"Loran. Even her name was more beautiful than the whole of Terisiare. She was beautiful, wasn't she? Of course she was. I have to admit, though, sometimes - sometimes I begin to forget her face. There was a time when I knew every single line on her face, and now I struggle to remember.

She was taken from me, so cruelly ripped from my grasp. I cannot lose her, not forever, not like so much else. So now I search for her. I try to find her, again and again, there in the steel and fire of the forge, but it's always wrong. I create, but no matter how closely it mimics her, it's never truly her. I create these aspects, these images of her, and they're always pale reflections. I try, again and again, to recreate her in my work - her passion, her cunning, her intensity, her ingenuity, her beauty, her. But it's never her. My Loran - how could I forget her face?

The creations are always gone by the next morning. I return them to the fires that gave them birth, and I try again. It's never quite right, but I know I can find a way. I will not stop. I cannot stop. I will not rest until I have found her again.

She will come back to me."


Feldon of the Third Path is the saddest card in Magic, and easily one of the most flavourful - it makes my inner Vorthos very, very happy. He's also a sweet commander. The deck is a mono-red reanimator strategy, focused on cycling through its library, dumping fatties into the graveyard, and bringing them back.


A bit of background on the man himself. Feldon of the Third Path was a human artificer living on the continent of Terisiare on the plane of Dominaria thousands of years ago, during the event known as the Brothers' War, during which Urza (before his planeswalker spark ignited) and his brother Mishra waged a vast war against each other. Feldon and the woman he loved, Loran, were co-founders of a movement known as the Third Path, a group of people on Terisiare dedicated to not taking a side in the Brothers' War, studying magic and artifice in an attempt to defend themselves. Before the end of the war, Mishra's assistant Ashnod the Uncaring captured and tortured Loran in an effort to locate an artifact known as the Golgothian Sylex, which Feldon had uncovered and then entrusted to Loran. Loran survived the ordeal, but Urza's use of the Sylex eventually caused massive devastation, destroying both brothers' armies, igniting Urza's planeswalker spark, ending the Brothers' War, and altering the very climate of Dominara, sending it into a vast Ice Age.

After the war, Feldon and Loran lived together in happiness, for a time. Unfortunately, it could only last so long. Between the wounds Loran had sustained from Ashnod, her own advancing age, and the worsening climate of Dominaria, Loran succumbed to illness and passed away ten years after the war's end. Feldon was devastated. In his grief, he madly sought a way to return Loran to life. He first sought the use of his own Red magic, attempting to create a likeness of her in artifice. His creation could not compare to the love of his life, and so Feldon destroyed the automaton and searched elsewhere. He eventually found his way to masters in the other four colours of magic - a Green mage, from whom Feldon found that Green magic could only affect the living, not the dead; a Blue mage, whose magic could create illusions that represented Loran, but were not her; a Black mage, who resurrected Loran, but in a zombified form so horrible that Feldon undid the resurrection before he could lay eyes on it; and finally, a White mage, who summoned a representation of Loran, not for Feldon to have her in his life again, but instead for Feldon to be able to let go. And let go he did; he was able to say goodbye to his love, and finally be at peace. He spent the rest of his days living in the cottage they had shared together, welcoming visiting mages and scholars to share with them what he had learned. He lived the rest of his life in contentment.

The card itself represents Feldon during the initial stage of his grief, in his desperate attempt to recreate Loran through artifice.


The core strategy of the deck is obvious: We dump large creatures into the graveyard, use Feldon to pull them out, then swing. How that plays out is often a bit more nuanced.

The real core of the deck is actually not the reanimator targets, but rather the myriad utility artifacts and draw/discard spells that fill out the deck. Getting big creatures is important, but much of our time is spent digging with cards like Faithless Looting or setting up big plays by landing things like Strionic Resonator or Rings of Brighthearth. Our artifacts enable us to do things with our reanimated creatures we wouldn't be able to do otherwise. Our discard spells are extremely important; we need to be able to get creatures into the graveyard. A game that starts with a Tormenting Voice on turn two is often going to be won; a game with no discard outlet even into turn six or seven rarely is. We'll often set up huge bouts of cycling through our deck, doing things like chaining wheels and rummage spells. In doing so, we can get reanimation targets into our graveyard, and find the key utility artifacts we need to help close out the game.

