|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 (7)||HyperJujibiter , gosora , fireborne1986 , Nemesis , sirbar , Spinalripper , KillDatBUG|
|Want (9)||GeminiSpartanX , clayperce , Dadaman11 , mcstang1986 , Ariumlegion , GoldGhost012 , firemind12 , philktoken8998 , tclaw12|
Engineered Explosives Discussion
1 week ago
Tolaria west is an interesting option- opens up sideboard like Engineered Explosives, Tormod's Crypt and enables a 1-of Haunted Fengraf, Safe Haven and Tomb of Urami. It'll be interesting to see where you take it.
1 week ago
1 week ago
You need Serum Visions to set up your draws so you always have the maximum number of options available. The thing with Grixis is you're trying to 2-for-1 your opponent out of the game. You have to grind them down on cards, then capitalize on your more efficient spells to close the win. Part of that is hitting them early with Inquisition of Kozilek to ruin their early game, part of that is setting your draws up with Serum Visions. The best part about Serum Visions is it lets you play a lower land count for a control deck and never miss land drops. Serum Visions is actually stronger than Thought Scour in this deck.
Your lands look good. I'd toss in a singleton Desolate Lighthouse and single Urborg, Tomb of Yawgmoth. Shizo, Death's Storehouse and the other lands in that cycle I've also found put in a lot of work once your deck has 2 or more legendary creatures. I also think you need some manlands, especially Creeping Tar Pit. That way, you don't need so many win conditions and can use those extra spell slots on more utility and removal. You optimally need more fetch lands, but Scalding Tarns are expensive.
As for a sideboard, I would use this:
1x Anger of the Gods
1x Crumble to Dust/Blood Moon
1x Engineered Explosives
1x Keranos, God of Storms
1x Lost Legacy
1x Slaughter Pact/Spell Snare/Grim Lavamancer
1x Olivia Voldaren
1x Rakdos Charm
1x Vendilion Clique/Thoughtseize
2 weeks ago
Painful Truths is good in any long grindy match-ups like Jund, Junk or Grixis. Walking Ballista could work. It is a mana sink that definitely will draw out your opponent's removal. Have you tried Engineered Explosives? I am in the same position with Tarmogoyf - I'm only halfway there. Just gonna throw some enchantments against the wall, not sure if any will stick. Sultai Ascendancy, Bloodbond March, Khalni Heart Expedition, Utopia Sprawl, Sinister Concoction.
2 weeks ago
UBQRLQL Eldrazi was a difficult matchup since the beginning because their threats are both big and disruptive. Matter Reshaper is card advantage for them, while Thought-Knot Seer, Reality Smasher and Endbringer/Drowner of Hope are all must answer threats. This is one of the prime reasons I went up to three Damnation in the sideboard. And of course, Eldrazi Displacer makes trying to defend almost impossible.
In this matchup, I usually take out all my Pack Rat. Eldrazi Displacer, Engineered Explosives and All Is Dust all make Pack Rat quite bad and slow. You become the control deck against Drazi, killing things with Geth's Verdict, drawing extra cards with Phyrexian Arena, and finishing the game with planeswalkers/Kalitas, Traitor of Ghet/Desecration Demon. Taking out Pack Rat also helps with our own Damnation plan. Against Bant, I'd keep in all the Fatal Push; against colourless Tron, I might cut one or two.
Demon, by the way, is quite good against them since it is bigger than all their guys and will usually eat multiple creatures/kill them straight up. Kalitas exiling their creatures and making a zombie army is also one way for us to match their board state. Ob Nixilis Reignited is quite a star in this matchup; card advantage + removal again and again is just so good against them.
If you feel as though you do not have enough disruption against them, I could see bringing in one or two Extirpate, even, to cut off the threat you're most scared of at the time, or that you know they have in hand from having previously cast a disruption spell.
Shadow of Doubt in response to Expedition Map or a fetchland or with Ghost Quarter is very very good here. I agree Ghost Quarter is not the best in this matchup, but with Shadow, it becomes Strip Mine, and that's quite good.
2 weeks ago
CheapDecks101: I've actually played control matchups where hardcasting Simian Spirit Guide was necessary. Battlefield Forge doesn't only make for SSG and Engineered Explosives (post sideboard), it's also there for . On the play, SSG enables T1 Chalice of the Void, Thalia, Guardian of Thraben or Leonin Arbiter which can almost completely lock other decks out of the game. On the draw, Gemstone Caverns gives an even higher probability. Knowing what you're playing against definitely helps with this deck. Chalice on 1 is a safe bet most of the time though.
3 weeks ago
The pros and cons of the cartouche are as follows (in relation to the umbras)
Cons: Wraths. And I believe the totem armors are slightly better at dodging EE and R-Bomb effects, because they leave you with a 1/1 Hexproof instead of a 1/1 (0 CMC) vigilance token. There are also some niche cases where you may have a bogle with double coronet and an umbra, in this case the umbra would be better than the cartouche.
I definitely think the cartouche will be a 3-4 of, but I do not want to cut all of the umbras. I may cut one Spirit Link and three umbras in my list.