pie chart

Feldon Needs Some Love! On a Budget!

Commander / EDH Budget Discard Mono-Red Reanimator Stompy Tokens

Lanzo493


Welcome to the budget version of my favorite commander! Maybe you found this deck because you like red, or Feldon, or maybe you just want to build a cool and strong budget deck. For this deck, every single card is less than $5! Only 1 card is above that, and that's because it is SUPER GOOD with Feldon.

Feldon of the Third Path is a great card for multiple reasons. First of all, he smashed people with giant red and artifact creatures before it was cool (I'm looking at you Purphoros, Bronze-Blooded). Well, at least Feldon can reanimate eldrazi, too. Another great thing about him is the quality of his backstory and how the card reflects that.

Feldon and Loran lived in the days of Urza and Mishra. They lived happily married. After the Brothers' War, the land turned cold. The harsh weather eventually combined with other factors in taking Loran's life.

Feldon could not accept her death. He could vividly remember her smile and her demeanor. He tried to recreate her with an automaton. He tried green magic, blue magic, black, and white. Throughout all of his endeavors, something was never right. It was never her, no matter what or how hard he tried. But throughout all of this grieving process, he was finally able to say goodbye to his beloved.

The card Feldon of the Third Path creatively depicts a grieving soul. He's shown gazing on that simple, knowing smile his wife had that he has recreated. He tries his best, but is always dissatisfied with the product, dismantling it and starting anew. Each turn, the tokens he makes are sacrificed. Underneath it all is the simple desire, "she will come back to me." Feldon needs some love!

For you Vorthos players out there that want to read his whole story, here it is: Loran's Smile

Here's the battleplan:

  1. Get creatures in your graveyard.

  2. Reuse powerful creatures in your graveyard via Feldon of the Third Path

Before going into any worthwhile discussion about how to use the deck, let's start with its strengths and weaknesses.

So how can you know if you want to play this kind of deck? Simply put, you like the strengths more than you dislike the weaknesses. If you like an explosive, commander-dependent, reactive play style, then this will work well for you! If you dislike being crippled by enchantments that you usually can't remove, play something else. Although those enchantments aren't very common in my meta.

This deck has 3 major weaknesses. 1. Graveyard hate. 2. ETB hate or creatures enter tapped. 3. Commander removal. Chaos Warp can deal with most of them.

  1. Graveyard hate. To deal with this, it's rather simple. Don't play into it. Effects like Bojuka Bog can hurt, but aren't devastating unless you've already pitched your hand full of nasty creatures into your graveyard already. Be conservative. Effects like Scavenging Ooze are really nasty to go against. They can respond to any reanimation attempt by exiling the target. It's similar to a Rest in Peace in effect. The only way against it is to play from your hand.

  2. ETB hate or creatures entering tapped. I am referring to Torpor Orb and Authority of the Consuls effects. They don't shut your deck down, but they do make things more difficult. If you can't figure out some way to get rid of the effect, than you only have 1 choice. Kill the player. Creatures with attack triggers, like Utvara Hellkite, or just plain big creatures, like Ancient Stone Idol, are great for killing people. But what do you do if those creatures enter tapped and can't attack? Simple question, simple answer. Reanimate your creatures during the end step prior to your turn. They won't be sacrificed until the beginning of the next end step, which is yours. You'll untap with an army read to attack.

  3. Commander hate. You can give your commander either hexproof or haste. There's not much else you can do.

  4. I didn't mention this, but being mono-red is a restriction. Our enchantment removal is almost nonexistent. That does cause problems at times.

Enough with the weaknesses. Let's talk about strengths!

Feldon is certainly more of a rattlesnake commander than most. He's not well known, so he flies under the radar. But he can be explosive when he wants to be. He can play politics when he wants to. Attacking is easy, fun, and occurs often. After all, you don't care if the creatures die. Feldon is a good balance of being reactive and aggressive.

  1. Strength #1 (and a great reason to play this deck): you attack people with 3 Utvara Hellkite's out of nowhere and swing the game in your favor. Seriously, that happens. If you set it up right, you can even attack with more than that. Because Feldon doesn't actually reanimate, but copies cards in your graveyard, this allows him to make multiple copies of the same creature, circumventing the 1-of rule commander is known for. Many cards should not exist in multiple, such as eldrazi, but they do here.

  2. Strength #2: control in red! Not literally. Feldon is a toolbox deck. He can be made to play reactively. His ability is instant speed, and you can be aggressive at the same time. You can bide your time to look for something worth reacting to, and if nothing comes up, you can reanimate a fatty during the end step before your turn and attack with it on your turn. If you wait like this, you'll still have Feldon untapped to respond for another round of turns. There's lots of ways to respond and interact. You can go with spot removal with Bogardan Hellkite or Meteor Golem (this guy can hit enchantments, too), redirecting or copying spells with Dualcaster Mage or Emissary of Grudges, land destruction with Goblin Gardener, politics with Humble Defector, cause shenanigans with Molten Primordial (like removing a voltron commander from combat), and much more. It's like legos. You can make your own deck with whatever pieces you want.

  3. Strength #3: boardwipes. This deck loves them. The deck only needs Feldon out to rebuild after a boardwipe. Then you can pull ahead of everyone else who are still suffering setbacks from the boardwipe. And you can keep them down depending on what you can reanimate.

Here's some of the steps

Goblin Engineer gets a special mention here for being awesome. He is one of our few ways to recover from artifact hate. He can tutor low end synergy cards like Illusionist's Bracers and Sundial of the Infinite, or beaters like Combustible Gearhulk (can't reanimate him, though). And the best part? If he's reanimated by Feldon he can sacrifice himself, since he's an artifact due to Feldon's artifact clause. Trading Post also helps combat artifact removal.

