5.7k
8/24/2023
Feldon Roulette Combo
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $755.08
Salt Sum: 41.11
No deck tags
5.7k
8/24/2023
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Commander

Quantity: 1Price: $0.99
Feldon of the Third Path

{2}{R}, {T}: Create a token that's a copy of target creature card in your graveyard, except it's an artifact in addition to its other types. It gains haste. Sacrifice it at the beginning of the next end step.

Creature
Feldon of the Third Path (c14) 35
1

Artifact

Quantity: 17Price: $182.13
Coldsteel Heart

Coldsteel Heart enters the battlefield tapped. As Coldsteel Heart enters the battlefield, choose a color. {T}: Add one mana of the chosen color.

Artifact
Coldsteel Heart (cm2) 181
1
Everflowing Chalice

Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.) Everflowing Chalice enters the battlefield with a charge counter on it for each time it was kicked. {T}: Add {C} for each charge counter on Everflowing Chalice.

Artifact
Everflowing Chalice (cm2) 188
1
Fellwar Stone

{T}: Add one mana of any color that a land an opponent controls could produce.

Artifact
Fellwar Stone (cm2) 189
1
Fire Diamond

Fire Diamond enters the battlefield tapped. {T}: Add {R}.

Artifact
Fire Diamond (cm2) 190
1
Fractured Powerstone

{T}: Add {C}. {T}: Roll the planar die. Activate only as a sorcery.

Artifact
Fractured Powerstone (pca) 111
1
Hedron Archive

{T}: Add {C}{C}. {2}, {T}, Sacrifice Hedron Archive: Draw two cards.

Artifact
Hedron Archive (c18) 206
1
Lightning Greaves

Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0}

Artifact
Lightning Greaves (cm2) 196
1
Mana Vault

Mana Vault doesn't untap during your untap step. At the beginning of your upkeep, you may pay {4}. If you do, untap Mana Vault. At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you. {T}: Add {C}{C}{C}.

Artifact
Mana Vault (uma) 229
1
Mind Stone

{T}: Add {C}. {1}, {T}, Sacrifice Mind Stone: Draw a card.

Artifact
Mind Stone (c18) 210
1
Panharmonicon

If an artifact or creature entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

Artifact
Panharmonicon (kld) 226
1
Phyrexian Altar

Sacrifice a creature: Add one mana of any color.

Artifact
Phyrexian Altar (uma) 232
1
Prismatic Lens

{T}: Add {C}. {1}, {T}: Add one mana of any color.

Artifact
Prismatic Lens (uma) 234
1
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (c18) 222
1
Thornbite Staff

Equipped creature has "{2}, {T}: This creature deals 1 damage to any target" and "Whenever a creature dies, untap this creature." Whenever a Shaman creature enters the battlefield, you may attach Thornbite Staff to it. Equip {4}

Artifact Tribal
Thornbite Staff (mor) 145
1
Thousand-Year Elixir

You may activate abilities of creatures you control as though those creatures had haste. {1}, {T}: Untap target creature.

Artifact
Thousand-Year Elixir (cma) 236
1
Umbral Mantle

Equipped creature has "{3}, {Q}: This creature gets +2/+2 until end of turn." ({Q} is the untap symbol.) Equip {0}

Artifact
Umbral Mantle (shm) 267
1
Worn Powerstone

Worn Powerstone enters the battlefield tapped. {T}: Add {C}{C}.

Artifact
Worn Powerstone (c18) 230
1

Creature

Quantity: 27Price: $198.07
Anger

Haste As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste.

Creature
Anger (uma) 122
1
Ardent Elementalist

When Ardent Elementalist enters the battlefield, return target instant or sorcery card from your graveyard to your hand.

Creature
Ardent Elementalist (mid) 128
1
Birgi, God of Storytelling

Creature
Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 123Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 123
1
Cathodion

When Cathodion dies, add {C}{C}{C}.

