Verix Bladewing

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Brawl Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Mythic Rare

Combos Browse all

Tokens

Verix Bladewing

Legendary Creature — Dragon

Kicker (You may pay an additional as you cast this spell.)

Flying

When Verix Bladewing enters the battlefield, if it was kicked, create Karox Bladewing, a legendary 4/4 red Dragon creature token with flying.

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Verix Bladewing Discussion

djnewellmit on Re-growing Pummeler

23 hours ago

I took the updated deck with Untamed Kavu to my LGS's Standard Showdown last night and bull-dozed my way to a 4-0 victory and 1st place out of 16 competitors. I played against two notionally tier-one decks (mono-red and UW Approach) and two tier-two competitive decks (WB knights and mono-blue Djinn). The newer players were caught completely off-guard when I fired off Pummelers for the win.

First round was against mono-red. Fanatical Firebrand and Goblin Chainwhirler kept my Pummelers from doing anything. In game 1, I had a handful of Sage of Shaila's Claim and drew into two Bristling Hydra, which allowed me to stabilize against his board of 2x Soul-Scar Mage, Earthshaker Khenra, and Hazoret the Fervent. I eventually found Hadana's Climb  Flip and sent one kicked Untamed Kavu over their heads as a 12/12 flying, vigilance, trample. For Games 2 and 3, I sideboarded out 3x Electrostatic Pummeler since he had so many easy answers with burn spells, Fanatical Firebrand, and Goblin Chainwhirler. I brought in 3x Greenbelt Rampager in their place, but did not see an elephant through games 2 and 3. In game 2, the opponent got land screwed and I beat him down with a Cub, Kavu, and Hydra. He was stuck on three lands; he revealed his hand after I killed him to show his Chandra, Torch of Defiance, 2x Verix Bladewing, and 1x Glorybringer.

Second round was against a (newish) player with WB knights. The deck had a full 4x History of Benalia, but I did not see any Lyra Dawnbringer. In Game 1, he got out the combo of Knight of Grace + Knight of Malice , which made blocking very difficult. I played out several Sage of Shaila's Claim, a few other blockers, Hadana's Climb  Flip, and one Electrostatic Pummeler. I managed to survive History of Benalia's third chapter while he had 2x Benalish Marshal, 2x Knight of Grace, 1x Knight of Malice, and the two knight tokens by chump blocking everything I could to leave my Pummeler alive. I was down to 2 life and hit him on the crack back with Electrostatic Pummeler + Larger Than Life for 54 damage, which he did not see coming. Game 2 was another easy win as I matched his knights with chump blockers, and kicked a Kavu into a flipped Hadana's Climb  Flip again.

Round 3 was a good player running a mono-blue Djinn/Throne of the God-Pharaoh deck. He had a lot of 1 power flyers and unblockables, but no answer to my Pummelers. In both Games 1 and 2, I managed to field 2x Electrostatic Pummeler while holding 2x Larger Than Life. I played one Larger Than Life on each robot, then swung in with both to play around a possible Unsummon. I pumped the unblocked Pummeler for lethal.

Round 4 was a typical UW Approach running both Karn, Scion of Urza and Teferi, Hero of Dominaria. The deck and player were both very good. I over-played my creatures in Game 1 as I was trying to race him landing his planeswalkers or Lyra Dawnbringer. He Fumigate'd, leaving me holding a couple Blossoming Defense but no creatures. He eventually double-Approached for the win. I sideboarded in 2x Negate to counter Approach, but I did not see Negate or Approach of the Second Sun in Games 2 or 3. In Game 2, I landed a turn 3 Cub, turn 4 Hadana's Climb, and turn 5 Hydra while playing around Censor and Syncopate and was able to kill Teferi when he played him. Flipped Hadana's Climb  Flip, and finished him off with the Cub + Hydra. Game 3 was almost identical, just replace the Cub with a Kavu.

Overall, I was surprised by the first place finish. I would have been happy with 2-2 when I saw my first opponent drop Fanatical Firebrand + Mountain . The mono-red match-up was very unlucky for my opponent, otherwise it could have easily run this deck over. The other three matches felt very fair, and my deck won by being bigger and faster than my opponents. I was drawing a good number of Blossoming Defense through out the night, saving my creatures from several Cast Out and Seal Away. Untamed Kavu worked great in the deck; I was never unhappy to see it. I played it several times on turn 2, and several times kicked. The Kavu works amazing with Hadana's Climb  Flip, especially if the Kavu was kicked. This deck does not go wide very well. The vigilance was critical in a couple games to allow me to send the Kavu to attack with pump spell backup and have it available to block as well.

