|Commander / EDH||Legal|
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|Alara Reborn (ARB)||Common|
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Artifact Creature — Construct
As Arsenal Thresher enters the battlefield, you may reveal any number of other artifact cards from your hand. Arsenal Thresher enters the battlefield with a +1/+1 counter on it for each card revealed this way.
Arsenal Thresher Discussion
1 year ago
You might use Arsenal Thresher with how many cards you have
2 years ago
2 years ago
Lots of your stuff is good, but I think where the deck falls a little short is where you choose to go deep. I'll explain. The deck seems to be a thematic split between ETB effects and a kind of aristocratic style. My concern is that you may not be devoting enough to either strategy by choosing to go that wide. I may be totally wrong about that, but you'll discover whether or not it works when you playtest it. My other problem is that you seem to have a lot of cards that don't really do much. Aeronaut Tinkerer, Arsenal Thresher, and Esper Stormblade to name a few. Commander isn't a game of single numbers, so Aeronaut Tinkerer, for instance, as a 2/3 Flying for 3? Not the best use of a card slot. Oftentimes, you'll draw a card like that and the best it will do is serve as a blocker. There seem to be a lot of combos, so might I recommend replacing those kinds of cards with Tutor effects? Tamiyo's Journal, Diabolic Tutor, and so on. My final parting idea is the manabase. You have a ton of taplands and you cover a lot of colors really efficiently, but the manabase is slower than it looks. Nice deck overall! Upvote+
3 years ago
Also, Arsenal Thresher is white so it can't be in the deck.
3 years ago
Ammo37, I appreciate all the suggestions but unfortunately I disagree with them. You seem to be missing the synergy between Salvaging Station, Artificer's Intuition and the various Spellbombs and Capsules. Doom Blade and Disenchant might be better for a different deck but for this deck the artifact versions are simply much better because you can reuse them multiple times.
Voltaic Key does much more than give a creature vigilance.
The boots aren't just about the hexproof, haste is very relevant as well, and I would say that Master Transmuter is important enough to need hexproof.
If you get Temple of the False God in your opening hand, mulligan it away. More mana is always welcome.
Aside from the various "goodstuff" cards your suggestions seem all over the place and don't make much sense, What do the arcbound creatures add to my deck when there is no other +1/+1 counter theme? What does Arbiter of the Ideal bring if I have no way to repeatedly untap it and I don't care if my permanents are enchantments either. Arsenal Thresher is literally just a medium sized vanilla creature.
3 years ago
Sorry for the long list
Remove Voltaic Key: wastes a deck slot to give a creature vigilance sometimes.
Remove Gilded Lotus: costs too much for a mana ramp.
Remove Open the Vaults: Oblivion Stone into dead board.
Remove Swiftfoot Boots: No creature is so important that it needs hexproof
Remove Lightning Greaves: ""
Remove Temple of the False God Lands are most important in the early game, at the point Temple activates you should be good on mana.
Remove Magister Sphinx: Don't be a dick.
Remove Muzzio, Visionary Architect: Costs too much for little gain.
Remove Salvaging Station: Too few targets
Suggestions for newly found free deck slots.
Curse of the Swine: You have a blue deck, run this
Arcbound Fiend: Can steal other players +1/+1 counters
Thopter Foundry: A must in an artifact centric deck
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