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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Dack Fayden
Legendary Planeswalker — Dack
+1: Target player draws two cards, then discards two cards.
-2: Gain control of target artifact.
-6: You get an emblem with "Whenever you cast a spell that targets one or more permanents, gain control of those permanents."
TypicalTimmy on Card creation challenge
4 months ago
Lord Farth, Advisor to the Realms
Legendary Creature - Human Advisor Noble
When Lord Farth enters the battlefield, you may roll up to X planar die. If you roll chaos on at least one, you may planeswalk. If you do, for the rest of the game everyone plays with a planechase deck.
Whenever a player roll chaos, each opponent discards a card and you draw a card. You may put a land from your hand onto the battlefield tapped.
2/3
He's from Fiora, the plane Queen Marchesa and Dack Fayden are from.
Lord Farth is not a Planeswalker, but now that the Omanpaths are open he has found a new calling in life - instigating wars across the multiverse so that Fiora can move in and claim prize of the land and resources.
Make a card for Lord Farth's deck
Daveslab2022 on Smiting the Multiverse
1 year ago
You realize how the +2 makes it worse right? Giving it MORE loyalty should make the ability weaker, since now it’s harder for the opponent to kill it….
Drawing 2 cards off of a + ability is overpowered. The only time it happens is when there’s a downside, like Dack Fayden
I didn’t mean to upvote your reply lol
sylvannos on Hoax Storm v2
1 year ago
To start with, there's a few cards that have better Vintage equivalents. Overmaster and Spell Pierce should be the 3rd. and 4th. copies of Force of Will. Leftover space from cutting those can be Red Elemental Blast, Pyroblast, or Flusterstorm. You don't need Faithless Looting because we have Paradoxical Outcome, Sensei's Divining Top, Gush, Dig Through Time, Treasure Cruise, and Brainstorm to choose from. Merchant Scroll also belongs in here, because you can use it to grab Ancestral Recall at the very least. Usually you want it to make sure you have protection in hand by grabbing countermagic.
Library of Alexandria isn't good in this deck. And you're not the type that needs 8x sources, so Steam Vents can go, along with a few copies of Volcanic Island (1 or 2). Replace all of these with four copies of Scalding Tarn and basic lands. Or even just play 6x fetches. You need to be able to shuffle after using Brainstorm, Ponder,and Sensei's Divining Top.
From here, you have a solid U/R Storm shell. However, I wouldn't play straight "Modern U/R Storm, but Power 9" dot dec. 2 mana is a lot for Goblin Electromancer, there are easier ways of winning than Grapeshot, and so on. The question then becomes "Where to go from here?"
- Paradoxical Outcome is just the nuts. By bouncing moxen and cheap artifacts, it's a ritual (since you can replay everything for , untapping it all) and it's a draw spell. However, Paradoxical Outcome requires Mox Opals, Lotus Petal, Lion's Eye Diamond, etc. so you'll have to cut rituals (likely Seething Song). The upside is you get an extremely powerful engine that can often end the game with a single Paradoxical Outcome.
- Thassa's Oracle is the new hotness for Vintage combo cards. You can win the game by casting Brain Freeze on yourself, then casting Thassa's Oracle. It also opens up more combos using Demonic Consultation and Doomsday. Sometimes you've just drawn a bunch of cards and have ~3 cards left in your deck.
- Tinker is too good in Storm not to play it. You're either getting Memory Jar, Bolas's Citadel, Time Vault (Voltaic Key is already good in Storm when combined with Mana Vault and friends), or a random wincon like Sphinx of the Steel Wind boarded in for game 2. Bolas's Citadel will essentially flip the top half of your deck into play.
- You can also play draw 7s (Wheel of Fortune, Timetwister, Memory Jar, Diminishing Returns) in combination with Narset, Parter of Veils and Hullbreacher.
- Mana Drain is good, but you may find it too slow if you make any of the above changes. It definitely does more work in a more control-oriented Storm deck with Narset, Parter of Veils, Dack Fayden, Grim Tutor, etc.
