Creature — Human Wizard
As Meddling Mage enters the battlefield, name a nonland card.
The named card can't be cast.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Meddling Mage Discussion
2 days ago
amicdeep In play testing that counter spell has actually been really useful. I would suggest trying out the deck yourself first. What typically happens is I get down an Erayo and leave up protection, so sometimes turn 4, my opponent plays a small spell like a cantrip and then plays their real spell which I counter. Then the fourth spell is usually a cantrip of my own or their backup plan.
Flipping her consistently has not been a problem, but the deck runs her more as a value card with a potential synergy based lock, not as an all in combo. The main idea is to control my opponent, be it bouncing something with Reflector Mage and then casting Meddling Mage and naming the card I just bounced, works really well against decks with limited creatures. Alternatively there is Ixalan's Binding to lock down big threats like a Dovin planeswalker and such.
About the only thing the deck honestly needs is a few extra counterspells in the side board like Dovin's Veto and a side board spell to board wipe when needed, such as the new Vanquish the Horde or Doomskar
2 months ago
Prelate is a new addition to the list, and i’ll be trying to name whatever number hurts the opponent the most, which is usually 1, but comes down to the matchup. If i’m trying to stop a single threat, like Prime Titan, i’ll swap it for Meddling Mage game 2.
4 months ago
Stopped colder than a mackerel. (From the beginning of Jefferson Smith’s speech in Mr. Smith Goes to Washington). The basic theme would be support for prison cards, which tend to be quite popular.
- Azors elecutors
- Ensnaring Bridge (mechanically appropriate; you’d need some art to lean into the filibuster part. Also provides a high-value card)
- Monologue Tax
- Meddling Mage
I'll note that your opening post quite literally invited players to make traditionally "correct" (boring) custom Secret Lairs--you implored players to be more creative, but you did not necessitate them doing so. I'll also note that, of the two responses you received causing you to say "This community sucks", one was the exact type of answer you were looking for.
Besides, if you were going to make a "FFS" example, you could do better than five copies of a RL card.
5 months ago
With double major now existing, it seems that copying permanent spells will now be an ability that shall appear, on occasion, which I was really hoping would not happen; why could it not simply copy a creature that was already on the battlefield?
Baleful mastery is similar to many previous spells that can exile creatures or planeswalkers, but it is nice to have another addition to that group of cards. That card will actually be nice for a Nekusar, the mindrazer EDH deck, where the player can cast it for the reduced cost specifically to make an opponent draw a card and hurt themselves.
Basic conjuration is not worthy of being a rare, in my mind; it would have been much better as an uncommon.
Access tunnel is a worse version of Rogue's Passage , but I know that some players will appreciate it.
Fracture is awesome, but it already has a significant amount of competition in those colors, most notably from Despark , Mortify , and Anguished Unmaking , so I am not certain if I can use it in any of my decks. Closing statement is also nice, but not quite as impressive, in my mind. Vanishing verse is also amazing; if I ever build a black/white EDH deck, it will have so many awesome options for permanent removal!
Dramatic finale would have been awesome, if only its ability triggered each time that a creature died; the fact that it triggers only once per turn severely limits its usefulness.
Crackle with power is insane, and I am certain that it shall prove to be a powerful finishing move for many games, but I still prefer Comet Storm , since that card is an instant.
Why does necrotic fumes require that its controller exile a creature instead of sacrificing it? That completely bypasses abilities that trigger from creatures dying, which is a central aspect of black’s identity, profiting from the deaths of others.
Secret rendezvous is a new idea for white, but the opponent benefits more greatly than does the caster, since the opponent spends no mana on it and also does not lose a card from their hand.
Devastating mastery is another mass destruction spell, but the fact that it costs 4 white mana is very restrictive, so most players will cast it for its reduced cost. Obviously, the opponent shall return their most valuable permanents to their hand, but it shall still destroy all of their other permanents.
I was wondering if there would ever be a black/white version of Meddling Mage , and, now, there is, so I am very pleased about that.
Why does exponential growth increase only the creature’s power? Would it not make sense for it to increase the creature’s toughness, as well?
I wonder if I should replace Castigate in any deck that contains black and white with humiliate? Exiling a card is better than discarding it, but making one of my own creatures more powerful is also nice.
6 months ago
6 months ago
Omniscience_is_life, some examples of how the 5 modern-playable tribes operate, to give you an idea of what you’re up against:
Humans have creatures that grow very bog very quickly in both Champion of the Parish and Thalia's Lieutenant . Almost every other human is then actively ruining the opponent ability to play (i.e. Meddling Mage , Kitesail Freebooter , Reflector Mage ), or providing backup damage (i.e. Mantis Rider )
Spirits function down a similar line to humans, except with everything in the air, and lots more lords. They buff with the likes of Drogskol Captain and Selfless Spirit , and disrupt with the likes of Skyclave Apparition , Spell Queller and Mausoleum Wanderer . They even have built in protection in the form of Rattlechains and Selfless Spirit .
Goblins are a hyper aggressive deck aiming to win by comboing off, or besting you down. Their combo pieces are Conspicuous Snoop and Boggart Harbinger (putting Kiki-Jiki, Mirror Breaker on top then Sling-Gang Lieutenant to win). They can easily assemble their pieces with the likes of Goblin Matron and Goblin Ringleader . They also have a lot of aggressive go-wide threats to try winning without the combo.
Merfolk are less interactive than the 3 above decks, and because of that, generally weaker. Almost everything they run is a lord and/or grants islandwalk ( Lord of Atlantis , Master of the Pearl Trident etc), and they aim to simply race the opponent by swinging in with lots of 5/5 unblockable merfolk thanks to the likes of Spreading Seas . They basically aim to race the game, so their interaction is just to mess with their opponent, like Merfolk Trickster , Harbinger of the Tides etc.
The above decks can all win their games by turn 4 or 5, most of them giving the opponent constant grief while doing so.
As a further example, Slivers are not a modern-viable tribe, because just throwing creatures down on the board and hoping for the best doesn’t cut it in the modern environment.
I think you need to consider what you’re actually getting out of Dryads, and whether you want this to be a competitive deck, or a casual/meme deck.
7 months ago
Heliod life has a good game 1 and strong game 2. Any of the heliod walker variations.
I agree, Tron might make her hate you. Abzan might be good. Strong sideboard for game 2s.