Everyone's favorite new Commander! This card is great. It has everything: Power Level, Flavor, Red Mana Symbols. What more could you ask for?
There are already 3 decklists for Feldon of the Third Path here on mtgsalvation, but I came up with a version that attempts to go hard on the combo aspect of his instant-speed pseudo-reanmiator ability. So, here it is.
At worst this deck is a ramp-into-fatties deck that any green player would love. At best, it's a powerful engine that can cheat deal hundreds of damage in one turn. The whole point is to loot your creatures into your graveyard, cast your general and then use his ability. But there are a lot of cool combos that are helpful to know about, particularly because you'll be seeing a lot of cards and you may have to search for a missing combo piece with Gamble.
I'm looking for ideas. Is Blightsteel worth it? Do you think a chaos mode Eldrazi list could work? What about the mana ratio? There are 48 land and mana ramp cards, including things like Gauntlet of Might. I thought this was necessary because I'm being realistic about having to cast Feldon for up to 11 mana - or more. He's the card I want to use, and although he's not completely necessary, he can be quite mana intensive in this format. Let me know if you think the mana base needs work, or any other thoughts or opinions.
Some notes:
-Feldon/Worldgorger/Gargadon is infinite. You never need to let Gargadon's cast trigger resolve.
-Feldon/Worldgorger/Thousand-Year is also infinite. You can bring back multiple Worldgorgers in response to each other.
-Blightsteel never hits the graveyard, so you can't reanimate it with Feldon. Additionally, it doesn't shuffle back the rest of your GY.
Other than that, I don't feel that Sundial, Blightsteel, or even most of the looter dudes are worth it. I far prefer the loot spells like Wild Guess, which are a lot faster, and feel loot dudes are excessive considering you can skip your T3 land drop if you really need to discard a fatty. Recurring a looter is almost never valuable, and there's no way to get them into the graveyard by any means that you wouldn't just be getting any of your fatties. Other than that, the deck feels a little scatterbrained - Swords, Jaya, why?
Blightsteel+Kuldotha's a little excessive in my opinion, as it dies to instant-speed exile removal, gets stopped by a 2-toughness blocker, and only really takes out one player. Kuldotha -> Rings followed by Kuldotha->Monolith/Staff (copied) wins a lot more consistently.
I like the above saboteur dragons with Feldon because it gives him access to Wraths and mass artifact theft out of GY. But YMMV.
I don't even run Gargadon because I feel his sac outlet's not useful enough when compared to Ashnod's Altar and Altar of Dementia. As for comboing with Worldgorger, that's easy enough to achieve via Thousand-Year alone (which dual-functions as a haste outlet). Otherwise, Anger/Rings is fine too.
Also, the Gargadon combo requires Anger in the grave or some other global haste outlet (otherwise it is finite, you can't equip in response to the Garg trigger).
Thanks for the input! I dunno about dragonstorm.. seems hard to cast it even for 2 or 3. I like Goblin Matron though, more tutors are always great.
As far as the Worldgorger Dragon combo with Gargadon or Sundial: I didn't know you could just... not let Gargadon resolve! I was going for more of a, flicker big ETB effects over and over for the win. Making Worldgorger Dragon come into play should mean an instant win, IMO.
Some notes:
-Feldon/Worldgorger/Gargadon is infinite. You never need to let Gargadon's cast trigger resolve.
This is not true, from Greater Gargadon's Gatherer Rulings page: 6/7/2013 - As the second triggered ability resolves, you must cast the card if able. Timing restrictions based on the card's type are ignored.
OP, you forgot Magewright Stone. I like Sundial too, 1 extra mana per token to make them stick around forever is just too good. I don't know about Knollspine Dragon, seems like it will just make you discard your hand most of the time.
Some notes:
-Feldon/Worldgorger/Gargadon is infinite. You never need to let Gargadon's cast trigger resolve.
This is not true, from Greater Gargadon's Gatherer Rulings page: 6/7/2013 - As the second triggered ability resolves, you must cast the card if able. Timing restrictions based on the card's type are ignored.
