Magus of the Wheel
Creature — Human Wizard
, , Sacrifice this: Each player discards their hand and draws seven cards.
Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Magus of the Wheel Discussion
4 weeks ago
Hey, thanks for the reply! In the range of 6-7 we want to start doing unfair things; not quite the territory of combo, but you are right, we should be threatening a win by turns 6-8. It seems like you are running an aggressive on-the-board win, which means we need to target your creatures, and see where we can squeeze in more power. As a note, I'd rate your current deck construction at a 4-5 due to the fact that there could be a lot more optimization, and you seem to be missing ways to threaten a win.
Your best win condition seems to be playing Craterhoof Behemoth into a board of other creatures. Something we want to address if you want to improve the power of the deck is how do we get our win condition out of our deck. We can do this by drawing cards, tutoring from the deck, etc. A deck that is a 7 will usually have one or two ways to directly tutor their win condition, as well as powerful card draw engines that let the deck draw 2 to 3 extra cards a turn.
Cards to Add:
- Shigeki, Jukai Visionary
- Courser of Kruphix
- Selvala, Heart of the Wilds
- Tireless Provisioner
- Tireless Tracker
- Oracle of Mul Daya
- Questing Beast
- Scavenging Ooze
- Elder Gargaroth
- Avenger of Zendikar
- Rampaging Ferocidon
- Hazoret the Fervent
- Harsh Mentor
- Eidolon of the Great Revel
- Ash Zealot
- Magus of the Moon
- Magus of the Wheel
- Treasure Nabber
- Generous Patron
- Runic Armasaur
Something to sit on, and maybe test out: are there cards that are worth playing even though they are non-creature spells? My answer is yes! Here are a few I'd say are worth playing in your deck:
- The Great Henge
- Birthing Pod
- Finale of Devastation
- Sylvan Library
- Once Upon a Time
- Greater Good
- Eldritch Evolution
- Summoner's Pact
- Escape to the Wilds
Sorry if that was a lot! I can recommend cards to take out of the deck if you want, but here is a list of my recommendations. Let me know if you want to further the conversation or have any questions
1 month ago
McToters I always appreciate comments as long as their respectful. That being said this deck doesn't have any real graveyard synergy just some recursion, it did in it's earliest form but i just bogged the deck down too much for too little advantage. The problem with Akroma's Memorial is that one there no way to protect it so it will just be blown up and two every player will be targeting you since now even a single minotaur is a huge threat, Eldrazi Monument is same thing to lesser extent it doesn't generate as much hate but it does gerenate a lot plus have to sac a creature in a non aristocrats or graveyard/recursion deck can work but you'll be losing more than you'll be gaining from the minotaurs higher CMC cost. Angel of Suffering is a debatable will playtest with her but chances are not very high, again little recursion and you can mill some of your best minotuars, but it can help thin your deck out for better draws a double edged sword for this deck but could work. As for Conspiracy i just don't think having three non tribal cards warrants using a slot for it. As for Magus of the Wheel and Wheel of Fate they are to be considered like Reforge the Soul for some hand reloading. For Illicit Shipment sure it can work really any tutor can just depends on your price range and willingness to $$$ on a piece of cardboard. Light Up the Stage is fun and will play around with it, Coat of Arms was considered but i felt like i didn't need it but Door of Destinies is too slow for my mid range aggro style for this deck
1 month ago
Amazing deck--man oh man have minotaurs come along way as a creature type over the years! Thoughts on utilizing Coat of Arms or Door of Destinies? There's also Akroma's Memorial, which is high CMC but great. Eldrazi Monument may help you if you are running into a problem with flying creatures. These are all things I suspect you may have thought of already.
Conspiracy could widen (or aid) your creature gamut since you currently have 4 non-minotaurs in your line-up. Then you could tutor for that to open up your creature choices.
There's a card in the New Capenna set that may be ballsy but could additionally work with unloading cards into your graveyard -- Angel of Suffering. Illicit Shipment could be a neat tutor for you too.
Truly--this is an AMAZING deck--so take my suggestions with a grain of salt. You know how this works better than I do and you very well may have thought of all these options yourself. Hope this is welcome feedback! Cheers
1 month ago
I got a lot of ideas....
Solemn Simulacrum - Ramp and draw which you need both of
Humble Defector - Draw + Politics
Myriad Landscape - Ramp
Chaos Warp - Your only form of enchantment removal in mono red
Lightning Bolt - Damage
Endless Atlas - Draw
Sol Ring - How is this not in here already?
Nevinyrral's Disk - Wipe for enchantments as well
Mind Stone - Ramp for commander when you need it, draw when you dont
3 months ago
Nice deck, thank you for sharing! :)
You might want to exchange one of your Magus of the Wheel though, as you accidentally put it into the dick twice.
3 months ago
I completely agree with the above user. I have my own thoughts as well, depending on budget and how you would like to improve your deck, feel free to pick and choose what you think works best for you...
War Room - Draw, desperately needed in mono red and it doesn't take a slot since its a land
Gauntlet of Power - Removal of your commander once is expensive. You do have some ramp, IMO, not enough. While this piece of ramp isn't needed, I find I usually end games with this and a draw source to constantly apply pressure
Ruby Medallion - Expensive $ but helpful
Skullclamp - Works well with your token creation, gives you some help when they destroy your commander
Curse of Opulence - Ramp and politics
Blasphemous Act - Cheap wipe
Let me know what you think of each suggestion.
3 months ago
Hey, if you're wanting to take your deck into 8 or more power level (PL) then you really need to decide how you want to win the game? At 8 PL or higher to win infinite combos are the way to go. Chainer doesn't need to be a piece of the combo, his discard can be an enabler. Since Chainer cares about creatures then using combos that involve creatures is best.
Some creatures to play for combos: Worldgorger Dragon, Mikaeus, the Unhallowed, Kiki-Jiki, Mirror Breaker, Gravecrawler, Blood Artist, Zulaport Cutthroat, Walking Ballista, Murderous Redcap, Pitiless Plunderer, Dualcaster Mage, Reassembling Skeleton.
Some enablers for combos to play: Viscera Seer, Carrion Feeder, Goblin Bombardment, Altar of Dementia, Phyrexian Altar, Ashnod's Altar, Animate Dead, Dance of the Dead, Necromancy, Twinflame or Heat Shimmer.
Some win conditions for the combos: Blood Artist, Zulaport Cutthroat, Walking Ballista, Murderous Redcap, Zealous Conscripts, Gray Merchant of Asphodel, Dualcaster Mage, Purphoros, God of the Forge, Mayhem Devil, Goblin Bombardment, Bontu's Monument, Aetherflux Reservoir, Sunscorched Desert, Impact Tremors, Cut / Ribbons(Ribbions), Torment of Hailfire.
Expanding on loot can help to draw and get creatures faster into your graveyard: Buried Alive, Magus of the Wheel, Cathartic Reunion, Thrill of Possibility, Tormenting Voice, Azra Oddsmaker, Sire Of Insanity, Seize the Spoils.
Expanding on fast mana and/or big mana producers helps to have more mana to cast more spells which can assemble combos faster: Dockside Extortionist, K'rrik, Son of Yawgmoth, Crypt Ghast, Mana Crypt, Dark Ritual, Rite of Flame, Cabal Ritual, Burnt Offering, Sacrifice.
If you're interested in any of these suggestions then I offer more advice in another comment that includes further explaining the combos, more card advice as well as cuts to consider.
Good luck with your deck.