- Lastly, there's the question of Underworld Breach, Yawgmoth's Will, Monastery Mentor, or some combination of these. Underworld Breach will mean you can stay in two colors. Playing black for Yawgmoth's Will allows you to play Dark Ritual, Cabal Ritual, Yawgmoth's Bargain, Necropotence, Doomsday, Tendrils of Agony, and hardcasting Bolas's Citadel. Monastery Mentor both scales up and goes sideways. A single token is enough to kill someone combined with Paradoxical Outcome or a draw 7. Monastery Mentor is like casting Tarmogoyf and Empty the Warrens for three mana and one card.
Hope this helps! Welcome to MtG's oldest and greatest format.
legendofa on Wizards has thrown their lore …
1 year ago
I'm going to somewhat disagree that Magic doesn't need a comprehensive, encyclopedic lore. (I do agree with the rest of that sentence, about the fine details.) That level of world building is what's missing right now, in my opinion. Either one tiny little section of a plane serves as a backdrop for whatever heroics JaceCo are up to (Amonkhet, New Capenna, War of the Spark Ravnica, Strixhaven with Liliana and the Kenriths), or so much gets jammed into one set that there's no room for development (also New Capenna, Kaldheim, Ikoria, Eldraine). There's no feeling of exploration or discovery on any plane, now. It's just waiting for a good guy planeswalker (usually from outside the plane) to show up and stop the evil plans of the bad guy planeswalker (also usually from outside the plane). The plane itself barely matters as a setting, and the natives are often completely irrelevant, except as they relate to the planeswalkers. There's either not enough description of the plane and its people to feel important, or there's too much for a single set.
The other thing bugging me right now is the way the Gatewatch story has developed, and the dissonance between the ostensible stakes and what I expect to actually happen.
March of the Machine early spoiler Show
Basically, I'm not convinced there's any stakes in the story. (I've ranted about this before, and I'll probably do it again.) In Amonkhet, JaceCo faced Nicol Bolas, a millennia-old supergenius and master manipulator at the point of his greatest in-story power to date, and they suffered a "crushing defeat." This doesn't mean they were killed, or driven insane, or made into Bolas's personal servants. It means they were temporarily separated from each other with mild bruising, mostly to their egos. Between Gideon, Jace, Liliana, Chandra, and Nissa, the long-term repercussions were exactly zero. Jumping forward to the War of the Spark, none of the main cast again survived unscathed except for Gideon, who didn't have much to live for at that point anyway. Domri Rade, Dack Fayden, and a couple of unnamed planeswalkers were basically the only casualties worth mentioning, and Dack didn't even get a card mention, not even flavor text. Nicol Bolas was completely defeated and humiliated, stripped of his powers, and imprisoned for pretty much forever. Not so good for said millennia-old supergenius and master manipulator at the peak of his power...
The Eldrazi Titans don't fare much better. They're literally incompatible with organic life. Everything they come near corrodes into nothingness. They are remorseless, pitiless, and completely unstoppable. Two of them were killed, again with not so much as a chipped tooth among the named characters, and the third willingly exiled herself as an apology for making such a mess. No apocalypse, no casualties, just "Oops, I shouldn't be here. I'll go away now."
So we're now on the third major threat to the planes, and our JaceCo casualty list has one name on it. The Phyrexians are popping up everywhere, and they seem to be winning some key battles. They've managed to corrupt multiple members of the main cast. Still, I won't be convinced it means anything unless someone actually irreversibly dies. The Phyrexians are on their home turf, they have several planeswalkers on their side, and they have a habit of "recycling" people. There's no excuse for everyone to survive, but I'm now more sure than ever that none of this will stick. Either March of the Machine is basically a big continuity reset; it's not actually supposed to be part of the canon; or it's somehow going to be reversed, the Phyrexians are defeated, and someone cracks a joke, ending the story on a big jolly laugh from everyone.
