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Rules guide · Creature

Flux ChannelerHow it works & interactions with other cards

By the ManaCount desk· 6 min read· Commander Masters· August 4, 2023
Carte Magic Flux Channeler

Flux Channeler is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Whenever you cast a noncreature spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Complete guide

Flux Channeler is a cornerstone for any deck focused on counters, turning every utility spell into a engine of growth. As a Human Wizard, it rewards your noncreature spells by proliferating, adding extra layers of power to your board state. Understanding the timing of this trigger is key to maximizing its potential in blue-based strategies.

What It Does

Flux Channeler features a triggered ability that activates whenever you cast a noncreature spell. This includes artifacts, enchantments, planeswalkers, sorceries, and instants. When the trigger resolves, you proliferate: you choose any number of players and permanents that already have counters and give them one more of each kind of counter they already possess.

Step-by-Step Resolution

When you cast a noncreature spell, Flux Channeler's ability is put onto the stack on top of that spell. This means the proliferation happens first, before the spell itself resolves. If you choose a permanent with multiple types of counters, such as a creature with both a +1/+1 counter and a Shield counter, you must give it one more of both; you cannot pick and choose between counter types on a single target.

Common Mistakes

A frequent error is trying to proliferate counters on cards in zones other than the battlefield, such as suspended cards in exile or cards with experience counters in the command zone; you can only choose permanents on the battlefield or players. Additionally, remember that while you can choose to proliferate zero targets, if you do choose a target with +1/+1 and -1/-1 counters, they will have cancelled each other out via state-based actions before you get a chance to proliferate them together.

When to Play It

Deploy Flux Channeler early when you have a hand full of noncreature setup spells. Because its ability triggers on 'cast,' it doesn't matter if your opponent counters your spell—you will still get the proliferation effect. It is especially potent in decks utilizing planeswalkers or sagas, as it accelerates their ultimate abilities or chapter progressions.

Interaction examples

Wizard Synergy

If you have Flux Channeler on the battlefield and cast Roaming Throne, choosing 'Human' or 'Wizard,' Flux Channeler does not trigger because Roaming Throne is a creature spell. However, once Roaming Throne is on the battlefield, any subsequent noncreature spell you cast will cause Flux Channeler to trigger twice, allowing you to proliferate two separate times.

Creature vs. Noncreature Spells

If you cast Solemn Simulacrum while Flux Channeler is on the battlefield, nothing happens regarding the Channeler's ability. Even though Solemn Simulacrum is an artifact, it is also a creature. Flux Channeler only triggers for spells that lack the 'creature' type line entirely.

Individual Trigger Logic

If you cast an Instant spell like Opt while Flux Channeler is out, the 'proliferate' trigger goes to the stack. You could choose yourself to receive another Poison counter (if you had one) and a Planeswalker you control to receive an extra Loyalty counter. The proliferation happens, and then your Opt resolves to draw you a card.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Flux Channeler

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Flux Channeler's ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Karn, the Great Creator
+Ugin's Nexus
+Throne of Geth
+Flux Channeler
#1

Karn, the Great Creator + Ugin's Nexus + Throne of Geth + Flux Channeler

Infinite turnsLock
  1. 1Activate Throne of Geth by tapping it and sacrificing Ugin's Nexus.
  2. 2Ugin's Nexus is exiled instead of being put into your graveyard, causing you to take an extra turn after this one.
  3. 3Resolve the Throne of Geth ability, putting a loyalty counter on Karn.
  4. 4Activate Karn's second loyalty ability by removing two loyalty counters from it, returning Ugin's Nexus from exile to your hand.
  5. 5Move to your next turn.
  6. 6Cast Ugin's Nexus by paying {5}.
  7. 7Flux Channeler triggers, putting a loyalty counter on Karn.
  8. 8Repeat.
Arcbound Reclaimer
+Iron Spider, Stark Upgrade
+Krark-Clan Ironworks
+Flux Channeler
#2

Arcbound Reclaimer + Iron Spider, Stark Upgrade + Krark-Clan Ironworks + Flux Channeler

Infinite colorless manaInfinite draw triggersInfinite proliferateInfinite storm count
  1. 1Cast Sol Ring by paying its mana cost.
  2. 2When you cast that spell, Flux Channeler triggers, putting one +1/+1 counter on Arcbound Reclaimer and at least two additional artifacts you control.
  3. 3Activate Sol Ring by tapping it, adding mana.
  4. 4Activate Krark-Clan Ironworks by sacrificing Sol Ring, adding {C}{C}.
  5. 5Activate Arcbound Reclaimer by removing a +1/+1 counter from it, putting Sol Ring from your graveyard on top of your library.
  6. 6Activate Iron Spider's last ability by paying {2} and removing two +1/+1 counters from artifacts you control, drawing Sol Ring.
  7. 7Repeat.
Arcbound Reclaimer
+Iron Spider, Stark Upgrade
+Mox Opal
+Krark-Clan Ironworks
#3

Arcbound Reclaimer + Iron Spider, Stark Upgrade + Mox Opal + Krark-Clan Ironworks

Infinite colored manaInfinite draw triggersInfinite proliferateInfinite storm count
  1. 1Cast Mox Opal by paying its mana cost.
  2. 2When you cast that spell, Flux Channeler triggers, putting one +1/+1 counter on Arcbound Reclaimer and at least two additional artifacts you control.
  3. 3Activate Mox Opal by tapping it, adding mana.
  4. 4Activate Krark-Clan Ironworks by sacrificing Mox Opal, adding {C}{C}.
  5. 5Activate Arcbound Reclaimer by removing a +1/+1 counter from it, putting Mox Opal from your graveyard on top of your library.
  6. 6Activate Iron Spider's last ability by paying {2} and removing two +1/+1 counters from artifacts you control, drawing Mox Opal.
  7. 7Repeat.
Arcbound Reclaimer
+Iron Spider, Stark Upgrade
+Mox Amber
+Krark-Clan Ironworks
#4