Creature Artifact
Cathodion (uma) 226
1
Dockside Extortionist

When Dockside Extortionist enters the battlefield, create X Treasure tokens, where X is the number of artifacts and enchantments your opponents control. (Treasure tokens are artifacts with "{T}, Sacrifice this artifact: Add one mana of any color.")

Creature
Dockside Extortionist (c19) 24
1
Dragon Mage

Flying Whenever Dragon Mage deals combat damage to a player, each player discards their hand, then draws seven cards.

Creature
Dragon Mage (m20) 135
1
Dualcaster Mage

Flash When Dualcaster Mage enters the battlefield, copy target instant or sorcery spell. You may choose new targets for the copy.

Creature
Dualcaster Mage (cm2) 94
1
Duplicant

Imprint — When Duplicant enters the battlefield, you may exile target nontoken creature. As long as a card exiled with Duplicant is a creature card, Duplicant has the power, toughness, and creature types of the last creature card exiled with Duplicant. It's still a Shapeshifter.

Creature Artifact
Duplicant (c18) 205
1
Goblin Engineer

When Goblin Engineer enters the battlefield, you may search your library for an artifact card, put it into your graveyard, then shuffle. {R}, {T}, Sacrifice an artifact: Return target artifact card with mana value 3 or less from your graveyard to the battlefield.

Creature
Goblin Engineer (mh1) 128
1
Goblin Welder

{T}: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player simultaneously sacrifices the artifact and returns the artifact card to the battlefield.

Creature
Goblin Welder (cm2) 101
1
Imperial Recruiter

When Imperial Recruiter enters the battlefield, search your library for a creature card with power 2 or less, reveal it, put it into your hand, then shuffle.

Creature
Imperial Recruiter (2xm) 131
1
Iron Myr

{T}: Add {R}.

Creature Artifact
Iron Myr (som) 168
1
Kiki-Jiki, Mirror Breaker

Haste {T}: Create a token that's a copy of target nonlegendary creature you control, except it has haste. Sacrifice it at the beginning of the next end step.

Creature
Kiki-Jiki, Mirror Breaker (ima) 136
1
Kozilek, the Great Distortion

When you cast this spell, if you have fewer than seven cards in hand, draw cards equal to the difference. Menace Discard a card with mana value X: Counter target spell with mana value X.

Creature
Kozilek, the Great Distortion (ogw) 4
1
Magus of the Wheel

{1}{R}, {T}, Sacrifice Magus of the Wheel: Each player discards their hand, then draws seven cards.

Creature
Magus of the Wheel (cm2) 113
1
Meteor Golem

When Meteor Golem enters the battlefield, destroy target nonland permanent an opponent controls.

Creature Artifact
Meteor Golem (m20) 232
1
Myr Battlesphere

When Myr Battlesphere enters the battlefield, create four 1/1 colorless Myr artifact creature tokens. Whenever Myr Battlesphere attacks, you may tap X untapped Myr you control. If you do, Myr Battlesphere gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.

Creature Artifact
Myr Battlesphere (c18) 212
1
Neheb, Dreadhorde Champion

Trample Whenever Neheb, Dreadhorde Champion deals combat damage to a player or planeswalker, you may discard any number of cards. If you do, draw that many cards and add that much {R}. Until end of turn, you don't lose this mana as steps and phases end.

Creature
Neheb, Dreadhorde Champion (war) 140
1
Oliphaunt

Trample Whenever Oliphaunt attacks, another target creature you control gets +2/+0 and gains trample until end of turn. Mountaincycling {1} ({1}, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)

Creature
Oliphaunt (ltr) 139
1
Priest of Urabrask

When Priest of Urabrask enters the battlefield, add {R}{R}{R}.

Creature
Priest of Urabrask (pdci) 74
1
Runehorn Hellkite

Flying {5}{R}, Exile Runehorn Hellkite from your graveyard: Each player discards their hand, then draws seven cards.

