Wrenn and Six

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Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

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 any 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.)"

TheOfficialCreator on Elementaland

1 month ago

Tireless Provisioner is a backup Lotus Cobra.

The Mending of Dominaria, Wrenn and Seven, Cultivator Colossus, and Wrenn and Six are all really good at doing what Splendid Reclamation does. Wouldn't recommend running all of them though.

And once the new set comes out, Titania is going to be a blast.

KBK7101 on Favorite pulls you've had

1 month ago

plakjekaas I have a similar story about that card! My brother got me the DOM Chandra Planeswalker deck for my birthday a few years ago. I joking said "Wouldn't it be crazy if one of the packs from this deck had Teferi, Hero of Dominaria?"... and it did! lol

The times I opened a foil, borderless Wrenn and Seven after again saying "Wouldn't it be crazy if...", the Amonkhet Invocation of Shatterstorm because Invocations are SO COOL and when I got a random three-pack of MH1 from Amazon that had Wrenn and Six, Fiery Islet and some other random sliver or something.

(Slightly off-topic, but I think my actual favorite pulls are from Flesh and Blood. My first two boxes of Uprising got me 2x rainbow foil Crown of Providence AND a cold foil one!)

SpammyV on Yorion & Meathook Massacre banned

1 month ago

Yorion's a welcome ban in Modern for me, but honestly it wasn't expected. I thought if anything got the axe in Modern it would have been Wrenn and Six to blunt the power of the four-color pile decks. But I never liked Companions anyway, so I'd just as soon see them all banned if they won't take the Companion mechanic itself out of the game.

wallisface on I solved mana screw and …

2 months ago

Ok, here’s my last attempt at conversation on this thread, with some examples of why this wouldn’t work - specific to the Modern format.

From what i’ve gathered so far you want your concept to change the following in magic:

  • make currently strong cards less-played, and currently unseen cards more-played.

  • reduce peoples ability to play high-pip-count cards

  • reduce peoples ability to play 4-colour piles

  • reduce the chances of mana screw/flood.

Now, your suggested plan actually does none of this, as illustrated here:

On the topic of reducing play rate of powerful cards, that’s just not going to happen. Most of the strongest Modern cards only cost a single mana (sometimes 2) anyway. Some of the most powerful creatures, Ledger Shredder, Dragon's Rage Channeler, and Ragavan, Nimble Pilferer become a LOT stronger with your concept, as DRC/Shredder can filter away Wastes so your land-draws are actually worthwhile, while Ragavan can just fix your mana with Treasures. Cards like these would become incredibly powerful and cause other cards to see even less-play than they currently do. Added to this, your concept encourages unfair tactics (because split decks are a LOT easier to abuse), so stuff like turn-2 combo will become super-rife in the metagame (further reducing the play rate of less-powerful, “fair” cards).

On the topic of reducing the number of pips that can be played on cards, how useful is this? Yes, you will make a bunch of fringe cards like Phyrexian Obliterator unplayable, but that card sees no play anyway. Murktide Regent is still as easy to cast as-ever, with the help of those creatures mentioned in my last paragraph.

On the topic of reducing the playability of 4-colour piles, I also don’t see your concept helping. Because any non-waste land needs to provide high-value, I can see peoples landbase devolving to nothing but fetches and triomes. In that scenario, it may end up being the case that decks end up incidentally running more colours than they normally would have. And, in any case, Wrenn and Six exists to still ensure Omnath’ll come into play.

On the topic of reducing mana screw - drawing non-useful mana is the same as not drawing it at all. You’ve already seen from my previous math that a 50% split of good-lands and Wastes is completely non-viable. Id you have 25% Wastes (so, 1 Wastes per 3 good-lands) then you get close to the sane decent draw-odds you’d have in a regular game. BUT, if we’re making this change just to end up with roughly the same odds of a bad opening hand, what’s the point? And, adding to this, once you have a Wastes-percentage configuration that works, there’s nothing stopping decks undermining the restrictions you’re trying to put in place by abusing that system.

You also can’t just keep saying that you’d ”ban all those cards” in response to every one pointed out to you that would break this concept - at some point you need to take ownership that the idea is just bad.

So in short, this concept:

  • Doesn’t work.

  • Won’t get close to achieving what you want it to.

  • Based off feedback here, isn’t going to get any traction in the real world.

legendofa on Lantern Control with Land Destruction

2 months ago

TheOfficialCreator Thanks for the tip!

StoryArcher I've done a very little bit of experimenting with Blood Moon in Lantern Control, but it felt like it slowed the deck down more than it helped. In general, if you try to hybridize two decks (in this case Red Ponza and Lantern Control), you end up with inefficiencies on both sides. Your list is a lot more developed than any of mine were, though, and it would be interesting to see in action.

wallisface I like that Wrenn and Six package. I'm taking notes.

Icbrgr Are you thinking of using the Lantern to shuffle threats back into the library, or to mill them with Shredder and friends?

wallisface on Lantern Control with Land Destruction

2 months ago

nbarry223 I think running a bunch of colourless sources would be fine... currently the only regular coloured cards showing up in these decks are Ancient Stirrings, Prismatic Ending, Inquisition of Kozilek and Thoughtseize, with everything else being colourless. By adding in Wrenn and Six, I think all it would mean removing is Prismatic Ending (i.e. replacing white for red to keep you 3-colour) and dropping the Urza's Saga package (because otherwise you would be lacking too many coloured lands)

nbarry223 on Lantern Control with Land Destruction

2 months ago

I like the idea of Wrenn and Six alongside more fetches. I don't know if the colorless lands suggested would dilute your manabase too much without enough upside, but they would be good options against more greedy manabases with minimal basics, as they become land destruction once your opponent runs out of basics. They do synergize with the deck's concept, since you could 'force' them to shuffle when you don't like the card on top of their decks.

edit: I would consider the other suggestions more of a meta dependent decision, where Wrenn and Six is a solid option regardless.

wallisface on Lantern Control with Land Destruction

2 months ago

As someone who’s played a lot of Lantern, it feels like you might be spreading your resources thin. At the moment the deck already has very limited flex-slots, putting all of its energy into establishing the lock and preventing the opponent from having anything on-board or in-hand to get-around it.

I think if you are really wanting to target their lands, then your best shot is by doing it with cards that can also target their boardstate, if required. But keep in mind that the deck probably won’t have enough room to actually de-land the opponent, you’ll prolly only be able to get them down to 2ish lands reliably this way.

The most practical approach with the smallest overhead is probably just to run Wrenn and Six and then slowly hose-out lands with Ghost Quarter, Field of Ruin, and/or Boseiju, Who Endures. This has the added benefit of being able to mess with the opponents topdeck, so incidentally helps the Lantern-lock continue

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