Maybeboard


“When his wife was at his side, she was also in front of him, marking out the horizon of his life. Now the horizon is empty: the view has changed.” -Milan Kundera, Encounter

Hey everyone I know it's a little late but I wanted to write a primer for this deck since it's become my pet deck so to speak. I love playing this deck because it's decently well rounded and the threats are a lot of fun to play. So without further ado, here we go.

Commander

Feldon

Feldon lived on Dominaria during and after the two brothers war, and helped create the third path as an effort to remain neutral in the war. Feldon is also a man that took a massive journey into the uses of all colors of magic, driven by the death of his wife. Here's a small summary of his story from the wiki:

"As a practitioner of the Third Path, Feldon was convinced magic could bring back his lost love. But since he only possessed red magic, he went to travel the land in search of others who could perhaps help him.

The first he found was the "Hedge Wizard", a crazy hermit living near the ruins of Sarinth. But his green magic only influenced the living, not the dead. The Hedge Wizard did give Feldon the directions to a sorceress living near Ronom Lake, but her blue magic could only create illusions of Loran, not truly bring her back to life.

The sorceress sends him to black mage in the nearby swamps. This man promised Feldon to teach him a spell to bring back Loran in exchange for Feldon's Cane. But after Feldon had agreed, learned the spell and cast it he discovered it had create a zombified version of her. Disgusted, Feldon unsummoned the creature before he could lay eyes on it, but by then the black mage had disappeared completely.

The last mage he visited was a white scholar. This man taught Feldon that magic could only summon magical copies of people, not bring then back to life. Feldon did use this knowledge to create a copy of his wife from memory, but after saying goodbye to her he let the summoned being go.

Saying goodbye helped Feldon get over his grief and he lived out his days in happiness. He allowed other people to learn from his library and from himself as he had promised the scholar, and became an important person in the early days of magical research on Terisiare."

--http://mtgsalvation.gamepedia.com/Feldon

A larger more well written telling of this story can be found at: Lorans Smile

Strategy

Feldon is a pretty straightforward deck to play. You want to ramp up and dump cards into your graveyard to reanimate. Here are some tips for making the most out of your turns:

  • Don't be too eager to cast Feldon. He's pretty easy pickings for sacrifice effects when he's alone, and he's useless without some threats in your graveyard.

  • Try not to make too many enemies early on. You're going to need to set up your board state and your graveyard a bit to make Feldon comfortably stay on the battlefield.

  • When using feldon's ability, don't be afraid to be aggressive with the tokens. I know this should go without saying, but some players might feel too safe not attacking. Be aggressive within reason since the tokens are going to die at the end of turn anyway.

  • Remember that this deck is a pretty commander heavy strategy. Try as hard as you can to keep Feldon on the battlefield. This is why I have both Swiftfoot Boots and Lightning Greaves in this deck.

Cards in the Deck

Creatures are generally split into 3 categories: Fuel, Utility, and Threats.

These are your card drawers/rummagers and your mana makers.

Deal Broker : I'm going to refer to abilities that have both "Discard a card" and "Draw a card" effects at the same time as "rummaging" from here on out. Solid rummaging with an artifact typing which can be targeted by goblin welder.

Hollowhead Sliver : Yes a sliver is an odd addition to this deck. This card does what our other rummagers do with the upside of gaining sliver abilities from your opponents. At worst, this is a solid card advantage generator on par with cards like Deal Broker . At best, this card is taking advantage of your opponent's deck, turning into a single card powerhouse. List of slivers that affect the whole board.

Magus of the Wheel : A wheel of fortune effect tied onto a creature. Much cheaper moneywise than Wheel of Fortune . Can draw a lot of hate depending on the state of other player's hands.

Neheb, Dreadhorde Champion : Pure card advantage with mana upsides, very playable.

Sandstone Oracle : An old friend that's making a comeback due to card draw always being good, and the strategies of this deck becoming more efficient meaning you need less redundancy in effects.

Seasoned Pyromancer : A great way to generate card advantage with tokens attached as a bonus. Since we tend to discard creature cards a lot, we'll be getting lots of value from this card.