Use Feldon's ability to put artifact tokens that are a copy of a creature in your graveyard that have haste. Then, and this is important, you sacrifice it at the end of the turn. Now keep in mind that Feldon's ability costs . Reusing that ability by untapping him requires more mana for each untap. This can be accomplished through mana ramp cards.

IMPORTANT LOOPHOLE: Feldon's tokens are sacrificed "at the beginning of the NEXT end step." So, if you make a token(s) during the end step of the turn right before yours, those creatures will survive until the beginning of the next end step, which is yours. You can temporarily double up Feldon's ability for just that one turn. This trick can also be used to get around cards like Authority of the Consuls.

Goblin Engineer! Best tutor ever.

Bogardan Hellkite, and Inferno Titan are the damage dealers in this deck. Their purpose is generally to kill as many creatures as possible. Add Drakuseth, Maw of Flames, too, because he does tons of damage.

Duplicant and Meteor Golem are special in that they can get rid of cards that are normally untouchable. Indestructible creatures, and the pesky enchantments.

Emissary of Grudges can deal with pesky instants and sorceries targeted at you or your stuff. In weird corner cases, Dualcaster Mage can too.

Value creatures do 1 of 3 things: get card advantage, make tokens, or act as removal.

Get Cards: Skullclamp, Goblin Engineer, Etali, Primal Storm, Solemn Simulacrum, Combustible Gearhulk, Sandstone Oracle, Dragon Mage, Bonders' Enclave, and Ox of Agonas. Ugin, the Ineffable also get cards. Special shoutout to Combustible Gearhulk who hit my opponent for 21 damage once because he wouldn't let me draw.

Keep Tokens: Sundial of the Infinite (it'll be explained later), Chancellor of the Forge, Utvara Hellkite, Ancient Stone Idol, Krenko, Mob Boss, and Myr Battlesphere.

Removal: Bogardan Hellkite, Drakuseth, Maw of Flames, Inferno Titan, Duplicant, Meteor Golem, Ingot Chewer, and Pathrazer of Ulamog.

Dualcaster Mage gets you value when you use him right, too. Emissary of Grudges can redirect removal targeted at your stuff, acting as a 2-for-1 by also wasting your opponent's spell at the same time.

Remember, if you lack sufficient killing power, you can double up on Feldon's ability for one turn by making tokens during the end step of the turn prior to yours and again during your own turn. That often gives you the power for an alpha strike.

Molten Primordial, Ancient Stone Idol, Drakuseth, Maw of Flames (11 damage swing!), Pathrazer of Ulamog, and Bogardan Hellkite are generally the creatures that can seal the game on their own. Molten Primordial turns into Insurrection, while the eldrazi can utterly devastate players. Inferno Titan also can seal games on its own, but can be chump blocked. Same-ish story with Scuttling Doom Engine.

This card gets an honorable mention: Utvara Hellkite. Not only does he make tokens, he can easily throw the game in your favor. Very quickly. Throw in a Warstorm Surge and you win on the spot! I once played a game where because of this card I did an average of 503 damage to each of my 4 opponents. That's cooler than just saying you went infinite, btw.

Did you honestly think that I would only want to use Feldon's ability once in a turn? Ridiculous. Ridikulus. There are so many cards that can pull out the most amount of creatures from Feldon. Here they are.

Puppet Strings

Magewright's Stone

Illusionist's Bracers

Sundial of the Infinite

Goblin Engineer

Those last two are going to need a little explaining. First: an introduction. Feldon's tokens must be sacrificed at "the beginning of the next end step." Notice how it only says the next end step. It'll trigger just once, so if you end the turn on top of the stack, guess what happens? The turn will be ended, and when that happens everything on the stack is exiled. Including triggered abilities. Now my card will never be sacrificed because it already triggered and failed.

And the goblin. He's better at recycling than first glance would tell you. If he's in your graveyard, you can tutor up magewright stone, sac himself to get it out (remember, he's an artifact creature at the moment), untap Feldon and find something else. All at instant speed!

Now. Reusing Feldon's ability takes A LOT of mana. Like, metric tons of it. For each activation you need , plus whatever amount of mana you're using to untap him. Just remember, only around 1/3 of it needs to be so colorless ramp works great. Here's my ramp cards.

Solemn Simulacrum

Hedron Archive

Sol Ring

Thran Dynamo

Worn Powerstone

Myriad Landscape

Burnished Hart

Everflowing Chalice

Fires of Invention

Fires of Invention is special. It frees up your mana to use Feldon while also not impacting your game much. More spells, and it doesn't even affect when you can use Feldon's ability. We don't run instants, anyway.

If you'd like to edit the deck, either by upgrading or going with a smaller budget, here's some suggestions.

Since this deck is actually an edited version of my original deck, check out the original for upgrade ideas. I've built it up from budget up, so every single upgrade was carefully considered and added.


FELDON EDH PRIMER: FELDON NEEDS SOME LOVE

Commander / EDH Lanzo493

SCORE: 66 | 62 COMMENTS | 9932 VIEWS | IN 24 FOLDERS


That's how the deck runs, but there are lots of other factors involved in playing this deck, like looking innocent when you're really not. You'll either have to face it or use it to see how it really should run.

Don't forget to +1 Upvote

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

95% Casual

Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

37 - 0 Rares

16 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 4.51
Tokens Construct 6/12 C, Copy Clone, Dragon 6/6 R, Elemental 3/1 R, Emblem Daretti, Scrap Savant, Goat 0/1 W, Goblin 1/1 R, Myr 1/1 C, Spirit 2/2 C
Votes
Ignored suggestions
Shared with
Views