|Commander / EDH||Legal|
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T: Add 1 to your mana pool.
1U, T: Put target artifact card in your graveyard on top of your library.
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Academy Ruins Discussion
1 day ago
I might recommend replacing 2 Anticipate with 2 copies of Epiphany at the Drownyard. The card can win you the game. I'd also recommend maybe adding a singleton Snapcaster Mage because he's an efficient chump blocker, plus getting to flashback a spell is useful. Another personal favorite addition for a sideboard has always been Myr Battlesphere. I like it because if you're playing against a fast, aggressive deck, it gives you a degree of board stabilization. I've gotten away with some crazy shenanigans with Trading Post, sacing to draw a card, and then Academy Ruins Myr Battlesphere back on top of the library to cast again to get more Myr tokens. It's a more old-school Mono U Tron thing, but it's an option that people forget about. Nobody plays Myr Battlesphere or Trading Post anymore.
1 day ago
What are your thoughts on Academy Ruins?
Is it excluded due to effects such as Back to Basics? Or is Ruins simply not relevant?
3 days ago
TearsInRain23: I really should get a copy of that card, heh.
bushido_man96: Thanks! I'm glad you like it.
illumfolly: . thank you!! I actually haven't been playing this deck much recently (it's still put together, I just haven't gotten it out of the box), but I feel like I'm going to tweak it in the near future. What have your experiences been with it recently? :) Is there anything you'd change/cut/add?
5 days ago
1 week ago
Also, Trinket Mage with only one target to tutor for is awfully weak. It's a great card but you need some sort of toolbox to make it relevant in any stages of the game. For example Pithing Needle, Engineered Explosives (nice with Academy Ruins and Crop Rotation/Sylvan Scrying to tutor for it, also makes a good pile for Intuition with Crucible of Worlds/Academy Ruins/Engineered Explosives or Regrowth), Aether Spellbomb or some mana rocks such as Mana Vault, Voltaic Key, Lotus Petal, Chrome Mox and a bit more expensive Mana Crypt, Mox Opal, Mox Diamond.
I wouldn't recommend lands like Simic Growth Chamber, because they are very much fun for the first person, who happens to have a Strip Mine, Wasteland or any other land removals in the early game and it sets you back like 3 turns. It happened so often and recently I've not seen anyone play these lands anymore because they are so risky. If you combine them with Amulet of Vigor (also a target for Trinket Mage) they are good, but alone they suck.
1 week ago
The deck began with 4 Obliterator. For multiple reasons that I will outline here, I kept cutting them until I ended up with zero.
a. It was difficult to cast. Mutavault is very very powerful, especially with Pack Rat; ideally, I would want four. But manlands and Academy Ruins and Gavony Township and Urza's Tower all exist, and demand an answer, so Ghost Quarter, for better or for evil, must be played (indeed, the Tron matchup is difficult enough as it is. Any less than 4 GQ most likely makes it unwinnable). A manabase with Vault and GQ cannot expect to consistently cast Obliterator on curve.
b. He does not fly. Arguably, trample is evasion - it is, however, offensive evasion in that he is woeful at holding down the fort against fliers. Inkmoth Nexus/Bitterblossom/Lingering Souls all ignored him for the win too often when I played him.
c. He is low output against hard removal; if he gets killed, he's killed, and that's that. Unlike, say, Gray Merchant of Asphodel and Kalitas, Traitor of Ghet, who can all eke out value when/before they're removed, even if they never get to attack.
So I replaced him with Desecration Demon. A 4 mana 6/6 flier is very very good against fair creature strategies and demands an immediate answer against control. Because of how Modern manabases play, out 6 * 3 equalling 18 damage represents a full one turn lessening of the clock from the 3 * 5 of Obliterator, which will not usually be enough to kill. The Demon represents a quicker clock against combo, is much easier to cast, flies over stalled board states for the win, and as a 6/6 or more is just straight up harder to break through than a 5/5. I have actually had opponents built up an enormous board while I developed mine as well, and then brute force through Obliterator sacrificing lands, tokens, Aether Vial, etc. Demon, on the other hand, would have threatened a quicker kill, and because he flies, would have forced my opponent in those situations to find a way to tap him, instead of just brute force killing him in combat. Yes, I got value off Obliterator in that situation - but I then lost on the backswing, whereas Demon would have just won.
But Demon and Obliterator are both the same in that if they're killed before combat, they do nothing, and Demon has the drawback of not being able to pull you back into the game if you're too far behind (but that's true of a lot of cards) and the opp just sacs to satiate him for a turn. Obliterator does grant more devotion, but the downsides are too high.
If you think I haven't considered something in this analysis, please let me know!
1 week ago
1 week ago
Randomdeath It gets back Academy Ruins, Snapcaster Mage, Beck / Call, Lingering Souls and anything else I might want another use of than just using Snapcaster Mage. It gets back lands too, which is helpful when you are mana screwed. I've liked it so far.