Solemn Simulacrum : I hate that this card is 5 dollars, but this deck loves it. Land ramp and card draw all triggered off of one feldon tap.

These are cards that I would consider neither a threat on its own nor a card that actually fuels the deck in terms of its given effect.

Dualcaster Mage : The Snapcaster Mage "reprint" that red didn't know it wanted so bad. Actually that's a lie. This card is more like Fork on a stick than Snapcaster Mage, and requires proactivity as opposed to reactivity. This card is so strong hard casted because if you have Kiki-Jiki, Mirror Breaker on the field, you have a free Fork you can play every turn.

Goblin Engineer : I'll start by saying this card is bonkers for this deck. This deck has 10 Artifact creatures and 18 artifacts. For the creatures we don't have to worry about their converted mana costs because Goblin Engineer won't be targeting them with their secondary effects, that will be left to Feldon. For the non-creature artifacts, 14 out of 18 of them are at or below 3CMC. Some of the best utility cards in this deck are in that list of 14 cards. Now unfortunately this card is not a complete upgrade over Goblin Welder . It has a higher mana cost and it's tap effect is much more restrictive than welder's. This card is better than Hoarding Dragon for "tutoring" for artifact creatures, and is only slightly more restrictive for non-creature artifacts. Overall this card is a very welcome addition to the 99.

Hoarding Dragon : I've moved this card from the threat category to the utility category because I feel that it's a more appropriate place for this card. Artifact tutoring in this deck is fairly strong. We run a number of artifacts and artifact creatures that support Feldon, so getting them on the field is imperative. This helps with that.

Ingot Chewer : Artifact destruction on a stick with an interesting playstyle in this deck. This card and Spitebellows ' greatest assets are their flexibility, allowing you to either hard cast them for a chunk of mana to get a body on the field or to just evoke them for their effects for much less mana. In this deck however they are much better value. Instead of discarding them by rummaging to put them in the graveyard for Feldon, why not evoke them instead? In this way you get a powerful effect for little mana and the ability to recur them. It's a win-win situation.

Kiki-Jiki, Mirror Breaker : Most of you reading this already know the strength of Kiki across various formats so I'm not going to bother elaborating. In this deck he acts as another way to copy Feldon's effect although in this case he's only able to copy the actual token put on the field so you get two of one creature instead of your choice of two. Also goes goes infinite with Zealous Conscripts generating endless copies of the card by targeting Kiki with conscripts and untapping him.

Meteor Golem : An absolutely ridiculous piece of removal in this deck, to the point where I can't imagine any Feldon deck not playing it.

Spitebellows : Unlike Ingot Chewer this cards effect triggers when it leaves the battlefield, making you less likely to want to hard cast it. This is sad for most decks that would use it because it has a 6/1 body; quite decent! Feldon patches up this weakness nicely by being able to recur it, letting it swing for six and then triggering for six damage to a creature as the token is destroyed.

Zealous Conscripts : What red deck would be complete without some creature stealing? A great card and even better with Kiki-Jiki, Mirror Breaker . I don't run too many mind control effects in this deck because I don't have sac outlets to take advantage of rampant stealing.

Now we get to the good stuff. These cards are the real meat of the deck and should be your first targets to discard when playing rummaging effects.

Ancient Stone Idol : I'll need to playtest, but I think I may have underrated this card on release. This creature is a very hard hitter, and leaves behind a very high toughness blocker. None of that really matters though. The one thing that makes this card playable in this deck, and sets it apart from Desolation Twin , is the fact that it has trample. Without trample the 12/12 copy would be chump blocked to hell and the 6/12 token would only be useful when blocking.

Bogardan Hellkite : This is a very no-nonsense card. A good attacker with a damaging etb effect. This one is really nice because you can spread the damage as thin as you want. You can take out five 1/1 tokens, or you can kill a 3/2 and a 2/3, or even just hit face for 5. The choice is yours.

