|Commander / EDH||Legal|
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|Oath of the Gatewatch||Common|
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Artifact — Equipment
Equipped creature gets +1/+0.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Bone Saw Discussion
4 hours ago
First we need to look at purpose. I feel like we need to take each type of card (land, instant, sorcery, creature, planeswalker, enchantment, artifact).Land:- What mana does it produce- Does it enter tapped-- Is there a condition that can stop it from being tapped-- Does entering tapped provide an added bonus- Does it give a creature boost- Does it have any other external ability
Instants will always triumph over sorceries, but for the sake of it we're gonna include them togetherInstant & Sorcery:- Does it provide an adequate effect-- Is this effect better than other cards with similar effects-- Is this effect versatile- Does the mana cost (if an instant) allow for you to still play things on your turn- Is there an instant with the same ability (if sorcery)-- (chances are if there is an instant with the same ability it will cost an extra mana, or another negative effect)- Is the effect versatile-- Does the card offer multiple options--- Is the mana cost higher than cards with 1 option--- How many options can be selected-- Is the spell immune to counters-- what variety of cards can the spell target
Creatures, Artifacts, Enchantments:- Does it have high power and/or toughness- Is its ability good-- Is it better than other creatures/artifacts with the same ability-- Can the ability be found cheaper in an instant or a sorcery-- Can the ability be made with a good combo- Does the creature require other creatures to be considered effective (allies, melding cards etc.)- Does the creature have reach (this is big for green decks)
Planeswalker:- Is its ultimate ability really worth taking up an entire slot in your deck for?-- If not, is the other 2 abilities enough to make up for it-- If so, can it be supported by the rest of your deck, or by itself until it reaches this ability- Is the mana cost possible with the cards you have in your deck-- Is your deck centered around 1-3 mana creatures with a 6 mana PW--- Can you reach the mana cost before being wiped out-- Is your deck centered around 4-6 mana creatures with a 3 mana PW--- Can it defend itself before you get creatures out
Mana costs are one to be debated. Generally, lets take counterspells for instance, the order for good effect and mana cost goes as such- 3 generic (no counterspells like this) - many restrictions - 2 generic 1 blue (Disrupting Shoal) - some restrictions or alternate negative effects- 1 generic 2 blue (Forbid) - minimal negative effects or restrictions- 3 blue (no counterspells like this) - no restriction, possible good effect such as splice- 1 generic 1 blue 1 black (Psychic Strike) - no restriction, good extra effect- 2 blue 1 white (Render Silent) - no restriction, super awesome ability
and thats just the 3 mana ones, if we look at two mana counterspells (I wont include Counterspell because its illegal in modern) It is very similar- 2 generic (once again none of such) - high restrictions, negative effect- 1 generic 1 blue (Negate) - some restrictions- 2 blue (Deprive) - chances are there wont be restrictions, but if there isn't then there will be a negative effect, Counterspell was banned because it abuses this order- 1 blue 1 green ([consume magic]) - this card was the only example i could find (i dont think its real), but it allows a slightly good effect of countering abilities, at the cost of countering creatures planeswalkers and artifacts
then theres the classic 0 mana cards. 0 mana cards are a matter of necessity, do i really need Bone Saw, how well does it synergise with my deck, is it necessary for my combo. Do i really need Pact of Negation, is it absolutely essential to counter that spell, or will I win this turn.
6 days ago
Awesome suggestions LithiumHD!I looked through my cards but for some reason I could not find more Ornithopters or Bone Saws. I guess it is a by product of my recent move. I did pick up 2 x Bone Saw, 3 x Ornithopter, Foil Scrap Trawler for a $1 from my LGS.I added 1 x Merchant's Dockhand and I am going to order a Hope of Ghirapur. Or should I up the number on those more than two each?I added another Scrap Trawler...should I add more?I am now using 4 x Tezzeret's Touch.I am going to try 2 x Reverse Engineer.I added another Tezzeret, Master of Metal. I do have a third one to add but I don't think it is as need since there is the Tezzeret's BetrayalI am going to order the Herald of Anguish in a couple of days...Anyone have thoughts on whether it should be a 2 x or more?The cards in the sideboard are some of the things I took out of the original deck.One card I thought about adding to the sideboard is Underhanded Designs
6 days ago
1 week ago
I found you!
