|Commander / EDH||Legal|
Printings View all
|Modern Masters 2015 Edition (MM2)||Common|
|Modern Masters (MMA)||Common|
|Duel Decks: Elspeth vs. Tezzeret (DDF)||Common|
Combos Browse all
Artifact Creature — Frog
Affinity for artifacts (This spell costs 1 less to cast for each artifact you control.)
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|Have (10)||ironax , JAT0 , Va1mar , corys , bakeraj4 , buildingadeck , NorthernCrow , frederiklw , Grantley91 , Axtel|
1 week ago
1 month ago
I love doing something different with artifacts than affinity, but I also think it's also a good place to look for possible improvments. Darksteel Citadel and Frogmite seem like great inclusions from there. I'd also look into Etherium Sculptor and Court Homunculus which both synergize well with your vehicles. As for making room, I don't like the non-Enforcer Myr, the Living Weapons or some of the recursion. If you put in Sculptor, it can provide more than 1 mana a turn whereas the Myr can only do 1, the vehicles are generally more powerful than the living weapons, and you have Thoughtcast so you don't have to rely so heavily on recursion so that's why.
A couple of general tips too, running more copies of less cards is generally more efficient (if you want to see at least one per game run 4, if you don't want more than 1 a game run 3 are good rules of thumb) and your sideboard should be more of a place for cards that do things your maindeck doesn't. In this case creature, enchantment. and artifact removal would be good, and I'd move War Report there because you don't always need it. It's more of a anti-aggro card.
2 months ago
Like how some people flicker Mulldrifter so it stays in play, you could evoke something, and while its sacrifice ability is on the stack, flash in your EDF. That way, you'd only have to pay a fraction of the cost.
If you're going for a graveyard strategy with Champion of Wits, I'd say unearth is probably the way to go. Unearth a Fatestitcher, and sacrifice that to pay your emerge costs. If you use it to untap the land that paid for unearth, you could get EDF as early as turn 3.
After looking at it, I want to investigate the possibility of affinity (or improvise) with emerge. You can cast Memnite, Frogmite, Myr Enforcer followed by Decimator of the Provinces, and swing for some serious damage pretty early.
2 months ago
Opal Palace - does a lot more in buffing Walker of the wastes than another wastes.
also, another amazing land has been printed as a common since then. Cradle of the Accursed :)
how often do you feel you get to 9 mana? Hand of Emrakul is the other big beater you are missing. annhilator in pauper seems good enough, haha.
if you still wanted an additional fatty to equip with evasion, Ruin Processor is the last biggest guy you are missing.
Vorrac Battlehorns is great that it forces your opponent to only ever block with one creature, which greatly accels your commander damage clock. Since it gives trample, you get to do the same strategy on any of your other beaters as a 2nd option.
Here's a big one in my opinion. run more cantrips. you want to be consistently hitting lands drops and getting to your key enchantments. in colorless, this is hard to do. cantrips really help turn through your deck to find those pieces you need to complete your strategy. here's a start: Chromatic Sphere, Chromatic Star, Conjurer's Bauble, Relic of Progenitus, Urza's Bauble, Astrolabe, Ichor Wellspring, Orazca Relic
Things i don't like in here...
Frogmite - a cheap, sometimes free 2/2? i would rather just run another cantrip effect like some i listed above.
Phyrexian Walker - again, i don't like running 0 cost things that do nothing on there own. run a ramp spell in place of it to get to your bigger bombs quicker. a 0/3 is not where you want to be, early or late.
Rusted Slasher - way too vulnerable and will never get a hit in. there are so many better 4 drops you should be playing, or again, replace with a cantrip. I would much rather play a cantrip into an equipment on t4 than this guy
Galvanic Key - neat trick, but i don't see this combat trick come up very often and colorless decks don't "fool" anyone when they leave up mana unless it is 7+ for scour mana.
