Creature — Rogue
Whenever an artifact enters the battlefield under your control, scry 1.
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Contraband Kingpin Discussion
1 day ago
-You are an artifact deck
-Almost always a sure counter spell for 1 blue mana.:)
-3 to cast if you don't have artifacts around
-good up to turns 7 or 8
-Useless artifacts becomes a 5/5 creature (3rd skill)
-More treasures = removal (2nd ability)
-pseudo treasure (etherium cell), that triggers scry for Contraband Kingpin
-no artifact = stupid card
-sac a treasure/etherium cell = opponent loses life.:)
-alternate win condition if you have 7 treasures. Just sac them to win.:)
-6 to cast
-dies to abrade/lightning strike on ETB (no worries, you got counterspells).
-removal + lifegain
Hope this helps.:)
5 days ago
I would love to see your build as soon as you have it ready, it sounds interesting.
Firstly, I went with Metalspinner's Puzzleknot because the loss of life is negligible with so many ways to gain life (and for pretty big amounts) in the deck and we would rather have the card than the Servos.
The synergy with Contraband Kingpin and treasure map also make me feel that Scry/Draw is a lot better for the deck than Scry/Make a 1/1.
The deck used to have 20 lands in it actually! However, with as much as the deck Scrys, Draws, and Scry/Draws, and with as much Treasure/Etherium Cell generation as the deck does, and how fast Improvise costs can come online, I think that 22 lands are the sweet spot. It feels as though as long we are hitting our early drops and efficiently scrying, we can actually play on curve quite consistently. Of course, variance is a bitch and maybe Ive just been getting exceedingly lucky with my opening 7s.
Furthermore, Prophetic Prism doesnt solve the problem of "Lack of Mana", it would only fix our colors if we were running into problems with colorless lands such as Inventors' Fair. The card draw is nice, but this deck draws plenty of cards and the engines that make that possible also have other uses.
Lastly, Ive since tested Herald of Anguish and he just doesnt live or do enough to warrant him a spot. I would likely just play The Scarab God over him if I had the option. Marionette Master has been an amazing bomb, and can win the game the turn we play her. She is synergistic with almost every card we are playing and thats all the deck could ask for.
Once Ixalan arrives, cards like Scarab God, Hazoret the Fervent, and Glorybringer wont have much of a leg to stand on once Vraska's Contempt, Hostage Taker, and Cast Out make overwhelming results. We are aiming to dodge that hate by simply not playing those cards (although, nobody would be wrong for playing those cards, theyll just have to grind it out).
1 week ago
I would try out Contraband Kingpin as an early blocker that helps you fix your draws. I would also try Fetid Pools for cycling and bump up Drowned Catacomb to 4. Cut Unknown Shores, it's awful. Fatal Push would be good to kill early game threats and with treasures, revolt is consistently live. If you're feeling spicy you could use Tezzeret the Schemer for some more ramp.
1 week ago
Oooh love it~ +1!
Inventors' Fair because why not? incremental life couldnt hurt!
ruthless knave could be good utility perhaps? (not in system yet..)
Contraband Kingpin for the sideboard against RDW? its got a big butt and nets you some life and scrying!
2 weeks ago
I'll be running four of that sucker. And Contraband Kingpin
4 weeks ago
I threw in Mind Rot in the hopes to slow my opponent because it takes this deck so long to build up, especially since most cards cost 3 or more. I just realized that Mind Rot is fairly expensive given my curve as well. Consider it nixed with a Harsh Scrutiny added.
Your Ravenous Intruder reminded me of Inventor's Apprentice so I added them instead (even though the buff isn't as large) because it costs 1 less and I don't view most of my artifacts as expendable, except for Ornithopter since it doesn't account for much beyond a wall. Granted that's where Scrap Trawler would come in handy but most of my artifacts cost 3. I'm having the same dilemma with Treasure Keeper.
I considered Ornithopter because it was free, would act as a wall early game, and would allow me to scry for free once I got Contraband Kingpin out. Now it would also help the Apprentice but it may not be worthwhile to remove anything for it.
I definitely would like to get Built to Smash in there. It was part of the first 5 color deck along with Built to Smash which was extremely helpful for the indestructibility. Every time I've played with Smash however, it often times ended up as a dead card in my hand. Mayhaps that's because I wasn't playing the deck to it's full potential. Anyway, I'm just ranting now...
Thanks for the tips!
1 month ago
Yes, I would like to compare notes with anybody who plays this format (not many people in my area do). I have built the following decks so far:
Drooling Groodion: Voltron/control deck that uses some recursion elements to repeat effects such as Crypt Rats, Nantuko Vigilante, and Dimir House Guard. Bascially, you generate a lot of tokens with cards like Sporoloth Ancient and Sprout Swarm, which you then sacrifice into the commander's ability. Actually surprisingly strong, because it allows repeated removal (which is great in this format, since most wins are creature based) and boosts itself at the same time.
Thunderclap Wyvern: Beatdown/control. Plaxcaster Frogling: Beatdown/control. Gelectrode: Control/Combo. Mesa Enchantress: Beatdown/control. Cliffhaven Vampire: Lifedrain. Contraband Kingpin: Artifact control. Stromkirk Captain: Vampire tribal.Drogskol Captain: Spirit tribal. Unraveling Mummy: Zombie tribal.
Currently thinking about Ruthless Sniper as monoblack cycle commander.