Creature
Runehorn Hellkite (c16) 20
1
Solemn Simulacrum

When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When Solemn Simulacrum dies, you may draw a card.

Creature Artifact
Solemn Simulacrum (cm2) 219
1
Spawn of Thraxes

Flying When Spawn of Thraxes enters the battlefield, it deals damage to any target equal to the number of Mountains you control.

Creature
Spawn of Thraxes (jou) 112
1
Thermopod

{S}: Thermopod gains haste until end of turn. ({S} can be paid with one mana from a snow source.) Sacrifice a creature: Add {R}.

Creature
Thermopod (csp) 100
1
Treasonous Ogre

Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) Pay 3 life: Add {R}.

Creature
Treasonous Ogre (cns) 36
1
Worldgorger Dragon

Flying, trample When Worldgorger Dragon enters the battlefield, exile all other permanents you control. When Worldgorger Dragon leaves the battlefield, return the exiled cards to the battlefield under their owners' control.

Creature
Worldgorger Dragon (ema) 154
1
Zealous Conscripts

Haste When Zealous Conscripts enters the battlefield, gain control of target permanent until end of turn. Untap that permanent. It gains haste until end of turn.

Creature
Zealous Conscripts (mm3) 116
1

Enchantment

Quantity: 2Price: $13.38
Bitter Reunion

When Bitter Reunion enters the battlefield, you may discard a card. If you do, draw two cards. {1}, Sacrifice Bitter Reunion: Creatures you control gain haste until end of turn.

Enchantment
Bitter Reunion (bro) 127
1
Underworld Breach

Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.) At the beginning of the end step, sacrifice Underworld Breach.

Enchantment
Underworld Breach (thb) 161
1

Instant

Quantity: 5Price: $13.55
Chaos Warp

The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.

Instant
Chaos Warp (c18) 122
1
Commune with Lava

Exile the top X cards of your library. Until the end of your next turn, you may play those cards.

Instant
Commune with Lava (dtk) 131
1
Thrill of Possibility

As an additional cost to cast this spell, discard a card. Draw two cards.

Instant
Thrill of Possibility (eld) 146
1
Tibalt's Trickery

Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.

Instant
Tibalt's Trickery (khm) 153
1
You Find Some Prisoners

Choose one — • Break Their Chains — Destroy target artifact. • Interrogate Them — Exile the top three cards of target opponent's library. Choose one of them. Until the end of your next turn, you may play that card, and you may spend mana as though it were mana of any color to cast it.

Instant
You Find Some Prisoners (afr) 169
1

Land

Quantity: 29Price: $258.83
Akoum Warrior

Creature
Akoum Warrior // Akoum Teeth (znr) 134Akoum Warrior // Akoum Teeth (znr) 134
1
Ancient Tomb

{T}: Add {C}{C}. Ancient Tomb deals 2 damage to you.

Land
Ancient Tomb (uma) 236
1
Flamekin Village

As Flamekin Village enters the battlefield, you may reveal an Elemental card from your hand. If you don't, Flamekin Village enters the battlefield tapped. {T}: Add {R}. {R}, {T}: Target creature gains haste until end of turn.

Land
Flamekin Village (cm2) 251
1
Geier Reach Sanitarium

{T}: Add {C}. {2}, {T}: Each player draws a card, then discards a card.

Land
Geier Reach Sanitarium (emn) 203
1
Hanweir Battlements

{T}: Add {C}. {R}, {T}: Target creature gains haste until end of turn. {3}{R}{R}, {T}: If you both own and control Hanweir Battlements and a creature named Hanweir Garrison, exile them, then meld them into Hanweir, the Writhing Township.

Land
Hanweir Battlements (emn) 204
1
Kazuul's Fury

Instant
Kazuul's Fury // Kazuul's Cliffs (znr) 146Kazuul's Fury // Kazuul's Cliffs (znr) 146
1
Mines of Moria

Mines of Moria enters the battlefield tapped unless you control a legendary creature. {T}: Add {R}. {3}{R}, {T}, Exile three cards from your graveyard: Create two Treasure tokens.

