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Magus Lucea Kane: Tyranid Nuclear Invasion

Overwhelm your opponents duplicating your X-cost creatures and nuke them all at once.

When you think about Temur, you think of big stompy creatures swinging for big damage, and while you could do that with Magus Lucea Kane, as she will allow you to do that, she also let you do some more interesting duplication shenanigans.

This deck will explore that second theme of Lucea Kane, duplicating big spells, while also playing some big stompy creatures from time to time.

Magus Lucea Kane’s Premise

Magus Lucea Kane will work as a central and functional mana dork for this deck, helping with resource management. This is thanks to her second ability. Tapping her will produce 2 non-colored mana, which by itself is a pretty strong effect, but that’s not all that Lucea Kane will do, because she will also give you a delayed trigger, which will resolve the moment you cast a spell or activate an ability with X in the cost, allowing you to copy that spell or ability. Essentially breaking the one card rule of commander, by giving you a copy of any X-cost spell you cast.

The mana generation is not tied to the duplication effect, so you could also use her as a sol ring of sorts.

Lastly, her first ability will put a +1/+1 counter on target creature at beginning of combat on your turn, while not that powerful, it sure will make a difference in the long run if left unchecked.

Decklist

Magus Lucea Kane: Tyranid Hydra Nuke
by Crumblier
TCGplayer $906.92
Commander
Midrange
Ramp
6 mythic
43 rare
26 uncommon
26 common
0
1
2
3
4
5
6+
Commander
Planeswalkers (1)
Creatures (30)
1
Sporocyst
$13.99
1
Nexos
$9.99
1
Biophagus
$24.99
1
Mawloc
$5.49
1
Zoanthrope
$0.99
1
Exocrine
$1.29
1
Malanthrope
$0.49
1
Tyrant Guard
$6.99
1
Fathom Mage
$0.69
1
Altered Ego
$0.49
1
River Kelpie
$0.49
1
Thermopod
$0.69
1
Old One Eye
$3.49
1
The Swarmlord
$0.99
1
Woodfall Primus
$0.59
Instants (9)
1
Counterspell
$3.49
1
Negate
$0.35
1
Beast Within
$0.99
1
Chaos Warp
$0.79
1
Inspiring Call
$0.69
Sorceries (10)
1
Clan Defiance
$0.49
1
Explore
$0.49
1
Farseek
$1.49
1
Nature’s Lore
$3.99
1
Rampant Growth
$0.79
1
Three Visits
$8.99
Artifacts (3)
1
Sol Ring
$2.29
1
Arcane Signet
$0.79
1
Twinning Staff
$21.99
Lands (36)
4
Forest
$1.40
4
Island
$1.40
4
Mountain
$1.40
1
Bad River
$2.79
1
Command Tower
$0.69
1
Evolving Wilds
$0.35
1
Exotic Orchard
$0.49
1
Flood Plain
$0.69
1
Game Trail
$0.59
1
Grasslands
$0.35
1
Mountain Valley
$0.35
1
Opal Palace
$0.35
1
Rocky Tar Pit
$0.35
1
Rootbound Crag
$0.49
1
Shivan Reef
$0.49
1
Sulfur Falls
$0.49
1
Yavimaya Coast
$0.49
1
Tangled Islet
$0.35
1
Cinder Glade
$0.49
101 Cards
$217.4

This budget deck will cost you around $220.76 as of 12/26/25, a good budget for the format.

Although this deck has some early game 2-card combos, I consider it more of a bracket 3 than 4, but it could still give some battle in that bracket.

Core Gameplay

This deck will be structured around three phases. Initially we will be ramping up into casting Lucea Kane as soon as possible. 

Once she’s on the battlefield, we will begin to duplicate as many creatures and spells we can. Specifically, we will try to duplicate her kin, because almost every tyranid in this deck comes with the Ravenous mechanic.

Ravenous is a keyword introduced in the UB Warhammer 40K set for the tyranids race, and will give you two advantages thanks to Lucea Kane. First, any creature with Ravenous has an X-cost that will make them enter the battlefield with X +1/+1 counters on them. If X is major or equal to 5 you draw a card when the creature enters. Second, they have an X-cost so, paying part of their cost with Lucea Kane will duplicate them, netting you two creatures and two cards for a single cast.

Finally, once your board is developed, the last phase consists on overrun your opponents with your big stompy creatures, or blast them to the ground with the biggest fireball they ever see.

Let’s explore these phases a little bit.

Ramping up

Apart from the evergreen Arcane Signet and Sol Ring, this deck comes with at least 7 creatures that will ramp you up pretty quickly.

Biophagus works as your vanilla mana dork with a twist, not only will it give you one mana of any color, if that mana is used to cast a creature it will give a +1/+1 counter to that creature as it enters the battlefield.

Incubation Druid, this card, and Kami of Whispered Hopes can be the most obnoxious cards on your deck in terms of mana generation, because both have the potential to make an infinite amount of mana, but we will cover that more later.

