Format Legality
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
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Future Sight (FUT) Rare

Combos Browse all




(X)(X), Tap: Target player puts the top X cards of his or her library into his or her graveyard.

Morph (3) (You may play this face down as a 2/2 creature for (3). Turn it face up any time for its morph cost.)

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Whetwheel Discussion

rocksanne on u/g morph + infinite mana and Turns!

9 months ago

Thank you Daedalus19876 for pointing out the obvious with Composite Golem. I HONESTLY did not see that little detail in the card. Thank you once again. I have replaced Composite Golem with a Whetwheel that i have. Thank you, too, for the card suggestions. I will look into getting them when i can,

MagicalHacker on [List - Multiplayer] EDH Generals by Tier

2 years ago

sonnet666, while I agree that mono-white self-mill is nowhere near tier 2, I think it can be low tier three due to the following self-mill cards and then the following tutors after those:

So a lot of those require a LOT of mana. Like, TONS. So, does white have enough ramp?

At the end of the day, I think it's silly to say that white cannot do this. While I would agree that it's not as broken as Zur the Enchanter or even as effective as a tier two general, I think there are definitely more than enough options to make this a decently effective infinite-combo deck.

EXTRATONE on Crazy Mill

2 years ago

If you want to accomplish Laboratory Maniac's condition, I'd recommend looking at Leveler, Arc-Slogger, and Mirror of Fate. All three will instantly or near-instantly empty your library, making Maniac's victory much quicker. Switching the mill for draw acceleration also means you can cast an instant-speed draw spell in response to something that would kill Maniac and end your game. Plus, Leveler and Mirror are easily searchable in blue as artifacts, and Slogger enables Red, which gives some creature removal and alternate win possibilities in the form of burn. Also, Mind Sculpt only works on opponents, as does Archive Trap.

Sphinx's Tutelage will help a lot if you want to mill your opponents, as will Sanity Grinding. If you splash black for access to Breaking / Entering or any of the other nice Dimir mill options, you can add Crypt Incursion for lifegain and anti-reanimation. Also, Incursion can respond to creatures' effects to shuffle themselves or the graveyard back. Mindseeker is too high on the curve to be effective in mill, and works better in more control-based decks, as a sideboard against other control decks.

Hedron Crab is one of my favorite cards in the game. It baits early removal/burn, and if they don't stop it, it can add a solid amount of mill to your deck with no real combos needed. Chronic Flooding works similarly to Crab, but later game, they'll be less likely to need to tap that particular land (or lands). Keening Stone can make a nice end-game push, but it's pretty high manawise. If you feel you can play it, though, it can end games very quickly.

If you still want to go both routes, however, Psychic Spiral can turn games around very quickly. Finally, Whetwheel can give a mana dump at the end of each turn.

I've always been a huge fan of mill, and I hope this helped.