Wrenn and Six

Wrenn and Six

Legendary Planeswalker — Wrenn

+1: Return up to one target land card from your graveyard to your hand.

-1: Wrenn and Six deals 1 damage to target creature, player or planeswalker.

-7: You get an emblem with "Instant and sorcery cards in your graveyard have retrace. (You may cast that card from your graveyard by discarding a land card in addition to paying its other costs.)"

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Set Rarity
Modern Horizons (MH1) Mythic Rare

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Legality

Format Legality
Leviathan Legal
Unformat Legal
Limited Legal
2019-10-04 Legal
Commander / EDH Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Vintage Legal
Block Constructed Legal
Tiny Leaders Legal
Highlander Legal
Canadian Highlander Legal
Modern Legal
1v1 Commander Legal

Wrenn and Six Discussion

Grixxas on Abzan Gooseblade

1 week ago

zapyourtumor Gilded Goose offers utility that Birds of Paradise and Noble Hierarch does not. The synergy with Vraska, Golgari Queen was an unintended upside.

The extra point of toughness helps dodge common removal like Wrenn and Six and Lava Dart.

The ability to generate Food tokens also makes Gilded Goose a better top deck in the aggressive match-ups.

moo1234 on Card creation challenge

2 weeks ago

Ggklv, the finder

Legendary creature - Homunculous

The first spell that targets ~ each turn is countered.

When ~ enters the battlefield name a card

Whenever ~ attacks reveal cards from the top of your opponents library until you reveal the chosen card and exile it, When you do create a treasure token or a 1/1 blue legendary humunculous token called fblthp, The found

2/5


Next challenge honouring the fact that this is the 600th page create a card based off a card with the number six, but changed to 600 in it e.g.Wrenn and Six would become wrenn, and 600 (choose another one)

LandoLRodriguez on Windy Kitty's Landfall Engine

1 month ago

Changes, 31Jul2020:

-1 Demonic Tutor, +1 Grim Tutor. I got the Grim from a pack and would rather not spend the $$ for the Demonic upgrade at the moment.

-1 Yavimaya Hollow, +1 Field of the Dead. The hollow is a fun utility land, but Field is FAR more functional in this deck. This is a no brainer.

-1 Jund Panorama, +1 Prismatic Vista. Vista seems like a strictly better card and I happened to have one, so no capital investment.

-1 Vivien Reid, +1 Wrenn and Six. See note about above about Yav Hollow/FotD. Vivien is a good card, but W+6 belongs in this deck.

-1 Khalni Heart Expedition, +1 Dryad of the Ilysian Grove. I'm looking to include every extra land drop effect (that doesn't also benefit my opponents) so Dryad's gotta go in. KHE is a pretty meh card really so out it came.

Azeworai on Radha, The Lands Matter To Me!

1 month ago

Alright. Into phase two of a lands deck! So, the very best thing you can do is abuse Glacial Chasm. Use land tutors to find defensive lands, such as Maze of Ith or Strip Mine for the sake of dissuading attacks.

Furthermore, the glory of a land-based strategy is that your battlefield always remains untouched. Wraths never do, or typically don't, tarnish your board-state.

In short, I'd recommend perhaps 2-4 wraths and a Glacial Chasm package. Drownyard Temple goes well with it. Effects such as Crucible of Worlds and Ramunap Excavator are imperative for replaying the Chasm from the bin, thusly negating the sacrifice cost. With extra-land effects it can be very potent. Life from the Loam is also strong, granting another form of card advantage with cycling lands.

These crucible-type strategies also grant another line of attack with Strip Mine. I sometimes randomly "win games" turn three by just an Azusa, Strip Mine, and Excavator.

There is a time in the game when you do not need more mana, so saccing some of it to Dust Bowl or the sort takes away from others' resources whilst you hide behind Glacial Chasm.

For wraths, Blasphemous Act is always strong, Molten Disaster's split second is great (combos with Glacial Chasm), and Chain Reaction is just good.

If you need to live more, just more interaction is great. I only run a few in my lands build, but it's a matter of taste. Beast Within is never lacking.

With great wraths comes great planeswalkers. You need some more value engines and constant draw! I don't care what people say, they're still fine in commander. Especially in lands decks, for a multitude of wraths keeps the table away:

  1. Wrenn and Six is just lovely with a cycling land.

  2. Vital Force ultimates quickly and draws much.

  3. Best Nissa  Flip is ALWAYS strong, for she finds a land early and draws cards late.

  4. Vivien Reid draws and murders. She's great but slow.

  5. Chandra, Torch of Defiance may not say "land" but draws, ramps, kills, and kills some more.

For non-planeswalker card draw, Harmonize is solid, Outpost Siege is always fine, Mirri's Guile and Sylvan Library are great if within budget, and Once Upon a Time goes within all green decks I own.

For what I would cut:

Chandra's Ignition is cute but an eleven-mana kill.

Boundless Realms just ramps you more at seven mana.

I'd remove one of either Mage Slayer or Power Matrix. The deck should probably be a little less punchy and opt more for a long game.

The rest of what you remove comes down to repeated gameplay. The standard I hold my decks to is having ramp and draw fully assembled by the end of turn-four if uninterupted, if you need a reference.

