put together a proleferate list with Thrummingbird/Tezzeret's Gambit/Skyship Plunderer with Cloudfin Raptor,Astral Cornucopia,Braid of Fire and other shenanigans. Ulting planeswalkers every turn is a good way to win.

You could even build a true Fiery Gambit deck where you just pray and flip coins.

Ther big thing is to look at the restof the deck that isn't Ral and decide what the plan to support him is. Is it all counterspells? Multiple mana generating artifacts that abuse his +1? Burn that threatens his -2?

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