Combustible Gearhulk : Kaladesh was a really great set for this deck, and no card really embodies Feldon's playstyle like this card. A 6/6 for six with first strike is an incredible attacking body and is quite an unusual effect for red. It's ability is downright insane, either fueling your hand by being able to draw 3 cards (which is a very high number mind you), or being able to ping someone for quite a bit of damage. This deck has 32 cards that are five cmc and above, making the chance of discarding at least one of them very high. When all is said and done you've either drawn 3 cards which can be discarded by many of your rummaging outlets, or you've done a nice chunk of damage to your opponent AND those cards are in your graveyard ready to be recurred by Feldon. Overall a great addition to this deck.

Dragon Mage : A nice body with a wheel of fortune effect tacked on. Again a pretty simple no-nonsense target.

Duplicant : Oh baby, recurring removal? Absolutely. This card is very flexible as a threat or as a utility card because of its imprint ability. As a side note, this card can remove anything that is considered a creature when it resolves, but will not gain the power toughness of it if the base card is not a creature. A couple examples are imprinting manlands or artifacts like Dimir Keyrune that are transformed.

Etali, Primal Storm : Another fun threat that scales up based on the amount of people playing. Allows you to play some bonkers cards from other decks with the added benefit of exiling those cards as well, therefore denying your opponents resources.

Hellkite Tyrant : A really nice attacker that can steal your opponents artifacts. Although it has a win condition attached to it, you're likely to never use it for that. In my experience this card draws a lot of hate. Attacking someone that has a Sol Ring and a Chromatic Lantern on the field and taking them will make you an enemy for the entire game so swing wisely.

Ilharg, the Raze-Boar : Gives us another way to play the deck, which can save our ass when going up against a lot of graveyard hate, graveyard stealing, or shapeshifters. Also a fairly good threat on its own.

Inferno Titan : A card that really wants to be aggressive. The damage effect attached to this card triggers on etb and during an attack so that's three damage split between up to three creatures or players triggering twice. It's also a 6/6 that can get +1/+0 for only one red mana! The damage potential of this card is amazing if you have a few mana to spare after copying this with Feldon.

It That Betrays : A crazy good reanimate target that swings for massive damage with an upside. With its effect and annihilator you get to steal 2 non-token permanents from them. It's so easy to ruin someones tempo with this card because it forces them to either give up creatures (possibly their commander), powerful enchantments and planeswalkers, or most likely their lands. While you can't tap a forest for green mana in this deck, it doesn't hurt to tap for colorless and ramp is ramp.

Molten Primordial : A nice attacker with a round table mind-control. This card is great because it doesn't draw any specific player's hate, and by the time you play it you should be in decent control of the game.

Myr Battlesphere : This card has the potential to get out of control very quickly. It creates four chump blockers every etb trigger it gets and can tap those chump blockers to get extra power and do damage to the defending player.

Etb -> make four myr -> attack while tapping two of those myr -> six attacking damage plus two damage to player -> next turn etb -> make four more myr -> attack while tapping four or five out of eight myr -> eight or nine attacking damage plus four or five damage to a player.

You get the picture

Neheb, the Eternal : A card that's both a threat and fuel. This is honestly not a great card to attack alone, and really benefits from some friends to swing with him. The mana creation that this card can generate can be explosive though. I definitely need to test this card in the deck, but I have a good feeling about it. BENCHED

Pathrazer of Ulamog : Another big Eldrazi with annihilator. This card has a much harder time being chump blocked thanks to the blocking restrictions it imposes on the defending player. It should be said that this card and It That Betrays make a killer combo if you can get them both on the field. 20 combined attack damage, forcing the defending player to sacrifice five permanents and then taking them all is extremely strong.

Scuttling Doom Engine : Another big body that can't really be chump blocked. Has a similar leave the battlefield effect as Spitebellows except that this one hits only players instead of only creatures.

Siege-Gang Commander : Although it's not the greatest attacker, this card is great for more token generation for chump blocking. It can also be used as spot removal for lesser toughness creatures by using its effect which is reminiscent of Goblin Bombardment .

Spawn of Thraxes : Another good attacker with an etb damage effect. Since this one is based off of mountains in play, we have a lot of basic lands in this deck.

Tyrant of Discord When you see a creature with a name like this you should probably get a sense for what it does without even reading the card. This creature is nasty if you get lucky. I've actually played a game where it wiped someones entire board of permanents before hitting a land. Another great combo with It That Betrays , grabbing anything that's sacrificed with the tyrant and putting it on your battlefield.