Land
Mines of Moria (ltr) 257
1
Mountain

({T}: Add {R}.)

Land
Mountain (pelp) 3
17
Shatterskull Smashing

Sorcery
Shatterskull Smashing // Shatterskull, the Hammer Pass (znr) 161Shatterskull Smashing // Shatterskull, the Hammer Pass (znr) 161
1
Sokenzan, Crucible of Defiance

{T}: Add {R}. Channel — {3}{R}, Discard Sokenzan, Crucible of Defiance: Create two 1/1 colorless Spirit creature tokens. They gain haste until end of turn. This ability costs {1} less to activate for each legendary creature you control.

Land
Sokenzan, Crucible of Defiance (neo) 276
1
Song-Mad Treachery

Sorcery
Song-Mad Treachery // Song-Mad Ruins (znr) 165Song-Mad Treachery // Song-Mad Ruins (znr) 165
1
Spikefield Hazard

Instant
Spikefield Hazard // Spikefield Cave (znr) 166Spikefield Hazard // Spikefield Cave (znr) 166
1
Valakut Awakening

Instant
Valakut Awakening // Valakut Stoneforge (znr) 174Valakut Awakening // Valakut Stoneforge (znr) 174
1

Planeswalker

Quantity: 4Price: $17.96
Chandra, Flamecaller

+1: Create two 3/1 red Elemental creature tokens with haste. Exile them at the beginning of the next end step. 0: Discard all the cards in your hand, then draw that many cards plus one. −X: Chandra, Flamecaller deals X damage to each creature.

Planeswalker
Chandra, Flamecaller (ogw) 104
1
Daretti, Scrap Savant

+2: Discard up to two cards, then draw that many cards. −2: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield. −10: You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step." Daretti, Scrap Savant can be your commander.

Planeswalker
Daretti, Scrap Savant (c16) 123
1
Koth of the Hammer

+1: Untap target Mountain. It becomes a 4/4 red Elemental creature until end of turn. It's still a land. −2: Add {R} for each Mountain you control. −5: You get an emblem with "Mountains you control have '{T}: This land deals 1 damage to any target.'"

Planeswalker
Koth of the Hammer (som) 94
1
Sarkhan, Fireblood

+1: You may discard a card. If you do, draw a card. +1: Add two mana in any combination of colors. Spend this mana only to cast Dragon spells. −7: Create four 5/5 red Dragon creature tokens with flying.

Planeswalker
Sarkhan, Fireblood (m19) 154
1

Sorcery

Quantity: 15Price: $70.17
Blasphemous Act

This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature.

Sorcery
Blasphemous Act (c18) 120
1
Cathartic Reunion

As an additional cost to cast this spell, discard two cards. Draw three cards.

Sorcery
Cathartic Reunion (kld) 109
1
Faithless Looting

Draw two cards, then discard two cards. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Faithless Looting (pidw) 2
1
Fervent Mastery

You may pay {2}{R}{R} rather than pay this spell's mana cost. If the {2}{R}{R} cost was paid, an opponent discards any number of cards, then draws that many cards. Search your library for up to three cards, put them into your hand, shuffle, then discard three cards at random.

Sorcery
Fervent Mastery (stx) 101
1
Gamble

Search your library for a card, put that card into your hand, discard a card at random, then shuffle.

Sorcery
Gamble (uma) 132
1
Jeska's Will

Choose one. If you control a commander as you cast this spell, you may choose both instead. • Add {R} for each card in target opponent's hand. • Exile the top three cards of your library. You may play them this turn.

Sorcery
Jeska's Will (cmr) 187
1
Mana Geyser

Add {R} for each tapped land your opponents control.