Try the following:
Drop 2x Islands, a mountain, and a swamp for a total of just 20 land. If you find that you get mana-starved in play-testing, I would also consider 4x Evolving Wilds instead of basic land which would allow you to search and pull for the color of land you need.
Drop either 2x Ornithopter's or the Bone Saw's. Pull the Gifted Aetherborn's since they don't really fit the theme of the deck. I would also consider coming down to only 2x of Tezzeret's Touch. Put the Scrap Trawler's in your sideboard instead of your mainboard. I would either run the full set of Freejam Regent and drop your demon, or go half and half with 2x of him and 2x of the Herald of Anguish. That would bring your card count down to 62, which is a little bit more manageable.
With this setup, I see Reverse Engineer as the only real problem with this deck since it requires 2x blue mana. Freejam and Herald also require 2x of their color, but they're late-game players which you're trying to make sure you get out as closer's for you game. Reverse Engineer is kind of a "back up" card if your hand-size gets low and does better in the sideboard since you can get a feel for your opponents deck and pull it in if they're also playing a longer game. I would put in Metallic Rebuke instead since it's a very fast and sneaky card with it's improvise function and is much better early in the game; you slow your opponent down by countering his spells while you prep for your own bigger creatures.
I would consider adding Pia Nalaar since she also adds a thopter artifact creature and is an Artificer which would give you three creatures to use Inventor's Goggles on. I'm a big fan of Filigree Familiar and if you're thinking of adding it, I would pull the Ornithopter's altogether in favor of that more productive creature.
See my own improvise deck for other ideas Tezzeret likes to touch things. +1 for finally getting on this site and publishing your first deck :)
1 week ago
Going for a more aggro approach is great. we can flood the board with a whole bunch of cheap artifacts, and either overpower the opponent with sheer numbers, or by wearing them down with Tezz/
First and foremost, i'd like to draw your attention to Herald of Anguish. herald is one of the best cards in standard at the moment and can single really secure a win in most cases.
With that being said, it is possible to drop a herald on turn three in this format, although turn four is much more likely and fairly reliable to reproduce every time.
Hope of Ghirapur and Merchant's Dockhand are great cards to fill in for the mana slot. Hope makes a great target for Tezzeret's Touch, and the merchant is great for drawing into herald or your planeswalker.
As for the mana slot Servo Schematic is by far the best choice out there. it gives two artifacts right off the bat, and then another one when it dies (most likely to getting sac'd by herald) so running x4 of these bad boys will work wonders
Scrap Trawler is great for a turn 3 play, if you didn't get the herald god hand and can play him. he makes sure that when your artifacts die, then don't just die for nothing, and starts a really nice cycle of cards, keeping your hand filled with cheap artifacts.
also, running two more copies of Tezzeret's Touch will really help with early board presence, especially when its placed on one of your flyers as early as turn 3. yikes.
Reverse Engineer is great here too for drawing cards for really cheap. making sure that you always have artifacts to play in case you need sac fodder for herald, or to better make use of Tezzeret, Master of Metal's ability
let me know what you think of these suggestions so far. and if you have anything you need to ask just let me know.
1 week ago
FitofRage aggro will beat control. You may take 1 in 5 rounds.
If you truly want to go the improvise route then try Inspiring Statuary and run Glimmer of Genius and Saheeli's Artistry and Metallurgic Summonings. Run each as a 2 of. And use Bone Saw, 2 is good. Drop to 2 Hope of Ghirapur since its not working for you.
Keep your Tezzeret. At the least he can do 2 things for you, make extra artifacts and become a huge target.
I would side board more control and kill. And maybe 2 other creatures. But keep the plan simple. You want to win with 5/5 beat down. That's all you have to go on. So make sure you can get it out there. Have the draw you need. Use metallurgical summoning to get more artifacts and then exile it for your instants and sorceries back
1 week ago
1 week ago
This deck is really consistent - turn 4-7 is really good, but I think you need some more interaction. Maybe Metallic Rebuke or Mana Leak for a couple of Nettle Drones and a Banishing Knack and a Bone Saw