|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Common|
|Commander Anthology Vol. II (CM2)||Common|
|Duel Decks: Elves vs. Inventors (DDU)||None|
|Commander 2014 (C14)||Common|
Combos Browse all
: Gain .
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Great Furnace Discussion
6 days ago
2 weeks ago
I getcha. Hell, it's almost the same for my red artifact deck; playing casually I always add 4 Great Furnace in place of 4 Mountains. It's still a shame all artifact lands except Darksteel Citadel is banned from Modern.
1 month ago
1 month ago
DrukenReaps I was thinking of Bruse taro before but decided not to include him. Then since you pointed it out I had another look and realised how good he is. While Silas Renn, Seeker Adept is a good card (that fits the Artifact theme well) partnering it with Akiri would mean a 4c deck without green (unfortunately this leaves us with little ramp which helps get turn three Jor Kadeen, the Prevailer And other nice early cards.
I saw the blue version of Ancient Den and Great Furnace and wanted to put that type of land in this deck. I put ancient den in and couldn’t find great furnace so thank you. Darlsteel citadel looks like a nice card to.
I’ll have a look at those links then make appropriate adjustments ^-^
1 month ago
You should really take advantage of the Partner ability on your commander and add either Bruse Tarl, Boorish Herder or Silas Renn, Seeker Adept. Silas would add a lot of potential to your deck by giving access to two additional colors but Bruse will allow you to knock players out of the game by giving Akiri doublestrike.
If you are not aware a player loses the game if they take 21 damage from any single commander. The partner ability allows you to run 2 commanders but the deck must still add up to 100 cards. So it will be 98 + commanders.
These pages can be a little overwhelming but I would highly recommend looking them over for ideas on what people will usually run. These are just suggestions though.
You have made some fun choices already. I would get that land count up to 36 though and put in Great Furnace, Ancient Den, and Darksteel Citadel. Looks like you are hurting on removal too. Some people recommend starting a deck with 36 lands, 10 draw sources, 10 removal, and 10 accel (usually mana rocks) and then changing things as you play the deck to match your style better.
1 month ago
2 months ago
1) I don't see the value in running Vault of Whispers and Great Furnace. They are vulnerable to Wasteland/artifact destruction and aren't fetchable. If you were running Tainted Pact as an extra dig spell they would make sense (so you have a lower chance of hitting a card with the same name; e.g., Swamp). However, with only 7 basic Swamps your Lake of the Dead is going to often whiff.
2) Unmask is loss of card advantage. If it acted as a discard outlet instead of exile it could be useful for pitching a combo piece out of your hand before casting Doomsday but, exiling a card as the cost just feels bad.
3) Cutting down the already limited pool of creatures from 12 to 10 makes using Diabolic Intent that much more difficult.
4) Are you using Ricochet Trap to target itself with a counter or using it to save an artifact/creature from destruction? Casting for 3 CMC seems heavy for this deck for a spell that isn't a board wipe. Using it as a counter spell target seems okay since it's just R to cast but, I would run Defense Grid over Ricochet Trap all day long. Defense Grid also has the added bonus of adding to Metalcraft for Mox Opal.
2 months ago
Good suggestion with Whir of Invention, I think I went with Reshape because I found that the additional cost was a significant draw back (although I do like the fact that whir is instant speed). I only run 12 artifacts, mostly just for ramp; I find by the point I am casting reshape I have enough experience counters that I don't really need that Sol Ring or Great Furnace anymore and would much rather have my Alhammarret's Archive or Sphinx-Bone Wand. As for the delve cards, you do make a good point about the flashback. My deck has more of an costed theme and wants to get high value of experience counters so the value of casting them once is often worth it, but I can see how it may not work the same in your build. Might I ask what your experience with Epic Experiment is like? I personally have found it underwhelming, but again maybe it is because my deck is more [x] costed themed. It just always looks sort of sad next to the green equivalent of Genesis Wave. I feel like the last time I cast it for x = 10 and I only hit like 3 relevant spells.