Shimtalia on Kickin' it Old School

6 days ago

Thank-you all for your comments and suggestions. A few of the suggestions, well, I thought they were in there already! So here is the updates:

IN

Blossoming Defense - Cloudstone Curio - Everflowing Chalice - Inspiring Call - Molten Disaster - Mortal's Resolve - Saproling Infestation - Withstand Death - Forestx2

OUT

Champion's Helm - Deathforge Shaman - Hunger of the Howlpack - Kavu Titan - Pouncing Wurm - Primeval Bounty - Verix Bladewing - Mountainx3

Kizmetto on kick n kick n kick

1 week ago

Argy oh noooo so it doesnt work like i thought it did? looks like it triggers Territorial Allosaurus and Hallar, the Firefletcher and Verix Bladewing hmm... but the point was to get massive dudes yeah and trigger Hallar.

Thank you for asking the question! here i was thinking that Panharmonicon might be the kick it needs to be somewhat viable aha!

chox on Hallar , the Fireflethcer

1 week ago

Looks interesting... Maybe your collection is growing and you've yet to have acquired all the cards, but I'd definitely start with playing all the cards with kicker in the colors of Hallar. Consider a saproling sub-theme to stay cost-effective and create more synergy.

Here are some "Remove" suggestions Aesthir GliderGaea's ProtectorAdventurous ImpulseGhitu LavarunnerLlanowar EnvoyLlanowar ScoutMammoth SpiderPrimordial WurmYavimaya SapherdRun Amok

Here are some "Add" suggestions (DEFINITELY start with adding all the kicker and kicker-related cards!!) :Verix BladewingFight with Fire!!Goblin BarrageBloodstone Goblin

It seems like you are working with a budget, so I'll avoid suggesting things like Carnage Tyrant, because I think there are still cheap includes that increase the power/speed of this deck.

You might consider adding these SUPER budget cards. These will be better filler and combo with your +1/+1 counter theme:Arbor ArmamentCultivator's CaravanDurable HandicraftEnter the UnknownGrand Warlord RadhaLifecrafter's GiftMaulfist RevolutionaryNew HorizonsPath of DiscoveryRidgescale Tusker

Atrabilogie on UR Jhoira Historic

1 week ago

Actually after trying your deck, I think it's an obligatory card, you should run 3 as you don't really have any removal (I tried 3 and it's overly powerfull against aggro, especially against cats in standard)

I see you've edited the deck, I can't say I aggree with the Gilded Lotus even if I know it must be hard not to put a beautiful foiled one into the deck.

Orazca Relic is kind of redundant with Powerstone Shard and Treasure Map  Flip, I think you should remove them all. You should also replace all 3 Howling Golem for 3 Foundry Inspector.

I added good cards that work very well with the deck : Padeem, Consul of Innovation, Verix Bladewing, Zahid, Djinn of the Lamp and The Locust God. Just one of each (and minus the 2 Squee, the Immortal as it's weak and mana expensive anyway. 3 Helm of the Host was very good, equiping The Locust God kind of wins you the game. A third Jhoira, Weatherlight Captain is also kind of good as it's the core of the deck. All those legendary creatures, outside of their powerful effect are here to maximise your chances of easily casting Jaya's Immolating Inferno.

You don't have any turn 1 exept Opt, you should run at least 2 Hope of Ghirapur.

I know this decklist is actually your owned cards but it definetely has potential so you should just proxy those up. I will keep playing and working on it anyway.

merrowMania on [List - Multiplayer] EDH Generals by Tier

1 week ago

@paulriso: I don't know when the list will be updated, but the following is a minimally edited repost of an earlier comment I made. It has been mostly agreed with (or rather there has been little disagreement) and the edits incorporate a lot of the feedback I have read. Note that these are impressions and where they may likely start, but are not guaranteed to be their true standings.

