Arcane Foundry › Commanders › Felix Five-Boots
Felix Five-Boots
Legendary Creature — Ooze Rogue · {2}{B}{G}{U} · Black/Green/Blue commander
Menace, ward {2}
If a creature you control dealing combat damage to a player causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Build a Felix Five-Boots deck →
What Felix Five-Boots actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Replacement effect · trigger_doublerIf a creature you control dealing combat damage to a player causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
- Keyword · menacemenace
- Keyword · wardward
What a Felix Five-Boots deck wants
The plan the Forge derives for this commander: the roles it fills and how many of each.
- 8× Make the commander connect — a body that never deals combat damage never triggers
- 6× Evasion that does NOT target or attach — for a commander your own auras and equipment cannot legally touch
- 10× A permanent whose value is in its enter-the-battlefield trigger — the payload a blink deck reuses
- 8× A permanent whose own trigger fires on attacking — the fuel an attack-trigger doubler multiplies, and the payoff an attack commander wants beside it
- 7× A permanent that pays off creatures dying — the trigger a death-trigger doubler multiplies
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 1× Answer a whole board at once
- 2× Answer a spell or ability before it resolves
- 9× Find the exact card the plan needs
Best cards for Felix Five-Boots
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Make the commander connect — a body that never deals combat damage never triggers
- Garruk's Uprising3 mana
- Kodama of the West Tree3 mana
- Tetsuko Umezawa, Fugitive2 mana
- Gleaming Overseer3 mana
- Galerider Sliver1 mana
- Combine Chrysalis2 mana
- Favorable Winds2 mana
- Primal Rage2 mana
Evasion that does NOT target or attach — for a commander your own auras and equipment cannot legally touch
- Garruk's Uprising3 mana
- Secret Tunnel0 mana
- Kodama of the West Tree3 mana
- Herd Heirloom2 mana
- Overprotect2 mana
- Ram Through2 mana
- Tetsuko Umezawa, Fugitive2 mana
- Goreclaw, Terror of Qal Sisma4 mana
A permanent whose value is in its enter-the-battlefield trigger — the payload a blink deck reuses
- Bojuka Bog0 mana
- Chrome Mox0 mana
- Mystic Sanctuary0 mana
- Simic Growth Chamber0 mana
- Temple of Mystery0 mana
- Cabaretti Courtyard0 mana
- Dimir Aqueduct0 mana
- Dismal Backwater0 mana
A permanent whose own trigger fires on attacking — the fuel an attack-trigger doubler multiplies, and the payoff an attack commander wants beside it
- The Goose Mother2 mana
- Valley Rotcaller2 mana
- Goreclaw, Terror of Qal Sisma4 mana
- Horizon Explorer3 mana
- Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel3 mana
- Uro, Titan of Nature's Wrath3 mana
- Weathered Sentinels3 mana
- Bloodsoaked Champion1 mana
A permanent that pays off creatures dying — the trigger a death-trigger doubler multiplies
- Zulaport Cutthroat2 mana
- Morbid Opportunist3 mana
- Marionette Apprentice2 mana
- The Meathook Massacre2 mana
- Pitiless Plunderer4 mana
- Blade of the Bloodchief1 mana
- Tarrian's Soulcleaver1 mana
- Vat of Rebirth1 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Assassin's Trophy2 mana
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Defile1 mana
- Tragic Slip1 mana
- Suspend1 mana
Answer a whole board at once
- Do or Die2 mana
- Force of Despair3 mana
- Displacement Wave2 mana
- Accursed Marauder2 mana
- Bontu's Last Reckoning3 mana
- Innocent Blood1 mana
- Coils of the Medusa2 mana
- Forced March3 mana
Answer a spell or ability before it resolves
- Pact of Negation0 mana
- Counterspell2 mana
- Three Steps Ahead1 mana
- Long River's Pull2 mana
- Force of Will5 mana
- Abjure1 mana
- Archmage's Charm3 mana
- Cancel3 mana
Find the exact card the plan needs
- Entomb1 mana
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Lively Dirge2 mana
- Green Sun's Zenith1 mana
- Imperial Seal1 mana
- Insatiable Avarice1 mana