Nexos will essentially turn your basic lands into Sol Rings but only for your X-cost spells 

Thermopod will work as an altar of sorts and will produce snow-red mana, another key card for some pretty powerful combos 

Sporocyst, this little defender has the potential to make you play every single basic from your deck in a single cast.

Ravaging your way to victory

As we mentioned previously, almost every tyranid in this deck comes with the Ravenous keyword

Exocrine will work as your wrath to when an opponent has a more developed battlefield, casting it even by X = 3 potentially will cause 6 points of damage to every creature on the field if duplicated by Lucea Kane. Most of the time both exocrine will be the only creatures left on the field.

Mawloc is your targeted removal of at most two creatures, because it will fight a creature an opponent controls and will exile them if they die.

Sporocyst as mentioned before, is your burst of ramp when you need it.

Tyrant Guard will exploit your +1/+1 counters, making every creature you control that has at least one +1/+1 counter on them indestructible and giving them also hexproof, all of this by sacrificing himself. It is a pretty good insurance policy against wraths. Just keep in mind, it will not protect against exiling.

Zoanthrope is not only a pretty hard to deal hydra with flying and ward 2, but also has the potential to obliterate an opponent from the battlefield, two if you clone it with Lucea Kane.

Finally, while not a ravenous creature by himself, Altered Ego will copy any creature on the battlefield and put X +1/+1 counters on himself on top of the power/toughness of the creature it copies.

Finishing the game with a blast

We already talked about one of your finishing strategies by using your ravenous creatures to overwhelm your opponents with some pretty big threats. But there’s also a way to deal with your opponents without having creatures on the field, that’s when this cards come as your finishing spells

Clan Defiance, your jack of all trades when it comes to damage sorceries, more often than not you’ll be copying it and dealing damage to your opponents with it, but in the worst case scenario could also work as a targeted removal to any creature it could target.

Expansion // Explosion, the Explosion part, while a little bit steep on the cmc side of things, will at least deal with an opponent and at most, will also give you another card to deal with another opponent. Expansion is a pretty good copy spell on a whim.

Jaya's Immolating Inferno, this is your ultimate spell to end the game in a fashionable way, we’re talking about 90+ damage to every opponent, the only draw back the spell has, is that is a Legendary Sorcery, so you will need a Legendary Creature or Planeswalker on the field to being able to cast it. But the benefits outweigh the drawbacks.

Combos

This deck incorporates some combos that will enable you to cast spells for an infinite amount of mana.

Infinite Mana

Remember that earlier I said that Incubation Druid could be an Obnoxious mana generator? This is why:

Prerequisites: 

  1. Incubation Druid + Vigean Graftmage.
  2. Both creatures on the battlefield; Incubation Druid without summoning sickness and at least one +1/+1 counter; access to a land producing blue mana.

Execution:

  1. Activate Incubation Druid by tapping it to add three blue mana.
  2. Spend one generic and one blue to activate Vigean Graftmage, targeting Incubation Druid to untap it.
  3. Repeat the cycle to generate infinite mana.

Infinite Mana 2.0 – Electric Boogaloo

While technically the same as the previous combo, it could give you mana more quickly

Prerequisites:

  1. Kami of Whispered Hopes with at least two +1/+1 counters + Vigean Graftmage.
  2. Both creatures on the battlefield; Kami of Whispered Hopes without summoning sickness.

Execution:

  1. Tap Kami of Whispered Hopes to add at least three blue manas.
  2. Activate Vigean Graftmage for one generic and one blue to untap Kami of Whispered Hopes.
  3. Repeat the cycle ad infinitum.

Both of these loops come with an additional interaction. Once you have infinite mana, if Lucea Kane has at least one +1/+1 counter, you could start tapping and untapping her, essentially changing much of the blue mana to non-colored but also stacking the delayed copy trigger.

Infinite Mana / Drawing your whole deck

This three card combo essentially will net you infinite red mana, and the capability to draw your entire deck at instant speed. Let’s see how it works:

Prerequisites:

  1. Themopod + River Kelpie + Anyone between Kami of Whispered Hopes, Renata, Called to the Hunt, Bloodspore Thrinax, or Master Biomancer.
  2. Thermopod, River Kelpie without a -1/-1 counter on it and any of the other four on the Battlefield.

Execution:

  1. Activate Thermopod Mana Ability by sacrificing River Kelpie, generating one red mana.
  2. River Kelpie Persist ability will trigger, returning it from the graveyard to the battlefield with a -1/-1 counter and making you draw a card.
  3. As River Kelpie enters the Battlefield, Kami, Renata, Bloodspore or the Biomancer will give it a +1/+1 counter, removing the -1/-1 counter from it.
  4. Repeat from step 1.

River Kelpie will always be in the battlefield without a -1/-1 counter, making it a source of infinite mana and infinite card draw, giving you the chance to search for one of your X-spells to close the game.

Perpetual noncreature counterspell

This one is a pretty simple combo, so simple I would even call it an interaction more than a combo, but as it needs two cards to work, let’s call it a combo.

