Hedron Matrix

Hedron Matrix

Artifact — Equipment

Equipped creature gets +X/+X, where X is its converted mana cost.

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Hedron Matrix Discussion

Grind on Kozi Commander

4 months ago

sweet deck!
i have a kozi deck also, so i have a couple thoughts..
if you want to make Kozi a one-hit-kill, you could try some things like Hedron Matrix, Grafted Exoskeleton, Fireshrieker, Eldrazi Conscription

Also, if you want to work on your mana base, i would consider removing:
Evolving Wilds, Terramorphic Expanse. Warped Landscape, Ruins of Oran-Rief, Ash Barrens as these lands either enter tapped or fetch basics. i also opted not to run the urza's lands as it is so unlikely to get all 3. But if you do run them, you could run Expedition Map to help you fetch a useful land.
some nice lands to add could be:
War Room, Bonders' Enclave, Geier Reach Sanitarium, Ghost Quarter, Blinkmoth Nexus, Rishadan Port, Tectonic Edge, Arcane Lighthouse

anyway just my thoughts, hope you enjoy playing with Kozi and have fun!!!

Caerwyn on None

9 months ago

DeinoStinkus - Interestingly, Nahiri creating the hedrons is a retcon--in the first appearance of the Eldrazi, flavor text strongly indicates the Hedrons were unknowable items created by the Eldrazi themselves. This would have been rather in-line with the Lovecraftian stories the Eldrazi are based on--titanic structures that are old beyond measure and beyond mortal understanding due to their cosmic origins.

For example: Dreamstone Hedron, Hedron Matrix, and Makindi Griffin.

Not really relevant to this thread as their origin has been redefined to have been Nahiri, but still a fun, interesting fact about how the lore has developed, so I figured I'd share.

Hi_diddly_ho_neighbor on The Unholy Armada

1 year ago

Hmm, I am not a big fan of Hedron Matrix, Walker of the Wastes, or the Urza lands.

Your creatures are already huge so the Matrix seems a bit win-more. I feel somewhat the same about Eldrazi Conscription, but the trample and annihilator abilities are nice. The Walker of the Wastes always seems great in theory but comes across as underwhelming in execution (17 Wastes seems low for it as well). The Urza lands are great when assembled, but how often does that really happen?

CavemanlyMan on [CA] Stain Remover - Eldrazi Tribal

1 year ago

I'd suggest Helm of the Host instead of Hedron Matrix or some weak card you don't want.

Kozelek on EDH “auto adds”?

1 year ago

So I’ve been making a list of must haves in 90% of casual commander decks, mana rocks, support artifacts and lands. I’m not talking situational cards or color specific cards but colorless and lands that you put in almost every commander deck you build regardless if it’s mono or multi color, combo, aggro or control.

Let’s start the list with must have mana rocks

Sol Ring Thought Vessel Vessel of Endless Rest Firemind Vessel Thran Dynamo Gilded Lotus

Then you get into optional expensive mana rocks like

Mana Vault Mox Opal Chrome Mox Mox Diamond Mana Crypt Grim Monolith

Then there are support artifacts like

Skullclamp Lightning Greaves Whispersilk Cloak

And optional support like

Grafted Exoskeleton Sensei's Divining Top

And there is one creature that almost makes the cut

Scuttlemutt

And we will wrap it up with lands

Command Tower Cascading Cataracts Forge of Heroes Opal Palace Reliquary Tower Temple of the False God Tower of the Magistrate

So the first 6 mana rocks are auto adds then the second 6 are if you have them/the money to get them, this list does not include signets or talismans. Now I have had people argue Worn Powerstone but I feel it is a lesser form of Hedron Matrix that also didn’t make the cut imho.

The first 3 support artifacts are auto adds the second 2 depending on meta and budget.

As for lands they speak for themselves except the last one you might be thinking why? Lightning Greaves / Whispersilk Cloak , Cranial Plating , all the swords.... need I go on? I’ve also had people argue for Isolated Watchtower but as many commander deck run less than 50% basic lands that’s like 90% of the time will be just scrying 1 and there are better ways to scry 1. I thought about Rogue's Passage but there are combo/control decks that never attack (same reason Maze of Ith is not on the list)

So what are your “auto adds” when you start a commander deck and why?

QuietMyth on St. Kozi, the Nope Pope

2 years ago

Hiya, you commented on my list, so i'm here to give some pointers.

Overall it looks great, the only thing I really have for you is a list of cards that are kind of traps.

Armillary Sphere is really bad, unfortunately. Probably just going to want a 2 drop rock in this slot.

most people consider It That Betrays a win-more card, I think it can be fun, but it doesn't have a spot in my lists.

Field of Ruin is terrible in commander if you ask me, boosting 2 other players to get rid of a land isn't something this deck has to do when it can run better strip mine effects.

Lux Cannon is playable so long as you keep in the clocks and Paradox engine, but if you ever look at cutting one of those you should look at Lux cannon first

Hedron Matrix is 4 to cast 4 to equip, so there's generally no reason to run it when you could jam Fireshrieker instead

Thran Temporal Gateway is far and away better than Quicksilver Amulet , it's basically a second copy of Vedalken Orrery

Ugin's Nexus is something I slot in when I feel like playing Emrakul, the Promised End in the command zone, which isn't often, but it's probably fine either way.

I've cut Perilous Vault in favor of Nevinyrral's disk, Oblivion Stone, All is Dust, and Ugin the Spirit Dragon. We can get our stuff back from the graveyard pretty easily, but exiling our mana rocks is pretty rough.

You have a 10 drop priority eldrazi in the command zone, so adding things like Desolation Twin can really muck up your opening hands, I'd look at keeping the in-deck big bois to a minimum.

Good luck!

PS: Don't underestimate the power of Phyrexia's Core and High Market !!! Protecting your eldrazi from getting exiled and having a -land- that can sacrifice Ugin's Nexus is very very good!

Ashen0ne on Aurelia's War

2 years ago

Alright so this is where things get difficult lol. Right now the deck has some semblance of agro and control but its currently being bogged down by things that don’t contribute anything or enough to warrant their spot. I’m going to suggest a lot of cuts and for each one I’ll offer a decent replacement that will not only make all of our lives miserable but also contribute to making the deck far more resilient and difficult to stop. Creatures to cut

Creatures to Add

Noncreature Spells to Cut

Noncreature Spells to Add

Now what these additions will do is smooth out your mana curve and make you come out swinging far more quickly in more consistently. The additions include another outlet to go infinite through Sword of Feast and Famine and Aggravated Assault . They also contain multiple ways to tutor up Helm of the Host and win. Combat Celebrant and Godo, Bandit Warlord each go infinite with helm and Godo will tutor for it himself and place it straight onto the battlefield.

We also tighten up your control package with cheap removal and creatures that limit what you’re opponents can do. I can provide more explanations in person if you like.

Remember these are only suggestions lol But if you try them I think you’ll like how much faster the deck pops off.

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