2 months ago
Peacewalker Colossus is probably a better option than siege as it gives you more options for crew targets as well as being able to make dreadnaught a creature nice and easy (you dont want to be stuck with siege in your hand and not drawing vehicles to put it on).
some cheap artifact creatures like Memnite would be something to think about, in fact some affinity creatures like Frogmite might be good as they can become free pretty easy and either one you can use your Built to Smash or Cranial Plating to swing in or buff them up to crew a dreadnaught with, then if you add black mana you can also equip it to your vehicle at instant speed during combat.
if it was me, i might also then try to find some room for a few Atogs. gives your opponent even more things to worry about trying to block.
3 months ago
I've been considering Golem Foundry tricks for some time now. I've been thinking things like using Ornithopter, Bone Saw, Lotus Petal, etc. as free artifact casts. You could also replace some basics with Seat of the Synod & Tree of Tales to Affinity-cast Frogmites and Myr Enforcers, upping your artifact-casting-triggers.
Maybe some of that gives you ideas. =)
3 months ago
Additional deck tips for piloting!
Kor Skyfisher can:1. Bounce a land to net an extra land drop if you have no lands in hand and haven't yet played a land.2. Bounce Thraben Inspector to create extra clues for card draw, especially good against control3. Bounce Flayer Husk after the germ dies to create extra creatures, good against decks plaing Chainer's Edict4. Bounce Tooth of Chiss-Goria which gives you an extra activation for free if you have three or more artifacts5. Bounce any creature post combat to give it pseudo-vigilance
When facing an aggro deck:
Leverage the size of you creatures to both attack into their creatures and hold them back on defense. Trading two of their creatures for one of yours that has a Bonesplitter on it will net you card advantage in the long run which will put you ahead.
If the ground is filling up, try to have the last flier standing. Regardless of how wide their ground force is, if you have profitable blocks and a Glint Hawk or Auriok Sunchaser left you'll be able to wear them down.
You'll never beat an aggro deck on turn 4, don't be afraid to keep a slower hand if you have some draw power like Kor Skyfisher + Thraben Inspector .
When facing a control/combo deck:
Mulligan more aggressively for fast hands. Control players are the ones you can kill on turn 4. Often a six-card hand with a one drop + Bonesplitter is better than a slow seven-card hand.
Take note of how they plan to slow you down. Black decks filled with removal spells are best beaten by flooding the board and gaining card advantage with Kor Skyfisher because you'll eventually have more threats than they will have removal spells. Alternatively, if they plan to fog you into oblivion with Moment's Peace you'll need speed above all else and damage will be all that matters.
Against combo players it's good to note that they won't risk losing important combo pieces in blocks, especiall if they know that you have Tooth of Chiss-Goria in your deck.
What to side out:
As a basic rule I will side out the Scale of Chiss-Goria first followed by 1x Flayer Husk, 1x Tooth of Chiss-Goria, and 1x Frogmite in that order. Although taking these cards out subtracts form the explosive potential of the deck in the early turns, they quickly get worse as the game progresses to a greater degree than most of the other cards in the deck.
What to side in:
Celestial Flare comes in against any deck that wants to win with one giant creature like a Slippery Bogle of an Ulamog's Crusher. It's good to know that if they attack with a tiny creature to try and protect their big threat, you can eat the small creature then play Celestial Flare at the end-of-combat step.
Dust to Dust comes in against affinity primarily because Dust to Dust turns into a double Stone Rain against artifact lands. This is probably the weakest card in the sideboard since the printing of fragmentize, I would suggest to cut this first when adding cards that better fit your local metagame.
Fragmentize is for any decks that play artifacts and enchantments. Can be very strong when used to blow up artifact lands and is incredibly efficient at one mana. I find myself boarding in all four if they have 10+ possible targets in my opponents deck.
Lone Missionary is primarily for burn, but you could bring in one or two against other aggro decks because gaining four to eight life can sometimes put you over the top.
Sunlance is the only removal spell in the 75 and gets brought in against decks that play creatures it can hit. Prized due to its efficiency at one mana, being able to both play a creature and a Sunlance in one turn can easily swing a game.
5 months ago
Otherwise I like this a lot. A little slower than an average Affinity list obviously, but still decent enough to stay in the running longer.