Wheel of Misfortune

Wheel of Misfortune

Sorcery

Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.

Latest Decks as Commander

Wheel of Misfortune Discussion

Octrate on It's Tough to be Xenagod

6 days ago

Hey again Profet93! To answer your questions:

  1. I've not yet wiffed on Reflecting Pool, though I can see how that could be an issue at some point. Thankfully, the high prevalence of fetchlands at my disposal allows me to very consistently get the colors I need rather easily.

  2. Urza's Saga is purely here to get Sol Ring to get a fast Xenagos into play on turn 3. Shadowspear is a nice worst case, but I've only had to grab it a handful of times.

  3. Wheel of Fortune (and by extension, Wheel of Misfortune), are extremely good. I usually save it for when I'm low on gas or have a TON of mana to abuse. I'll try and avoid casting it if someone has a portion of mana untapped as well, but... I don't mind playing risky at times. The circumstances vary, but if you can proxy it or have access to it, I recommend giving it a spin.

As for your suggestions, I am still running Rancor at the moment. It has hilariously gotten me a win or two with a Birds of Paradise and an extra combat spell. As for the others, I'll keep a few in mind. I've been thinking about Heroic Intervention, as well as Tibalt's Trickery, but for now, I am satisfied with my current spells.

Always appreciate your feedback. Thanks again.

Ojallday on Dealing with politics as an …

2 weeks ago

I have a friend that ran Markov who had a similar problem. Due to the nature of the deck you drop all of your creatures and kill one player. His solution was to transition to a mid-range strategy. Simply put he would cast early game threats to put pressure on other players, but they didn't win him the game or kill a player, so that he could win the game on later turns. Since I don't know how you are losing I'll put forward a few ways players stop Markov decks and how to counter those strategies.

First, are players killing you when all of you creatures are tapped down? Keep some of your creatures back as blockers, this is obvious and the strategy goes against how agro players operate in most formats but is needed in multiplayer environments. Along the same lines are white spells that can untap all of your creatures on other players turns like Battle Cry and Call to Glory leading to fun combat tricks to kill off important creatures and more importantly save your life total.

Second, are players board wiping constantly to knock down your board state? This was the problem my friend had and after two board wipes he would be out of cards in hand with no board state top decking hoping for some sort of Windfall. There are a few ways to counter this which can be focused on individually or can be mixed for similar results. Making it so your creatures don't die is one method featuring spells like Boros Charm and Teferi's Protection. Another is mass reanimation spells like Faith's Reward, Patriarch's Bidding and Living Death. Finally are flexible spells that essentially replace the creatures you lost. Those being Reprocess, Plumb the Forbidden or Village Rites.

Third, playing politics. Like you said there is not much stopping the rest of the table from ganging up on you, you can however influence other players decisions based on how you play and how others at your table play as well. Hold back threats, it's tempting to dump your hand and start swinging but as you mentioned this makes you a huge target. Instead put down a Coat of Arms or another value spell and hold the rest of your mana open for interaction, which leads to my next point interaction. You have some of the best removal spells in the game in your colors like Fracture,Dreadbore, Anguished Unmaking and Swords to Plowshares all of which are great bargaining chips to use as favors for other players, as well as being useful to take care of things causing problems for you. Last of all are less card choices but more how you address the table, having a good pokerface helps a lot with this. At the start of the game address the commanders others are playing and talk to the group about the powerful synergies they employ. Whenever an important combo or synergy price is played by an opponent point it out to the other players and if it's very strong stress it needs to be dealt with, which may incline the other players to use spells on it, reducing what they can use against you and making it so you don't have to deal with the problem. When a Tutor is cast discuss what spell the player could be gettng, this will draw attention to them and away from you. Finally when players address your board shift focus away from it, point out another player with the winning board state or the deck that won the last game. Downplay that you are a threat until you are ready to win the game. Keep in mind you are still an agro deck, so you can always lean into dumping your hand to kill a player fast if the game match up calls for it.

This final section is just general deck construction. Vampire selection: make sure you vampires are doing more that entering the battlefield to create an extra Vampire through eminence. Things like Blood Artist and Viscera Seer give value when opponents interact with the board and thing like Twilight Prophet draws cards. There are also the vampire lords that buff all of your vampires and tokens. Things that have synergy with your strategy are good includes too like Sanguine Bond, Impact Tremors or Goblin Bombardment and go a long way. Finally is "normal" card advantage that doesn't rely on you having vampires out and will shine in the early game as well as add value late game, Greed, Phyrexian Arena and Wheel of Misfortune.

I hope some of my thoughts help you work out a good game plan.

KBK7101 on Feldon of the Third Path - Loran's Smile (v1.3)

1 month ago

Not gonna lie, I forgot that Homeward Path existed. lol Definitely worth considering.

I wasn't too keen on cutting Humble Defector. I didn't want to cut ramp or removal since I'm kind of light on both, but I agree that both cards you listed are a bit weak. I think Heraldic Banner might be the cut to make there.

Wheel of Misfortune has too much text and gives me a headache. That's why it's not included. lol I'm also not looking to mass fill my graveyard making it a prime Bojuka Bog (or similar) target. Just going for targeted discard at the moment.

Vandalblast is definitely the upgrade for Smelt. I have one in the Crimson Vow vampire precon I was gonna dismantle anyway.

Believe it or not, I was actually thinking of adding in Caged Sun a few days ago. I think Gauntlet of Power might be the one I add in.

