|Commander / EDH||Legal|
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|Modern Masters 2017 Edition (MM3)||Rare|
|New Phyrexia (NPH)||Rare|
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Creature — Human Artificer
When Blade Splicer enters the battlefield, create a 3/3 colorless Golem artifact creature token.
Golem creatures you control have first strike.
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|Have (26)||ironax , bakeraj4 , VGJustice , Vasbear1 , Skulldrey , tragic_slip , NOGzFTW , Roadhog , DrPopular , Poptartz95 , geazykagar , Nemesis , MrCrazzyc , TehDelta , TheDuggernaught , philktoken8998 , aeonstoremyliver , thetechzombie , Archegos , mcstang1986 , gosora , abby315 , firemind12 , tlhunter07 , golgarigirl , Spinalripper|
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Blade Splicer Discussion
1 week ago
Have you considered "splashing" colorless so you get access to cool Eldrazi like Thought-Knot Seer and Reality Smasher? You're already running a couple of Eldrazi, so Eldrazi Temple fits right in here, and I think it might make your deck a lot better. I have a friend who playes "Eldrazi and Taxes", and I always have a tough time beating the lategame Eldrazi after he's spent the first few turns locking me out. Fatal Push also seems like it has a home here.
@Keith76 it's not so much of a win as much as it is making it so that your opponent can't really do much anymore. T1 Aether Vial, T2 Thalia, Guardian of Thraben + Thraben Inspector off of Vial, T3 Blade Splicer + Leonin Arbiter off of Vial, etc. Things get out of hand fast.
1 week ago
Also Ashling the Pilgrim can be very sick, when triggering it during attack (before blockers are declared) with Iroas on the table.
For some inspiration here is my Iroas, God of War (Multiplayer EDH)
Greeting from Gottsplitter
1 month ago
seshiro_of_the_orochi thank you for the compliment! I will try it, thanks! Maybe take out the one Blade Splicer (he's for testing only anyway...) The thing is, games tend to vary in terms of duration very much. Some games are over turn four because my opponent scoops to a flipped Akroma. Some games are dragged out where I lock my opponent out with the Rhino and a Displacer and steal a win with Purphoros. Roundabout way of saying: the Archaeomancer would be useful only in certain games where my opponent either has an answer to Akroma or I don't find an Akroma.
1 month ago
Thanks for the interest in the deck!
It's been a few months since I've been to a tournament so I might be a little outdated on matchups. But basically my meta is Death's Shadow, Affinity, Merfolk, Lantern Control, and White Cloudshift.
The deck is pretty solid against shadow and Affinity, my removal can hold them back decently well and my sideboard helps a lot with both.
Merfolk and lantern are really tough matchups for me, I've never beaten the Merfolk guy. Anger of the Gods is my only real answer I have and I've never drawn it against him lol. I got the Shatterstorms specifically for lantern but I haven't been matched against him since their addition.
The only other top-tier deck I've played against is Bant Tron and I got stomped by him. He isn't a regular at the LGS so I had no sideboard tech to stop him so he basically did what my deck tries to do but 2 turns faster.
1 month ago
1 month ago
Ok so I created this deck and then was told that my mana curve was too high so I was informed to make some changes to make it a little more competitive.
This kind of took my deck from a ping you down with death touch everywhere creates to something a little more different.
xyr0s on U/W Flicker
1 month ago
Mana base: You could add a couple of Prairie Stream to have some really good targets to fetch. A single copy of Moorland Haunt could also be useful, of only to make use of your graveyard. Also, you need a bit more land (you have only a little card draw, and want to both play creatures and keep mana up for playing things in your opponents turn). But you'll need 23 or 24 lands, so you are sure to hit land in the early game. At 20 lands, you hit the first 3 turns (mostly), but after that it takes a while before you hit land number 4.
Bounce: I'm not too keen on bouncing your own creatures (when you could blink them). In general, it takes more mana than you'll have available in a typical game of modern. In many cases, you use instant-speed blink to avoid removal spells, and if you Unsummon your own creatures, they're still removed, from your opponents point of view (even if it's a bit less permanent than they would have liked). More Cloudshift, less Saving Grasp.
Consider whether something like Janjeet Sentry really is worth it. 3 mana for a creature with a tap-ability, which also requires some payment. Perhaps Blade Splicer seems boring, because "it's what everybody uses", but ask yourself how often youd like to have a 1/1 and a 3/3 creature for 3 mana (with and additional 3/3 token for every blinking of the 1/1 creature), and how often you'd wish for Janjeet Sentry for the same mana. There might be legitimate scenarios where sentry is better, but in general I think Blade Splicer is the better card. Besides, tap-abilities and blinking are a really poor mix.
Mill: erhm... you've nowhere near enough mill to actually have that as a viable win-con. Especially Merrow Witsniper seems like a miscalculation - you spend 2 cards (say, Saving Grasp and Merrow Witsniper), to mill 1 card. It's going to take some time and effort, before that reaches the level of a Tome Scour. Minister of Inquiries maybe seems like it could be ok, if you have something really good to spend eneergy on (2 energy for 1 mana is ok, right?).
Soul Warden should be in SB. Good card, but not useful in all games.
Flickerwisp deserves mention. It does not have flash. But you can blink it with instants and that's almost as good. The real strength of that card, is that it can target any permanent, including your opponents. It can break up tron for a turn, reset a planeswalker or Aether Vial or... or... so many other things.
1 month ago
I strongly agree with PartyJ on the land count and even go further, because WB can be slow on ramp, you need mana rocks:
On the ramp side, there are a few things that can get you lands, but some can be expensive:
Besides all the above in my opinion this deck needs a direction on what you want to do with it, namely answering the questions What does this deck do? and How does it wins by doing that?
I also sort of agree with shaftdiggity's suggestion. Since your commander has a low CMC, and also is not very easy to deal with, you can rely on him staying on the battlefield and using his ability to get your creatures back from your graveyard. So, one way to go is by searching for creatures with relatively low CMC and/or good Enter the Battlefield effects, combined with Sacrifice Outlets.
These are some ETB examples:
- Oreskos Explorer
- Enlightened Ascetic
- Blade Splicer
- Sin Collector
- Bone Shredder
- Fleshbag Marauder
- Merciless Executioner
- Slum Reaper
- Agent of Erebos
- Puppeteer Clique
- Patron of the Vein
- Angel of Serenity
- Angel of Despair
- Ashen Rider
These need to be used with an available Sac Outlet:
The way to play these cards goes like this: As they enter the battlefield, their first ability triggers and you get to exile somethin. Then, in response (or when the ability is on the stack but hasn't resolved yet you sacrifice the creature. Hence, the second ability will go to the stack, but since the first one hasn't resolved yet, there is nothing to return from exile. The first ability will then resolve, exiling something permanently.
Some good Sac Outlets exmples:
- Altar of Dementia
- Ashnod's Altar
- Phyrexian Altar
- Martyr's Cause
- Viscera Seer
- Razaketh, the Foulblooded
- Carrion Feeder
- Sadistic Hypnotist
Forcing your opponents to sacrifice with you is very good: