|Commander / EDH||Legal|
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Creature — Human Artificer
When Daring Archaeologist enters the battlefield, you may return target artifact card from your graveyard to your hand.
Whenever you cast a historic spell, put a +1/+1 counter on Daring Archaeologist. (Artifacts, legendaries, and Sagas are historic.)
Daring Archaeologist Discussion
4 months ago
King_Kaliban No problem! Another suggestion I just thought of while looking through your list again since you want to keep your creature count low. It looks like you want some artifact recursion since you are playing Daring Archaeologist and Trusty Packbeast . Instead of running both I think you may be better off running Trading Post as an ultimate utility card since it can do it all and it will open open up another card slot. With the open card slot you could then try Coalhauler Swine since I think that fits the theme of your deck really well. And I would personally take out Bounty Hunter for Vandalblast or Disenchant (or some other artifact/enchantment removal that has you gain life or deal damage). Another card that just came to mind to is red's best way of dealing with artifacts: Aura Barbs . It's unfortunate you can't gain life off of that with F&S but you'd sling some damage.
Obviously, all of that is my personal opinion, and I still think your deck is awesome regardless! Let me know what you think!
5 months ago
1 year ago
OK, lets do this then! We have to get through a lot:
1/ The strategy is artifacts - Our creatures will be artifacts, benefit from artifacts or create artifacts. Our non-artifact related spells will be counterspells and removal that protect the artifact plan.
2/ Standard rotation - standard is rotating in 2 weeks, kicking out Amonkhet and Kaladesh and ushering in Guilds of Ravnica. I will not include any cards from those sets, so only Ixalan, Dominaria and M19 cards will be used.
3/ The deck:
4 The Antiquities War - main win con!
3 Sai, Master Thopterist - makes a lot of tokens!
3 Sailor of Means - a token, plus a defensive creature!
4 Skyscanner - artifact and replaces itself!
3 Treasure Map Flip - is an artifact that smooths out draws and makes more tokens!
2 Mishra's Self-Replicator - a separate win condition that multiplies itself!
2 Daring Archaeologist - gives us back an artifact and gets big quick!
Add 23 lands with as many lands that produce both your colors as possible.
I think this can be a solid deck for playing with friends, with a good mix of interaction, threats and powerful win conditions.
1 year ago
Some suggestions: Remove card-Replace with: Kitesail- Basilisk Collar Grappling Hook- Accorder's Shield Konda's Banner- Manaforce Mace Banshee's Blade- Armory of Iroas Everflowing Chalice- Astral Cornucopia Magebane Armor- Slayer's Plate Puppet Strings- Echo Circlet Silver-Inlaid Dagger- Captain's Claws White Mana Battery- Ring of Thune Accorder Paladin- Brass Squire Auriok Bladewright- Danitha Capashen, Paragon Auriok Replica- Amrou Seekers/Etched Champion Blinding Souleater- Ironclad Slayer Goldnight Commander- Daring Archaeologist Vengeful Archon- Forebear's Blade/ Heirloom Blade Conqueror's Pledge- Sigarda's Aid
1 year ago
Your equipment is so vulnerable to boardwipe. ); This must be fixed.
First, a nod to Darksteel Forge.
Just lost 10 equipment to someone's wipe? Never fear, Open the Vaults is here! Return all your lost equipment and then use Balan's ability to equip them all. Roar of Reclamation does just artifacts (so you're not returning opponents' enchantments), but also costs one more mana.
Faith's Reward can help you recover from a boardwipe, but you have to have the mana ready for it on the turn it happens. It also has good offensive/defensive utility - you can swing/block all out at people to kill your creatures and theirs, and then bring all yours back.
Not a Cat, but Daring Archaeologist gives you a bit of retrieval and also gets bigger as you play more equipment spells.
Also not a Cat, but Nahiri, the Lithomancer has lots of equipment synergy.
Last non-Cat, Teshar, Ancestor’s Apostle lets you recur artifacts as you cast more! Not a bad way to repeat ramp like Wayfarer's Bauble or Traveler's Amulet, or just get back artifacts that got blow'd up.
1 year ago
Creatures I would recommend for this deck would include Sigarda, Host of Herons, Linvala, Keeper of Silence, Herald of War and a couple of value angels like Baneslayer Angel or Archangel of Tithes. Angel of Jubilation shuts down a lot of decks that are black or sacrifice intensive.
Instants and sorceries I would include if you want to consistently get Avacyn out include Worldly Tutor, Eladamri's Call, possibly Traverse the Ulvenwald, Green Sun's Zenith and any other similar creature tutors.