Those are my biggest problem with the story at this point: 1) something gets hyped up as a near-omnipotent threat to all of reality, but gets shut down by Our Heroes without really doing anything to any named characters, and 2) The planes are treated as backdrops and statistics, and don't feel like they have any independent presence of their own.
IHATENAMES on At what point do you …
1 year ago
I would define magical Christmas land as relying on 3 or more single cards without 2ce the number of ways to find them. Especially if it lacks multiple replacements for the *combo pieces.
In edh it comes up the most due to the singleton nature of the format. If you have enough synergy like your example maybe it could fit. Fetchlands as mentioned is a big one. Or have more reasons to run cards that benefit from multiple artifact on your side or opponents. Dack Fayden steals any perm. Karn, the Great Creator kills 0 cmc permanents. Tldr With enough synergy it can work.
Valduk, Keeper of the Treasury For instance I have a mono red equipment vultron deck based around making a ton of treasures. I run Bludgeon Brawl as a 3 mana do nothing most of the time. This is because there is alot that needs to go right with only some artifact tutors in the deck. Valduk, Keeper of the Flame or one of the 2 other payoffs for having many equipment that do nothing on a creature, multiple treasures to equipt and the least important the Bludgeon Brawl which I have no tutors for. I can guarantee that this has worked out and swung a game before but it's so unlikely that the scenario of it happening and if it does that it actually finishes a game it is magical chrismas land.
trippy_mcfly on Cumly Cube
2 years ago
Introducing Cumly Cube 1.1! 6 months ago, Cumly Cube was launched to resounding approval. However, in response to feedback from fans, several cards in the pool were deemed unplayable, uninteresting, or overpowered. For Cumly Cube's six month anniversary, I have chosen to update the card pool. Here are the changes, provided with brief justifications:
REMOVED:
- Abomination: too weak in power level
- Anger of the Gods: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
- Birthing Pod: synergizes poorly with the rest of the card pool
- Black Dragon: too weak in power level
- Black Lotus: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Bloodcurdling Scream: too weak in power level
- Cavalier of Night: too on-theme for a black card
- Cinderclasm: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
- Dack Fayden: too powerful
- District Guide: synergizes poorly with the rest of the card pool
- Dockside Extortionist: too strong in multiplayer games considering the dominance of the "treasure matters" archetype in this card pool
- Dread Reaper: too weak in power level
- Edric, Spymaster of Trest: too powerful
- Eviscerator: too weak in power level
- Grim Strider: too weak in power level
- Hypnox: too weak in power level
- Jungle Creeper: too weak in power level
- Mind Bomb: too weak in power level
- Mox Emerald: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Mox Jet: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Mox Pearl: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Mox Ruby: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Mox Sapphire: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Nicol Bolas, the Deceiver: too weak in power level
- Nix: too weak in power level
- Obelisk of Alara: too weak in power level
- Patagia Golem: too weak in power level
- Phantasmagorian: too weak in power level
- Prismite: too weak in power level
- Rootcoil Creeper: synergizes poorly with the rest of the card pool
- Shattering Blow: too strong of an answer to the artifact archetype
- Shatterskull Smashing Flip: MDFCs are interesting cards, but it does not make sense to have only one in the card pool
- Smelt: too strong of an answer to the artifact archetype
- Smog Elemental: too weak in power level
- Spirit of the Night: too weak in power level
- Storm Spirit: too weak in power level
- Tibalt's Trickery: introduces too much variance for an enjoyable experience
- Unholy Strength: too weak in power level
- Vampiric Link: too on-theme for a black card
- Wooded Bastion: this was included on error instead of its Golgari counterpart
ADDED:
- Alpha Authority: an interesting enchantment that should help protect large creatures
- Archfiend of Spite: a strong value play or reanimation target for black, which was deemed the lowest in power level upon initial testing