OP, you forgot Magewright Stone. I like Sundial too, 1 extra mana per token to make them stick around forever is just too good. I don't know about Knollspine Dragon, seems like it will just make you discard your hand most of the time.
This IS true, you just don't understand. As soon as the last trigger is removed from Greater Gargadon (from sacking Worldgorger), the second ability WILL trigger. However, at this point, the triggered ability of Worldgorger will ALSO go on the stack. As you are presumably the active player, you may stack the triggers in the order of your choice. If you have Worldgorger's trigger go on the stack last, it will resolve BEFORE the Gargadon trigger. At this point, Gargadon is still suspended. So you can respond to the second triggered ability by activating Feldon. Worldgorger comes back, and exiles all other permanents. Then, you may respond to that same second trigger by sacking Worldgorger, and thus go infinite.l
This IS true, you just don't understand. As soon as the last trigger is removed from Greater Gargadon (from sacking Worldgorger), the second ability WILL trigger. However, at this point, the triggered ability of Worldgorger will ALSO go on the stack. As you are presumably the active player, you may stack the triggers in the order of your choice. If you have Worldgorger's trigger go on the stack last, it will resolve BEFORE the Gargadon trigger. At this point, Gargadon is still suspended. So you can respond to the second triggered ability by activating Feldon. Worldgorger comes back, and exiles all other permanents. Then, you may respond to that same second trigger by sacking Worldgorger, and thus go infinite.l
Not quite. A card is only "suspended" if it's in exile, has the suspend ability, and has a non-zero number of time counters currently on it.
What you actually have to respond to is the activated ability of the Gargadon itself. The Worldgorger trigger will resolve before the Gargadon's activated ability does, so you just have to keep responding to the ability with... the ability.
I like this list- I have a similar one... maybe a little more Goblin heavy. No Kiki Jiki? He's more or less Feldon #2, and with Rings out, they both just get totally out of control. I've cast Kiki, activated Feldon and Kiki twice each to bring out 4 myr battlespheres at end step, then 4 more on my turn. I know he draws a lot of hate, but he moves so fast, you usually get what you need out of him.
How useful has Squee been for you? I have a copy, but am not running him... hadn't really considered that he'd be good discard fodder when needed.
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Everyone's favorite new Commander! This card is great. It has everything: Power Level, Flavor, Red Mana Symbols. What more could you ask for?
There are already 3 decklists for Feldon of the Third Path here on mtgsalvation, but I came up with a version that attempts to go hard on the combo aspect of his instant-speed pseudo-reanmiator ability. So, here it is.
1 Feldon of the Third Path
Creatures (30)
1 Academy Raider
1 Akroma, Angel of Fury
1 Anger
1 Blightsteel Colossus
1 Bogardan Hellkite
1 Burnished Hart
1 Deal Broker
1 Dragon Mage
1 Duplicant
1 Flametongue Kavu
1 Goblin Matron
1 Goblin Marshal
1 Goblin Welder
1 Greater Gargadon
1 Hoarding Dragon
1 Inferno Titan
1 Jaya Ballard, Task Mage
1 Knollspine Dragon
1 Kuldotha Forgemaster
1 Metalworker
1 Myr Battlesphere
1 Purphoros, God of the Forge
1 Rummaging Goblin
1 Siege-Gang Commander
1 Solemn Simulacrum
1 Spawn of Thraxes
1 Squee, goblin Nabob
1 Thundermare
1 Worldgorger Dragon
1 Wurmcoil Engine
1 Zealous Conscripts
1 Basalt Monolith
1 Caged Sun
1 Coalition Relic
1 Extraplanar Lens
1 Fire Diamond
1 Gauntlet of Might
1 Gilded Lotus
1 Grim Monolith
1 Illusionist's Bracers
1 Lightning Greaves
1 Mana Crypt
1 Mana Vault
1 Memory Jar
1 Mind Stone
1 Oblivion Stone
1 Rings of Brighthearth
1 Sculpting Steel
1 Skullclamp
1 Sol Ring
1 Staff of Domination
1 Sundial of the Infinite
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Thousand-Year Elixir
1 Trading Post
Enchantments (1)
1 Sneak Attack
1 Chandra Ablaze
Sorceries (8)
1 Burning Inquiry
1 Faithless Looting
1 Gamble
1 Reforge the Soul
1 Shattered Perception
1 Tormenting Voice
1 Wheel of Fortune
1 Wild Guess
Land (35)
24 Snow-Covered Mountain
1 Ancient Tomb
1 Arid Mesa
1 Bloodstained Mire
1 Homeward Path
1 Nykthos, Shrine to Nyx
1 Scalding Tarn
1 Scrying Sheets
1 Strip Mine
1 Valakut, the Molten Pinnacle
1 Wasteland
1 Wooded Foothills
At worst this deck is a ramp-into-fatties deck that any green player would love. At best, it's a powerful engine that can cheat deal hundreds of damage in one turn. The whole point is to loot your creatures into your graveyard, cast your general and then use his ability. But there are a lot of cool combos that are helpful to know about, particularly because you'll be seeing a lot of cards and you may have to search for a missing combo piece with Gamble.
