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|
Printings View all
|Modern Horizons (MH1)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Wrenn and Six Discussion
9 hours ago
I would definitely play Coatl here, having an early game blocker that can be a part of your value engine is great. More 1 mana ramp is better than Rampant Growth. Maybe replace the Birds as well and play Arbor Elf + Utopia Sprawl, since you're playing 8 ramp spells anyway. That way you could cut back on a couple lands.
1 week ago
Similar to Tithe, I like it!
Given the backstory on Wrenn and Six:
Wrenn, Frenzied Dryad
Legendary Creature - Dryad
At the beginning of each combat step, discard a card, if you do, draw a card.
Whenever you discard a land card, you may play , if you do, you may put it onto the battlefield tapped.
(Melds with Sapling of Verdeloth.)
Sapling of Verdeloth
Legendary Creature - Treefolk
You may play an additional land on each of your turns.
You may play land cards from your graveyard, but not from anywhere else.
(Melds with Wrenn, Frenzied Dryad)
Wrenn and One ()
Legendary Planeswalker - Wrenn
[+1]: Until your next turn, whenever a land enters an opponent's graveyard from anywhere, put it onto the battlefield under your control.
[-2]: You may sacrifice a land, if you do, Wrenn and One deals 3 damage to any target and destroy target artifact or enchantment.
[-5]: Search your library for up to four land cards with different names and reveal them. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
I'd like to see a common for a deck based around these two.
1 week ago
So, there's stuff like Yarok, the Desecrated and Teysa Karlov, which double triggers, and Korvold, Fae-Cursed King, Astral Drift/Astral Slide, adds value, Heliod, Sun-Crowned, Urza, Lord High Artificer, and Yawgmoth, Thran Physician all facilitate infinite combos. Thassa, Deep-Dwelling, Kess, Dissident Mage, and Wrenn and Six all provide a way to increase the value of your resources.
These all would be considered "Abusing" their respective mechanics.
1 week ago
3 weeks ago
Legendary Planeswalker - Jeska
Creatures have haste.
+1: Create a red 1/1 Warrior creature with first strike and "This creature can't block".
-1: Jeska, Fleetfooted deals 2 damage to any target.
-5: Discard your hand, then draw three cards.
I think that would be a great 1 mana planeswalker, without being as busted as Wrenn and Six, which is outside of Lightning Bolt range. Jeska is intensely vulnerable, so less busted. Also, giving your opponents' creatures haste would make it harder to defend.
I'd like another 1 mana planeswalker,
3 weeks ago
This would be an example of one of the best midrange decks in Modern right now, Jund: https://www.mtggoldfish.com/archetype/modern-jund-46470#paper
A midrange deck wants to have the strongest cards at each point on the mana curve, and wins by having cards that are just better than your opponents. In the case of Jund, your mono red opponent's Monastery Swiftspear gets embarrassed by Tarmagoyf, and Wrenn and Six is a whole lot better than something like Snapcaster Mage from azorious control.
Now, as for changes, I will tell you what I would do, but you can take only some of the suggestions and make the deck your own.
First, remove anything that costs 5 or more mana except possibly Gray Merchant of Asphodel, along with all of your ramp or land search cards like Armillary Sphere and Cabal Stronghold. You want to put on pressure early and destroy your opponent's creatures, and you can't do that if you are spending mana trying to ramp or have big creatures stuck in your hand.
Second, remove all of the artifacts you have left, with the possible exception of Panharmonicon. Panharmonicon is really fun and I would up it to 3 copies if you really want to go all out on the ETB abilities, but just know that it won't be the most competitive. The rest of your artifacts are really only good when you're already winning, and the majority of the time they would be better as another creature or a piece of disruption.
Third, remove some of your weaker creatures. Fourth Bridge Prowler is decent if your local scene has a lot of decks like spirits and bant snowblade where decks have a lot of creatures with one toughness, but it's a lot weaker if your opponent's are playing big creatures or no creatures at all. Burglar Rat and Yarok's Fenlurker are often weaker than Brain Maggot or Kitesail Freebooter since opponent's can choose the weakest card in their hand to give up with your current line up, but with a switch you get to choose what to get rid of (Yes, they get their card back if your creature dies, but they generally have to use a removal spell on a 1/2 creature and don't get to play their card as early as possible, so you end up ahead). If you decide to play a lot of those, Wasteland Strangler can be a cheaper Skinrender and prevent your opponent from getting those cards back when your disruption dies. Quag Vampires is never an impressive card, and Cauldron Haze is really awkward to play because you really want to be using all of your mana each turn to deploy threats, and you very rarely will have 2 mana open, haze in hand, and not want it to be removal or disruption.
Fourth, add more disruption and removal. Cards like Inquisition of Kozilek and Victim of the night will help supplement your creatures ETBs by either being cheaper or at instant speed. Disruption is essential against control and combo decks so that you can get rid of sweepers like Supreme Verdict, win conditions like Teferi, Hero of Dominaria, or their combo spell like ad nauseum. Removal is required to deal with creatures from aggro and midrange, along with big beaters like Primeval Titan in big mana decks (Tron, Amulet Titan, etc.)
Finally, play multiples of the stronger cards, go up to at least 23 lands, and fill out the rest of the deck with meta game cards. Wrench Mind and Despoiler of Souls can be solid against control, Gifted Aetherborn and Nyxathid are good against aggro, and things like Sign in Blood and Pack Rat give the edge in midrange matches. Pick whichever ones best address your local meta/ you like the best, and then you'll use your sideboard to cover other matches.
You'll also want a sideboard if you're actually playing at a local tournament, but start with the main deck first to figure out what you actually need to sideboard for.
A couple of additional resources: For figuring out how many lands: https://www.mtggoldfish.com/articles/brewer-s-minute-how-many-lands. For a more in depth explanation of Mid range decks: https://magic.wizards.com/en/articles/archive/how-build/how-build-midrange-2017-02-07
Finally, if you're looking for ideas, just google " modern mono-black midrange budget" and you'll find a decent number of options.
I hope this helps.
3 weeks ago
As grindy as Wrenn and Six is, perhaps Farseek would be better to enable more t3 Fires of Invention, which seems to be one of the strongest lines this deck has. That being said, Karn, the Great Creator immediately followed by a Cataclysmic Gearhulk is hella dope.
4 weeks ago
Legendary Tribal Land - Shapeshifter
When Shifting Sea enters the battlefield, you may have it enter tapped and as a copy of target land. If you do, it retains all other abilities.
: Shifting Sea becomes an X/X creature until end of turn. It's colorless and is still a land. It gains X creature types of your choice until end of turn in addition to being a Shapeshifter.
: Shifting Sea becomes a copy of target creature with converted mana cost X until end of turn. It's still a land.
: Shifting Sea becomes a copy of target nonland, noncreature permanent until end of turn with converted mana cost X. It's still a land.
Don't make it broken in an ignorant way like a +1 that draws 3 cards. Make it at least reasonably balanced, but powerful. OG style where the ultimate made you win the game.