Gelectrode

Gelectrode

Creature — Weird

: Gelectrode deals 1 damage to target creature or player.

Whenever you cast an instant or sorcery spell, you may untap Gelectrode.

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Trade

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Printings View all

Set Rarity
Mystery Booster (MYS1) Uncommon
Guilds of Ravnica: Guild Kit (GK1) Uncommon
Duel Decks: Izzet vs. Golgari (DDJ) Uncommon
Guildpact (GPT) Uncommon

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Legality

Format Legality
Pre-release Legal
Noble Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Standard Legal
Arena Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Gelectrode Discussion

enpc on Self Hate

3 weeks ago

There are a few key things here:

  1. MtG uses a thing called "the stack". This is effectively a pile of events, however the key is that the last event to go on the pile happens first, kind of like if you had a stack of papers on your desk. To you can add papers to the pile, but to get to the bottom of the pile, you have to first deal with the papers on top. the technical term is "First in, last out (FILO)" compared to "First in, first out (FIFO)". FILO makes it possible for counterspells to exist, unlike FIFO since in FIFO, the spell would lawyas resolve before the counterspell would. It also makes interactions like this possible.

  2. Once an effect is on the stack, it becomes independent of the source. This means that if you tap a Gelectrode to deal one damage to something, killing the Gelectrode in response will not remove the damage ability from the stack.

So what is happening here with Tree of Perdition is that the first thing you do is put the life swap ability on the stack and then before it resolves you cast Turn to Frog. This means that turn to frog resolves first, making the tree a 1/1 with no abilites. The life swap ability however is already on the stack (and independent of the source - i.e. the tree) so that even though the tree currently has no abilities, the instance of the ability which is already on the stack will still resolve.

If you were able to untap the frog tree , you wouldn't be able to use the ability agin, since it no longer has the ability (until end of turn). However becasue of the way the stack interacts, you can use it once, prior to turning it into a frog.

HybridPK on Channel the Tempest

4 months ago

Saw the link and request for budget suggestions. I haven't played Melek but I am currently playing Mizzix of the Izmagnus and used to play Keranos, God of Storms. I'm a fan or UR all-around. The suggestions below are fairly generic since I'm unsure of how you want to win. Suggestions are based around cards I've used before in 60-card formats or in EDH with the previously mentioned legendaries, and should be under $5 each.

Spell-cost Reduction

Token Generators

Pingers

Copy Effects

Miscellaneous

Podkomorka on Pauper EDH Deck Compendium

9 months ago

Deck added:

Oh no you can use any tags you wish in the deck titles. The issue with brackets is syntax so I have to remove them when adding the decks link. (<{||}>) can all stay.

KongMing on $10 Controlled Burn, Arcane Edition! [UltraBudget]

11 months ago

Eh, the increased cost really is a reason to dismiss it for this deck, though. And it's still Turn 3 or 4 before I can swing or block with the elementals, which are only 1/1s. Not really that 'fast' compared to other modern human or elf decks, even budget ones. I don't benefit from ETB, death or attack triggers either, so spawning more creatures doesn't do much for me.

Guttersnipe's damage happens the moment I cast the spell, whether that spell gets countered or not. It also hits all opponents for 2 damage, which is a huge difference in a 4-player game.

I don't want to dismiss this too quickly, and I also want to see the damage potential, so let's set up two similar situations. I hit 'Playtest' for the deck, and am using a sample hand it has generated. Thermo-Alchemist , Guttersnipe , Gelectrode , Toils of Night and Day , Mystic Monastery , Plains x2.

Okay, not bad. Let's play a second hand side by side, replacing the Guttersnipe with Young Pyromancer . I'll denote them as [GS] and [YP].

[GS] Turn 1 :: Draw Blessed Breath , play Mystic Monastery, pass.

[YP] Turn 1 :: Draw Blessed Breath, play Mystic Monastery, pass.

[GS] Turn 2 :: Draw Toils of Night and Day (oh boy), play Plains, cast Thermo-Alchemist, pass.

[YP] Turn 2 :: Draw Toils of Night and Day, play Plains, cast Thermo-Alchemist, pass.

[GS] Turn 3 :: Draw Mountain, play Mountain, cast Gelectrode, pass. (Ping opponent with TA on their end step.)

[YP] Turn 3 :: Draw Mountain, play Mountain, cast Young Pyromancer, pass. (Ping opponent with TA on their end step.)

Pausing here to asses board states. The nice thing about YP here is the extra W mana I have leftover right now, so I can cast Blessed Breath to protect my creatures, and get an elemental out of the deal. With the GS board, I'm playing Gelectrode first to get it unsick, and so I can play GS next turn and be able to Blessed Breath like I am with YP this turn.

[GS] Turn 4 :: Draw Reach Through Mists , play Plains, cast Guttersnipe, pass. (Either Blessed Breath or Reach Through Mists as needed, generating a total of 6 damage to a single opponent or 14 damage to 3 opponents.)

[YP] Turn 4 :: Draw Reach Through Mists , play Plains, pass. (Use Toils of Night and Day to tap down attacker and get an extra untap out of TA, splice on protection for a blocker if needed. If not, just Reach Through Mists, splice as needed. Can also use Toils to untap Mystic Monastery to give an extra blue mana to cast Reach. If we cast one spell, we generate a 1/1 elemental and a total of 2 damage against a single opponent or a total of 6 damage to 3 opponents. Two spells gives us 2 elementals, 3 damage or 9 damage.)

Let's pretend we had to use Blessed Breath to protect our creatures in both cases. So YP will in effect cast Toils with BB spliced, untapping Mystic Monastery, and then casting Reach at end step to draw an Island.

[GS] Turn 5 :: Draw Island, play Island, cast Reach Through Mists drawing Peer Through Depths , generate 6 damage to a single opponent, 14 to three. Cast Toils of Night and Day on Mystic Monastery and Island, generate 4 damage to a single opponent, 10 to three. Cast Peer Through Depths, revealing Island, GS, Mountain, Peer Through Depths, and Reach Through Mists, selecting Reach Through Mists and generating 4 damage to a single opponent, 10 to three. (A single opponent with no lifegain will now be dead.) Cast Reach Through Mists, generating 4 damage to a single opponent, 7 to two, drawing Evolving Wilds . Pass.

[YP] Turn 5 :: Draw Peer Through Depths, play Island, etc...

From here, you can see that as a Burn deck, there's no way Young Pyromancer can outdamage Guttersnipe in the early game. Even if you're going cantrips, Guttersnipe can still rack up more damage. The tap triggers and the protection in the deck help deal with oncoming aggro, so the tokens aren't as necessary as blockers as they might initially seem.

Maybe I'll make a $15 deck that features some of the cards people have been suggesting, because those would all synergize well together, lol.

buffalowildkale on Pauper EDH Primer

11 months ago

griffstick I like Zada, Hedron Grinder , but I like Gelectrode more. It has blue and does direct damage.

PickleNutz on Icy/Hot

1 year ago

Isochron Scepter + Expansion / Explosion + Monastery Swiftspear or Blistercoil Weird or Guttersnipe or Gelectrode or Young Pyromancer and any instant.

If you can get Expansion loaded into Isochron and catch another the combo goes infinite for 5 mana and you can ramp a creature with prowess or use a creature with direct attack ability. You’ll need the first Expansion to copy a cheap 1 cost spell like Lightning Bolt, then the next (loaded into Isochron) will make a copy of Expansion. The new copy can then copy the original and go back and forth forever.

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