Arcbound Reclaimer + Iron Spider, Stark Upgrade + Mox Amber + Krark-Clan Ironworks

Infinite colored manaInfinite draw triggersInfinite proliferateInfinite storm count
  1. 1Cast Mox Amber by paying its mana cost.
  2. 2When you cast that spell, Flux Channeler triggers, putting one +1/+1 counter on Arcbound Reclaimer and at least two additional artifacts you control.
  3. 3Activate Mox Amber by tapping it, adding mana.
  4. 4Activate Krark-Clan Ironworks by sacrificing Mox Amber, adding {C}{C}.
  5. 5Activate Arcbound Reclaimer by removing a +1/+1 counter from it, putting Mox Amber from your graveyard on top of your library.
  6. 6Activate Iron Spider's last ability by paying {2} and removing two +1/+1 counters from artifacts you control, drawing Mox Amber.
  7. 7Repeat.
Arcbound Reclaimer
+Iron Spider, Stark Upgrade
+Mana Vault
+Krark-Clan Ironworks
#5

Arcbound Reclaimer + Iron Spider, Stark Upgrade + Mana Vault + Krark-Clan Ironworks

Infinite colorless manaInfinite draw triggersInfinite proliferateInfinite storm count
  1. 1Cast Mana Vault by paying its mana cost.
  2. 2When you cast that spell, Flux Channeler triggers, putting one +1/+1 counter on Arcbound Reclaimer and at least two additional artifacts you control.
  3. 3Activate Mana Vault by tapping it, adding mana.
  4. 4Activate Krark-Clan Ironworks by sacrificing Mana Vault, adding {C}{C}.
  5. 5Activate Arcbound Reclaimer by removing a +1/+1 counter from it, putting Mana Vault from your graveyard on top of your library.
  6. 6Activate Iron Spider's last ability by paying {2} and removing two +1/+1 counters from artifacts you control, drawing Mana Vault.
  7. 7Repeat.
Arcbound Reclaimer
+Iron Spider, Stark Upgrade
+Grim Monolith
+Krark-Clan Ironworks
#6

Arcbound Reclaimer + Iron Spider, Stark Upgrade + Grim Monolith + Krark-Clan Ironworks

Infinite colorless manaInfinite draw triggersInfinite proliferateInfinite storm count
  1. 1Cast Grim Monolith by paying its mana cost.
  2. 2When you cast that spell, Flux Channeler triggers, putting one +1/+1 counter on Arcbound Reclaimer and at least two additional artifacts you control.
  3. 3Activate Grim Monolith by tapping it, adding mana.
  4. 4Activate Krark-Clan Ironworks by sacrificing Grim Monolith, adding {C}{C}.
  5. 5Activate Arcbound Reclaimer by removing a +1/+1 counter from it, putting Grim Monolith from your graveyard on top of your library.
  6. 6Activate Iron Spider's last ability by paying {2} and removing two +1/+1 counters from artifacts you control, drawing Grim Monolith.
  7. 7Repeat.
Arcbound Reclaimer
+Iron Spider, Stark Upgrade
+The Great Henge
+Krark-Clan Ironworks
#7

Arcbound Reclaimer + Iron Spider, Stark Upgrade + The Great Henge + Krark-Clan Ironworks

Infinite draw triggersInfinite proliferateInfinite storm countInfinite lifegain
  1. 1Cast The Great Henge by paying {G}{G}.
  2. 2When you cast that spell, Flux Channeler triggers, putting one +1/+1 counter on Arcbound Reclaimer and at least two additional artifacts you control.
  3. 3Activate The Great Henge by tapping it, adding {G}{G} and gaining 2 life.
  4. 4Activate Krark-Clan Ironworks by sacrificing The Great Henge, adding {C}{C}.
  5. 5Activate Arcbound Reclaimer by removing a +1/+1 counter from it, putting The Great Henge from your graveyard on top of your library.
  6. 6Activate Iron Spider's last ability by paying {2} and removing two +1/+1 counters from artifacts you control, drawing The Great Henge.
  7. 7Repeat.
Arcbound Reclaimer
+Iron Spider, Stark Upgrade
+Mana Crypt
+Krark-Clan Ironworks
#8

Arcbound Reclaimer + Iron Spider, Stark Upgrade + Mana Crypt + Krark-Clan Ironworks

Infinite colorless manaInfinite draw triggersInfinite proliferateInfinite storm count
  1. 1Cast Mana Crypt by paying its mana cost.
  2. 2When you cast that spell, Flux Channeler triggers, putting one +1/+1 counter on Arcbound Reclaimer and at least two additional artifacts you control.
  3. 3Activate Mana Crypt by tapping it, adding mana.
  4. 4Activate Krark-Clan Ironworks by sacrificing Mana Crypt, adding {C}{C}.
  5. 5Activate Arcbound Reclaimer by removing a +1/+1 counter from it, putting Mana Crypt from your graveyard on top of your library.
  6. 6Activate Iron Spider's last ability by paying {2} and removing two +1/+1 counters from artifacts you control, drawing Mana Crypt.
  7. 7Repeat.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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