Tyrant's Familiar : According to edhrec this card isn't played very much in Feldon, boasting a 26% play rate at the time I wrote this compared to a card like Flametongue Kavu having a play rate of 38%. In my opinion Tyrant's Familiar is a great card in Feldon and massively underplayed. If you're reanimating it with Feldon you're pretty much guaranteed to activate it's lieutenant ability which lets it swing for seven and do seven damage to a creature. It's no slouch.

Utvara Hellkite : This card is a token generator that can also get out of control pretty quickly. This deck plays seven dragons other than Utvara Hellkite which can boost the amount of tokens that this card creates, which in turn will boost the amount of tokens even further next time this card is reanimated.

Wurmcoil Engine : What would any reanimator deck be without this card? Much less in my opinion. This card has the potential to trade upwards twice with deathtouch and be a good source of lifegain when a deck has none (like this one). Overall a really solid beater.

Artifacts are the second most important type of cards in this deck. They fill a lot of defensive and utility holes so don't take them for granted. In terms of mana rocks, use whatever you feel you need. I'm using what I need and think is good, your playgroup may work differently.

Caged Sun : Pretty typical explosive card for mono-color decks. This is part of the reason that I run so many basics in this deck.

Commander's Sphere : Basically the same as Mind Stone except the mana is your choice of color, the card draw has no cost, and it costs 1 mana more to cast.

Fire Diamond : Decent mana rock that taps for red instead of colorless which is a boon in this deck because of feldon's mana cost including two red symbols.

Gilded Lotus : A fairly efficient mana rock that creates 3 of a single color mana. This effect is actually better for our deck and other mono colored decks because we don't have to worry about being starved for a specific color.

Illusionist's Bracers : This card is absolutely amazing in this deck. Doubling Feldon's effect is so powerful and allows certain combinations of creatures to be played that work well with each other.

Key to the City : At first glance this card doesn't seem that great in this deck. Both abilities by themselves seem lackluster on the surface, but it's the toolbox aspect of this card that makes it very useful. It's a free discard outlet for adding threats to your graveyard. The unblockable aspect isn't really necessary for this deck, but it's not bad; swinging for a free 11 damage with It That Betrays is no joke. Although not free the card draw on this is the icing on the cake, giving this deck another way to fill it's hand back up.

Lightning Greaves : Typical defensive card. Also an added benefit to let Feldon use his ability on his first turn.

Magewright's Stone : Another card that lets Feldon grab more than one token a turn. This card in combination with Illusionist's Bracers creates four threats for seven total mana.

Panharmonicon :

I'm going to be honest, I completely overlooked this card when Kaladesh dropped. Over time and through a bit of looking at other decks I've come to one conclusion: This card is a powerhouse in this deck. In fact it's so powerful (and will probably draw a lot of hate) that I've decided to give this card its own box.

Panharmonicon's effect reads "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." This means a few things. Firstly it's artifacts and creatures only, therefore this card doesn't work with triggers like Guttersnipe 's for example, which isn't a problem in this deck. Secondly this card WILL copy ETB effects of the cards being played despite the text on the card being a little bit vague; when it enters the battlefield you technically control it at that moment, but it's written that way to include other cards that trigger from creatures and artifacts entering the battlefield. Thirdly this effect is NOT optional, which can cause negative effects to be copied as well. If you play a card like Demonlord of Ashmouth for example, you will be forced to sacrifice a creature for each trigger or else exile it. There are many other written rules here.

So all that being said lets see what this card does in this deck.

Bogardan Hellkite : Doubles the effect, allowing you to deal 10 damage divided any way between creatures and/or players.

Combustible Gearhulk : You get 2 triggers. The target can be different, and the effect of the triggers can be different.

Dualcaster Mage : Basically gives you two copies of instant or sorcery instead of one. Different targets can be chosen.

Duplicant : Exile two non-token creatures instead of one. Duplicant's changed stats will still be that of the last one affected by this ability.

Goblin Engineer : Search for two artifacts instead of one.

