Built to Smash
Target attacking creature gets +3/+3 until end of turn. If it's an artifact creature, it gains trample until end of turn.
|Want (2)||Cathall , jdwarhead|
Printings View all
|Mystery Booster (MYS1)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Built to Smash Discussion
8 months ago
vortical42 Thank you so much for commenting! Let me try to address your comments.
Rhonas actually does not seem as good in my list as I would rather pay RG for +4/+4 Trample than 2G for +2/0 and Trample. Rhonas is a good card and all, but I like it more in bigger midrange decks.
I don't know if not having trample is that big of a problem for Become Immense . I have 6 ways of guaranteed trample on Ghor-Clan and Rampage. I also have 4 Brawler which I can basically always give trample to in this deck if need be. And then Battle Rage is often giving trample as well. Similar concept with my Built to Smash . It doesn't often give trample, but the creature is often either unblocked or already given trample in some means. With that said, I may cut it down to 1 copy.
Embercleave is a sweet card. I personally worry about it as it feels clunky in the deck. We either don't have enough cheap creatures to get this out early enough and by the time we could be casting it to make a difference, the game should be over.
As for the PW's, I'm open to suggestions. I just know that with this deck, we need a critical mass of pump spells, creatures, AND energy cards. To see this deck truly form into a midrange deck seems very hard based on the pure style of the deck with pump spells and such. I do see this deck after Sb becoming slightly less aggro with more removal. Also note: often side out Pummeler. It dies to everything, lol. But do keep it in in MU when racing.
Apologies on the long answer. Really do appreciate the feedback. Hope this helps understand my reasoning on some things. I am down to here why I may be wrong.
10 months ago
11 months ago
I play a vehicles deck as well but mine has a stronger emphasis on bonuses from crewing. Creatures like Hateflayer and King Macar, the Gold-Cursed might be worthy of your consideration. Also Aethershield Artificer , Veteran Motorist , and Weldfast Engineer all give a vehicle or two a little boost. Sai, Master Thopterist , Pia Nalaar , Efficient Construction , and Thopter Spy Network are all decent servo/thopter creators; and Master Trinketeer pumps all those creations for better crewing! Then add in Anointed Procession , Parallel Lives and/or ! Doubling Season ! for even more tokens. Start Your Engines and Aerial Modification are good inclusions as well. Some cards that we both need to put in our decks are Padeem, Consul of Innovation , Aeronaut Admiral and Built to Smash . Atraxa, Praetors' Voice and Breya, Etherium Shaper would be great in your deck! Mirrorworks ? Mirage Mirror ?
1 year ago
i would take out Flailing Soldier and a Goblin Motivator , Prey's Vengeance , Brute Force or Giant Growth to add Monastery Swiftspear your choice of how many, Vines of Vastwood or Apostle's Blessing for protection, Gitaxian Probe or Manamorphose for filling your hand and having a more consistent way of dealing damage with either Kiln Fiend or Monastery Swiftspear and maybe add Gut Shot but i don't like it very much.
Immolating Souleater is an okay plan B.
1 year ago
I love this idea. I used to run a RW Golem deck in modern with Thopter Engineer s to fill out the artifact creature plan and for a big surprise swing with golem tokens and maybe a Built to Smash to end it and with Built to Last as protection (nuts whenever there was a Precursor Golem out). Fun times.
Another card to consider is Tempered Steel which is awesome in any artifact creature deck, understandably. It doesn't do anything besides make them big, but sometimes that's all you need, just like a Beastmaster Ascension if you're interested in those type of effects.
1 year ago
Etched Champion used to be the best option for pushing damage through, but due to the number of colourless threats in modern, that isn't really the case anymore. You might be better pumping your guys more with Chief of the Foundry or running Traxos, Scourge of Kroog. I also suspect that Paradise Mantle is a better play than Springleaf Drum, though I could be wrong. Maybe run a pump spell like Built to Smash in addition to Cranial Plating or protection like Undying Evil. Hope that is of some help, good luck with your brew.
1 year ago
Well, first off, let me make the disclaimer that I am an amateur deck builder and have a lot to learn myself when it comes to building decks. But I can spot quite a few issues with the deck, both from looking it over and playtesting it, and honestly, I don't know if the deck can be made to unsuck without completely revamping it or building a new deck. But I'll give it a shot and offer some advice.
First off, I don't know why Armageddon is in there; it doesn't seem to offer any advantage to the deck, and the deck doesn't have any way to build back its own land base more quickly than an average opponent could manage to do. Second, Iroas, God of Victory is fine, if you want to have that in the deck, but there are cards that work against it. The enchantment is nice, but you're not utilizing it to its fullest potential if it's not a creature, which requires devotion, which other cards in this deck work against. Vedalken Orrery, for example, I don't see why the deck needs that; it already has many cards with Flash, and none of the others I can see a need for being able to cast at instant speed. It also doesn't contribute to devotion or field presence. Dust Elemental as well, works against devotion by returning three of your creatures back to your hand, removing both devotion and field presence. And this deck struggles already with acquiring and maintaining field presence. I'd remove both of those cards and look for other white or red cards that pack a little more punch offensively, or noncreature spells that grant trample + power boost, or double strike.
The land base is too large. You have no cards in this deck that cost over 4, and even in a normal deck 26 lands is too much, and there's absolutely no way in this deck to thin those lands out of the deck. You need some major deck thinning (land fetch), or just cut the amount of lands down. I'd say anywhere from 20-22 lands would be fine, and replace a few of the basics with maybe 2 - 4 Evolving Wilds, an inexpensive way to thin the deck a bit. Also, look at your one drop creatures: Anointer of Champions and Boros Recruit. Those are both white creatures, and your only cheap drop creatures, but Sulfur Elemental will immediately destroy both if it ever hits the field, unless you plan on using Anointer of Champions to bolster Boros Recruit until end of turn, and plan on losing the Elemental. But you still also lose the Champion in that.
I would say pull some lands out, bring it down to 20-22, add some spells and creatures in to replace those extra lands, and some of the cards that just don't synergize well in the deck, some cheap white or red creatures with haste, maybe a few more powerful creatures at CMC 4, if need be. You could even replace Balduvian Rage with some cards that might be better suited to an early game offensive, with effects like haste and trample. Some good ones I found on a cursory search are Crash Through if you really need Balduvian's draw, or Brute Strength, Built to Smash, Invigorated Rampage, Ride Down, Run Amok, Rush of Adrenaline and Temur Battle Rage are all fairly inexpensive (both in terms of CMC and market price on the cards) spells that will give your creatures a boost, destroy blocking creatures (with regard to Ride Down), and give trample.
Not trying to be mean, just trying my best, despite my admitted inexperience, to offer constructive criticism.