So, more lines of attack outside of combat, disruption, and defensive options.

Good luck! It all comes down to choice.

SynergyBuild on enpc

2 months ago

Sadly, you need to get to 6 power for Sisay, since Sisay, Weatherlight Captain says 'costs less than' rather than 'equal to or less than.'

No worries, the use of Jegantha as a companion is it lets you get Sisay to 4 power on it's own, which allows the whole combo to occur with no extra pieces. Yes 11 mana is a ton, but 3-3-5 isn't too bad, when it's a 5 color, 0 card combo, you can work with anything in deck. Radha while not bad for the deck, will often be worse than other ramp pieces like Kinnan, Bonder Prodigy, or just normal ramp.

The actual legends in more competitive Sisay lists (according to lists I've seen) are Lavinia, Azorius Renegade, Anafenza, the Foremost, Gaddock Teeg, Tymna the Weaver, Thrasios, Triton Hero, Kinnan, Bonder Prodigy, Teferi, Time Raveler, Oko, Thief of Crowns, Kethis, the Hidden Hand, Dack Fayden, Aminatou, the Fateshifter, The Chain Veil, Umezawa's Jitte, Derevi, Empyrial Tactician/Najeela, the Blade-Blossom (and Samut, Voice of Dissent optionally for this combo).

Optionally (on EDHREC) Helm of the Host, Hammer of Nazahn, Reki, the History of Kamigawa, Alesha, Who Smiles at Death, Domri, Anarch of Bolas, Teferi, Hero of Dominaria, Shalai, Voice of Plenty, Kambal, Consul of Allocation, Jhoira, Weatherlight Captain, Saffi Eriksdotter, Hapatra, Vizier of Poisons, Yisan, the Wanderer Bard, Captain Sisay, Brago, King Eternal, Kunoros, Hound of Athreos, Ashiok, Dream Render/Narset, Parter of Veils/Teferi, Master of Time/Linvala, Keeper of Silence (non-Jegantha variations)

Sadly, while Radha seems okay? Tutoring it is really bad, since you could fetch value pieces like Wrenn and Six, or better ramp like Kinnan, Bonder Prodigy, and I doubt you need an extra green if you can cast Sisay and activate her, and she also already needs to have a 1 color legend out. If you are looking to use Radha for pumping Sisay, run more of the optional legends. Idk, I could be wrong but I don't see it being popular, I hope you have the best of luck with it, it seems pretty fun for the deck on terms of a flavor include!

TypicalTimmy on What cards deserve to be …

2 months ago

Omniscience_is_life, I'd like to respectfully disagree. Felidar is not generally a problem as it has to first resolve, second actually wait on the battlefield without interaction, and third ensure you meet it's criteria. At any point, any one of these can change unfavorably for you, making it just a vanilla 4/6. As for S.A., I can see how it gives someone a huge unfair advantage on T1, but this comes with the ire of the table. It will be removed quickly. The nature of the game will balance this out.

shadow63, I see no reason why any of these should be banned. Shaman of Forgotten Ways is the same as Biorhythm, and the rest are basically normal play.

I understand the "social contract" to not interact with lands on a mass scale, because that's like a punch to the gut. You sit down to play a 30 minutes game, you get 1/2 of the lands out and suddenly you are back to turn zero. It is basically the cheap way of conceding. But realistically, the card itself isn't the issue, it's the user casting it. If that player has a history of cramming land wraths in literally every single deck they own, it's clear they do it to create a toxic environment where they want all of the power and control without any of the input and diligence.

However, that being said, if the player uses one or two in a single deck and it is there for a specific reason, that's not so much of that player being a toxic asshole, more so that deck is built to be overtly aggressive and challenging.

For example, in my Grixis Superfriends deck I run three land-lock methods. I do this so I can snuff out interactions with my Planeswalkers, since they are hard to protect.

But in my Lord Windgrace deck, and indeed all other decks, I don't even run a single land destruction spell, despite him being a beautiful synergy with cards like Strip Mine, which functions with Wrenn and Six, who is like a second Windgrace. Even my Oros, the Avenger deck who is quite literally built around "wraths matter", doesn't run a single one. I could easily turn all creatures into lands and wrath the boardstate entirely, as the newly creature-lands are non-white, but that is horrendously cheap and completely unnecessary.

So I feel it really depends on the deck the land wraths are in, and how frequently the player who builds these decks uses them.

TypicalTimmy on Lord Windgrace trouble figuring out …

3 months ago

I'm not sure if my deck is on here, but mine is centered around the Landfall mechanic.

I have Cycling lands as extra draw, so that I can regain them with his minus ability. I also have a ton of sac lands so I can keep the yard full.

Creature-wise, basically anything with Landfall or faux landfall, such as Tireless Tracker.

One of the biggest bombs in the deck is Caustic Crawler. I once got 13 lands into play in a single turn, and used that to take out an 11/11 indestructible creature.

There are also a few Planeswalkers that care about lands.

I'm at work for another 9 hours as the time of this post. I'll update later on (maybe over the weekend) with a decklist if you're interested. As I said, the current design may not be on here.

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