|Commander / EDH||Legal|
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|Scars of Mirrodin (SOM)||Rare|
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Creature — Vedalken Artificer
Other blue creatures you control get +1/+1.
: Target artifact creature becomes blue until end of turn.
Tap an untapped blue creature you control: Add to your mana pool. Spend this mana only to cast artifact spells or activate abilities of artifacts.
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Grand Architect Discussion
5 days ago
Here’s a janky little combo for ya. Throw in:
First get Liliana in play so you can tutor out the rest of the combo. Next play the architect then send in the impersonator but don’t copy anything with him. He will come in as a 1/1 due to the architect. Trust me, it’ll make sense lol. Next up cast the rite of replication on the impersonator and target the copies of him on your Anointed Procession making a total of 6 of them. Now when ever you make a copy of something target the impersonator to make a copy of anything on the board and any time you make a token it will make a total of 32 tokens from 1. You can always make more than 6 Anointed Processions to keep doubling the amount of tokens produced. It’s something to think about anyways.
1 week ago
BelugaWhale217 is spot on with needing less lands and more ramp, just wanted to throw in my rule of thumb for a place to start. I usually do 40 lands minus 1 per 3 pieces of ramp (but never less than 36 regardless of how much ramp you have)
That's very loose and I'm not suggesting its the best method, just something that works well for me as a place to start.
I think the tribal suggestions of KayneMarco are also very good.
Idk your playgroups feelings on infinite combos, but...
Rings of Brighthearth + Basalt Monolith
Grand Architect + Pili-Pala
both produce infinite mana and let you exile all your opponent libraries (and make a ton of tokens if one player has some way to not lose from that like Laboratory Maniac )
My biggest suggestion though is Skullclamp, i think its a must have in this deck
Good luck, and be sure to checkout edhrec.com to see what other people are playing in their Oona decks as well.
1 week ago
Protean Hulk Combo: Protean Hulk + Instant Speed Removal^ + 1 Island (or another blue source) 1. On the end step before your turn, use instant speed removal to kill (not exile) Protean Hulk 2. Search for Pili-Pala, Grand Architect, Rootwater Diver, and Walking Ballista (X = 0) and put them onto the battlefield 3. Walking Ballista goes to the graveyard 4. Your turn begins, move to main phase 5. Generate infinite mana using Pili-Pala and Grand Architect (look up this combo if you don't know it) 6. Sacrifice Rootwater Diver and put Walking Ballista into your hand 7. Cast Walking Ballista for X = 2,000,000,000 8. Remove enough counters to kill your opponents and every creature they have (do creatures first in case they have interaction although you can activate Walking Ballista in response to interaction and if it is your turn you get first priority, so you can still activate him infinitely) 9. Win This combo is good in Animar because Protean Hulk is value even if you can't do the combo. In addition, if you go off with Cloudstone Curio but don't have Purphoros, God of the Forge out, Walking Ballista is an alternative win-con. Also, Rootwater Diver can retrieve a destroyed Cloudstone Curio from your graveyard. Pili-Pala and Grand Architect infinite mana is just good since it is infinite mana.
2 weeks ago
Here is my Vela, the night-clad combo artefact deck. I built thins deck around 4 differents and some specific synergie. I want to stay budget.
The goal of the deck is simple: draw, tutor, loot, find the pieces of combo, play the combo. At instant speed if it's possible with Shimmer Myr. On of the obstacle for the deck is that we need Vela on the battlefield first, than we can combo.
This is my first real combo deck ans it's for playing in a casual metagame. So I choose to play two combo that requires 4 cards (Vela included), one that requires 3 cards and one that requires only 2 cards.
Maybe the deck is a little weaker. But i want to keep a flexibility and not always try to win turn 5/6. My goal is that my deck remains a challenge for me when i'm playing with it. I can choose the level of difficulty.
So here are the combos:
I use some card draw and tutor to find my combo pieces.
And here some synergies:
I'm for your advices to perfect my deck. I take all advices.
Just no cards over 5/7 dollars
3 weeks ago
I initially ran the other cost reducers when I was on more of a storm game plan, but I transitioned to a slightly slower, more stax-focused build at some point and the more expensive cost reducers don't really bring anything to the table at that point.
Winter Orb basically just plays the mana denial game by hitting land-based mana, and we break parity by using artifact mana. Of the three major sources of mana production (lands, artifacts, and creatures) we're running land hate in the form of Winter Orb and Blood Moon (and you could even experiment with Back to Basics, and creature hate in the form of Cursed Totem and to an extent Pyroclasm. We don't run artifact hate since that's how we break parity. Something like Static Orb isn't realistic for us to break parity on since it also hits our artifact mana, so it's not included.
I wouldn't advise Grand Architect since it's a 3-CMC double blue creature that doesn't trigger Jhoira.
The description is very much out of date here (and I'm very lazy and haven't updated it), KCI combo isn't in the deck anymore.
3 weeks ago
Great list, had a few questions:
1 month ago
Got the cards in the mail and have added a couple more to your list:
Whirler Rogue - More thopters and unblockable ability. Grand Architect- Turns thopters into milling machines when combined with Sands of Delirium. Kuldotha Forgemaster- sac cheap thopters for Wurmcoil Engine, Spine of Ish Sah or whatever you need. Thopter Spy Network- More thopters, more card draw. Tidespout Tyrant- can be game winning when combined with all those Zero cost Artifacts. Retrofitter Foundry- is super cool with the Dramatic Scepter combo!
1 month ago
Token generators for protection from attacks:Talrand, Sky Summoner and Docent of Perfection Flip i would say are must haves, Metallurgic Summonings, Goblinslide, Young Pyromancer,Murmuring Mystic, Dragonmaster Outcast,are also good token makers.
Mana ramping for casting more: Seething Song, Mana Geyser, Brass's Bounty i think are must haves since they're all sorcery/instant so they can be effected by your commander to cast for less. Chandra, Torch of Defiance is a another good planeswalker to get mana and now you can have both planeswalkers out with the updated rules from August. You should add Vivid Creek to go with your vivid crag.
Other cards to lower casting costs: Primal Amulet Flip is a must since it lowers cost of ins/sorc and then it transforms when you want to get a land that can copy a spell. Arcane Melee, Seal of the Guildpact, Ruby Medallion,Sapphire Medallion,Jace's Sanctum are also nice.
Cards that damage opponents: Electrostatic Field and Sphinx-Bone Wand i think are must haves since they deal damage for every inst/sorc casted. Banefire, Devil's Play are great since they have the (x) in the cmc which is great for mizzix since it counts towards what you want (x) to be and you can always get an extra counter for mizzex.
Merchant Scroll is a decent tutor
Great staples: Charmbreaker Devils is a must have for the returning of inst/sorc alone. Crackling Drake can get huge power. Hypersonic Dragon casting sorcery at instant speed is great. Structural Collapse destroy a land and deal damage, and if copy it, who wouldn't want that, besides your enemies of coarse.
Wincons: Reiterate + Turnabout and Grand Architect + Pili-Pala are infinite mana combos, add Past in Flames or any damage cards with (x) in it and its deadly. Enter the Infinite is nice to get your combo's. Harness by Force is great to steal your opponents creatures then attack them with it, it also gets affected by mizzix so if you have enough counters itll cost 2 red mana and 1red mana for each extra creature.
Hope these suggestions help.