Combos
Feldon of the Third Path + Worldgorger Dragon + Greater Gargadon = Flicker all permanents up to
9 timesinfinity times in 1 turn. Hint: Sac the Dragon token to Greater Gargadon's ability, never let him resolve. This is insane with Valakut, the Molten Pinnacle and at least 5 mountains in play, or a Bogardan Hellkite in play, or a Duplicant, or a Spawn of Thraxes... the list goes on.Kuldotha Forgemaster + artifacts + Lightning Greaves = Blightsteel Colossus swings for the win. Danger! Blightsteel Colossus is a non-bo with Feldon because he never hits the GY. Never fear! This makes the deck fair.
Feel free to cut Blightsteel if it's really annoying. Interestingly, if you're willing to take the risk like I am, Feldon can hit Eldrazi while their abilities are on the stack as well.
Staff of Domination + Metalworker = Infinite Mana for cool stuff! Infinite Life! Draw stuff!
Feldon of the Third Path + Hoarding Dragon = Recurring tutor. Seems good in Commander! Please note that a third of this list artifacts with quite an impressive toolbox, including Trading Post, the Staff of Domination combo, Skullclamp which allows you to draw at least 2 extra cards per turn while Feldon is in play, Wurmcoil Engine, and more.
Feldon of the Third Path + Rings of Brighthearth/Illusionist's Bracers/Thousand-Year Elixir = Bring all kinds of stuff back to swing with. One creature per turn is for chumps. Throw in Lightning Greaves and do it on the turn you cast (or re-cast) Feldon. Lightning Greaves does a lot of work in protecting an otherwise fragile combo, and allowing Kuldotha Forgemaster to be broken.
Purphoros, God of the Forge + Feldon of the Third Path + Goblin Marshal/Siege-Gang Commander/Myr Battlesphere = Tons of damage. Get Purhporos and one or all of those in play, then get a Worldgorger Dragon in the graveyard to reanimate every turn with Feldon for huge nukes.
Sculpting Steel is a way to "perm" your Feldon tokens. It's also good to copy any of the other amazing artifacts in the deck, so I feel like it's worth including.
BlackVise Pointed out the following in his thread:
Feldon of the Third Path + Goblin Welder + Trading Post = The best ways to get things into the graveyard and then abuse them. Trading Post can come into play very quickly with all the artifact ramp we're running. These cards will get the expensive crap in your hand into play very, very quickly.
Rummaging Goblin/Deal Broker/Academy Raider + Squee, Goblin Nabob = Loot? What's a loot? I only know the word "Draw". You won't always have some giant fattie to pitch into your graveyard, but when you don't, hopefully you'll have Squee.
Feldon of the Third Path + Sundial of the Infinite = Tokens don't die at end of turn (!)
Feldon of the Third Path + Thundermare = Stall tactic / Turbo Fog. Turns out you can use Feldon on their turn!