Hoarding Dragon : You get to search for two artifacts instead of one. You get both when hoarding dragon dies.

Inferno Titan : Doubles the damage of the ETB trigger only. This equates to three triggers of three damage each split up to three ways, two on ETB and one during attacking.

Ingot Chewer : Destroy two artifacts instead of one.

Meteor Golem : Destroy two non-land permanents instead of one.

Molten Primordial : Gain control of up to two target creatures each opponent controls instead of one. You still have a choice per trigger whether you want to take control of a creature an opponent controls.

Myr Battlesphere : Creates eight myr tokens instead of four.

Sandstone Oracle : Will copy the trigger, but if you target the opponent with the highest hand count with the first trigger, the second trigger is likely to not do anything unless that same opponent drew cards in response to the trigger itself or the act of you drawing cards.

Seasoned Pyromancer : Discard two > draw two > create tokens if applicable > repeat once

Siege-Gang Commander : You get a total of six goblin tokens.

Solemn Simulacrum : You double the ETB trigger only, allowing you to search for up to two land cards.

Spawn of Thraxes : Two triggers of damage, equaling a grand total of double the mountains you control.

Tyrant of Discord : Two triggers one right after the other. Effect goes as normal until the opponent sacs a land. Can target two different players.

Zealous Conscripts : Doubles the effect, allowing you to mind control two creatures, use it to untap two of your own creatures, or one of each.

If you play a version of this deck that takes advantage of Purphoros, God of the Forge and Impact Tremors , this card is even better. When you get an ETB trigger from Myr Battlesphere while Purphoros and Panharmonicon are on the field, you will summon eight myr instead of four AND each trigger of Purphoros will trigger twice, resulting in 32 round table damage instead of the respectable 8 without Panharmonicon.

Probably the cherry on top with this card is that it allows for some insane strategies and plays, but the deck is completely playable without it!

Rings of Brighthearth : Another Feldon ability copier with its own upsides and downsides. Only grabs three tokens if comboed with Illusionist's Bracers and the total mana cost when comboing with Magewright's Stone is 11 mana. However this card has the added benefit of being able to copy any creatures abilities as opposed to just Feldons' making it a much better toolbox card.

Ruby Medallion : Pretty good at making some of your utility creatures cheaper. Possibly a card that some people would omit from this deck.

Skullclamp : Ridiculous card draw. Two cards for one mana and it's easy to trigger because Feldon's copies go to the graveyard at the end of turn. Value city.

Sol Ring : No explanation needed. I hate this card so much.

Sundial of the Infinite : interesting card for this deck. Allows you to keep your Feldon generated tokens by activating sundial's ability after the destruction triggers for the tokens are put on the stack.

Swiftfoot Boots : Like Lightning Greaves except a slightly bigger mana cost, but you can target whoever has these on because of the hexproof instead of shroud.

Thousand-Year Elixir : Another solid un-tapper. Also lets Feldon and your rummaging creatures use their abilities the turn they get casted.

Trading Post : The planeswalker of artifacts. Every ability is good in this deck to varying degrees, but the card draw is nice because you can target Feldon tokens which are just going to die at end of turn anyway.

Worn Powerstone : Slower than other mana rocks but has a pretty good value anyway.

This is going to cover all the other spells, permanents, and lands in the deck.

Instants

Chaos Warp : Pretty decent spot "removal" against decks that have a hard time tutoring for cards. This card is a lot less useful now that you can't tuck a commander into its deck, but I never like that aspect of the game anyway.

Sorceries

Blasphemous Act : One of the best board wipes red has, if not the best. Much cheaper to play than Starstorm but not as flexible.

Cathartic Reunion : Wow what an addition to the game this card is! Tormenting Voice and Wild Guess on steroids. An obvious addition because it's cost is the same as the two cards that I mentioned.

Faithless Looting : Good rummaging with a super cheap mana cost and flashback.

Insurrection : This card is a questionable include in this deck. It's a red win condition with little to no set up required on your part. I've won games with it and on the flip side I've also discarded it in the mid game with no decent situation to play it. Absolutely terrible against control decks or creature light decks. This card is a very personal choice.

