|Commander / EDH||Legal|
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|Masterpiece Series: Kaladesh Inventions||Mythic 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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|Have (6)||gosora , fireborne1986 , Spinalripper , Nemesis , sirbar , KillDatBUG|
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Engineered Explosives Discussion
3 days ago
plusmental Tried to modify the deck and make it UBW.
4 days ago
-I like Hallowed Moonlighta lot so i put that in maybeboard for a possible UBW!
-When I made this deck I was undecided about putting Ratchet Bomb or Engineered Explosives... Engineered Explosives are a lot better in my opinion because I can tutor them with Trinket Mage and can instantly play them to clear all 1 or 2 (3 if playing with W) permanents.
p.s. I like Ratchet Bomb just because it costs a loooooooot less :D
4 days ago
thank you for giving feedback!
Dear Seppuku_Fox thank you for all the suggentions. Maybe you are correct that I should play two terminates. I did just remove the Dreadbore for one more Terminate. I do not have the feeling that the Dreadbore is actually meta relevant.
I thought about Ceremonious Rejection and I do like it. I will try to get my hands on a copy to try it out. It would probably also come in very handy vs affinity.
Glimmer of Genius could be tried out but I do think that it is too costy with cmc of 4. Always also thinking about Painful Truths. I might switch cards around soon and try Painful Truths and Desolate Lighthouse both as one of in my sideboard leaving me with another slot for something different.
BTW just went second at the local fnm only loosing vs Jund.
Let me know whats up and cheers guys.
5 days ago
Also, Trinket Mage with only one target to tutor for is awfully weak. It's a great card but you need some sort of toolbox to make it relevant in any stages of the game. For example Pithing Needle, Engineered Explosives (nice with Academy Ruins and Crop Rotation/Sylvan Scrying to tutor for it, also makes a good pile for Intuition with Crucible of Worlds/Academy Ruins/Engineered Explosives or Regrowth), Aether Spellbomb or some mana rocks such as Mana Vault, Voltaic Key, Lotus Petal, Chrome Mox and a bit more expensive Mana Crypt, Mox Opal, Mox Diamond.
I wouldn't recommend lands like Simic Growth Chamber, because they are very much fun for the first person, who happens to have a Strip Mine, Wasteland or any other land removals in the early game and it sets you back like 3 turns. It happened so often and recently I've not seen anyone play these lands anymore because they are so risky. If you combine them with Amulet of Vigor (also a target for Trinket Mage) they are good, but alone they suck.
6 days ago
1 week ago
I have decided that I would like to try and make a Modern Deck, but I am thinking of creating a budget build first to make sure I even like the format. I already have several of the cards needed to make an effective humans deck, but I am just not sure what color combination I should use. I have watched a few videos on a mono-white deck that has been effective, but it is also very vulnerable to Chalice of the Void and Engineered Explosives. So I thought I could create a G/W build that allows me to sideboard is artifact destruction to prevent being overpowered by these two cards. I then thought about possibly making a Naya Humans deck similar to one I used when I played standard several years ago. This is the deck, Naya Human Blitz, and it has been modified a little bit to include a few non-standard cards after the deck rotated out. Would something similar to this Naya build I used to run workout, or should I stick to G/W or Mono-white? The basic idea I have for this deck is to stick with the low-cost creature route with spell support for protection and/or removal.
This is where I can use the most advice because I do not know what decks are the most popular ones I will be facing. Obviously I need to guard against Chalice and Explosives because they can really slow my deck idea down. Are there any other cards that are popular in the format right now that I will find myself struggling against? I realize a Naya build may be difficult with Blood Moon being popular, but would this color combination provide me with the best firepower? I just want to make sure that I do not create a deck that sets me up to fail against every other modern deck. I realize each and every deck out there has their good, bad, and terrible match-ups, but I just want to make sure I avoid the terrible ones as much as I can!
I appreciate you taking your time to read this and am looking forward to any advice that can be provided.
1 week ago
good point but maybe in the side as it slows down the deck in game 1. As an anti-tron it can be effective (removing Spreading Seas in the side), but there is actually no way to tutor it, maybe with Trophy Mage but I would have to remove Trinket Mage who can find Engineered Explosives, Relic of Progenitus or Pithing Needle which are all really useful against some decks.
1 week ago
I wouldn't suggest her anyway, she's horrible with countermagic :P
4 Ashiok, Nightmare Weaver is surely too much. Drawing too many is bad; the card does nothing against a lot of decks such as Affinity/Infect/Burn. Why not play something like a Jace, Architect of Thought, Ob Nixilis Reignited, or Tamiyo, the Moon Sage to have win conditions that you can play in addition to Ashiok, but still get value/CA/more removal?
If we're doing Dragonlord Silumgar, you've got to do Crux of Fate. Flavour win + doesn't kill your own guy + cheaper than Finale. 4 mana is ideal for a sweeper, of course, but barring that owing to budget - though MM17 reprints should help with Damnation - Crux is the closest we can go.
Consider Fatal Push, Far / Away, and Geth's Verdict as replacements for the removal you have now; particularly Curse of Chains and Last Gasp. Instant speed edicts are very powerful, and Push is an obvious not-too-expensive upgrade over the Gasp. Murderous Cut, Hero's Downfall and Dismember are also not particularly expensive, and are all better than Doom Blade.
Consider Deprive for countermagic. It's a tempo loss, I'll grant you, but it's unconditional. Alternatively, just play Countersquall or Negate. I'm just not sold on Rune Snag, is all, but I could be very wrong, and perhaps the card has performed really well for you? Some small number of 3 mana countermagic like Disallow and Dissipate might not be the worst either. Yes, I like Dissolve, but scry 1 is not as important as exile or Stifle against Eldrazi, planeswalkers, etc.
Think Twice over some number of Telling Time and Divination. Instant speed, allowing you to hold up countermagic; 2 for 1, resilient to countermagic - def. seems like an upgrade over your current card draw spells. Also with regard to card draw, Jace's Ingenuity is a better restock spell than Divination. Instant speed draw 3 is quite good, and it is also sadly the best non Ancestral Vision option in the format. Further consider Shadow of Doubt. The card is backbreaking if you time it right, and worst case scenario, it replaces itself.
You don't want to scoop to resolved walkers, nor do you want to scoop to artifacts/enchantments; Hero's Downfall can take care of the former, while Engineered Explosives with a manabase of fetches and shocks is the best Dimir can do for the latter in Modern. That said, Ratchet Bomb can do a reasonable Explosives imitation a good deal of the time. Also definitely consider Extirpate in the board. It's not as expensive as Surgical Extraction but in a draw-go shell is arguably more powerful. It is also one of your only few ways to interact with graveyard based strategies since you don't have much direct exile or Kalitas, Traitor of Ghet. While the traitor I would recommend absolutely, I understand he is perhaps too expensive for what you have in mind.
Last, but not least, AEtherling. A lot of Modern decks concede to a resolved Aetherling.
With regard to the manabase, consider Sunken Hollow, Creeping Tar Pit, Temple of Deceit and Darkslick Shores as potential replacements for Evolving Wilds. Tar Pit is the only non-budget suggestion in that list, with the other lands being fairly cheap, and powerful in their effects. You should also be able to accommodate no small number of Ghost Quarter, which may shore up the Eldra/Tron matchup and give you better play against manlands from Raging Ravine to Celestial Colonnade to Inkmoth Nexus, and utility lands in the form of Gavony Township, Academy Ruins, etc.
I've been tinkering with Dimir in Modern for over a year now, and have perhaps spent a touch more time on the archetype than perhaps is healthy. :D I'm sorry about how long that was, but hopefully this is helpful!