Conjurer's Bauble

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Fifth Dawn (5DN) Common

Combos Browse all

Conjurer's Bauble

Artifact

Tap, Sacrifice Conjurer's Bauble: Put up to one target card from your graveyard on the bottom of your library. Draw a card.

Conjurer's Bauble Discussion

enpc on The Deckwatch [Home Base]

2 weeks ago

I would love to get people's opions about some changes I am wanting to make to my Thrasios and Tymna deck:


Triton Weaver

Commander / EDH enpc

SCORE: 6 | 10 COMMENTS | 1618 VIEWS | IN 2 FOLDERS


For a while I have been running the bomberman combo with a Birthing Pod deployment line, however I have been finding it a bit underwhelming. So I am thinking of making the following changes:

Out: Auriok Salvagers , Lion's Eye Diamond , Trinket Mage , Birthing Pod , Conjurer's Bauble , Nihil Spellbomb

In: Rhystic Study , Runic Armasaur , Priest of Titania , Elvish Mystic , Memory's Journey , Dispel

I would love to get people's thoughts on the propsoed changes, as well as any other suggestions in general.

enpc on Urza's Final Word

4 weeks ago

So you get infintie mana, then what? you're not really running any clean lines to actually just win the game. Walking Ballista + Conjurer's Bauble / Reconstruction is a good mana outlet that actually finishes the game. You also have loops you can form with Narset's Reversal and Timetwister to let you make infinite bird tokens with Swan Song .

You have quite a few expensive to cost cards which don't really add much to the deck - Blinkmoth Urn , Mycosynth Lattice , Ugin, the Ineffable and even Myr Battlesphere don't add enough value to the deck to warrant a spot IMO. Cards like Isochron Scepter + Dramatic Reversal on the other hand provide the deck with a very fast an efficient infinite mana outlet with Urza.

avedium on Jace, Self Milling Master (Oathbreaker)

1 month ago

Take a look at Traumatize , Fact or Fiction , Jace, Memory Adept , Fraying Sanity , Increasing Confusion , Bond of Insight , Duplicity and maybe Fleet Swallower .

Some nice combos with Tunnel Vision are Conjurer's Bauble and Canal Dredger . I believe you can ignore the drafting rules text (especially if you're playing casually).

Looking at some random cards on the database I saw Disciple of the Ring . Could be fun.

Those are all possibilities. I'm not particularly knowledgeable about self-mill.

Also, and I know many would disagree with this, but I have a soft spot for Fog Bank .

enpc on Urza and the Moxy boys

1 month ago

You don't even need to go to Paradox Engine . Dramatic Reversal + Isochron Scepter are granted, two cards, but since all your cheap artifacts are now rocks, not only does he fuel the deck but then provides an infinite mana sink.

Just run Conjurer's Bauble and Walking Ballista and that's an easy game.

enpc on "Ashes can't be embalmed" | Neheb Champion EDH

3 months ago

I like cards like Expedite and Crimson Wisps . The haste is nice and they cantrip as well. I kind of feel like you should have some big X spell to sink the mana into though, like a Comet Storm or something to flashback. Conjurer's Bauble is a good way to put key cards back into your deck, and Elixir of Immortality is a nice reset button (personally I think it would be better than an eldrazi titan, sorry IAmTheWraith).

oberien on Metalworks V2

3 months ago

I liked the v1 list and played it at two FNMs. However I didn't find it complex enough being used to Hardened Scales, KCI and Amulet Titan (and Amulet Bloom back in the day). I love the solve the puzzle aspect of decks. The old version felt more like a "cheat 10/10 into play and beat the enemy down" with the infinite loop feeling more like a backup. The new list above seems to focus more on infinite loops, which satisfies my inner MTG player :)

I took the above list to the FNM with slight modifications and went 1-1-1 (could have been 2-0-1 if I knew the deck better). I didn't have any Conjurer's Bauble so I replaced them with Akroma's Memorial , Ghirapur AEther Grid and Karn, Scion of Urza . I really enjoyed playing the deck and slowly discovering more and more ways to win the game :) For those interested, I went for this sideboard: 3 Nature's Claim , 2 Dismember , 2 Abrade , 2 Firespout , 1 Engineered Explosives , 2 Nihil Spellbomb , 1 Grafdigger's Cage , 1 Sun Droplet , 1 Sorcerous Spyglass .