Reforge the Soul : Another wheel effect that can be cast for cheap the turn you draw it.

Scrap Mastery : A good card in this deck but not as good as in a Daretti, Scrap Savant deck. I've actually beaten a Daretti deck that had a solid board state without the emblem with this card, but take that with a grain of salt.

Tormenting Voice : Another Rummaging effect. If you're tired of seeing that sentence just remember that these cards really fuel this deck.

Vandalblast : A really good artifact wipe. Not much else to say about this one.

Planeswalkers

Daretti, Scrap Savant : This card is so good in this deck in the same way that Feldon is really good in a Daretti deck. Its +2 is a great rummaging effect that's flexible and powerful at the same time. Its -2 is like Goblin Welder except instead of switching the artifacts, you can sacrifice an artifact then bring that same one back (Solemn Simulacrum anyone?). The emblem is pretty useless for us, but can still be gotten if you choose. A massive amount of value for four mana that draws a lot less hate than if Daretti was the commander of his own deck. And if he does draw some hate, that just means less damage that you have to take.

This deck doesn't play too many non-basic land cards because it needs the mana base to stay consistent and mostly red.

Mountain : Play a lot of these. Love them. Hug them. Kiss them.

Arcane Lighthouse : You have a lot of targeted effects in this deck. Use this land to make sure they hit.

Buried Ruin : A nice land to grab a necessary artifact back from the graveyard.

Forgotten Cave , Smoldering Crater , and Desert of the Fervent : Cycling is strong in this deck and all of these cards have the added benefit of tapping for red instead of colorless.

Geier Reach Sanitarium : Group rummaging on a land. Fits great in this deck.

Homeward Path : Get back the cards that are rightfully yours.

Prismatic Vista : A basic land only fetchland that behaves like a normal fetchland allowing you to fetch and use the land in your turn.

Valakut, the Molten Pinnacle : Nice late game source of damage. Like whipped cream on a good sundae.

These are cards that were in the deck at one point, but are no longer part of the list. Considering them benched because they may make a comeback at some point.

Burnished Hart : EDH staple, but for the long time it was in the deck I was rarely ever happy to draw it. This deck surprisingly doesn't have a lot of mana problems.

Mad Prophet : 4 mana cost with haste compared to 3 mana cost without haste for the same effect. They can be activated the same time if played on curve, but I'd much rather see a cheaper one late game, and in the early game it's better to play these earlier than later so you can set up for Feldon faster. Not a bad card, but I personally like the cheaper ones more.

Quicksmith Genius : Good value for its effect, but there are better cards than this that do other things as well.

Clone Shell : It's an okay card, but again I'd rather have something more threatening to discard instead.

Goblin Welder : Still a very good card.

Mindclaw Shaman : Too much of a blind play to really be worth it. Could be explosive but mostly just fizzles.

Bosh, Iron Golem : Nice for getting more value out of Feldon's tokens, but the mana cost is expensive and you need to hard cast this first. Not bad though.

Steel Hellkite : Still a really great card overall, can really go into almost any deck as a utility beater. Still, the more creatures there are to hard cast in this deck, you'll have less mana for Feldon and other utility spells.

Hedron Archive : Very good value, I just personally wanted more colored mana generation.

Mind Stone : See above.

Evolving Wilds and Terramorphic Expanse : Only really good for filtering, but always an option.

Variations

It's certainly possible to play this deck a different way than I have built it. I like to build my decks to be pretty balanced, which in it's own way is a massive weakness, but there are a couple more cards I can think of that would be beneficial for the deck.

Purphoros, God of the Forge and Impact Tremors : Cards like these could be used in conjunction with more token generators like Beetleback Chief and Pentavus to do large amounts of round table damage.

Traitorous Instinct : Mind control cards like these can be comboed with sac outlets like Ashnod's Altar , Phyrexian Altar , and Barrage of Expendables to deprive other players of creatures.

Future Sets

These are cards that look good for this deck from upcoming sets. I'm going to try to keep this as updated as possible.

Combustible Gearhulk : This card is going to be a mixture of a major threat in this deck and a fuel card. First strike lets this beat a lot of high power creatures it would normally trade with. I'm really excited for this card. Not sure what I'm going to take out for it.

