|Commander / EDH||Legal|
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|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Modern Masters (MMA)||Rare|
|Fifth Dawn (5DN)||Rare|
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Sunburst (This enters the battlefield with a charge counter on it for each color of mana spent to cast it.)
2, Sacrifice Engineered Explosives: Destroy each nonland permanent with converted mana cost equal to the number of charge counters on Engineered Explosives.
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Engineered Explosives Discussion
3 days ago
Blood Artist dies to Heartless Summoning. I would recommend adding more Trinket Mages to get Altar. You could also get away with running a single Nihil Spellbomb in the main to tutor up with the mage. The opportunity cost is pretty low since it cycles for 2 mana.
Your sideboard should also include some options to bounce things that are already on the field like Rest in Peace. Echoing Truth or Engineered Explosives could work here while you can even tutor up the Explosives.
1 week ago
@nitebane21 - Smelt might be a decent solution, though Harmonic Sliver sliver seems to solve both of those issues. They'd have to Chalice for 3 to stop it, which won't happen til late game. Explosives would just it if they went for 3, making it inefficient. Playing around those spells is pretty necessary as well, with Vial and holding back creatures to recover from a wipe. If they're running Chalice of the Void and Engineered Explosives because they're playing Stax or something similar, Swan Song helps to slow down the other parts of their deck significantly as well. If you're seeing those every game, it might be worth subbing in a few Smelt for Swan Song from the side board and going 4x on Harmonic Sliver. But only if you're seeing them all the time.
2 weeks ago
How Engineered Explosives have been working out for you?
I'm running it on my Zur Control mainly as a way to kill... well... most of the cards you use, carpet of flowers and dorks.
2 weeks ago
Thanks for the questions!
If you check out the link that shows my original list that I top 8 states I had 2 Azorius Charm in the main. I really like the card because it isn't dead removal against combo or control mirrors because of the cycling. I have tried really hard to find a way to fit a couple in the list but the printing of Blessed Alliance took the charms spot. Blessed Alliance is so great verse so many different strategies that I think every control deck that has white should have at least 2-3. I do change my deck all the time so I am sure the charms will be in and out of the deck a lot. Just depends on the meta.
I think Anticipate is very much overlooked in modern. When I first built this deck Anticipate wasn't printed yet and the deck was just ok. Once I saw the spoilers of it I knew I had to try it. First week they were released I tried 4 of them. The difference of the deck was night and day with the consistency of the deck. Serum Visions is not good with counter spells. you have to figure out "will I be behind or ahead to keep the counter spell on top or do I dig for removal?" because of it being a sorcery. Or you top deck one on turn two and think "do i play serum visions or hold up Remand?" or top deck it turn 4 then have to think "do i play visions or hold up Cryptic Command. With Anticipate you just sit and wait and see what you need to dig for after your opponent shows what they have....and it digs further than any other cantrip in modern!. I get what your saying that quicken and visions could be good together, but I would have to take up 6-8 slots to have a combination of the two cards when I can just have 3-4 anticipates. I will never go less than 3 Anticipate in my UW deck. I am a believer! haha
Only 2 Revs at the moment because I am testing out Search for Azcanta Flip. My first few lists ran 4 Revs and I realized I didn't need that many with all the good cantrips and counters that drew cards also, this would help me find a Rev better. So I went down to 3 (you can see the list from states) and it has been 3 for the longest time and I may go back to three if I don't like Search. 3 just sometimes felt clunky early and I wanted to try to minimize bad starts. Modern is super important in the early turns and sphinx rev doesn't do anything good until like turn 5 and up.
Temple of Enlightenment have always been in the deck. It is a really nice turn 1 land because of the lack of 1 drops in the deck. It is really nice because it helps prevent flooding because 25 lands is very high count in modern. But it also can help dig for lands if need be. I like that it can filter through the dead cards too in match ups because modern is so vast that you have to have your answers line up.
I will never cut Academy Ruins. It is one of the win cons in the deck to loop Engineered Explosives or Oblivion Stone. Also loops Torrential Gearhulk and Batterskull out of the side. Elixir is nice to give a cushion to your life total in some match ups, but being able to have infinite Cryptic Command and Path to Exile is nice. You bring in Whir of Invention for match ups like burn to act like a second elixir.
Let me know if you have anymore questions or need any help! Thanks again!
2 weeks ago
Maindeck Engineered Explosives seems like a meta tech? Is it because you face a lot of Burn and Shadow decks?
3 weeks ago
Thank you for your answer mmcgeach you rise some interesting points.
First my deck doesn't simply "dies to rip" but yeah, it becomes a harder matchup when that comes up. I try to not be overly reliant on graveyard gameplay to the point of losing to rip, relying on necropotence instead when a RIP shows up.
Cataclysm is amazing for the exact same argument you used against armageddon and ravages, it does clear all the artifact and creature mana leaving me in winning stance specially after I fetch grasp of fate, and no, I don't feel it is a win-more card at all, more of a "reset a fucked up game and now I'm winning card", I don't need to be swinging with Zur to cast it (although is wonderful when that happens), because any of my reanimator targets alive will suffice.
I too find Expedition Map to be sort of slow sometimes but I still keep it around because of reliquary tower and homeward path, I have other reanimators in my meta so I need to have a way to recover my enemy-reanimated creatures and need it fast, that's one of the main reasons I keep it around, but its a slot I always think about, I can totally see me getting rid of Tolaria West tho, because 1UU is hard af to cast.
People in my metagame DO use artifact and creature mana and this DOES sometimes indeed makes Armageddon and Ravages rewarding for other players (especially if they kill Zur in response), thanks for bringing that up, I will think about that (I can't buy a tabernacle tho), I keep on using them because having any of my reanimate targets or Zur on the board is enough to make Armageddon effects more beneficious to me than everyone elses, I don't use it as a lock, but as a disruptive play instead, buying me enough time to make my winning play.
I also use Engineered Explosives to help me get rid of the mana they might have, but my list wasn't updated on that.
Contamination I use basically as a Grand Abolisher when I will reanimate something big or cast something important, or sort of a timewarp, it does not intend to be a lock neither.
One thing that I can quickly do to improve on that is to exchange Dark Ritual for another Mox. I've used vault before but the 3 colorless never helped me that much since I use lots of 1cmc cards that need the devotion.
Do you have any suggestions on how to improve on those problems you noticed?
3 weeks ago
Hey, I wanted to take a few days to think about your offer. I think I am going to hold onto the Kozilek for right now. While Cryptic Command would be nice to have, I am more interested in tracking down a few Engineered Explosives right now. If you have any of those laying around let me know! lol