Infinite Combos

General loop: Metalwork Colossus (MC) and Scrap Trawler (ST) on the battlefield, at least {3} mana reduction on the battlefield (e.g. 1 Semblance Anvil and 1 Cloud Key ) and enough CMC for MC, a Metalwork Colossus in the graveyard (GY). Sacrifice MC and ST to the MC in the GY. ST-trigger of MC gets back ST, ST-Trigger of ST gets back any {0}, {1} or {2} mana artifact. Play MC and ST for free. We're back to the beginning but have an additional artifact in hand and increased the storm count.

Another possible loop if artifact reduction is only at {2} is to not sacrifice ST, but only MC and the {2}-mana artifact, ST-trigger of MC get back that artifact, play both. If artifact reduction is only at {1}, it's possible to draw some cards with Conjurer's Bauble (until there are no more artifacts in the GY) or to include Chromatic Star and draw infinite cards. There must always be enough non-creature artifact CMC on the battlefield to cast MC for free.

Infinite Card Draw: Get back Elsewhere Flask and play it (-> draw), then sacrifice it to get it back again in the next iteration. If there's a sac-outlet on the battlefield, it's possible to get back any egg and sacrifice it to the sac-outlet before sacrificing MC and ST to MC in the GY.
Infinite Damage: With Ghirapur AEther Grid in play, just do the most simple version of the loop and tap both to-be-sacrificed artifacts to grid before sacrificing them, dealing one damage. Without grid sac the Mortarpod token for 1 damage, sac Mortarpod and MC to the MC in the GY, ST-trigger of MC gets back Mortarpod . Rinse and repeat.
Infinite Mana: Tap Mind Stone for {1}. Sac MC and Mind Stone to the MC in the GY. ST-Trigger of MC gets back Mind Stone . Rinse and repeat.

Card analysis

I'd like to go through some cards:

  • Arcbound Ravager : I really like this addition. I was missing a sacrifice outlet to get the second Metalwork Colossus into graveyard before. Arcbound Ravager being fetchable with Sanctum of Ugin is just amazing and allowed me to go off in two games in the FNM which I otherwise couldn't have.
  • Grinding Station : I'm not sure about this card in general. I've previously played some variations of Krark-Less Ironworks lists ( Semblance Anvil and Grinding Station ). I see this card in this deck mainly for 3 reasons. (1) Milling the opponent with the infinite combo, (2) using it as a sac-outlet, (3) milling yourself to get a Metalwork Colossus into your graveyard when you already have one on the field to start the combo.
    I don't see the reason for (1), as we already have infinite card draw (eggs) and infinite damage ( Ghirapur AEther Grid or Mortarpod ).
    For (2) I find Arcbound Ravager better, as it can be fetched for with Sanctum of Ugin and doesn't need to be tapped (even though you can respond to the untap-trigger of Grinding Station by tapping it whenever an artifact ETB).
    For (3) I can't really judge that yet, as I didn't really try it out yet. I usually don't have problems finding the second Metalwork Colossus among Ancient Stirrings and Sanctum of Ugin . In longer matchups Inventors' Fair can also be used, even though I didn't need to crack any fairs so far. It might help against Blood Moon .
  • Mortarpod : This is the easiest and cheapest go-to infinite damage card. Even if drawn without a loop, it's still one damage that can take out a Snapcaster Mage to slow down the clock of an opponent ifneedbe.
  • Akroma's Memorial : I personally love this card in this deck. I've added it to the old version, and I also have it in my current deck. First, given {2} to {3} mana reduction, it's pretty easy to cast. It triggers Sanctum of Ugin letting you fetch Metalwork Colossus . If you have it deployed, and have any mana reduction on the field, MC is already free. Nobody expects this card. It adds another sort-of wincon. You can win with this card out of the blue. While I think it may be somewhat a win-more card, it has already won me several games single-handedly. I was able to fly over my opponent's elves. Giving Vigilance, it allowed me to attack with two MC against Spirits, which needed to block one, which left them without lethal and put me into a better spot. I just love this card.
  • Ghirapur AEther Grid : I think this card deserves to be a one-of in the deck. Against creature-based decks, it enables easy removal of the creatures. Control decks can barely do anything once it's deployed. And otherwise it still allows an infinite damage combo if Mortarpod has been exiled.