Prerequisites:

  1. Glen Elendra Archmage + Kami of the Whispered Hopes / Renata, Called to the Hunt / Bloodspore Thrinax / Master Biomancer.
  2. Both of them on the battlefield, plus a source of blue mana.

Execution:

  1. This one is pretty simple, an opponent cast a noncreature spell? Pay one blue and sacrifice Glen Elendra Archmage, countering it, and returning Glen Elendra Archmage to the battlefield with a -1/-1 counter on her.
  2. Kami, Renata, Bloodspore or Master Biomancer will put a +1/+1 counter on Elendra, removing her -1/-1 counter.
  3. Repeat from step 1.

Non X-cost spell Support

While we want to exploit the X-cost spells as much as we could, not every single spell of this deck should be an X-cost spell. Here are some conventional spells that will provide enough support for this deck to achieve victory.

Mana ramping

Every deck should have at the very least one MDFC and that spot is reserved for Tangled Florahedron. A pretty simple mana dork for two manas, who more often than not will be played as a land that enters tapped.

Explore is an efficient cantrip giving you one card and allowing you to play an additional land the turn you play it.

Farseek will always search for an island or mountain (they do not have to be basic) when you need it for two mana.

Nature's Lore and Three Visits, both do the same, search for a forest, it doesn’t have to be a basic forest, just a forest, and will put it on the battlefield untapped.

There’s no more vanilla green ramp spell like Rampant Growth, it will net you a basic land on the battlefield, tapped, but a land is a land.

Finally, when you’re playing green, you should play Sakura-Tribe Elder. Steve will search your library for a basic land and will put it tapped on the battlefield at the cost of his life, but as the good guy he is, he’ll do it without thinking twice.

Draw engines

As I always say, draw is king in MTG, specially in commander, these are some of your draw engines that steer out of the Ravenous nature of Tyranids.

Permanents

Kiora, Behemoth Beckoner, a planeswalker for 3 mana, which has the passive ability to draw you a card every time a creature with power 4 or greater enters the battlefield under your control. And as a plus she can untap Lucea Kane to help you stack her copying ability.

Fathom Mage, a four mana 1/1 seems lackluster, but her evolve ability will easily grow her to a more combat capable creature, not only that but every time you put a +1/+1 counter on her, you’ll draw a card, and remember, Lucea Kane gives one +1/+1 counter in all your turns.

The Swarmlord, the OG commander of the Precon where Magus Lucea Kane comes from, not only will come as a big creature on his own, but will enter with an amount of +1/+1 counters equal to twice times you’ve casted your commander from the command zone. Meanwhile, if a creature you control with a +1/+1 counter on it dies, The Swarmlord will give you a new card.

Bred for the Hunt will make attacking with your pumped creatures more tempting as you’ll be drawing cards for every creature with a +1/+1 counter on them that deals combat damage to a player.

Garruk's Uprising guarantees that Bred for the Hunt triggers by giving your creatures Trample, but will also make you draw a card if you control a creature with power 4 or greater as it enters the battlefield, and then again every time a creature with power 4 or greater enters under your control.

Lastly Up the Beanstalk will draw you cards every time you cast a spell with mana value of 5 or greater.

Instants

Now on a more instant kind of way to draw cards, we have the likes as Commander's Insight, a hefty draw spell for X and 3 blues, will make any target player (yourself most of the times) to draw X cards plus and additional one for every time they’ve casted their commander from the command zone, copy it with Lucea Kane, and basically draw a quarter of your deck.

Diviner's Portent, it cost the same as Commander’s Insight, but will make you roll a d20 and make you draw X cards or scry X and then draw X. Best case scenario, you’ll be drawing exactly the cards you want with this card.

Inspiring Call works as a heroic intervention of sorts for all your creatures with a +1/+1 counter on them minus the hexproof part, while also making you draw a card for every single of those creatures.

Personal Game Changers

These two cards that i will mention are not game changers by any means, but for this deck in particular, putting them in it improves it power level so much that i would count them as GC.

Do you like copying your spells, then make it double

Twinning Staff, a 3 mana artifact that will copy any spell you’re copying an additional time, and for a whooping 7 mana and tapping it, will copy an instant or sorcery you control.

Just the static ability by himself is pretty strong for Lucea Kane, easily triplicating your spells every time she tries to copy anything.

When X is not enough

Do you like to cast by X-cost spells but are lacking from mana? Then Unbound Flourishing will become your best friend.

It will not only double the value of X of any permanent you cast, it will also copy any instant, sorcery or activated ability that contains an X in their cost. Basically triplicating any spell that Lucea Kane is copying

Closing Words

Magus Lucea Kane represents a sophisticated engine of duplication that bypasses traditional resource limitations. By integrating the Ravenous mechanic with infinite untap loops and cost-reduction infrastructure, the deck transitions from standard creature-based aggression into an exponential scaling state. Success with this archetype is contingent upon precise stack management and the protection of the commander. Proper timing of copy triggers and the utilization of X as a flexible variable allow the pilot to adapt to any board state, ensuring that the Tyranid swarm remains an overwhelming presence throughout the duration of the match.

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