Wrenn and Six
Legendary Planeswalker — Wrenn
+1: Return up to one target land card from your graveyard to your hand.
-1: Wrenn and Six deals 1 damage to target creature, player or planeswalker.
-7: You get an emblem with "Instant and sorcery cards in your graveyard have retrace. (You may cast that card from your graveyard by discarding a land card in addition to paying its other costs.)"
|Have (2)||, gildan_bladeborn|
Combos Browse all
|Commander / EDH||Legal|
Wrenn and Six occurrence in decks from the last year
Wrenn and Six Discussion
1 month ago
amicdeep thank you for commenting! Right now this list is pretty focused on putting power on the board for Triumph of the Hordes , while still having the ability to recover from board wipes, etc. and able to combat strategies like dredge, burn, et al.
Can't say I know what you mean about Wrenn and Six , considering planeswalkers don't have creature types... unless you mean canonically in which case it's good to know but doesn't help the deck much ;)
1 month ago
Faux_Faux, I aware of the lore surrounding Wrenn and Six , and was meaning that I wanted a MDFC with one side being a Tree name other than Nine and the other side being named Wrenn and Nine. That was to portray the flavor of her parasitism.
Most annoying card in commander:
Whenever a player would draw a card, instead they scry 1 and exile the top card of their graveyard at the beginning of end step.
Players may play card from exile, but not from anywhere else.
I'd like to see a 2-mana mana rock
1 month ago
So, according to some lore bits, Wrenn is actually a Dryad. She pairs and "controls" a treefolk. Six, as in the title of the card, isn't actually the name of the treefolk she pairs with; Wrenn does not name them, nor do we know if the treefolk are named before she pairs with them. All we we do know, is that the treefolk in the artwork for her card is her sixth. Hence the titling of Wrenn and Six.
Hope that clears slash adds some background, and now, for the card!
Wrenn, of the Devastated Arbor
Legendary Land Creature - Forest Mountain Dryad
~ is Red and Green.
Wrenn, Whole Again
Legendary Planeswalker - Wrenn
You can only cast ~ as long as you control a Treefolk.
When you cast ~, Champion target Treefolk Creature you control.
+1 : For each Plant or Saproling Creature you control, deal that much damage to any target.
0 : Create two 0/1 Green Saproling Creature tokens.
-4 : You get an emblem with; "Whenever a Plant or Saproling Creature you control enters the battlefield, put four +1/+1 counters on it."
I am aware that this isn't nearly as good as her original card, however, I still like it.
Hopefully that works within the challenge requirements?
Next Challenge: I want a card for your favorite format! maybe a Fixing card, to balance that format, or a new (but balanced) one to add to it!
4 months ago
5 months ago
Nartana I have! The card is fine, but card slots are tight and this deck would rather have Tilling Treefolk since it's a body that can be flickered by the almighty Astral Drift. While Loam gets more lands in the ideal scenario, it also costs mana and a draw every turn, which is slower and less efficient than Wrenn and Six or flickering a Treefolk in that same situation. Then we consider their fail states--at worst, Treefolk is a 1/3 blocker. Loam, on the other hand, doesn't give you much in a deck with no real graveyard synergies.
6 months ago
ellie-is: here is the update from today:
- Game1 Esper Control: Got good starts in both Matches
- Game2 AspiringSpikes Jeskai Wildfire:
-- Match 1: Mulligand to 5 with still 1 Land -> Conceded turn 3 to opponents Teferi, Time Raveler with only 1 Land myself
-- Match 2, the good case happened: Got 4 Birds out of Battle Screech Turn 4 and won Turn 6 with them :)
-- Match 3, the bad case happened: Got my board cleared with Supreme Verdict, played but was not able to flash back Battle Screech afterwards and then lost the game to Cryptic Command + Mystic Sanctuary + Jace, the Mind Sculptor :(
- Game3 Temur Taking Turns:
-- Match 1: Opponent was able to keep his head above the water with Uro, Titan of Nature's Wrath's Lifegain and Cryptic Command-Tap my Team. Did not draw any "Virtues" and lost to the combo with 13 1/1 creature tokens onboard
-- Match 2: Opponent got down a turn 1 Wrenn and Six due to Gemstone Caverns and was able to ping down my early tokens, played an Anger of the Gods turn 4, slowed me down with Jace, the Mind Sculptor & Chandra, Torch of Defiance and won with his combo turn 7
Conclusion: the games where overshadowed by my lack of sideboard cards against control and not by Battle Screech alone and I need more playtests, do you have any suggestions ?
The MonoW manabase felt a lot better than the Orzhov manabase indeed
I don't think that cutting on the 2-Drops is a good idea due to the low landcount and Windbrisk Heights coming into play tapped (sometimes turn 3) , it would be possible to run a split between Battle Screech, Spectral Procession and Lingering Souls.
6 months ago
No fetches with Wrenn and Six?? I think this deck gets much better when you start running 4x Bloodstained Mire, 2x Verdant Catacombs, and 2x Wooded Foothills. I'd recommend cutting City of Brass, Gemstone Mine, and Mana Confluence for more shocks and fetches. They're essentially flawless fixing if Rn6 is in play. And either way (even more so now than if you put in fetches), you've got a pretty painful mana base, why not 4x Death's Shadow rather than Spawn of Mayhem? It's just bigger, and now you've got this weird ponza/Rn6/Shadow deck that can feel a little better about Surgical Extraction in the sideboard and Noxious Revival to get back your stuff.
6 months ago
I think its not a very intuitive idea, and not in line with how many people would typically play magic. I am not thinking of utilizing Wayward Guide-Beast as a turn 1 play though. I dont think any decks can really support that.
The plan is to get it out on turns 3, 4, or 5 play to give you mid to late game card selection and a clock. Something else to keep in mind is that when compared with other delver cards like Nimble Obstructionist and Vendilion Clique (which would probably get played more if it werent for Lava Dart, Wrenn and Six, and other ping cards), they put out the same amount of damage within three turns of when theyre played. Basically the clock is on par, though a lack of evasion is worrying. Being one mana also makes playing it less of a risk/commitment to cast than normal threats though.
One thing to note though is that the clock gets a lot faster when you are bouncing and replaying certain lands that the deck might play, like Teetering Peaks.
The only thing is that it is a trade-off. This synergy may just be only ok, since you are essentially limiting yourself to 3 or 4 mana per turn. Definately should be tested though in my opinion.
Other ideas I forgot to mention was locking up mana with Quicksilver Fountain. This is probably just bad compared to bloodmoon, but notably this card allows you to have your landfall synergies and also can help fix your mana. Also all the lands stay as islands after the fountain dies, so thats funny.
There's a lot of ways that you could use Wayward Guide-Beast, but in landfall zoo I think Id rather play 4 Elvish Reclaimer before the first Wayward Guide-Beast first because Elvish Reclaimer can help make multiple landfall triggers every turn, its bigger, and you can get a land toolbox kind if thing going with the card where the guide beast doesnt really scale well unless youre keeping the board clear (why Im interested in trying delver). But idk. Its all speculation.
Anyways, Im going to make a test list and just see how or if it even works. Lots of testing to do.
Thanks for the comment.