(Thanks BlackVise)
I'm looking for ideas. Is Blightsteel worth it? Do you think a chaos mode Eldrazi list could work? What about the mana ratio? There are 48 land and mana ramp cards, including things like Gauntlet of Might. I thought this was necessary because I'm being realistic about having to cast Feldon for up to 11 mana - or more. He's the card I want to use, and although he's not completely necessary, he can be quite mana intensive in this format. Let me know if you think the mana base needs work, or any other thoughts or opinions.
Here are the statistics, for reference.
Goblin Matron
Jaya Ballard, Task Mage
Out: Magus of the Moon
Darksteel Colossus
-Feldon/Worldgorger/Gargadon is infinite. You never need to let Gargadon's cast trigger resolve.
-Feldon/Worldgorger/Thousand-Year is also infinite. You can bring back multiple Worldgorgers in response to each other.
-Blightsteel never hits the graveyard, so you can't reanimate it with Feldon. Additionally, it doesn't shuffle back the rest of your GY.
Other than that, I don't feel that Sundial, Blightsteel, or even most of the looter dudes are worth it. I far prefer the loot spells like Wild Guess, which are a lot faster, and feel loot dudes are excessive considering you can skip your T3 land drop if you really need to discard a fatty. Recurring a looter is almost never valuable, and there's no way to get them into the graveyard by any means that you wouldn't just be getting any of your fatties. Other than that, the deck feels a little scatterbrained - Swords, Jaya, why?
Blightsteel+Kuldotha's a little excessive in my opinion, as it dies to instant-speed exile removal, gets stopped by a 2-toughness blocker, and only really takes out one player. Kuldotha -> Rings followed by Kuldotha->Monolith/Staff (copied) wins a lot more consistently.
Sundering Titan is banned. Apart from a few things like a Dragonstorm package (Hellkite Tyrant/Balefire Dragon/Moonveil Dragon) and a Goblin Matron package (Kiki-Jiki/Goblin Welder/token-producing lords), your list is pretty similar to mine.
I like the above saboteur dragons with Feldon because it gives him access to Wraths and mass artifact theft out of GY. But YMMV.
I don't even run Gargadon because I feel his sac outlet's not useful enough when compared to Ashnod's Altar and Altar of Dementia. As for comboing with Worldgorger, that's easy enough to achieve via Thousand-Year alone (which dual-functions as a haste outlet). Otherwise, Anger/Rings is fine too.
Also, the Gargadon combo requires Anger in the grave or some other global haste outlet (otherwise it is finite, you can't equip in response to the Garg trigger).
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
As far as the Worldgorger Dragon combo with Gargadon or Sundial: I didn't know you could just... not let Gargadon resolve! I was going for more of a, flicker big ETB effects over and over for the win. Making Worldgorger Dragon come into play should mean an instant win, IMO.
It's perfect for a heavy artifact ramp deck like this one. If only you could have two commanders... lol
This is not true, from Greater Gargadon's Gatherer Rulings page: 6/7/2013 - As the second triggered ability resolves, you must cast the card if able. Timing restrictions based on the card's type are ignored.
OP, you forgot Magewright Stone. I like Sundial too, 1 extra mana per token to make them stick around forever is just too good. I don't know about Knollspine Dragon, seems like it will just make you discard your hand most of the time.
This IS true, you just don't understand. As soon as the last trigger is removed from Greater Gargadon (from sacking Worldgorger), the second ability WILL trigger. However, at this point, the triggered ability of Worldgorger will ALSO go on the stack. As you are presumably the active player, you may stack the triggers in the order of your choice. If you have Worldgorger's trigger go on the stack last, it will resolve BEFORE the Gargadon trigger. At this point, Gargadon is still suspended. So you can respond to the second triggered ability by activating Feldon. Worldgorger comes back, and exiles all other permanents. Then, you may respond to that same second trigger by sacking Worldgorger, and thus go infinite.l
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
Not quite. A card is only "suspended" if it's in exile, has the suspend ability, and has a non-zero number of time counters currently on it.
What you actually have to respond to is the activated ability of the Gargadon itself. The Worldgorger trigger will resolve before the Gargadon's activated ability does, so you just have to keep responding to the ability with... the ability.
How useful has Squee been for you? I have a copy, but am not running him... hadn't really considered that he'd be good discard fodder when needed.