Battle at the Bridge
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Target creature gets -X/-X until end of turn. You gain X life.
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Battle at the Bridge Discussion
3 hours ago
Alright, I've made some changes:
The following were removed entirely:Oketra, Bontu, Null Caller's
Here's my reasoning for the changes:The Null Callers didn't really add a whole lot unless I had a graveyard full of creatures, and it being a 4 caster as a 2/4, I figured there were better spells for that cost (or less). Same with Oketra and Bontu - both had great stats, but with their restrictions, it just didn't fit with the deck IMO. The Metallic Mimic will give +1/+1 to all Zombies, and even though there's only 1, I think it'll be more effective than either of the God's or the Null Callers.
The Fatal Pushes and Blessed Alliance are for creature control, though I'd still like to get 2 more FP's.
I added the Dark Salvation to replace Stir the Sands, just as something to add in, and it's more effective. I'd like to add at least 1 more in, but maybe this will get rotated out. Same with Battle at the Bridge, which will get rotated out for a Fatal Push once I get more.
1 week ago
You're welcome nickn0me! I'm no pro or anything I just play a lot of mtg and believe that helping other people is what makes the community so great. Yeah, I knew I was stretching with Battle at the Bridge and Bonds of Mortality. That's just how inefficient black and green are at stopping the Ulamog Marvel decks. Dropping Grasp of Darkness might be safe with Heart of Kiran on the decline and killing zombies (which seems to be the other deck on the rise) with it will never feel good. From what I've seen Never//Return is the replacement for GoD. Personally I think Manglehorn is a pitfall, I could be wrong though. Slowing them by one turn is equalized by the fact that you "most likely" spent a turn casting him. The painful truth of Painful Truths is that it's a bad draw spell, I'm assuming you meant Cruel Reality or something? If you meant something else let me know. In regards to Dispossess and Lost Legacy they seem like they could be useful. I don't know anyone who swears by them, but now that Marvel is the new target they might start to see some play. Dispossess and LL are very much control deck cards though, just keep that in mind.
1 week ago
I like Walking Ballista picking off Thopters as a flavor win. XD As difficult as it is to cast in your build Disallow is probably the best answer available in the format. Without white or red your options are extremely limited, Battle at the Bridge could get it done albeit after the damage has been done. Considerably further out of reach without leaning on improvise. Another option could be Bonds of Mortality, on etb you draw a card then for a G you can remove his indestructible keyword ueot and slap him with a removal spell. It just seems like GB decks are going to have it tough in the current meta, specifically the +1/+1 builds. A -1/-1 build could find ways to get it done, but again it would be after Ulamog eats your library. So to sum it up... the matchup in this case is a tough one.
1 week ago
Also, you're really heavy on artifact and clue generation synergy, but low on actual artifacts and direct clue generation cards. I try to keep my synergy cards limited to a few. Increase your cards that actually directly generate clues on their own, and include Battle at the Bridge. Great for artifact or clue heavy black decks.
2 weeks ago
Cryptolith Rite could help out by making all creatures viable as ramp for Liliana's Indignation or Ribbons also i feel like Battle at the Bridge could be good removal even without improvise to help out
2 weeks ago
Sleeved this deck up (old version with Marionette Master in the MB) for my last FNM. I play at a competitive LGS and my matches were UG Ramp, Temur Marvel, Mardu Planeswalkers and Bant Marvel against decent pilots. Deck went 3-1, I was very surprised considering I know I was not playing it optimally.
UG Ramp (0-2) - Steamrolled me game 1. They gained too much life and dropped a Sandwurm Convergence. Game 2 Pia's Revolution couldn't stick through instant speed enchantment removal and I died to Crush of Tentacles + Part the Waterveil .
Mardu Planeswalkers (2-1) - The guy slow played like I have never seen, but that happens when he has to stop and re-read every card in my deck. The benefit of a deck like this is that the opposing player makes a ton of mistakes. He transgressed me in game 1 and didn't get rid of Pia's. In game 3 he hit it with Lost Legacy but too late, Herald of Anguish steamrolled.
Temur Marvel (2-1) - Game 1 I couldn't get it going and he marveled an Approach of the Second Sun followed by a hardcast after a Pull from Tomorrow. Sucked. In both game 2 and 3 he marveled into Ulamog and attacked twice, dropping me to 2-3 cards in my deck. He should have exiled my lands... too bad top-deck Marionette Master can insta-kill even with Ulamog out! I got lucky, but the power of Marionette Master as a win condition should not be overlooked even if she's moved to the side.
Takeaways - Love the deck. Even though this concept has been around online my LGS is VERY meta and they didn't expect it or know how to play against it. Some old sideboard cards felt 100% useless (Radiant Flames, Battle at the Bridge) and I never sided them in. Sweepers in general just don't seem that useful unless you run up against RW Humans or something. I probably won't keep any at all in the 75. Hell, I'd rather just run more servo makers for chumps since it still has some synergy. I do like the addition of Lost Legacy and Dispossess in the SB. I got lucky against the marvel decks, but if you can get rid of their win conditions on turn 3 it should be game over. I did not run against control, so I can't speak for that match-up. I'll be taking it to FNM again this week (I won't bother you with a whole damn write-up again though).
Thanks for the great idea!
2 weeks ago
tap out your servos to fuel x cost spells, profit, throne tacks on extra damage at end of turn.
Don't see it breaking the format, but it could be playable
2 weeks ago
Pia's Revolution is a non-bo with Marchesa's trigger, since anyone can send the modular card back into your hand at no cost, and just having them return to the battlefield is probably better.
Treasure Mage can help you search for any of your big game enders. Also, Muddle the Mixture and Drift of Phantasms can help dig for key robots or sac outlets.
Very small critique, but because your commander is 4 CMC and wants to attack as soon as possible to protect herself, and you have a relatively low colored mana symbol count in the majority of your spells, you may want to trim the 3 CMC colored mana rocks like Obelisk of Grixis, Darksteel Ingot, and Commander's Sphere, for 2 CMC colorless rocks, like Mind Stone, Thought Vessel, or the Mana myrs (Silver Myr, Leaden Myr, and Iron Myr). This can also help alleviate the issues of your low land count in the early game.
Marchesa also facilitates some amazing draw options such as River Kelpie and Mulldrifter, who you can recur by adding a +1/+1 counter with say Unspeakable Symbol in response to the evoke trigger.
I don't know your meta, but single target removal like Battle at the Bridge and Devil's Play will be worse than a wrath like Blasphemous Act or Toxic Deluge over the long term.