Much of the deck's nuance in play comes from using its utility artifacts and correctly sequencing its draw/discard. Much of the rest comes from deciding what and when to reanimate. Making the correct decision between going wide with Siege-Gang Commander versus beating face with Dragon Tyrant versus shooting down creatures with Spawn of Thraxes can often decide games. What's more, unless we can get a card to untap Feldon and keep up the mana to use him, we often have to choose between either going on the offense or playing defense, as most of our big threats are only around for a turn at a time. Carefully choosing when to go on the offense and when to hold back is key.

Card Choices

Memories of Loran

Reanimator targets, the focal point of the deck. These creatures are all either really big, or have some enter- or exit-the-battlefield ability that we can trigger over and over.

Akroma, Angel of Fury is a sizable, doubly-evasive beater that's tough to take down, and can be pumped for big swings.

Balefire Dragon is both a big beater and a way to sweep an opponent's board of all but the beefiest creatures.

Bosh, Iron Golem can be reanimated as a beater, but he's better used hard casting him; more on him later.

Burnished Hart actually doesn't get reanimated that often, but it can be in a pinch, and it's great ramp whether recurred or not.

Clone Shell lets us cheat our creatures into play permanently.

Dragon Mage is a wheel effect attached to an evasive beater.

Dragon Tyrant is huge and tough to stop, sometimes taking down players in a single big swing. Notably, his pay four or sac ability is a non-issue when he's only on board for a turn anyway.

Duplicant is repeatable removal.

Hoarding Dragon is a repeatable artifact tutor.

Inferno Titan is removal or extra damage as well as a large attacker.

It That Betrays is huge, forces our opponents to make tough choices, and almost always gets us something useful in the process. As a bonus, it combos hilariously with All Is Dust.

Keldon Firebombers is probably the meanest card in the deck, cutting everybody's lands down to size - a size which conveniently happens to be the exact number of land we need to keep activating Feldon.

Magus of the Wheel is a recurrable wheel effect. He's insanely good.

Myr Battlesphere both lets us go extremely wide, and is a great attacker as well.

Pathrazer of Ulamog is a beating, as an evasive, sizable attacker, and an Annihilator 3 trigger on a stick.

Siege-Gang Commander gives us a bunch of tokens, which can let us either go wide, save them for chump blocks, or deal a ton of damage with Purphoros in play.

Spawn of Thraxes is insane, pushing through huge amounts of damage in the late game. Gets even more insane with multiple Feldon activations or copied triggers.

Steel Hellkite is a beater plus removal, and one of our very few outs to enchantments.

Utvara Hellkite is a hilarious, ridiculous card, that grows exponentially as time goes on.

Wurmcoil Engine is value personified, as a fantastic beater that leaves behind two useful creatures.

Zealous Conscripts is a recurrable Threaten effect, and goes infinite with Kiki-Jiki on board.

Friends and Allies

Our creature suite is rounded out by a number of utility creatures.

Bosh, Iron Golem is sometimes a reanimation target, but is more useful being hard cast. The tokens Feldon makes are artifacts, and, as tokens that are copies of a card share that card's CMC, Bosh can sac those tokens after combat for huge damage. After all, our creatures have CMC going all the way up to a whopping twelve.

Goblin Welder is another creature that takes advantage of the fact that Feldon's tokens are artifacts. Using him, we can swap out a token that's on its way to the graveyard anyway for anything from getting back destroyed artifacts to more permanent recursion of artifact creatures.

Jaya Ballard, Task Mage is a very versatile card that acts both as a discard outlet and as a way to control the board a bit. She can pick off small utility creatures, wrath the board, and take care of anything blue (which also means she's one of our very few outs to enchantments in the deck, albeit only blue ones), all while getting our creatures in the graveyard.

Kiki-Jiki, Mirror Breaker is insane, and that's all there is to it. He doubles every single one of our fatty attacks, our enter-the-battlefield triggers, our exit-the-battlefield triggers, everything. He's basically a second Feldon. He also goes infinite with Zealous Conscripts.

Palladium Myr is ramp. I probably wouldn't be running the little guy if I didn't love his artwork (and the flavour of Feldon having a little Myr helper) so much.

Purphoros, God of the Forge deals damage. Every single Feldon activation now deals two to each opponent's face as well. Get extra Feldon activations? More damage to the face. Recur something like Siege-Gang Commander? Lots of damage to the face. Suit up Feldon with Illusionist's Bracers, copy his activation with Rings of Brighthearth, recur three Myr Battlespheres, then make a fourth with Kiki-Jiki, Mirror Breaker? GG.

Visitors from the Blind Eternities

The deck only has two planeswalkers, but they're both phenomenal and important pieces.

Chandra Ablaze is, essentially, a six-mana discard outlet, and just a discard outlet, as her ult is beyond useless to us (we only have two instants in the entire deck). That said, she's an amazing discard outlet. Her +1 allows us to get in some damage or pick off a creature while getting a creature into the yard, which is a good way to do so in a pinch. The reason she's so good in the deck, though, is her -2: Wheel the board, but drawing three instead of seven. Our deck relies a lot less on keeping a full grip than many peoples', so drawing four cards less is nothing awful, and in some cases actually an advantage. Being able to wheel turn after turn is insane; we constantly have a way of pitching our hand, and our opponents can never safely plan around the cards in their hand until Chandra is off the board.

Daretti, Scrap Savant is admittedly much less amazing here than in a deck dedicated to him, but he still does work. That said, we'll mostly be using him for his +2; being able to mega rummage each and every turn is insane, giving us cards in our yard, card selection, and another way to keep cycling through our deck. Because we mostly just rummage with him, there's the added bonus of opponents very rarely seeing him as a huge threat. His -2 is also great; we already run Goblin Welder in the deck, after all. His ult is also insane, but actually not all that impactful for us. It helps, but it's not game-winning like it is in a dedicated Daretti deck.

Feldon's Artifice

Feldon is, after all, quite the artificer. His creations here are a wide spread of utility artifacts, and these are extremely important to the deck.

Anvil of Bogardan is one of the best discard outlets in the deck. Lets us see an additional card each turn, which lets us look for what we need and dig deep when we're desperate, and on top of that lets us get creatures into the graveyard. It affects everyone in the game beneficially, which manes people are likely to let it stay around, and it benefits us more than it does our opponents. Absolutely fantastic card.

Basalt Monolith is fast mana, which we certainly sometimes need. Included over Mana Crypt/Vault because fast mana isn't that important to us, and Monolith goes infinite with Rings of Brighthearth.

Caged Sun does very little for us as an anthem, but its one-sided mana-doubling feature is great, as the deck can be very mana hungry.

Everflowing Chalice is a versatile mana rock that can be whatever we need it to be at any point in the game.

Feldon's Cane is literally only in here for flavour reasons. That said, it does have some marginal use, in that it can save our graveyard from exile in the case of graveyard hate. But, really though - just look at that flavour.

Hedron Archive is one of my favourite mana rocks. Four mana for two isn't amazing, but letting us sac it to draw two cards once we're done with it is. It's a beefed-up Mind Stone, and that's awesome.

Illusionist's Bracers is absolutely insane with Feldon. Two activations for the price of one every time we activate Feldon is fantastic.

Lightning Greaves and Swiftfoot Boots are protection and allow us to use Feldon the turn he comes down.

Mind Stone is Mind Stone. Ramps us a bit, draws us a card when we don't need it anymore. It's fine.

Rings of Brighthearth is ridiculous. We can use it to copy every Feldon trigger, and activations of everything from Bosh, Iron Golem to Strionic Resonator.

Sculpting Steel gets us a permanent copy of any of our recurred creatures, copies mana rocks, copies utility artifacts, copies artifact creatures, and can target our opponents' artifacts as well as our own. Pure value.

Skullclamp is yet another card that uses the fact that Feldon's tokens die at the end of turn. Two cards at our end step every single turn is ridiculous.

Sol Ring is broken, plain and simple.

Strionic Resonator. Remember how I said that a lot of our creatures have enter- and exit-the-battlefield abilities, and that's why we want to recur them? Strionic Resonator lets us double up on every one of those triggers. Why, yes, I would like to deal twelve damage with Balefire Dragon, or get double the Wurmcoil Engine tokens, or deal an unbelievable amount of damage with Spawn of Thraxes.

Sundial of the Infinite lets us keep our tokens around instead of sacrificing them; we wait until the sac trigger is on the stack, then activate Sundial, and get ourselves a permanent creature.

