Pendrell Flux

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Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Rules Q&A

Pendrell Flux

Enchantment — Aura

Enchant creature

Enchanted creature has "At the beginning of your upkeep, sacrifice this creature unless you pay its mana cost."

SaberTech on Zurtron

9 months ago

If you are going for a Voltron style of Zur there are a few auras that are often seen in those sorts of lists:

Darksteel Mutation and Oubliette complement Imprisoned in the Moon as ways that neutralize commanders. They make it difficult for your opponents to immediately get their commanders back to recast if they don't have enchantment removal. Darksteel Mutation is much better than Kasmina's Transmutation because the indestructible that the Mutation gives means that the enchanted commander will live through a board wipe and not go back to its owner's command zone. Oubliette could replace Pendrell Flux.

There's a bit of a call to make between Flaming Fist and Battle Mastery. Flaming Fist won't trigger the turn Zur puts it into play because Zur will have already been declared as attacking at that point. However, Flaming Fist does stick around if Zur happens to die since it's not an aura. Battle Mastery will let Zur hit with double strike the turn it enters but dies with Zur. It's a call to make depending on how aggressive you want to be. Duelist's Heritage is also generally better than Flaming Fist but not if Zur has shroud from a card like Diplomatic Immunity, so that depends on what auras you choose to run in the end.

If you aren't running Stony Silence as a silver bullet to shut down opponents' artifacts then it could be worth considering Nettlecyst as another creature/pump effect in the deck, even if Zur can't tutor it up. It could potentially replace Gray Merchant of Asphodel since the current list doesn't look that geared to reliably get a big hit off the Merchant's ability.

One of Zur's biggest strengths though is that he can tutor up Necropotence, so that's a card you should aim to add as soon as you can get your hands on one.

Rest in Peace is a strong card for messing with decks that utilize the graveyard.

Back to Basics can punish decks with greedy mana bases.

Stroke of Midnight is better than Expose to Daylight.

Seal of Cleansing or Aura of Silence are targets for Zur to tutor up to get rid of enchantments and artifacts.

Sevinne's Reclamation and/or Sun Titan could be worth considering for getting key permanent cards back from your graveyard.

merrowMania on Bant Pauper Tokens

6 years ago

I'm pleasantly surprised you chose Mystics over Prophets. Now we can run Bird Wizards TOGETHER!

Consider Journey to Nowhere or Oblivion Ring over Pendrell Flux. There is a good amount of removal and card advantage, so no worries about those.

The curve is great and the top end is powerful. Your instants help you be tricksy.

Seaside Citadel has only ever been printed at uncommon. Use Path of Ancestry instead, even if it only triggers when you cast your commander. Consider the gainlands over your guildgates.

I see very little payoff for the UrzaTron lands in your deck. You have some top end and one X spell. Consider other value lands instead.

EpicDermis on Enchanting the Enchanter

6 years ago

This is Bean.

Budget Suggestions:

More expensive options, or later upgrades to the deck:

proterran98 on Simic guildmage

7 years ago

Thank you for answering but I'm still confused.

1.Squire with Frozen Solid gets blocked by Eager Cadet. Is it possible for me to move frozen to my opponents Hill Giant but still having squire die from frozen?

2.But if its Glory Seeker blocking squire then I can't move frozen as squire dies with frozen?

3.I have Pendrell Flux on his squire, and as soon as it triggers, I move it to his hill giant. My opponent doesn't pay. Who dies?

Thank you once again.

proterran98 on Simic guildmage

7 years ago

I have a few questions with Simic Guildmage second ability.

  1. Squire is enchanted with Frozen Solid and attacks. He's blocked and is going to be dealt damage. Is there any way for me to have forzen trigger but then move to a different creature to prevent frozen from going to the graveyard with squire?

  2. I'm trying to prevent my aura's being destroyed, so in a similar scenario to question 1, can I use Guilty Conscience?

  3. Mana Chains and Pendrell Flux triggering than moving to a different creature?

  4. Activate Weight of Conscience then move it to another creature?

  5. Lastly, can a creature get dealt 2 damage while enchanted with Illusory Wrappings then moving the illusory wrappings

nhallen37 on U/R Prowess is SWEET

8 years ago

@ComixWriter and f4i2001 Thank you both so much for you comments and suggestions and here's my responses to them:

ComixWriter: I'll start off with Clutch of Currents. You have to consider that Standard and Pauper are 2 entirely different formats. Gurmag Angler is nowhere to bee seen in standard, while it's a major powerhouse in pauper (I play delver fiend in Pauper, so trust me, I know). That's why in Pauper I run Pendrell Flux in my sideboard, because that's a card I need to play around. However, in standard, I have to play around Dromoka's Command and Atarka's Command and Foul-Tongue Invocation, and many more instants that really can hose over and stomp this deck. That's what the 2 maindeck Dispels are for. While Clutch of Currents is a good card, many cards in standard have "enter the battlefield" abilities that can turn the tide of a game, and at sorcery speed, it's just not worth it. Anticipate is a card I can get on board with. Since I do not run fetches, Treasure Cruise is strictly worse, however Jace, Vryn's Prodigy  Flip and all the low-mana spells I cast really speeds that process up, and can be incredible if I end up in the late-game. I realize it's an instant, but it's just one card, while cruise is three. I do like the suggestion though and will test with it a little and see how it goes. Sorry to say, but I do not like Brute Strength. It's a more expensive Titan's Strength minus the scry and plus the trample. Now trample is a big thing, however Temur Battle Rage is so much better in so many scenarios. It doesn't even need any help with Wandering Fumarole, and prowess can get my creatures up to 4 power fairly easily most of the time. I understand how it can speed up my deck also, but my deck can go wider and survive in the late game if need be. It just happens to be my personal preference about the card, good suggestions though.

@f4i2001: I playtested it against your mono-green deck and had a t4 kill. I had a t5 kill next game, and t4 again the next game. Playtesting with yourself can be a little biased since you always (subconsciously or not) want your deck to win. I agree that my deck is not the fastest, but a mono-green beats deck isn't part of the meta, and isn't what this deck is mean to beat. However, if piloted correctly, and can, and will, win with ease. You can't exactly judge a deck based on a few games against one deck, I have been testing this deck for a little under 2 weeks against countless decks online and countless decks IRL. I do admit, I lose sometimes, but my win rate is close to 80:20 against the current standard meta, losing to rally, eldrazi (Midrange not Ramp), and control every once in a while. I built my deck for the meta, what I expect to play, so while it may have lost a few games against your deck, that's not a testament for how the deck preforms. Thank you for the feedback however, and I will try to play a lot more aggressive in the future.