Sorcery
Mana Geyser (c21) 176
1
Mishra's Command

Choose two — • Choose target player. They may discard up to X cards. Then they draw a card for each card discarded this way. • This spell deals X damage to target creature. • This spell deals X damage to target planeswalker. • Target creature gets +X/+0 and gains haste until end of turn.

Sorcery
Mishra's Command (bro) 141
1
Past in Flames

Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. Flashback {4}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Past in Flames (mm3) 105
1
Reforge the Soul

Each player discards their hand, then draws seven cards. Miracle {1}{R} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Sorcery
Reforge the Soul (c16) 132
1
Tormenting Voice

As an additional cost to cast this spell, discard a card. Draw two cards.

Sorcery
Tormenting Voice (gnt) 43
1
Twinflame

Strive — This spell costs {2}{R} more to cast for each target beyond the first. Choose any number of target creatures you control. For each of them, create a token that's a copy of that creature, except it has haste. Exile those tokens at the beginning of the next end step.

Sorcery
Twinflame (jou) 115
1
Vandalblast

Destroy target artifact you don't control. Overload {4}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Sorcery
Vandalblast (c15) 170
1
Wheel of Fate

Suspend 4—{1}{R} (Rather than cast this card from your hand, pay {1}{R} and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) Each player discards their hand, then draws seven cards.

Sorcery
Wheel of Fate (c16) 138
1
Wheel of Misfortune

Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.

