Wrenn and Six

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.)"

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Trade

Have (2) Azdranax , gildan_bladeborn
Want (1) GeminiSpartanX

Printings View all

Set Rarity
Modern Horizons (MH1) Mythic Rare

Combos Browse all

Tokens

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Wrenn and Six Discussion

hungry000 on Simic Cycling (Evasion Protocol Abuse)

9 hours ago

Consider splashing red for Wrenn and Six. I've played a Naya Astral Drift deck before, and W6 is way too good with the cycling lands.

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.

rdean14 on Card creation challenge

1 week ago

Similar to Tithe, I like it!

Given the backstory on Wrenn and Six:

Wrenn, Frenzied Dryad

Legendary Creature - Dryad

Haste

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.)

2/1


Sapling of Verdeloth

Legendary Creature - Treefolk

Defender, Reach

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)

1/5



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.

6


I'd like to see a common for a deck based around these two.

rdean14 on Card creation challenge

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.

enpc on Inception! (aka Thrymception) [cEDH Primer]

1 week ago

In some ways, I wonder if the line would work better with Vial Smasher the Fierce just so the deck can include Wrenn and Six. Then just include Rath's Edge and hey presto, lands deck.

rdean14 on Card creation challenge

3 weeks ago

Jeska, Fleetfooted

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.

1


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,

Red_X on Mono-Black ETB

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.

TristanTaylorsVoice on Naya Garbage Fire v0.1

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.

The one ofs seem pretty cheeky too, I would drop the Eldritch evolution and either max Magus of the Moon or go for more gas like Seasoned Pyromancer

MinotaurtheMatador on Card creation challenge

4 weeks ago

Shifting Sea

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.


Make a Naga Planeswalker with mana cost that is on the same power level as Oko, Thief of Crowns and Wrenn and Six - A Planeswalker that demands immediate removal at any cost possible if it lands.

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.

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