- Blade Splicer: works well with the artifact and golem archetypes, plus is a human for tribal matters cards
- Chillbringer: works well with the blue aggro archetype, plus is an elemental for tribal matters cards
- Comet Storm: an interesting damage spell that will be replacing more typical red board wipes
- Crippling Chill: works well with the disruptive blue plan
- Darksteel Forge: a strong payoff for the artifact archetype
- Diabolic Tutor: a solid addition to black
- Distant Melody: a strong value play for tribal decks
- Door of Destinies: another tribal matters card
- Dread Presence: a solid addition to black
- Flashfreeze: a conditional counter spell
- Funeral Rites: a solid addition to black
- Golem Foundry: works well with the artifact and golem archetypes
- Gyruda, Doom of Depths: companions are now part of the card pool! This one fits well with the reanimation archetype
- Icehide Golem: works well with the artifact and golem archetypes
- Illuminated Folio: an artifact draw engine, common in this card pool
- In Bolas's Clutches: a strong and fun card
- Infernal Contract: a solid addition to black
- Jegantha, the Wellspring: this companion is an elemental for tribal matters cards
- Keruga, the Macrosage: this companion is an incentive to play with some of the clunkier but more fun cards in the cube
- Kokusho, the Evening Star: a solid addition to black and a dragon for tribal matters cards
- Lifecrafter's Bestiary: a strong draw engine for green creature decks, an archetype not well supported in this card pool
- Loyal Retainers: works well with the reanimate archetype, plus is a human for tribal matters cards
- Mindleech Mass: a strong reanimation target and payoff for black decks, plus is a horror for tribal matters cards
- Moldervine Reclamation: a strong draw engine and another enabler for lifegain decks
- Monastery Mentor: a strong payoff for prowess decks, an archetype not well supported in this card pool
- Morophon, the Boundless: another tribal matters card
- Nicol Bolas, God-Pharaoh: a strong card used to bolster Grixis in the card pool
- Pact of the Serpent: a strong value play for tribal decks
- Retrofitter Foundry: works well with the artifact archetype
- Skeletal Wurm: a strong reanimation target and payoff for black decks
- Sludge Monster: a good creature that works very well with Toxrill, the Corrosive, plus is a horror for tribal matters cards
- Sorin's Vengeance: a payoff for black that may add diversity to deck archtypes
- Soul Foundry: yet another artifact engine that is a major part of this card pool
- Storm the Vault Flip: this card was meant to be included in the pool originally for the "treasure matters archetype"
- Teferi, Timebender: another Teferi planeswalker, included mainly to justify the continued inclusion of Teferi's Sentinel
- Time Elemental: a soft lock with Stasis and also a good interactive card for blue decks
- Torgaar, Famine Incarnate: a strong reanimation target and payoff for black decks
- Twilight Mire: this card was meant to be included in the pool originally and is good fixing for Golgari, a color combination encouraged in this pool
- Worldfire: a very wacky card that is the epitome of Cumly Cube
NV_1980 on Kess for the Rich (cEDH)
2 years ago
Hi,
I need some help in getting decks like these. I've seen a number of similarly structured decks that have a lot of countering power, a lot of draw capability, tutors, some recursion options and some utility creatures. How does this win? Also, I do not get why Dack Fayden is in this deck. Not for his ultimate surely?
Wkr,
NV
RNR_Gaming on Best Rule 0 Commander
3 years ago
Figured this might be interesting - who would be in your top 5 best commanders if you could use any planeswalker as a commander. No signature spells or any of the fun shenanigans from oathbreaker - just rank purely based on their own merit or how much you like them.
1) Oko, Thief of Crowns - if they ever change the rules and allow people to run walkers as commanders I can see this guy being banned less than a month into the change
2) Jace, the Mind Sculptor - fate seal, Unsummon and Brainstorm all on a stick; if you're a mono blue tempo deck and you don't want this you're crazy
3) Dack Fayden - honestly this is such a cool card -2 steal a Sol Ring or Mana Crypt just feels so dirty
4) Teferi, Hero of Dominaria - all modes are insane. Replaces itself, protects itself and the ultimate wins the game
4) Chandra, Torch of Defiance - basically a red jace and would be great as a curve topper in an aggro deck or an excellent value engine in a prison deck.