At the beginning of each player's precombat main phase, if Blinkmoth Urn is untapped, that player adds to his or her mana pool for each artifact he or she controls.
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Blinkmoth Urn Discussion
15 hours ago
Thoughts on Darksteel Citadel? There's a bunch of ramp cards unique to artifacts too, I thought I should mention them. Etherium Sculptor, Foundry Inspector, Mycosynth Golem, Inspiring Statuary, Blinkmoth Urn, Krark-Clan Ironworks, Chief Engineer, etc. There's also Kuldotha Forgemaster, a damn good tutor. Thoughts on Argivian Restoration versus your Scarecrone? Clock of Omens versus your Unwinding Clock? It's arguably less useful but it has more control, especially in equipment decks and such.
Hope this helps
1 month ago
Let me start by saying that I think you have a great theme and you've done a great job of sticking to your theme elements.After going over your list, here's the recommendations that I think might help you.
Cards to take out (to get down to 100):
Golem Foundry is just a weak card. It is kinda nice getting a golem token for casting 3 artifacts, but I've never been happy playing that card. It always ends up feeling like a waste of board space.
Metalwork Colossus is really nice, but with all of the vehicles and other creatures, it seems kinda mana intensive and you're not really working on a sacrificing artifact theme.
Blinkmoth Urn is symetrical, meaning it helps you opponents as much as it helps you. Yes, you may have more artifacts than them, but do you really want to give your opponents free mana? And they get that free mana before you do.
Darksteel Juggernaut is a great card in a draft, or in another deck where you're primarily focused on attacking each turn. But the requirement of attacking each turn makes this card feel like it doesn't fit.
Sram's Expertise is cute, and I understand why it is in the deck but a few 1/1 tokens seems kinda weak for this deck.
Chief of the Foundry helps out the vehicles, but not the dwarves.
Those initial cuts gets you down to the 100 cards for Commander. Now to make the deck a bit stonger.
These changes might help make your deck more resilient againt various opponents. Obviously, you'll need to temper these recommendations with your collection, budget, and local metagame.
I'll start with lands. Nine (9) out, Nine (9) in.
Spinerock Knoll, Better in a combo deck.
Shinka, the Bloodsoaked Keep, Not enough legends
Wind-Scarred Crag, Boros Guildgate, and Stone Quarry come into play tapped. You have too many lands that come into play tapped and it slows you down.
Drifting Meadow, Forgotten Cave, Secluded Steppe, Smoldering Crater, the cycle lands are nice in a deck with lots of graveyard recursion or when you're focused on cycling cards. But you're deck isn't set up for those things and these are just more lands that enter the battlefield tapped and slow you down.
Kabira Crossroads for it. The 2 life usually isn't enough in Commander games to make a big different.
Sejiri Steppe is something to consider. And the Boros Garrison makes it better.
Move the Rugged Prairie and Sacred Foundry to the mainboard from your maybe board.
Don't ignore the plain old basic lands. Even if you just use a couple of each. You never know when an opponet will play a "Every seach for a basic land" card and you're left out of the party.
I would also consider Holdout Settlement and Springleaf Drum to help take advantage of Depala, Pilot Exemplar's ability to load your hand with creatures and vehicles. Remember that you can tap a creature with summoning sickness to activate the Settlement or the Drum since you aren't activating the creature's ability.
Lightning Greaves is a tough card to consider. Yes, it is a great card. But does it really help that much? You aren't themed around equipment. I would drop in in favor of something that helps more often.
One-shot effects like Built to Last and Built to Smash are not really good in a multiplayer game.
I hope these suggestions help give you some ideas. Let me know what you think. Feel free to look over my decks and let me know what you think of the suggestions.
1 month ago
There's a lot of synergy when it comes to "untapped matters" like Howling Mine, Blinkmoth Urn, and Winter Orb. It's smart to have ways to tap it when you want it tapped so the opponents don't get the bonus or you don't get the minus.
1 month ago
Hi Karzalar, thanks for the comment.
Vandalblast is a good card, I don't think it fits too well here though. While you are right that I could upgrade my Boardwipe/Removal package Vandalblast is not efficient enough in this deck because it only gets rid of artifacts and doesn't do it permanently. For a single target while more expensive I'd rather use an Anguished Unmaking and as a boardwipe Merciless Eviction which can hit a wider variety of targets. I'll be looking to add an Austere Command though.
Blinkmoth Urn is just not powerful enough for this deck. Giving the benefit to each player for 5 mana is just not a good tradeoff in my opinion.
While I feel similar about Saheeli Rai she could indeed be pretty good value. I'll try her out if I get my hands on a copy cheap.
1 month ago
Some synergies with Mycosynth lattice :
Vandalblast : Hey look, your board is cleaned!
Blinkmoth Urn : So much mana!
Also, Saheeli Rai could be good in here?
2 months ago
I think you could easily cut Memnarch, Take Possession, March of the Machines, Angel's Grace, Liquimetal Coating, Caltrops, Blinkmoth Urn and Mindslaver and the deck wouldn't miss them. That's a start at least.
Also, running 1 counter spell seems silly. I'd say either cut it or add more.
2 months ago
NewHorizons: Honestly, the best way to fight mass artifact removal in this deck is simply to out-race it. This deck can potentially drop the hammer on someone faster than they can go for their Bane of Progress/Vandalblast/Merciless Eviction or whatever.
That said, if I can't do that, it tends to hurt a hell of a lot. I do have Null Brooch and Kozilek, the Great Distortion to maybe catch something, and Warping Wail always makes for a fun response, but those can't help me every time. It's definitely a notable weakness, but honestly I don't find that it's as much of a glaring problem as it looks.
And Mirrorworks is here for the purpose of making more Doubling Cubes, Blinkmoth Urns, or whatever happens to be in my hand that I'd like two of. It definitely helps my game plan out when I find myself stalled out at 6 mana and I manage to dig up a mana rock, but I'll admit it does tend to become more of a win-more card if I'm already doing fine. I like win-more though, so it's still here.