Befuddle

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Befuddle

Instant

Target creature gets -4/-0 until end of turn.

Draw a card.

multimedia on

2 years ago

Hey, well done for a first deck on such a low budget. I haven't seen this Commander before.

When you're just starting out building decks in Commander it can be helpful to have some basic deck structure guildlines to follow.

This is just a basic structure to get things started. It doesn't cover everything and your final deck may have different numbers for each part of the structure such as you might have more creatures. Some cards can cover more than one area such as Palace Jailer who is creature removal and can be repeatable draw which is really helpful.


Ramp is something all Commander decks need since you don't want to only rely on lands/land drops to make mana. You have Sol Ring which is really good, but that's where the ramp ends here. Only Sol is not enough ramp.

I always explain to new Commander deck builders that you need to be able to sacrifice (cut) some of the fun cards to add ramp to your deck. Since doing this will help gameplay so that you can more easily cast your Commander and the other big fun cards you want to play. In the case here my advice is consider cutting at least 9 cards to add more budget ramp?

Some cards to consider cutting to add more ramp are creatures who don't do enough for their mana cost: Gods' Hall Guardian, Living Tempest, Dread Rider, Shepherd of Heroes, Kor Celebrant, Ronom Unicorn, Brinebarrow Intruder


Like ramp all decks also need draw that comes from single draw effects and more importantly repeatable draw sources. Currently your deck has three good single draw effects Baleful Strix, Champion of Wits, Cloudblazer and one repeatable draw source Jace, Wielder of Mysteries. There's a reanimation theme here that can get you more draw from these creatures which is good, but consider more draw?

Jailer and Rose can be repeatable draw sources with the Monarch Emblem. When you have the monarch then you draw a card at your end step. Only one player in the game at one time can be the monarch and it can change players. As long as you are monarch you get the repeatable draw at your end step which is a big advantage.

For an opponent to become the monarch they have to do combat damage with a creature to you or play a card/effect that makes them the monarch. When this happens you loose the monarch and that opponent becomes the monarch. You can get back the monarch though by doing combat damage with a creature to the opponent who is the monarch or playing a card/effect that makes you the monarch.

Some cards to consider cutting to add more draw: Withercrown, Grave Endeavor, Arcane Endeavor, Smite the Monstrous, Extract Brain, Wand of Orcus


The area of your deck that you have a lot of is removal. I count 23 single effects of removal here. You can afford to cut some removal to improve other areas of your deck: Withercrown, Befuddle, Iron Verdict, Smite the Monstrous.

If you're interested I offer more advice in another comment. Including explaining how blink from single effects or repeatable such as Soulherder and Brago, King Eternal can be powerful here. Would you like me to continue with more advice?

Good luck with your deck.

VampDemigod on Underrated EDH Cards

3 years ago

And the reason Evra’s been so underrated is because she was in the same set as Befuddle

Murphy77 on

3 years ago

I would focus on the draw-and-mill trifecta of Psychic Corrosion, Sphinx's Tutelage and Teferi's Tutelage, backed up by Fraying Sanity. Yes, Ruin Crab and Merfolk Secretkeeper can do a lot of damage, specially if you can start to flicker the Secretkeeper. Keep Safe, Befuddle and Opt may just give you enough card draw to seal the game. I would also consider Hydrolash and cards like Thirst for Meaning

Murphy77 on

3 years ago

I would focus on the draw-and-mill trifecta of Psychic Corrosion, Sphinx's Tutelage and Teferi's Tutelage, backed up by Fraying Sanity. Yes, Ruin Crab and Merfolk Secretkeeper can do a lot of damage, specially if you can start to flicker the Secretkeeper. Keep Safe, Befuddle and Opt may just give you enough card draw to seal the game. I would also consider Hydrolash and cards like Thirst for Meaning

FenrisBurgess on Oko + Memory's Journey

4 years ago
  • Keep in mind according to oathbreaker rules, Fae of Wishes adventure does not function unless you ask your playgroup if it is okay.
  • Give Oko's ability to steal, giving creatures temporary power reduction might be in your best interest.
  • Look into cards like Befuddle and Dwindle .
  • Not sure if the mill effects are the best fit for Oko. Tamiyo, Collector of Tales synergizes with your signature spell better as well.

Argy on

5 years ago

Just so you know, Voltaic Servant is also Historic.

If you cast it during your first main phase you can attack with Traxos that turn, then untap it on your End Step.

This deck plays better than I thought it would, unless your Opponent manages to go wide.

Including some Cleansing Nova or Settle the Wreckage in the Mainboard and Sideboard would help with that.

A total of three.

I would take out 2x Sleep in the Mainboard and 1x Befuddle from the Sideboard for 1x Settle the Wreckage and 1x Cleansing Nova in the Mainboard, and one Cleansing Nova in the Sideboard.

For a cheaper option, that leaves your Creatures alone, you could try three Urza's Ruinous Blast instead. That will give you a full playset to work with.

Do keep in mind that Settle the Wreckage comes down a turn earlier, and does muck up Token decks.

Hope that helps.

FSims81 on MonoBlue Mill

5 years ago

Update: Have you play tested this? I just ran this through the play test feature here. Turn 2 Wall of Mist and then I didn't see another creature until turn 9. Patient Rebuilding and Psychic Corrosion were out, but I can't see them being too helpful if you only have one blocker from turn 2 until turn 9.

You might want to drop the Befuddle for some additional cheap to cast creature. Maybe something like Aviation Pioneer that grants you a two creatures for one swing? I'm sure there are better creature options, just thinking in terms of you getting defense out there

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