Removal in white is really good so things such as Swords to Plowshares and Path to Exile are staples in white for commander, if you plan to run Avacyn then some more board wipes would be a good idea (i.e. Hour of Revelation, Austere Command). Decree of Justice while ok is a bit costly in terms of mana. A strictly better card would be Entreat the Angels for the cost of 6 mana into decree you only get 1 angel, for the cost of 5 you get one angel with entreat, and for 6 with miracle you get 4 angels with entreat.
cards to take out include Blessed Light (simply better removal out there), Mirror Gallery (the lack of copy creature spells make this one obsolete in this deck), Untamed Kavu (not enough versatility or utility), Evra, Halcyon Witness (doesn't quite fit into this deck unless there is a combo I am unaware of), Divine Reckoning (better board wipes out there), Marwyn, the Nurturer (not enough elves to fully utilise the ability), Daring Archaeologist (you most likely won't be able to cast enough historic spells to make this guy big enough), Steel Leaf Champion (good beatstick, only problem is the extremely intensive green cost) and at least one land (preferably a land that just enters tapped and does nothing else).
some recommended staples for angel theme would be Grand Abolisher that way people cannot immediately counter or remove your spells, Urza's Incubator, Angels usually have very high mana costs so them costing 2 less is very beneficial. If you are unable to shut down the board entirely with Avacyn and Shalai, there is another solution but I warn you, people who run mono colour will hate it: Iona, Shield of Emeria. A card so obnoxious even I wonder why it hasn't been banned in EDH yet. it is basically night night for mono colour decks and if you can find a way to copy it (Cough Cough Helm of the Host Cough Cough) then your opponents had better pray they have colourless removal or run a colourless deck.
Also needs some card draw too, cards such as Howling Mine or Font of Mythos can help, if you're feeling nice. However if you want to be terrifyingly evil, then use something like Mind's Eye. some card draw spells I would recommend are Harmonize, Greater Good, Rishkar's Expertise and Abundance.
Overall this does seem like it could be potentially the meanest deck at any EDH table, any game featuring angels and/or Avacyn are bound to be very slow and oppressive, the one thing angels are famous for is being oppressive as hell (for reference look at Iona or Linvala). A good number of creatures for angel tribal is 26-29 creatures with about 3 of them being supporting creatures (case example being grand abolisher or eternal witness, maybe an Aven Mindcensor to be even more oppressive) of course the mana dorks can also help as well, in this deck I would say a good number is about 32 creatures with a maximum of 7 supporting units. I am curious as to how oppressive this deck can potentially get in a game. Good Luck finishing this. I can guarantee angel tribal is a very fun thing to do.
1 year ago
Damn it I start building this deck last night looking up cards for an hour or so, but you already did the leg work for me. This looks interesting, but I think I want to do something different with shards. I did some math on them and basically you want like 4-5 shards so you can generate 16-25 mana. Also, Paradoxical Outcome seems weak here, as if you had all 4 natural power stones out, you could make 16 mana, spend 4 for outcome, bounce them all back to hand and then recast all 4 of them for 12 mana, leaving you where you started in terms of mana. I get that it triggers a bunch of spell casts, and draws a bunch of cards, but at that point it seems a weird choice, and your talking about combing Paradoxical Outcome with another card like Paradox Engine along with the 4 stones. Seems like if you have 4 stones and an engine out there should be some card you can cast that will both win the game and abuse the stones, while also being really useful in situations when you don't have the stones out (like another Walking Ballista like card). I don't think I like Paradox Engine Here either, but I guess 1 could be useful, espcially when you can tutor it with whir.
To me the deck seems a little over focused on the top end of the combo, while the getting the combo together and not dying part could use some work.
I want to try out Mechanized Production even though it's a little slow, If it can make 2 or 3 stones on it's own it could save deck space and allow for more control cards.
Mono blue seems smooth, but there's probably a 2 or 3 color shell that could power up the power stones.
Some neat cards Jaya's Immolating Inferno Kamahl's Druidic Vow Mastermind's Acquisition Syncopate Torment of Hailfire Daring Archaeologist Zahid, Djinn of the Lamp The Antiquities War Nissa, Steward of Elements Tezzeret the Schemer
1 year ago
Maybe History of Benalia cause you've made a "white weenie deck" and this saga puts down 2/2 knights with vigilance and then boosts all knights which Benalish Marshal,Knight of Grace, Kwende, Pride of Femeref and Danitha Capashen, Paragon.
Fall of the Thran is basically Armageddon which has historicly been great in the typical "White Weenie deck" cause they don't use so much mana and they can afford to lose some lands unlike the control decks which hate land destruction cause almost all of their spells cost 3 or more mana probably
Triumph of Gerrard might be good but i'm unsure about that..
Board the Weatherlight great cantrip, goes five cards deep in your deck and can take any historic card which is Planeswaker, "legendary" cards and artifacts.
Daring Archaeologist gets bigger whenever you cast a "Historic" spell and when it's ETB triggeryou get an artifact card from your graveyard to your hand which can be Forebear's Blade and Weatherlight if your opponent removed them from the field with Abrade.
just my speculation on things ;)
I like your deck :D
hope you find my comment informative :)
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