Sorcery
Wheel of Misfortune (cmr) 211
1

Deck Stats

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Description

{"ops":[{"attributes":{"bold":true},"insert":"Roulette Combo"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"insert":{"image":"http://i.imgur.com/h4iMw9N.gif"}},{"insert":"\nOur tutorless combo is buffering. Try adjusting your manabase, and if that doesn't work, turn your hand off and back on again.\n\n\n\tRoulette combo gets its name from the fact that red has"},{"attributes":{"link":"https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=456728"},"insert":" no tutors "},{"insert":"and we rely on wheel/loot effects to get us to our combos. We have three main combos as well as a few other spicier ones mixed into the deck and it is a bit random as to when we can hit one. That is why the game plan is to spin the wheel, take a chance, ramp to oblivion and hopefully wheel into a combo along the way.\n\n"},{"attributes":{"bold":true},"insert":"Why play Roulette?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\tPlay Roulette combo if you're a combo player looking for a fast combo deck with variance game to game. The deck is by no means top tier, but it can still churn out relatively quick wins without relying on just one combo or strategy due to synergies with combo pieces not leaving them as dead slots. This also makes our combos more difficult to interrupt as there are a few that can occur. The main appeal of this strategy though, is you can plop this down at high power tables all night and not get bored. Trust me, I've been doing it for years.\n\n"},{"attributes":{"bold":true},"insert":"Why Feldon?"},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true},"insert":"Doesn't"},{"attributes":{"italic":true,"link":"https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=446740"},"insert":" Doritos"},{"attributes":{"italic":true},"insert":" do the whole \"looting\" thing better?"},{"insert":"\n\tFeldon generates a lot of value from the creatures that we pitch with our wheels, and most importantly makes it so that we don't feel as bad about throwing one of our combo pieces away to find another. He also combos off with a few of the cards in the deck himself as well as providing defense and utility by animating things like "},{"insert":{"card-link":"Duplicant"}},{"insert":" or "},{"insert":{"card-link":"It That Betrays"}},{"insert":" to disrupt opponents and gain value for us. "},{"insert":{"card-link":"Daretti, Scrap Savant"}},{"insert":" would still work for this strategy but one would have to use a more artifact reliant combo since Doritos can't bring back "},{"insert":{"card-link":"Kiki-Jiki, Mirror Breaker"}},{"insert":" or "},{"insert":{"card-link":"Dualcaster Mage"}},{"insert":". \n\nThe Gameplan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\n\tWe want to spend the first turn or two ramping and then immediately start looting and wheeling as soon as we can. Be careful about casting Feldon. He is a massive removal target and often does not survive a full turn. I don't usually play him unless I have haste on board and a good reason to use him, or "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" and/or "},{"insert":{"card-link":"Worldgorger Dragon"}},{"insert":" to protect him. Casting Feldon and never using him feels so bad. You don't even want to have it happen to you once. It hurts.\n\tWheel and deal until you have assembled a combo in grave, hand or a combination of both. Then all you have to do is execute. Be aware of counterspell mana on your opponents' side and also any stax effects that could shut down our combos such as "},{"insert":{"card-link":"Ghostly Prison"}},{"insert":" style effects and the dreaded "},{"insert":{"card-link":"Torpor Orb"}},{"insert":" as they completely wreck our combo. \n\nSpin to Win"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"image":"https://media1.giphy.com/media/eizrMRMxzlC6c/giphy.gif"}},{"insert":"\n\n\tWe have a pretty solid wheel/loot package that allows us to play through our whole deck. "},{"insert":{"card-link":"Magus of the Wheel"}},{"insert":" and "},{"insert":{"card-link":"Dragon Mage"}},{"insert":" are easily our best options, acting as repeatable wheels that we can use whenever we need. "},{"insert":{"card-link":"Neheb, Dreadhorde Champion"}},{"insert":" is pretty sweet as well, netting us mana but not bringing us back to seven. "},{"insert":{"card-link":"Chandra, Flamecaller"}},{"insert":" is also an amazing wheeler, if you can keep her alive. "},{"insert":{"card-link":"Wheel of Fate"}},{"insert":" is great if you can put it out early. Past turn three or so the suspend becomes kinda bad and its better to play it from your graveyard with "},{"insert":{"card-link":"Recoup"}},{"insert":" or"},{"insert":{"card-link":"Past in Flames"}},{"insert":". As for loots, our best options are once again repeatable ones such as "},{"insert":{"card-link":"Deal Broker"}},{"insert":" or"},{"insert":{"card-link":"Sarkhan, Fireblood"}},{"insert":". Cheap Sorcery speed loot spells such as "},{"insert":{"card-link":"Cathartic Reunion"}},{"insert":" and good ol' "},{"insert":{"card-link":"Faithless Looting"}},{"insert":" also help us sculpt both our hand and graveyard. If you get the choice prioritize discarding creatures with a higher CMC.