Key to the City : This card does all the right things for this deck in terms of fueling Feldon. The unblockable is icing on the cake for some creatures that need to hit to trigger their effect like Hellkite Tyrant but works well for any attacking creature to get some good damage in. Probably going to remove Anvil of Bogardan to put this in.

Quicksmith Genius : Similar to cards like Rummaging Goblin this allows you to generate card advantage and fuel feldon at the same time. The upside to this card is that it doesn't need to tap allowing it to be a potential blocker, and its effect can be triggered the turn it comes down. Ironically I think I'm going to take out Rummaging Goblin for this one.

Cathartic Reunion : A more substantial rummaging effect for the same amount of mana as Wild Guess which it will promptly be replacing.

Nothing of note here. Only a small handful of single color cards, a couple artifacts, and one colorless non-basic land.

There are a ton of fun cards for red and artifacts that came with this set, but I don't like any of them in this deck. You might though.

Glorybringer : Outclassed by Bogardan Hellkite and Inferno Titan , but go crazy y'all.

Neheb, the Eternal : I'm actually quite in love with this card. First of all, it has a decent body for the casting cost. Four power is not all that much, but at Six toughness it can stay alive long enough for its effect to activate. With afflict 3, you're guaranteed three damage to a player no matter what, meaning that if it stays alive you get three free red mana. This mana can be used for many things: Feldon's effect costs three, Bosh's effect costs four, Burnished Hart's effect costs three, Spitebellow's evoke cost is three, and the list goes on. That's not even including other sources of damage, just the afflict damage. I can see this card becoming a mid game power spike for the deck, allowing you to hard cast cards you normally wouldn't, or take advantage of multiple card effects per turn. I'm not sure what I want to get rid of for this, but I do know that I want this card in my deck.

Shifting Shadow : This card is actually pretty good for this deck, allowing you to get guaranteed creatures in your graveyard each turn. There are downsides though. Unlike drawspells, you don't generate any real card advantage, and you can't get lands this way. Second, if the card you get with this is one of your cards that benefits from being hard-casted, this effect isn't that great for that. Also if the creature it's attached to is destroyed before the end of turn, you lose this card and can't get it back with this decklist. Overall it'll depend on your personal Feldon list if you want to run this card or not.

Burning Sun's Avatar : More ETB damage, split between a player and (possibly) a creature. At this point there are a lot of big creatures like this, so it's up to personal preference which ones you run.

Makeshift Munitions : Similar to Barrage of Expendables . Use this if your deck is based around this type of play.

Etali, Primal Storm : Now these cards are the kind of fun, group-effecting cards that I enjoy. This card is clearly garbage for 1v1, but grows in power with more players to steal from. Feels nice to randomly steal cards from your opponents. This card is very red themed.

Silent Gravestone : Let me preface this by saying THIS IS NOT A CARD FOR THIS DECK! However I think it's important to put here because it is a completely direct counter to this deck. For one mana anyone using this artifact can completely shut down your deck, aside from the Kiki/Zealous Conscripts combo and hard-casting everything. Beware of this card.

Helm of the Host : Fun card because it bypasses legend rule for some token shenanigans, however its mana cost is fairly high.

Meteor Golem : A card that sort of acts like Spine of Ish Sah for this deck, where you can use it as many times as you want if it's in the graveyard. Probably one of our best removal options in the game.

First I'll just say there's a lot of good reprints in this set for this deck, which is always nice.

Ancient Stone Idol : The token that this card leaves is a pretty strong blocker, but not very useful for offense. Not the worst card for this deck, but not the best either.

Book Devourer : A card that can be compared to Magus of the Wheel , but falls short in most every aspect. The first negative aspect comparing the two is the higher mana cost making this card worse to hardcast. The draw effect is one sided on this card, but with a combat restriction like this and a paltry 4 power, the chances of this being blocked in EDH is fairly high. This card also isn't a real wheel in that it won't refill your hand, only replace what you discard. This card is also a worse Feldon target than Magus of the Wheel. With all these downsides you might be wondering why I decided to list it. I feel like it's possible to make this card work in a more aggressive attacking version of the deck. Sadly the way I have mine built this card is deadweight.