Chandra, Torch of Defiance is a card that I think I have two or three of and they all see use in other decks at the moment. I agree that it's not needed but definitely useful. I'll have to take a second look some time.

Dualcaster Mage is a super sneaky one. I'm more prone to the big, splashy play but I totally agree that the utility is there. Great suggestion!

Thanks for all the advice! Gonna have to take a another look at tweaking this deck soon.

Profet93 on Feldon of the Third Path - Loran's Smile (v1.3)

1 month ago

KBK7101

Homeward Path - Your entire deck is based on 1) Your commander 2) Big creatures in GY. If someone steals your commander or reanimates your creature's you're SOL unless you draw into 1 of your 2 boardwipes. Meta dependent but worth considering

Humble Defector - Synergy with above. I saw in your update you removed it because cuts are hard these days. I would remove smelt or heraldic banner for humble defector as they are your weakest cards by far

Wheel of Misfortune - Fills your yard, fills your hand. Not sure why this isn't included.

Vandalblast > Smelt - Strict upgrade

Caged Sun/Gauntlet of Power - Ramp, albeit expensive. Might be worth considering.

Chandra, Torch of Defiance - Draw, ramp, removal and wincon all in 1. Not needed, but helpful

Dualcaster Mage - Super utility. Counter counterspells, copy opposing removal, draw, extra turns, mass reanimation etc.... Moreover, with him in the grave, you can hold up feldon to copy whatever spell you might need. The flexibility in his utility is strong, don't sleep on it

Let me know what you think of each suggestion.

Profet93 on Mines of Moria

1 month ago

I got a lot of ideas....

Solemn Simulacrum - Ramp and draw which you need both of

Magus of the Wheel/Wheel of Misfortune - Wheel

Inferno Titan/Flametongue Kavu - Damage

Humble Defector - Draw + Politics

Dualcaster Mage + Heat Shimmer = GG - Both are good on their own as well

Myriad Landscape - Ramp

Chaos Warp - Your only form of enchantment removal in mono red

Lightning Bolt - Damage

Vandalblast/Chain Reaction/Blasphemous Act/Pyrohemia - Wipe

Light Up the Stage/Ignite the Future - Draw, light up the stage works particularly well in your deck

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

Profet93 on Mono-Red

1 month ago

Two infinite combos of importance below: Do note that each piece is good on it's own outside of the combo

Dualcaster Mage + Twinflame/Heat Shimmer

Zealous Conscripts + Kiki-Jiki, Mirror Breaker

You already run the managyser + reiterate combo for infinite mana.

Other cards to consider are....

Curse of Opulence - Draw and politics

Mind's Eye - Draw, works nice with wheels.

War Room/Wheel of Misfortune/ Skullclamp/Light Up the Stage/ - Draw

Ignite the Future - Draw, light up the stage older brother. While it works best in more higher cmc builds given the flashback, having a low cmc build allows you to more likely to be able to cast them this turn. That being said, both light up the stage and ignite allow you to play them on your following turn as well.

Jeska's Will - Draw and ramp

Chain Reaction/Blasphemous Act - For when This shit is bannana's

be sure to let me know what you think of each suggestion

Profet93 on INFERNO

1 month ago

mcgiggins

I meant to type Curse of Opulence. Once had a game where me and another player both cast this on an opponent on turn 1.

Boil would be my suggestion. Costly, potential deadcard, you don't need all of the anti-blue redundancy unless blue is prevalent within your meta. Orcish Settlers and Harsh Mentor are also potential cuts. You really want to play cards that ramp you, draw you and promote your game plan. Potential swaps could be Wheel of Misfortune for card draw. I would find cards that add treasure tokens or ramp you such as Sword of the Animist (eventually dockside one day), etc...

Sculpting Steel to copy your mana doublers, ramp or any powerful artifact on the board. Definitely add a bit more artifacts and remove some LD. For example, swapping Price of Progress for Commander's Sphere provides you with draw and ramp rather than potentially being anti-synergistic with blood moon. I think rather penalizing them for utilizing nonbasics via damage, why not go all in on crippling their mana base rather than hurting them a little? Once they can't cast spells, there shouldn't be much resistance, not to mention it's counterbait for blue.

What is your meta like? That can help determine cuts better as well as I don't know what silver bullets you may or may not need.

metalflame on Moraug's Relentless Attack! *C*

3 months ago

Thanks to everyone for helping, and these are some really hard choices as with any deck, knowing what to remove is just as important as what to put in the deck, and I have taken suggestions from everyone so far. Trying to keep this deck less than $100 before I purchase it, then go crazy for cocopuffs

carpecanum
Thanks for the suggestion. You have had a fair few suggestions on my decks. I was missing that fetch land. I thought about adding the Explorer's Scope, Slab Hammer and Sword of the Animist equipments, but they do not trigger the commanders effect as they happen on attack phase. So if I do increase the number of land drops it will be in a way that gets triggers.

Profet93
War Room is a great card, and I cant help but put that in despite the price. There is quite a bit of ramp in this deck, and given the lack of problems getting color out what ratios do you think are optimal for ramp? Wheel of Misfortune is a pretty cool card, and I do like it, but im trying to see its nuances in how its played. I am likely going to try to figure out what to swap for it. I normally dont run Solemn Simulacrum given available artifact ramp options, but its definitely good since its land drop ramp.

seshiro_of_the_orochi
I really appreciate you showing me your deck. This has given me a few ideas ive put into the deck. This includes Inferno Titan which is perfect given its price.

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