\n\nThe Combos"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\tThere are two mainstay two-card combinations that pretty much win us the game on the spot with this deck, as well as one pseudo two card combo ("},{"insert":{"card-link":"Goblin Engineer"}},{"insert":"). \n\n"},{"insert":{"card-link":"Kiki-Jiki, Mirror Breaker"}},{"insert":" and "},{"insert":{"card-link":"Zealous Conscripts"}},{"insert":"\n"},{"insert":{"card-link":"Dualcaster Mage"}},{"insert":" and "},{"insert":{"card-link":"Twinflame"}},{"insert":" \n\n\tOf these two, Kiki/Zealous is the strongest. You can fetch both from the graveyard if you use Zealous to untap Feldon and then tap him again to reanimate Kiki. Both pieces also have other combo potential with the rest of the deck and can be used for utility. The same also goes for Dualflame, even though Twinflame can't be brought back with Feldon. \n\n\tWe also have some other more convoluted loops we can run. These are useful when someone knows our main combos and can shut them down. \n\t\n\t"},{"insert":{"card-link":"Priest of Urabrask"}},{"insert":" , "},{"insert":{"card-link":"Panharmonicon"}},{"insert":", "},{"insert":{"card-link":"Umbral Mantle"}},{"insert":" and Feldon nets us infinite Priests with haste. We can use our six mana from Priest entering to tap and untap Feldon. \n\t"},{"insert":{"card-link":"Thornbite Staff"}},{"insert":", "},{"insert":{"card-link":"Myr Battlesphere"}},{"insert":"/"},{"insert":{"card-link":"Priest of Urabrask"}},{"insert":", "},{"insert":{"card-link":"Thermopod"}},{"insert":" and Feldon gets us infinite mana and Feldon uses. Sacrificing tokens adds mana and the staff untaps Feldon. Repeat the loops until we have infinite mana and then go off with Feldon.\n\t"},{"insert":{"card-link":"Daretti, Scrap Savant"}},{"insert":", "},{"insert":{"card-link":"Worldgorger Dragon"}},{"insert":", a haste enabler, a saccable artifact, and Feldon. I made a video and a badmtgcombos mspaint post to explain it because it’s.... weird. \n\n"},{"insert":{"video":"https://www.youtube.com/embed/klZSRsIUycw?showinfo=0"}},{"insert":"\n"},{"insert":{"image":"https://i.imgur.com/Ytbv5p2_d.jpg?maxwidth=640&shape=thumb&fidelity=medium"}},{"insert":"\n\t"},{"insert":{"card-link":"Myr Battlesphere"}},{"insert":", "},{"insert":{"card-link":"Thermopod"}},{"insert":", "},{"insert":{"card-link":"Panharmonicon"}},{"insert":", "},{"insert":{"card-link":"Umbral Mantle"}},{"insert":" and Feldon. This one is a little too complex to actually use, but hey, its there. \n\t"},{"insert":{"card-link":"Umbral Mantle"}},{"insert":", "},{"insert":{"card-link":"Dualcaster Mage"}},{"insert":", "},{"insert":{"card-link":"Mana Geyser"}},{"insert":" and Feldon nets us infinite dualcasters and mana. Our opponents need to have at least six lands tapped for this one. Tap Feldon targeting the Mage in response to casting the Geyser. Target the Geyser with the Mage and then use the mana from the copied Geyser to untap and retap Feldon and do it again. \n\t"},{"insert":{"card-link":"Goblin Welder"}},{"insert":" and "},{"insert":{"card-link":"Thornbite Staff"}},{"insert":" : Simple combo, sac an artifact creature to return a different artifact creature. Repeat. Can get infinite mana (Iron Myr, Cathodion), Destroy everyone's nice things (Meteor Golem, Duplicant), infinite draw (Deal Broker, Solemn) or infinite tokens (Myr Battlesphere)\n\t"},{"insert":{"card-link":"Goblin Engineer"}},{"insert":". This card can win on its own in a very convoluted way using Feldon. It is very mana intensive and requires haste/untaps to work best but it is strictly better than the "},{"insert":{"card-link":"Hoarding Dragon"}},{"insert":" lines that a lot of "},{"attributes":{"italic":true},"insert":"infererior "},{"insert":"Feldon decks seem to be so fond of. This is it, everybody. Real shit. Real effective(?) janky convoluted shit. Fuck.