Lyra Dawnbringer - T5. Just an efficient creature. Angel tribal does nothing.
Naru Meha, Master Wizard - T2. Good in a High Tide shell like JVP, but also with a simple combo with Ghostly Flicker.
Demonlord Belzenlok - T4. Efficient beater that draws 1-2 cards in a good color.
Multani, Yavimaya's Avatar - T4. Seems like a decent STAX commander.
Naban, Dean of Iteration - T4. Seems like a decent enough value commander in a good color.
Evra, Halcyon Witness - T4. Requires removal. Good with Aetherflux.
Josu Vess, Lich Knight - T5.
Verix Bladewing - T5.
Marwyn, the Nurturer - T2.5-3. Taps for big mana. Probably a decent Elfball commander. Comparing her to Ezuri and Selvala, so there is potential to be better than T3 where Ezuri is.
Shalai, Voice of Plenty - T3. Protects creature combos and is an infinite mana outlet.
Zahid, Djinn of the Lamp - T5.
Kazarov, Sengir Pureblood - T5. Can disrupt creature shenanigans, but is too slow.
Squee, the Immortal - T4. No Food Chain, so settle for Skullclamp and Smokestack.
Grunn, the Lonely King - T5.
Teshar, Ancestor’s Apostle - T3-4. Bomberman Combo + Scarecrone/Brass Secretary/Selfless Cathar/Ticking Gnomes.
Slinn Voda, the Rising Deep - T5.
Valduk, Keeper of the Flame - T4. Cute with Skullclamp and/or Possessed Portal.
Baird, Steward of Argive - T5.
Tetsuko Umezawa, Fugitive - T4-5. There is probably something cool I am missing.
Torgaar, Famine Incarnate - T4. I want to say T5, but the effect might qualify it for T4. It also acts as a one-time sac outlet in the command zone.
Danitha Capashen, Paragon - T5.
Urgoros, the Empty One - T4-5. I want to say T5, but the "at random" may qualify it for T4.
Kwende, Pride of Femeref - T5.
Whisper, Blood Liturgist - T3-4. Relatively cheap reanimation makes for a decent commander.
Yargle, Glutton of Urborg - T1. By far the best Legend to come out of Dominaria and will easily be brewed for ages to come.
Darigaaz Reincarnated - T3-4. Decent beater in good colors. Also an okay Food Chain commander since it "stores" 8 mana.
Jhoira, Weatherlight Captain - T1.5-2. Tentative starting point for the powerful artifact storm commander. Comparing most closely to Nin, the Pain Artist.
Muldrotha, the Gravetide - T1.5-2. Three best colors combined with an efficient value engine. Works very well with Command Beacon. There are also combos with LED, Phantasmal Image, and Animate Dead. Comparing mostly to Damia and Rashmi.
Aryel, Knight of Windgrace - T4. Makes tokens and is (slow) removal.
Jodah, Archmage Eternal - T3. Can cheat in a lot of cool stuff.
Firesong and Sunspeaker - T4. Cool with damage based board wipes and Aetherflux.
Grand Warlord Radha - T3. Free mana is free.
Adeliz, the Cinder Wind - T4-5. Is wizard storm possible?
Arvad the Cursed - T5.
Garna, the Bloodflame - T3. A better No Rest for the Wicked with a haste anthem is playable. It turns Entomb into an Eladamri's Call. Good in a shell with Paradox Engine and a sac outlet.
Hallar, the Firefletcher - T5.
Raff Capashen, Ship's Mage - T4. Can have Shimmer Zur lines with Aetherflux.
Rona, Disciple of Gix - T3-4. Goes infinite with LED and Deadeye.
Shanna, Sisay’s Legacy - T5.
Slimefoot, the Stowaway - T2.5-3. Comparable to Ishkanah, Grafwidow. Likely to rise since it only needs infinite colorless rather than infinite black.
Tatyova, Benthic Druid - T2.5-3. Good colors and abilities.
Tiana, Ship's Caretaker - T4. Helps recover from Bane of Progress. Best combo I could think of: Possessed Portal + Sigarda's Aid + 0-drop equipment.
Traxos, Scourge of Kroog - T5.
Niambi, Faithful Healer - T5.

Acute19 on Kickin Elvish Midrange (rotation proof)

2 weeks ago

multimedia Thanks for the upvote and feedback. I've considered more Hallar but he's pretty meh unless you have time to accumulate that value. So you're never happy about seeing two in your hand. One of my favorite aspects about Hallar is that people want to save removal for scarier threats until he's accumulated a couple counters, at which point he's probably done his job in terms of value. That deep into the game you aren't really trying to rebuild another Hallar.

Elfhame Druid is the real appeal of a kicker deck IMO.

I'm so back-and-forth on Ancient Animus. It seems so inconsistent. It could work with all the legendaries and care-about-counters cards though.

You might be right about Unclaimed Territory. I need double green for Territorial Allosaurus though so I think I'll just include one.

I agree that the double red ruins Verix Bladewing for this deck :(

multimedia on Kickin Elvish Midrange (rotation proof)

2 weeks ago

Hey, looks good for a budget deck, just need a sideboard :)

Consider 4x Hallar? If you're playing as much kicker as I see here then don't you want him consistently in play? If you're not consistently getting the bonus from Hallar from the kicked spells then there's a disjoint in the strategy and I don't see a reason to play so many spells with kicker. If you're going for rotation consider cutting 2x Rishkar for 2x more Hallar? It's too bad because Rishkar is very good with Hallar, putting counters on him in other ways than casting kicked spells makes Hallar better.

Ancient Animus is a good spell with Hallar because he's legendary it puts a counter on him before he fights. It's a way to get a counter on Hallar without playing a kicked spell. A 4/4 Hallar can fight a large amount of creatures in Standard and survive.

Radha can make red mana with her ability something Marwyn can't do, for this reason I think Radha is the better Elf for your strategy. More Radha means you can play more Fight with Fire kicked you need double red and have better chances to play Shivan Fire kicked. Hallar is a creature you want to be attacking with because it has trample, Radha is good when you're attacking.

One of the better kicker spells is in the sideboard, Verix Bladewing. Unfortunately he's double red and a four drop. Playing Champion and Bladewing together is too ambitious.

I suggest 4x Hallar, 3x Radha, 2x Animus and 2x Fight with Fire with more in the sideboard. I also suggest adding 2x Unclaimed Territory in place of 2x Forest. Territory works with Llanowar, Champion, Hallar or Radha. It can help to hit a turn two Champion or Hallar.

Good luck with your deck.


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