Thornbite Staff untaps Feldon every time one of his creatures is sacrificed, letting us use him both for offense and for defense, while choosing between the two is usually one of the deck's weaknesses.

Thousand-Year Elixir lets us effectively give Feldon haste, as well as lets us untap him to use on our opponents' turns.

Thran Dynamo is efficient ramp.

Trading Post is the best non-creature, non-planeswalker planeswalker in the game. Lets us exchange resources we don't need for those we do (which is great flavour and amazing card design, I might add). Notably, it lets us sac our recurred creatures for either artifact recursion or card draw, as well as acts as a discard outlet if we have no others.

Unstable Obelisk is not-so-efficient ramp, but is another of our few outs to enchantments.

Worn Powerstone is a solid long-term mana investment.

Flashes of Genius

Card draw, discard, and cycling.

Faithless Looting is some of the best we have; a single mana to draw two, pitch two fatties, and can be flashbacked just two turns later. Amazing value.

Goblin Lore is unreliable, but works surprisingly well, especially as we approach hellbent. It's also technically card advantage, which isn't something mono-red sees a lot of.

Reforge the Soul is our most efficient wheel effect. A vanilla wheel that comes in at only two mana in certain situations (though we'll often cast it for the full five).

Shattered Perception lets us throw out our hand and get a new one, which is very useful in this deck. Can be flashed back for extra value. Also, has pretty Terese Nielsen art!

Tormenting Voice and Wild Guess are functionally the same card, a slightly worse, nonetheless effective Faithless Looting.

Wheel of Fate is a slow Wheel of Fortune. Not the best wheel, since it lets our opponents see it coming, but I'm not made of money, and it works for what it is.

Artificer's Skill

Our grieving widower was as powerful a mage as he was an artificer. These miscellaneous utility instants and sorceries (and one enchantment) shore up and compliment the core parts of the deck.

Chaos Warp is an unconditional answer to anything, and, again, one of our few ways of dealing with enchantments. Not a particularly good spell, especially with the tuck rule gone, but we're in mono-red, and make do with what we can get.

Pyroblast is the rare red counterspell. Protects us from counters and answers blue threats (including enchantments!).

All Is Dust wipes our opponents' boards, while the most it kills on our side is usually a utility creature or two and Feldon himself; most of our board is usually colourless artifacts. Pairs well with It That Betrays.

Blasphemous Act is one of the best wraths there is.

Vandalblast doesn't just answer an artifact, it answers all the artifacts.

Warstorm Surge is basically another Purphoros, God of the Forge, except less insane when we're getting 1/1s, and much more insane with anything bigger involved.


Our nonbasic land base. Relatively simple, for the most part.

Arcane Lighthouse lets us point our directed damage effects at hexproof creatures, our lets us coordinate with our opponents to help them take down hexproof creatures. Voltron, your jig is up!

Forgotten Cave and Smoldering Crater are both extra ways to cycle through our deck a bit.

Ghost Quarter and Strip Mine deal with opponents' utility lands (and the latter is super flavourful!).

Great Furnace is literally just a mountain with a bit of extra Goblin Welder/Daretti synergy. Does very little for us, but I had one lying around, so eh, why not?

Temple of the False God isn't a land I normally run, but it seems to work out well in this deck, and we need the extra mana.

Valakut, the Molten Pinnacle pushes through a bit of extra damage in the late game or picks off utility creatures.


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Date added 2 years
Last updated 1 year

This deck is Commander / EDH legal.

Cards 102
Avg. CMC 4.17
Tokens 0/1 Goat, 1/1 Elemental, 1/1 Goblin, Daretti, 3/3 Wurm, 1/1 Myr, 6/6 Dragon
Folders edh Helper deck, My EDH Decks, Cool Decks, Other people's decks, Commander Deck, Other popel's cool decks, Decks, EDH Decks
Top rank #15 on 2016-05-02
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Revision 9 See all

1 year ago)

-1 Pyroblast main
+1 Gamble main
+1 Panharmonicon main
+1 Chandra, Flamecaller main
-1 Bosh, Iron Golem main
+1 Combustible Gearhulk main
-1 Burnished Hart main
+1 Sneak Attack main
+1 Cathartic Reunion main
-1 Warstorm Surge main
+1 Feldon of the Third Path main