|Commander / EDH||Legal|
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|Fifth Dawn (5DN)||Rare|
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(Blue), Discard an artifact card: Search your library for an artifact card with converted mana cost 1 or less, reveal that card, and put it into your hand. Then shuffle your library.
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Artificer's Intuition Discussion
2 weeks ago
Generally, its a set of 1CMC sideboard answers as 1-ofs (in the maindeck), things like Nihil Spellbomb, Pithing Needle or Golden Urn alongside Artificer's Intuition and Trash for Treasure. It lets you reliably throw out relevant speedbump cards and put big stuff (and dead cards) in the graveyard. Used to run it back with Sundering Titan a long while ago- might be some old primers around for the more casual mirrodin lists that people were tweaking.
2 weeks ago
lagotriphaArtificer's Intuition while being a great discard outlet is off color and I'm not running any 1CMC artifacts to fetch with it anyway. You however did mention the " Artificer's Intuition package". What did you mean by that, is there a combo with it that would help my strategy and be worth splashing blue for?
2 weeks ago
I've seen a few attempts at vehicles in modern. I'll run through my deckbuilding notes
Challenge; meta. Lots of people do really unfair things with artifacts in modern, and artifact hate is core thanks to affinity/kci, so people will have dedicated hate.
Oppertunity; Tools. Modern artifacts have an insane variety of powerful support, from Dispatch/Galvanic BlastMox Opal all the way to Artificer's Intuition/Chief Engineer/Fabricate/Trash for Treasure There are powerful tools in red, blue, white and some functional oddities in black and green. A Life from the Loam manlands/crew control list might be playable.
Crew wants you to have creatures on the board, (and heart loves the variety of powerful modern plainswalkers). Modern wants your creatures to be self-protecting, cheap and immediately useful.
Bomat Courier is perfect. Lingering Souls is great for crewing. So is Bitterblossom. Most 'crew 1' lets you drop a pair of tokens, lose 1 to lili, then kill lili with the vehicle. Fleetwheel Cruiser trades well into most walkers thanks to haste. weatherlight/conquerers look ok in longer matchups. Slag Fiend might help make up a 'cantrip graveyard artifact crew' deck.
Mardu gets a great low-cost instant options and sideboard options, which should help it fighitng against hate. From k-command to Rakdos Charm, Lightning Helix to Rest in Peace, its all there. Just figure out what your meta doesn't want to be playing against, and jam that in there.
The big battle is against efficient midrange lists. If they can trade even for your low cost creatures, you will find it difficult to crew, so tokens are basically mandatory. Even then, all those sideboard Ensnaring Bridge answers also trade well, so plan carefully.
3 weeks ago
2 months ago
Surprised to see Artificer's Intuition in this list, what are your most common targets? Sensei's Divining Top & Elixir of Immortality is a cute combo, but maybe more ramp. Expedition Map into Inventors' Fair into any artifact you want, then Elixir of Immortality to reuse it is pretty cool too.
2 months ago
6 months ago
That UR Prison deck was sweet the main strength and one of the things Jeff mentioned that it had compared to other prison style strategies was the amount of different tutoring cards available. Tolaria West, Inventors' Fair, Expedition Map, Artificer's Intuition, Whir of Invention, and Tezzeret the Seeker that is a lot of ways to eventually to get any lock piece or hate card you want. Also death by modern staple Ipnu Rivulet, brutal.
6 months ago
Jhoira is kind of an all in CMDR here are some suggestions in that all in route. Your mana curve is way too high you need to take out all of your mana rocks that are 3 and above. Take out all of your creatures except the mana reducers, 0 mana ones, Scrap Trawler, and Walking Ballista. Metalworker and Lotus Bloom is honestly way too slow. Take out Storm the Vault Flip Power Artifact Alhammarret's Archive Thoughtcast Blinkmoth Infusion Wayfarer's Bauble Jaya's Immolating Inferno Cyclonic Rift. And go down to like 25 lands.
And then just put in Semblance Anvil Chromatic Sphere Codex Shredder Helm of Awakening Memory Jar Windfall Wheel of Fortune Chain of Vapor Mental Misstep Myr Retriever Frantic Search Gamble Riddlesmith Tormod's Crypt Artificer's Intuition Sensei's Divining Top Defense Grid Pentad Prism Junk Diver Force of Will Ponder Preordain Aether Spellbomb Pyrite Spellbomb Void Snare Red Elemental Blast Pyroblast and slot in any number of counter spells and bounce spells...
these are just a few suggestions think of them what you will. But just know that Jhoia is going to be targeted super hard. A lot of the cards are just win more cards but the things is that once you ever get to resolve a jhoria and play a turn it should be a guaranteed win. And your only other trouble will be taxes and or stax pieces like Blind Obedience and those will basically make your lose almost 100% unless you have removal which you don't have enough.