|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 (11)||HyperJujibiter , gosora , fireborne1986 , Nemesis , jrschnoebelen , Spinalripper , sirbar , BladeMasta220 , KillDatBUG , ironax , Wolfebladeelite|
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Engineered Explosives Discussion
4 hours ago
3 days ago
With the amount of recursion in this deck, plus Urborg and play-more-than-one-land-a-turn cards, how do you feel about the potential inclusion of Lake of the Dead? BBBB isn't always useful but it could provide unexpected acceleration.
1 week ago
Hey everyone, recently I've been working on a Affinity deck and have put the full 75 together; however, recently I've been pondering the sodeboard strategy in Affinity. So, put together a short primer focusing just on a Affinity sideboard.
An affinity deck wins games on its own and really, there aren't very many cards that shut the deck down. There's Stony Silence and kataki, war's mage, recently Harsh Mentor, but the latter doesn't seem to pop up too much yet. On top of that, affinity packs galavanic blast main board to deal with the creatures. I'm sure I'm missing one or two others, but other than the said, removal is really the only other threat (perhaps the biggest of all). The point of the removal in turn becomes to slow Affinity down to the point where the other deck can go off. With that thinking, that they're simply trying to slow you down mosty, why not create a sodeboard that really just stops their deck to the point where removal won't help? The problem with that theory seems to be that it's hard to hit that much of the meta with three cards. I've noticed that most, if not all, affinity decks run a very generalized reactive sideboard for this reason. Cards such as counters, removal, board wipe, and discard, enchantment and artifact removal. All of which don't shut down one deck, but improvise and buy time against any deck instead of completely shutting down one. Even worse, the sideboards typically run so few of each to combat so much meta, that there's really no consistency with drawing what you sideboard. The later is probably due to just how well the deck runs. Could this not be improved though? Surely affinity can gain consistency and completely shut down major threats within the meta, without sacrificing to much of the flexibility of the sideboard. So, here are my thoughts on some cards that I think should be staples in every sideboard and the number to which they should be played. Let me know what you all think.
Slots 1&2: Spellskite seems to be to slow for Affinity at first, but when you're thinking about what you would put spellskite up against, it's not that bad. The most obvious is bogles. It steals the auras which actually makes it the pretty fast. Other than that it stops infect by stealing their pumps, stops burn by eating two spells which is crucial against burn who empties their hand fast, and eats any removal to protect the goods. It also pumps Cranial Plating and arcbound ravanger. It's not the most important card as it only shuts down two or three decks and bogles and infect are fringe at this point, and for this reason it's a 2 of for alright consistency since without it you might not face those matchups anyways.
Slots 3-5: Blood Moon is a 3 of because of how much of the meta it can shut down at this point. With the inclusion of fetches and shocks in recent years, many decks are only running maybe two or three basics at this point. And the biggest, or one of the biggest problems for Affinity? Jund. It can completely stop jund when on the play. And jund is packed with a ton of ant affinty cards. It also shuts down tron, death's shadow, collected company, storm on the draw, valakut, infect, and a lot of control. It can win games and there's a reason there's a deck built around it. At three of, th chances of drawing are near the best. Four could just give a dead draw.
Slots 6&7: Chalice of the Void also shuts down a lot of the top meta right now. Casting on turn two can land a chalice for 1 and will completely shut down burn, deaths shadow, and storm. While it takes othe the effectiveness of Signal Pest, it's probably getting sided out anyways with how easy both decks can kill it. Outside of that, it stops a ton of removal and counters at that point against Affinity. Ceremonious Rejection? Spell Snare? You know the rest. Again, I know I'm missing a lot of what the card hits. It also pumps the artifact synergy within the deck. Against all these decks Affinity does do well against, so the card is a two of as it will probably win the game against a lot of decks, but you could win without it.
Slot 8: Engineered Explosives may not appear that great, and it's number of slots reflect that; however, it can cripple a deck such as shadow who went all in on the shadow, auras, collected company, tokens, and merfolk. Again, sure I'm missing more. This is more of a good against a general population that can cripple a deck and pumps for artifact synergy. The problem is that the mana cost can be sketchy as you likely are going to only be able to cast it as 1 but two isn't out of the question, and it's a card that you could win without. All of which lead to the card being included but only as a one of.
Slots 9&10: there is no specific card here, rather two graveyard hate. I prefer a split between Graffdigger's Cage and Rest in Peace here as Rest in Peace stops arcbound ravanger, doesn't offer artifact synergy, and doesn't always stop collected company. Graffdigger's Cage doesn't stop delve and Tarmogoyf. Making them two copies wouldn't be bad, but graveyard hate is necessity which both do well in slightly different ways. At two, the chances are higher of drawing the one I see most decks run.
Slots 11&12: Hurkyl's Recall in the mirror, whoever has the most artifact hate will win and recall is a big one that can cause devastating results to Affinity. It also works against many other decks that will grind the game out. These re the two big ones for affinity but aren't the only artifact hate as reflected in slots 12 and 13.
Slots 13: Here's where I run Wear / Tear. Since I already have Hurkyl's Recall, I stray away from ancient grudge here in favor of the anti Stony Silence option the card gives you. It cost the same amount and you still pack deadly hate against the mirror while having the same amount of cards as your opponent will have Stony Silence. Coincidentally, also hits cards like Ensnaring Bridge and other control. Here's where the sideboard becomes more reactive, but doesn't give up consistency. Maybe consider running one more or a copy of Ancient Grudge.
