Surge Node

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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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Surge Node

Artifact

Surge Node enters the battlefield with six charge counters on it. , Remove a charge counter from Surge Node: Put a charge counter on target artifact.

austintayshus on Counter Intelligence with mods

4 months ago

Looking at your deck with Kilo at the helm, I assume that this is a proliferate/counters deck and that the deck will win with counters in some way, whether that be +1/+1 counters on creatures or charge counters on Darksteel Reactor.

I did recommend Coalition Relic as an extra source of ramp, but additionally it is ramp that your counters/proliferate strategy can take great advantage of similary to your Everflowing Chalice. You can proliferate 2-3 times in a turn and begin the next turn with 3-4 mana more than your opponents expected.

I am not good at building mana bases, but I suspect that most commander decks should have about 10-12 ramp cards depending on many factors, and I only counted 6 in your deck (though I could be wrong, I am not infallable :) ) More than 50% of your deck costs 3cmc or less, that is a decent mana curve with 37 lands as far as I know. Adding a few lands wouldn't hurt but I think your deck is fine.

That being said, I am not a fan of Sword of the Meek in your deck as it doesn't allow you to untap your commander, doesn't give your commander haste, and doesn't interact with counters or proliferate in any way. If it's a pet card that you love, then by all means keep it. I have Storm Herd in my lifegain deck even though it's a 10 mana sorcery. It's all dependent on what cards you want, of course.

One additional point, I believe your deck is technically Bracket 3 since you have two game changers. Bracket 1 is reserved for Jank/Exhibition decks with the primary goal being something other than winning the game. For an example of a fun Bracket 1 deck, I would recommend my One-Word Tribal with Phelddagrif Deck

I might also recommend Paradise Mantle which can give your commander an easy tap effect and extra ramp effect

Lae'zel, Vlaakith's Champion of you want to go into +1/+1 counters.

Surge Node if you want to lean into Charge counters.

capwner on The Surgin' General [Primer]

1 year ago

There's no Surge Node or Vivisurgeon's Insight, -1

(jk, cool list. +1)

nuperokaso on Help me Man the Lux Cannons!

2 years ago
  • I wouldn't play Pyroclasm. That card is dead against many decks such as Ramp, Control, Combo, even late game Midrange. It requires splash to additional color, and even kills your own stuff such as Mages and Myr tokens. Try replacing it with Necropede as I did.
  • Precursor Golem seems like a bad choice. You yourself have no spell that could target it, so it's only disadvatage that opponent needs just one removal spell to destroy it.
  • In my deck, I should have probably played 1 Surge Node. It can be found by Trinket Mage. Unlike proliferate, it can place charge counters even on artifacts that lost the last one. In my version, if I ever went to 0 counters with Tumble Magnet, it got permanently useless. Also turn 1 Node into turn 2 Everflowing Chalice and activation is great.
  • Regarding win condition - don't play Eldrazi. Either play artifacts deck or Eldrazi deck. They have no overlap in synergies.
  • Do you really need to play multicolor? The less colors you play the more nonbasic lands with relevant abilities you can play. Look for lands such as This could be played even colorless.

Defied-27 on golem foundry modern

4 years ago

Also I would recommend looking at Coretapper and Energy Chamber for more charge counter action, as well as Surge Node. Furthermore Etched Champion is a great protection until you foundry pops off :)

Rettich on Magistrate's Sceptor Combo

5 years ago

I'm late to the party, but you might want to look into these cards, if you need more ideas on how to spice up your deck:

Volt Charge or Contagion Engine (Proliferate is great with multiple mana rocks and Lux Cannon or Titan Forge)
Dismantle (Move your charge-counters from your manarocks onto Darksteel Reactor or Jinxed Choker for alternate wincons.
Energy Chamber (Imo a great alternative to Surge Node)

lagotripha on Firemind's Coretapping

6 years ago

So a weird Liquimetal Coating list.

Saheeli, Sublime Artificer / Surge Node / Everflowing Chalice / Astral Cornucopia is a decent charge counters shell. Shrapnel Blast might offer you somewhat better burn.

Shrine of Burning Rage exists and is playable in budget burn lists as a finisher already while Golem Foundry and Lightning Coils let you attack on the ground.

Proliferate spells remove a lot of clunkiness too, while Pentad Prism goes a long way to fixing budget manabase clunkiness.

Best of luck with the brew.

aleitner on karn's power conduit

6 years ago

wallisface thanks! The 6x Power Conduit s must have been a typo when I was trying to add 2x Surge Node . I'm not sure what should be removed to add Chalice of the Void and Walking Ballista

austintayshus on Vorel the Counter Guy

6 years ago

Fertilid is a good ramp spell that works with counters.

Magosi, the Waterveil could be fun (abusive) in this deck, but you have to skip your turn to get a counter on it, which always feels bad in EDH.

Other than that, I'm not sure what else would be good for getting counters on things. The only thing I can think of is Surge Node but it only works with charge counters. That could help with the 5 artifacts you have that care about charge counters, but idk if it's enough to include.

Hope this helps?

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