\n\n"},{"insert":{"image":"https://i.redd.it/j50x5xb512341.png"}},{"insert":"\n\nNotable Inclusions/Exclusions"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n\t"},{"insert":{"card-link":"It That Betrays"}},{"insert":": Besides being an 11/11 that steals stuff this card is an awesome tech against grave combos that require sac outlets. Respond to your opponent sacrificing "},{"insert":{"card-link":"Walking Ballista"}},{"insert":" by bringing back It That Betrays and stealing it. Oops no more combo. This used to be a "},{"insert":{"card-link":"Void Winnower"}},{"insert":" but I cut it since the Betrays hits more stuff. \n\t"},{"insert":{"card-link":"Spawn of Thraxes"}},{"insert":": Our noncombat win condition. I picked this over "},{"insert":{"card-link":"Inferno Titan"}},{"insert":" since it is a little better as creature removal and I also like to have flyers for blocking purposes. \n\t"},{"insert":{"card-link":"Koth of the Hammer"}},{"insert":": This really should be a "},{"insert":{"card-link":"Chandra, Torch of Defiance"}},{"insert":" but I A.) really like Koth. He's so"},{"attributes":{"italic":true},"insert":" cool"},{"insert":". B.) Can't afford one right now. \n\t"},{"insert":{"card-link":"Collective Defiance"}},{"insert":": Our worst wheel by far but the other modes make up for the lack of card advantage that it provides. I've killed someone with this before which is silly. Honestly might cut it for "},{"insert":{"card-link":"Seasoned Pyromancer"}},{"insert":". If I had \"blow this on a suboptimal commander build\" money to throw around I would buy "},{"insert":{"card-link":"Wheel of Fortune"}},{"insert":" and swap that in. \n\t"},{"insert":{"card-link":"Mage-Ring Network"}},{"insert":": Helpful on turns where we don't end up doing anything, If I could grow dollar bills out my ears I would replace this with "},{"insert":{"card-link":"Valakut, the Molten Pinnacle"}},{"insert":" but alas, the only thing that comes out of my ears is this gross yellow stuff.\n\t"},{"insert":{"card-link":"Kozilek, the Great Distortion"}},{"insert":": Trying him out for now. Countering spells seems good, hardcasting him seems good (I have the mana often) and a 12/12 beater seems good as well. \n\t"},{"insert":{"card-link":"Imperial Recruiter"}},{"insert":": Definitely worth the include if you have one. Sadly, I do not.\nConclusion"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n\tOverall, this deck is a powerful combo deck that has high variance and creates unique in-game scenarios. It is a LOT of fun to pilot and requires quick thinking and innovative and creative problem solving to play. It is capable of pulling turn three wins if you're lucky but usually it requires some finagling to end things which makes it fun. Plus, getting to explain one of this deck's bullshit convoluted combos to someone before you kill them is VERY satisfying. If you want to further optimize this build I would focus on adding lands like "},{"insert":{"card-link":"Cavern of Souls"}},{"insert":" and Valakut as well as better rocks like Moxs and "},{"insert":{"card-link":"Mana Crypt"}},{"insert":". \n\nSuggestions are always welcome. Don't suggest "},{"insert":{"card-link":"Feldon's Cane"}},{"insert":". \n\nChange Log"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\tSo even though we did run "},{"insert":{"card-link":"Paradox Engine"}},{"insert":" the ban didn't really hurt our deck. Paradox was one of our worse value engines and already being considered for the chopping block if better cards come up in the future. I have swapped it for "},{"insert":{"card-link":"Puppet Strings"}},{"insert":" for now. Might test other options later but Puppet Strings is very solid in this deck anyways.\n\n10/8 Added Thrill of Possibility and Merchant of the Vale. Removed Seething Song and Mana Geyser. The rituals often just weren't useful.\n\n1/28/2020 Cut Collective Defiance for Commune with Lava \n\n4/14/20 Opened a foil Mageright Stone and swapped it for Puppet Strings\n\n9/23/20 Swapped out 6 mountains for literally all the red modular lands because I am GREEDY. I am betting that the downside of getting more than one of them in my opening hand is outweighed by the upside of less chance of getting flooded in the late. \n\n1/3/2021 Got a Wheel of Misfortune and Deflecting Swat\n\n1/10 Finally got my hands on an Imperial Recruiter, also picked up Jeska's Will. Now this deck is pretty much there except for fast mana, Wheel of Fortune, and stuff like Bazaar. Knollspine Dragon and Merchant of the Vale out. \n\n2-16 Added Birgi and Tibalt's Trickery, removed Reverberate and Trading Post\n\n4/1 Swapped Wild Guess and Deal Broker for Khorvath's Fury and Fervent Mastery\n\n4/23 Swapped Khorvath's Fury for Conspiracy Theorist\n\n5/14 Saheeli's Directive in and Conspiracy Theorist out. Card was meh. \n\n7/28 Added You Find Some Prisoners for Outpost Siege\n"}]}
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