Slots 14&15: the last two slots are a toss up to your local meta in my opinion, and can be two separate cards, however I'd lean towards keeping the two cards the same for consistency if you can. My immediate suggestion is Thoughtseize as it gets rid of key combo cards, creatures, and removal that might hurt your speed or ability. Two would be fine to run with. Outside of two Thoughtseize you can look at additional Etched Champion, a Whipflare, Spell Pierce which I'm not keen on because it requires you to keep mana and slow the deck, Dismember, or Dispatch. I'm a fan of dispatch since it exiles any creature, but I'm not too sold on the latter with Galvanic Blast and Thoughtseize.
Let me know what you think about this sideboard primer of affinity. I'm interested to see the community's response to some of the changes I've made to the sideboard, mainly cutting variety for consistency and power.
1 week ago
I would include Windfall and maybe Memory Jar for more draw/discard and also Mox Diamond, Chrome Mox and Lotus Petal to get the commander out faster. Trinket Mage, Voltaic Key, Mana Vault, Grim Monolith and other Targets like Pithing Needle, Grafdigger's Cage and Engineered Explosives could also be interesting.
2 weeks ago
This is a cool commander despite being a bit expensive with 3 colours and cmc 5...the question is how can sen triplets be abused best?
being able to cast from an opponents hand requires two things: the opponents must still have cards in their hands and you need the mana, also correct colours, to cast these cards. One problem is to get the 5 mana to play sen triplets, protect them until the next upkeep AND have a good chance of finding a useful spell to steal from the Opponent of your choice.
Protecting sen triplets is the easiest part, simply Play as many "free" counterspells as possible (there aren't too many anyway): Force of Will, Pact of Negation (depends on your Budget though), Daze, Thwart, Mental Misstep
I strongly recommend cutting all counterspells with mana cost 3 or more, except Disallow because that one can target also abilities. Having a classic Counterspell in the deck has to be preferred over any one of the Counters that cost AND colourless mana. Negate and Mana Leak are also better than the counters you currently have. Adding Isochron Scepter would also make sense...and Orim's Chant/Silence can either be used for a lock with the scepter or they just stop a player from casting something for a turn so you can steal from their hand in your next turn...
Mana rocks that cost more than 2 are really not good, except for Coalition Relic and Chromatic Lantern (if they fit the deck). In your colours you can play Talisman of Dominance and Talisman of Progress in addition to the 3 Signets and there's also Mind Stone. Best would be mana artifacts that actually accelerate, meaning produce more mana than they cost: Mana Crypt, Mana Vault, Mox Opal, Mox Diamond, Chrome Mox, Grim Monolith, Lotus Petal. Voltaic Key is good as well when you have some of These in the deck. Trinket Mage to search for everything, also Pithing Needle, Engineered Explosives or Grafdigger's Cage to Counter specific threats on the table.
I would start by getting the cheapest Cards first and remove the worst (and most mana intensive) Cards for them. Then think about how much Money you want to spend and buy those of the more expensive cards that improve the deck most.
2 weeks ago
3 weeks ago
As I've played vintage and legacy before I got into commander, I have a different view on redundancy in Stax. It's for a reason that several of the most powerful Stax pieces are restricted in vintage, for example Trinisphere, Lodestone Golem and Chalice of the Void...of course you want as many equal pieces as possible of the good stuff and only because of a restriction you will move to other cards with a (probably a bit weaker but) similar effect. I don't know exactly what you mean by unnecessary redundancy I have, because most of the effects are cummulative or it's great to draw them constantly in a pile of 100 cards without having to tutor for them. I mean you have those similar pieces as well, because you want certain effects to appear more often, although they are not cummulative.
I also never had a problem to deal with combo at all, it's always plain and stupid aggro that bothers me when I think I can remove stuff like Propaganda from the deck. That's also one of the reasons why I have Umezawa's Jitte and Elspeth, Knight-Errant...besides being able to pump an Inkmoth Nexus and to operate well under Humility.
I have thought about replacing some of the lands with basics, but even with only two colours in the deck I always preferred the lands that can make ANY colour, also to have more than two colours available for Engineered Explosives. most of our decks are mono coloured, so nonbasic land hate is not THAT dominant that I would cut too many of these multicolour lands. It's worth consideration though, if the other guys start packing more nonbasic hate. apart from an occasional Blood Moon or Ruination (and I blast all lands myself anyway) there's not much to be seen because against many decks it's a wasted slot. I think everyone has at least one or two mono coloured decks, so chances that nonbasic hate hits less than a colour specific hate card are high. On the other hand, Null Rod or Kataki, War's Wage would destroy a lot of decks because they are so artifact heavy, so I have a very low risk of seeing them on someone else's side of the table.
I think the biggest problem is to handle the other competetive decks in the meta while not losing frequently whenver some Pub-stomper deck joins the table. I hope we have some tournament here again soon, but even in a 1 vs 1 setting you can't ignore these completely when you know they are going to be present for sure. Is your list tuned for duels or multiplayer games or would you play any type of game with this build?