These are some cards, which may be good, but I don't see their effectiveness quite yet:

  • Greater Gargadon : As an earlier post suggested, this is a possible sac-outlet and threat. The problem is that we usually want artifacts on the battlefield to make Metalwork Colossus cheaper. Additionally, if we're able to get to 10 artifacts, we most likely already have a win condition.
  • Karn, Scion of Urza : I'm very unsure about this card. It gives us card-draw, but I don't think that's important in the current decklist. The only real reason for it I can think of is for the super-large token when we have lots of artifacts in play. But for that it might be too slow. It might help in grindy matchups, but in those MUs we'd just like to combo off anyway. And against control MUs it's not needed as this deck already has an amazing control matchup.
  • Salvage Titan : This card might be worth investigating, but I'm unsure if it goes well with the other ideas of the deck. We don't necessarily want to sacrifice 3 artifacts for a 6/4.
  • Silent Arbiter : This might be good against creature-heavy matchups and go-wide strategies.
  • Torpor Orb : Unsure if there are enough MUs which this card is good in.
  • Sun Droplet / Golem's Heart / Dragon's Claw : These might help against burn / fast strategies. May also help agaist phoenix decks.
  • Ratchet Bomb : Cheap (probably free) boardwipe. Helps against chomp blockers and tokens. Probably shouldn't be cracked for {2} :)
  • Engineered Explosives : Also possibly cheap boardwipe and a one-answers-all type card. Especially useful with Prophetic Prism .

Mana Base

I'm not sure about the landbase. I prefer utility lands over the Aether Hub s. I think that the old mana base fits better. This is probably mainly because I still like having Prophetic Prism over Elsewhere Flask . I haven't tested a lot with the landbase yet, so I'm not sure what the correct way of handling this is.
I often times lose against the deck itself just due to only drawing lands / having no lands. I'm not sure if this is just plain misfortune or if the number of lands is hard to balance between having enough lands on the starting hand and not flooding.

Weaknesses

Matchups

  • Through the Breach / Nahiri, the Harbinger : Alchemist's Vial completely shuts them off. Therefore, this MU is amazing.
  • Control: The Control MU is probably one of the best out there. Always remember having a sacrifice outlet for any Metalwork Colossus on the battlefield, be it Phyrexia's Core or a Metalwork Colossus in the graveyard. Whenever they try to exile one from the battlefield, get back one from the graveyard and get the otherwise exiled one in the graveyard.
    I even won two out of two games against Legacy Miracles (low sample rate, but we both felt like the MU is highly favoured for Metalworks Combo)
  • Very fast creature decks: This deck seems to always just be one turn too slow for very fast creature based MUs. In fact I lost 4/4 games against Sliver.

I don't have a lot of matchup data so far, and the above are mainly just estimates and gut feeling playing the matchup.

Please leave feedback on my observations so far, I really love this deck and it feels like it still has potential.

DrkNinja on "Bring Out Yer Dead" (Muldrotha, the Gravetide)

4 months ago

Seal of Doom and Seal of Primordium are amazing removal that I suggest.

Ground Seal is an amazing card in this deck to protect from targeted graveyard removal.

Pernicious Deed is a must in this deck, it's the best board wipe you'll get.

Conjurer's Bauble + Tunnel Vision + Laboratory Maniac is one of my favorite wins.

If you remove all your basics, Hermit Druid + Laboratory Maniac is a really dumb win.

SporeFrog is disgusting.

I built a Muldrotha deck for my friend, if you wanna take a look for some other ideas feel free too! The Gravetide Don't Care...

enpc on

11 months ago

They both act as cantrips with your commander and while not free (like Dark Sphere) they potentially can be with Etherium Sculptor. They also can generate a second card with the draw ability, as well as help get rid of pesky cards like Spirit of the Labyrinth.

Pyrite Spellbomb also forms a backup win condition with Timetwister and Conjurer's Bauble, though you can do the same with Swan Song already. Just food for thought.

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Conjurer's Bauble occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%