Malfunction

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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
Vanguard Legal
Vintage Legal

Malfunction

Enchantment — Aura

Enchant artifact or creature

When Malfunction enters the battlefield, tap enchanted permanent.

Enchanted permanent doesn't untap during its controller's untap step.

Brutal_B on Noob to Magic; need help …

6 years ago

I play a casual blue black that utilizes a lot of "freeze/stall" spells as I like to call them. Creatures like Frost Lynx, Watertrap Weaver, and Fogwalker; Harbinger of the Tides. Enchantments such as Malfunction, Ice Over, and Claustrophobia. Play instants like Send to Sleep, Chilling Grasp, and Ojutai's Breath. As far as black...Deathstroke, Assassinate, Royal Assassin, Rathi Assassin, Stalking Assassin, Murderous Compulsion. Throw some nasty flyers in the mix and you're sure to piss off your friends.

Hyperalgialysis on Budget Approach of the Cats

6 years ago

Hour of Revelation is cheap and really good board wipe if you drop your own enchantments. You can replace them with cheap counter magic like Negate and Cancel or depending on what it is Malfunction functions similarly. Cloudblazer gets hit by the second half of Dusk / Dawn and is solid card draw with a little lifelink. A good sideboard card is Glyph Keeper since it has recursion, a relevant ability, and evasion. In the same line of thought against aggro on a budget Impeccable Timing and Unsummon can save you a ton of headaches.

Hyperalgialysis on

6 years ago

Your sideboard could use more ways to interact with permanents you can't deal with/missed the chance to counter. Malfunction has a 2 drop version in standard that just makes the creature unable to untap, doesnt tap it tho but either one may be handy, as well as something like Baral's Expertise since it can clear your opponents field. You will probably want 3Negate and 3 Essence Scatter in the main and 1 more of each in the sideboard, Supreme Will is also a great counterspell since whenever they can finally pay the 3 it becomes and Impulse.

Jessassin on

6 years ago

I feel like the best things to take out at the moment are probably Kraken's Eye, or Malfunction. Looks pretty good in general though!

Oloro_Magic on

6 years ago

8 creatures isn't enough for the deck, you want more token generators, Sacred Cat, Anointer Priest are solid options. Also Countless Gears Renegade and Regal Caracal would be very good here. I would drop Malfunction and Revoke Privileges they are expensive and natural card disadvantage.

Also your removal setup should be more like 4x Fatal Push, 1-2x Vraska's Contempt with Walk the Plank in the side m maybe you have too much right now. For that reason Impeccable Timing can also go in favor of the above mentioned creatures or for more Opt as 1 Opt is a bit useless.

The mana base also needs an update I would run something like this.

4x Evolving Wilds (triggers revolt which is important)

4x Concealed Courtyard

2x Drowned Catacomb

3x Glacial Fortress

5x Plains

3x Swamp

2x Island

Of course you could just drop blue altogether as the deck can work in B/W, however blue gives you a better sideboard.

As for your question, neither is really needed and I would drop either for Anointed Procession however Animation Module would be fun to try and make work.

Balinor5 on Green Blue Energy Premade

7 years ago

I modified Colin's same deck to go Green/Red with Energy... I think you should go a different direction... perhaps even mono-green.

For now, I have 2 Aether Hub and 1 Aethersphere Harvester that would fit nicely into this deck. Just get me a couple crackpacks or something.

I'll look at it more later, but I think the blue cards are kinda weak. For example, Malfunction is horrible for its CMC, needs to be replaced with something better.

islandsopwizplsnerf on Tajic EDH

7 years ago

The two simplest ways to win in commander are creature damage (dropping opponents from 40 to 0) and commander damage (21 damage from the same commander). Tajic can hit that sweet spot of 7 damage (the minimum needed to kill in 3 turns) but Boros (white-red) lends itself very well to creature damage.

When you combine red's themes of energy, movement, and aggression with white's themes of order, protection, and community, you get a military force. Straightforward, resilient, powerful beatdown. Boros doesn't just lend itself to "going wide" thematically; going wide reduces your color's natural weaknesses. WR doesn't have the card draw spells, tutor spells (search your library for a card you want), or ramp (sustainable extra mana, from creatures or putting extra land into play) to quickly recover from a big loss, and lacks counterspells and graveyard recursion to prevent or mitigate removal spells (it has all of that, of course, just less than other colors). You can "go tall" and stack a bunch of equipment and auras on Tajic (and indestructible makes that more viable than it would be otherwise) but a Darksteel Mutation or the like stops you in your tracks.

The most threatening card on the table draws everybody's removal, generally, so you can avoid that by not playing cards that are threatening in and of themselves but become much more powerful than the sum of their parts. Lets say you have Tajic, Akroan Hoplite, and Aurelia, the Warleader on the board. You swing for a total of 14 and then swing again for another 14. Respectable. But a single Malfunction or Murder on your big Aurelia drops that from 28 to 4 damage. Compare to having, just one example, Tajic, Akroan Hoplite, Hanweir Garrison, and Kongming, "Sleeping Dragon" out: you swing for 26, but knocking out any one creature doesn't drop that nearly as much or cost you that much mana. You want to deal with removal and counterspells the same way you deal with creatures, by going straight through them. It comes down to card advantage: spending a Murder or Malfunction on a big creature is good, but spending it on a buffed-up token is rarely going to be worth the battlefield advantage. I've been running Iroas, God of Victory for awhile now: he's a blast to play and I'm constantly surprised at how often I win.

Cut cards with Heroic (Akroan Crusader) that benefit you for spending resources on them for cards with Battalion (Firemane Avenger, Battlefield Medic) that benefit you for building up a board state. Cut cards with enter the battlefield pumps (Viashino Firstblade) for cards with permanent, army-wide pumps (Kongming). Cut burn spells (Lightning Strike) for cards that shut down creatures regardless of how tough they are (Excoriate). Cut big, temporary, single target pumps (Titan's Strength) for army-wide pumps (True Conviction)


Noblis of War and Cavalry Pegasus are great, but you get more value out of them the more creatures you have on the field: Spear of Heliod gives more extra damage if you have ten 1/1s than one 10/10. You have a good base, but some cards don't synergize well with the rest of what you're doing: Spikeshot Elder, Spark Trooper, Skyknight Legionnaire, Minotaur Skullcleaver, Dawnstrike Paladin, Cyclops Tyrant, Anax and Cymede, and Akroan Crusader are all good creatures, but they don't help you build a threatening army beyond the paltry damage they deal. Battlewise Valor, Lightning Strike, Magma Jet, Titan's Strength, Warleader's Helix, Act of Treason, Mugging and even Silence don't give recurring value or enough of it in one go to swing the game completely. You don't have enough lifegain going on to benefit from Angelic Accord.

Some cheap, combat oriented cards I'd suggest: Archetype of Aggression, Archetype of Courage, Hanweir Garrison and Hanweir Battlements, Angel of Jubilation, Balefire Liege, Heliod, God of the Sun, Legion Loyalist, Geist-Honored Monk, Assemble the Legion, Cathars' Crusade, Agrus Kos, Wojek Veteran, Pianna, Nomad Captain, Captain of the Watch, Hammer of Purphoros, Sun Titan, Hellrider. Sunhome, Fortress of the Legion and Slayers' Stronghold are better than sorceries or instants that pump your creatures because they can do it over and over again, and provide mana when they aren't.

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