Fretwork Colony

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Fretwork Colony

Creature — Insect

Fretwork Colony can't block. At the beginning of your upkeep, put a +1/+1 counter on Fretwork Colony and you lose 1 life.

Dapht on Take That!

1 year ago

Played my first game with this and noticed some things. First, it gets a lot of attention, and I'll need to devote more resources to protecting Jon Irenicus. Second, some of these creatures...aren't bad enough :) Third, we have SO many creatures. We can remove some to make up for the other weaknesses. Fourth, when it comes to the end game, a few things we are hoping for aren't guaranteed. Homeward Path is hard to find when you only have effectively 2 of them. This might mean that the opponent will still be having our stuff when they swing. We should find some way to protect ourselves for when the 1v1 hits. Finally, some of these creatures are so strong if the drawback doesn't effect the enemy they are too risky to play Xathrid Demon. I'll need to start playing a few creatures that aren't meant to be donated.

Fretwork Colony needs to be replaced. Lodestone Golem is a fun ability, but is annoying instead of debilitating.

Let remove and Island and add in Swiftfoot Boots, Crawlspace and a Rogue's Passage.

areyousquiddingme on Lifegain+Lifedrain

6 years ago

id say get rid of Fretwork Colony and get Gifted Aetherborn

ticked-off-squirrel on Special Lil Guy's First Commander Deck

6 years ago

i suggest going for Fretwork Colony. with enough life gain you will have enough life to get him really really big. downside to him is he can't block. Blood Seeker + Polluted Bonds go hand in hand. (can substitute Blood Seeker with Trespasser's Curse if you want the life gain from it) Greed is a great card ramper with enough life. Pestilence is an excellent board wiper if you got enough life to spare. or it can finish off an opponent who is lasting out.

Asterfix on Pia's Choice

6 years ago

I just realized this was red/black I feel so silly. My red black deck revolves around Yahenni, Undying Partisan with shittons of kill spells, Aetherborn Marauder to steal the counters off of Fretwork Colony after about turn 6. The Marionette Master would work great to combo it with Ravenous Intruder + Key to the City. IF you wanted to end the game in a turn (after setup) I would add in some low cost artifacts to sac for Ravenous Intruder and then use Key to the City. Invigorated Rampage on Marionette Master for that sweet 8 damage from each sac, even if you have only 2 artifacts to sac Ravenous Intruder unblockable will finish the job (Sac the key to the city if they manage to kill it or stay alive).

AngelOfDivinity on mono black aggro

6 years ago

Have you thought about either Drana, Liberator of Malakir, Fretwork Colony, or Reaver Drone?

Plus, have you thought about maybe Vampire Cutthroat over Night Market Lookout?

And might I suggest sideboarding Eternal Scourge to bring in against control since it obviously has a recursion combo with Scrounger which is exceedingly difficult to handle.

Plus, since this is after all aggro, how about like Unnatural Endurance or Supernatural Stamina over one of your kill spells? Just a thought, I'm Hardly an aggro player. Maybe even Rush of Vitality, but I kinda like the first two more.

Tragnuz on

7 years ago

Gonti's Machinations stacks really well with Fretwork Colony because it you play gonti first turn and then fretwork and you are constantly getting stronger and then burning 3 and healing any health lost from fretwork.

Ghenni on Travle Moves You

7 years ago

Mana curve is way too high.

Basically, you've got a combination of expensive creatures that will crew your vehicles, but ideally, crews are composed by very inexpensive creatures, such as fabricated artifacts.

Quick tip is that you can't expect to start attacking or defending at round 4 or 5. You could be dead by then.

I would look for more fabricate cards, remove some cards that won't help you at all (ex: Fretwork Colony is one of your early game cards, but it won't help you block anything). Night Market Lookout is cheap, but doesn't do anything with your vehicles. Ambitious Aetherborn is way too expensive (5 CMC). Gonti, Lord of Luxury doesn't combo with your deck. Maulfist Squad is also expensive in my opinion.

Overall, I believe you're focusing too much on your vehicles but forgot that you need to crew them and that can only happen too late in the game in your case. It would be OK if you had means to defend yourself, but you'll either need cheaper spells or cheaper creatures.

  • Look for creatures with Defender to defend you while you get more creatures on the battlefiled
  • Look for creatures with Fabricate

Hope it helps!

Jaragesh on Sssssnake

7 years ago

I'm not the best deck brewer myself, but i think i can help a little bit:

1) I would start building with the "god hand". Let's assume, that you draw all cards that you need, and you draw ideal cards through the game. How would it look?

1st turn: Forest + Narnam Renegade (5 cards in hand, you are going first)

2nd turn: Swamp + Winding Constrictor (4 cards in hand)

3rd turn: Forest + Nissa, Voice of Zendikar (3 cards in hand)

4th turn: Swamp + Fretwork Colony + Scrounging Bandar (1 card in hand)

5th turn: Forest + Incremental Growth (0 cards in hand)

It's not looking good. Why?

1) Mana. It's very easy for you to get the wrong amount of mana. Playing cards with x 2 black or x 2 green cost, like Drana, Liberator of Malakir is generally bad idea. So Drana, Liberator of Malakir and Kalitas, Traitor of Ghet are out.

2) Why do you play only one Nissa, Voice of Zendikar? Play 4! Remember, if you want to pull something, it's better to have 4/60 chance of pulling it and not 1/60. You know that you can have 1 legendary on battlefield, but 4 the same legendary cards in the deck?

3) Noosegraf Mob too late too little.

4) You clearly have no main idea how to win, i mean it's fun to put counters, i'm thinking on building counter B/G deck myself, but you want to win. With your best hand that i made (i'm sure someone can make better, but it's an example) you will deal enough damage to kill your opponent at turn 5. With your opponent not moving. It's not so great and here's why:

5) You have no defence! No hexproof, no way to protect your creatures. Your enemy will clean your battlefield like my dog cleans his bowl, super fast and efficient. There's no sense in putting counters if you don't have anything to put it on. Blossoming Defense - I would at least play that.

6) Building your deck is not only about what I will play, but what my enemy will play. With Fatal Push it will be hard to put anything that is sticking on the board. Think about that when you build your deck.

7) Black is for removal, green is for the ramp. Where is it, gladhwen? WHERE?

After prerelease i had the idea, that Fretwork Colony + Winding Constrictor will be a very nice combo to build around, and with the main theme counters i think that there will be some nice deck.

Don't get discouraged, build more and learn. Deckbuilding is fun, but like all things it needs time and practice ;) I hope you will build something nice and that I at least helped a little bit.

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