Risk Factor : On first glance this card looks promising, offering 3 cards for 3 mana. Unfortunately I don't think any opponent in any game is going to allow the card draw to resolve.

Burning-Tree Vandal : This card has a very beneficial effect for us without an actual damage to players requirement. There are definitely better ways to rummage, but for a common I had to mention this one.

Dagger Caster : Probably not that good, but it hit's almost everything and if you have ways to trigger Feldon multiple times it could be a pseudo boardwipe. Again, like the card above, for its rarity it's worth a mention.

Gate Colossus : A slightly bigger but much worse Scuttling Doom Engine . Skip.

Mirror March : Probably the most fun looking red card in the set. That being said, I'm not convinced it's very good in this deck.

Ilharg, the Raze-Boar : An interesting threat in this deck in multiple ways. A 6/6 trampler is a nice benchmark for an attacker in this deck, although a lot of the other damage threats bring damaging ETB or death effects instead. Where this card truly shines though is by giving you the ability to essentially use your hand like you would your graveyard. The effect does not proc "when X attacks" abilities though, as the creatures come on to the field already attacking. If you want to keep a creature on the field we can also use Sundial of the Infinite to keep the creatures we brought from our hand on the field. The second ability also provides us a limited way to evade exile, being able to be put back in the deck when exiled from the battlefield, though not from the graveyard. The greatest aspect of this card is that it allows us another way to play our big creatures without putting them into the graveyard, which when going up against cards that hose our graveyard, or worse take advantage of it better than we can ( Chainer, Dementia Master ) is a very big deal. Not an ideal way to play this deck, but I feel like this is the definition of "second commander" for us.

Neheb, Dreadhorde Champion : The best Neheb printed yet for this deck. Adds another way to generate card advantage and filter things into the graveyard, and adds a little extra mana to boot. Just keep recurring him and hope that some damage gets through is the strategy here. I can see this as a supporting card to our standard suite of guaranteed filtering.

Invading Manticore : In my opinion, amass is not that great of an ability, but this card does it on ETB so our deck gets some value out of it.

Ohhhhhh boy am I excited for this set! Not just for this deck either, but for a lot of the decks i've built. Some winners I'm keeping my eye on are Seasoned Pyromancer for card advantage plus board advantage, Goblin Engineer as a replacement for Goblin Welder as it has more synergy with this deck, allows us to grab A LOT of our great utility artifacts from our deck and is easily recurrable with feldon, Hollowhead Sliver as a rummager that is good by itself, but also takes advantage of other slivers when facing off against them for no downside as this one only affects yourself, and Prismatic Vista as a true fetchland for basics that isn't slow. Hopefully if the snow lands aren't super expensive, I'd like to replace all my basics with them as well. And the spoilers aren't even finished yet!

*Update: These were the only cards I went with, there wasn't anything else for this deck revealed with the full spoilers.

Really the only card I would recommend from this set, besides a few nice reprints, is Drakuseth, Maw of Flames . Fairly good attacker with an ability that hits a few targets.

Dockside Extortionist : Pretty good red ramp, albeit pretty situational.

Tectonic Hellion : If you want to be "that guy," then this card is for you.

Final Thoughts

I hope that anyone who's interested in building Feldon finds this useful. If you have any questions or anything to add leave a comment below and I'll respond as fast as I can.

Suggestions

Updates Add

Made some changes and updated the primer, adding a benched section.

Evolving Wilds > Prismatic Vista

Terramorphic Expanse > Desert of the Fervent

Mad Prophet > Hollowhead Sliver

Goblin Welder > Goblin Engineer

Quicksmith Genius > Seasoned Pyromancer

Clone Shell > Ancient Stone Idol

Comments

Date added 8 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

38 - 0 Rares

15 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 4.69
Tokens Construct 6/12 C, Copy Clone, Dragon 6/6 R, Elemental 1/1 R, Emblem Daretti, Scrap Savant, Goat 0/1 W, Goblin 1/1 R, Myr 1/1 C, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
Folders Knight, Decks
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