|Commander / EDH||Legal|
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|Aether Revolt (AER)||Uncommon|
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Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, create a 1/1 colourless Servo artifact creature token.
, Sacrifice a creature: Scry 1.
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Hidden Stockpile Discussion
3 days ago
3 days ago
@ Vortical42 You continuously think this deck should be aggro, it isn't what the deck wants to do. Cutting black out of the deck is ridiculous, you'll loose key cards like Hidden Stockpile, and Fatal Push ( which is the best kill spell as of right now).
5 days ago
I'm trying to understand your point of view, but I don't. The deck is not trying to be a control deck. Let me explain why I run those cards.
Fumigate- Since I've played with this deck, I've noticed you will not have a board all the time, this card comes in handy, and with Hidden Stockpile & Anointed Procession you wouldn't mind if tokens get cleared on your side. Arguel's Blood Fast- With all the life you gain this will be a great mana sink for draw power, to refill your hand.
Earthshaker Khenra It doesn't seem out of place, this card wins games. Anointed Procession + Earthshaker Khenra doubles the token when externalize. Now, imagine with multiple copies of Anointed Procession out.
Oketra the True- Token producing and hard to deal with when activated, how does this seem out of place? This deck is a token deck.
The deck doesn't try to do many things at once, the curve is good, I haven't had a problem with it.
Argy on mardu tokens
2 weeks ago
I would try something like this with your mana:
Fliers are proving to be a problem.
I would try this:
That gives you an excellent blocker, that can stall fliers, as well as a way to hold on with Lifelink.
If you make any changes tag me in these Comments, and I will take another look.
Wendigo4481 on Argy
2 weeks ago
could you help me with my mana base on mardu tokens or suggestions for making it a bit more consistent. I'm trying for a Ruthless Knave + Captivating Crew lock on my opponent but the main engine is Hidden Stockpile Anointed Procession.
2 weeks ago
Hey, the control list I suggested was based on an overall perspective of Standard not on your specific FNM meta because I didn't know that meta at the time of suggesting the list. Now that you say 80% of it is control and midrange I can now give better suggestions. I consider Tokens a control deck because it plays very few creatures and the two most important cards are not creatures.
To answer some of your questions in my opinion 4x Scrutiny or no Scrutiny, same with Duress. I also don't like Scrutiny if you're facing a lot of control it's way too miss. Scrutiny is good vs Temur, but because of a lot control then it's a dead card too much to make the deck and there's better sideboard cards to use. Control or Tokens would need to be the most dominate matchups in the meta before I would consider Duress a main deck card and if this is the case then you want 4x Duress. I say this because you want the best chance to cast it turn one because then you can take Search for Azcanta Flip or vs Tokens Hidden Stockpile. I don't have any experience playing Hailfire, but it seems like it needs a ramp strategy to consistently be good enough/worth a spot. I would cut it.
80% is a huge percentage ratio of control and midrange in your meta I recommend using cards that are good in both matchups this gives more versatility with game play. 4x Doomfall and 4x Contempt seems like auto includes because you want either as well as multiplies of these cards in either matchup.
Here's a list to consider, built for a control and midrange meta:
- 4x Glint-Sleeve Siphoner
- 4x Aetherborn
- 4x Ballista
- 3x Gonti
- 2x Noxious
- 3x Aethersphere Harvester
- 3x Blood Fast
- 4x Doomfall
- 4x Contempt
- 3x Plank
- 2x Push
- 16x Swamp
- 2x Deadlands
- 4x Aether Hub
- 2x Field
- 1x Grounds
- 4x Duress
- 3x Scrounger
- 2x Push
- 2x Reckoning
- 2x Disposses or Legacy
- 2x Tracker
Cards in this list that are good in both midrange and control matchups are: Doomfall, Gonti, Blood Fast and Harvester. Siphoner and Blood Fast are draw engines to keep up with control and get ahead vs midrange both are two drops which is amazing in these matchups. I can't stress enough how good Blood Fast is in these matchups especially getting it into play turn two. Doomfall and Gonti are ways to exile Scarab and Torrential before they can be cast. Gonti can't take either from opponent's hand, but possibly getting one from your opponent's deck is just as good as is anything else really such as Chandra or Glorybringer from Temur, Glimmer or Disallow from control.
Harverster ties this list together because it's great vs midrange Temur, as a blocker vs Glorybringer and Thopters. Provides some energy for Siphoner or life for Blood Fast vs control, it's also a resilient threat in this matchup. Good vs aggro too if you face that matchup. Gonti is another glue card in the list because it's good vs both control and midrange, especially Temur because of deathtouch. Being able to build a ground defense with Aetherborn, Gonti to combat Cub, Hydra and defend the air from Glorybringer with Harvester is very nice vs Temur.
I'll admit I don't have play experience with Torment of Scarabs, but I just don't think it does enough right away for four mana. I would replace it with a card that gives you more immedient value consistently. I would replace Torment with Gonti because Gonti gives you more advantage faster and also exiles something away from your opponent's deck which you can then cast and use later on in the game that's more important than them losing 3 life.
Over time Torment does make your opponent lose life, but is this worth a four drop card? In my opinion you're not benefiting enough from it. If your strategy was to be aggressive and attacking in the early game doing a lot of damage before you drop Torment then Torment could be better because then the opponent 3 life loss does matter. With a midrange or control strategy however the 3 life lose doesn't matter enough to be playable. Maybe you win a game with Torment if the game goes a lot of turns after turn four, but I think you're better off playing something that can give you more immedient advantage consistently in it's place.
Bone Picker is also for aggressive strategies where your small aggro creatures are going to die thus getting to cast it for only one mana. It's also good in aggro matchups because then Push is good and Picker and Push are a nice combination. For four mana with a midrange strategy however it's too lackluster; there's better cards to use four mana on such as Contempt or Gonti. If you're consistently playing Picker for only one mana then great keep it, but if you're not I would cut it.
Field of Ruin is for Azcanta, the Sunken Ruin without some kind of targeted answer for this land your opponent will overwhelm with card advantage. If your meta is control then control decks are playing Search, if they aren't then you're lucky. Playing only black for the manabase lets you safely play Ruin. Same with Grounds, one is nice to have, but I agree with you that Tracker or Crook of Condemnation is much better for turning off graveyard shenanigans. 2x Tracker in the sideboard because it's better vs control than midrange, it doesn't do much vs Temur. Sultai Energy yes, Temur no. Hub is here to help power both Siphoner and Harvester. Being able to go turn one Swamp, turn two Hub and Siphoner is a nice start. If Siphoner lives you're drawing an extra card turn three.
I agree with you Plank is a much better removal spell than Push in midrange matchups and it's not completely dead like Push is vs control because it can kill either Scarab or Torrential in a pinch.
Scrounger is great vs control, but pretty bad vs midrange without Reckoning because it can't block that's why I put it in the sideboard along with Reckoning. Main deck Scrounger is better with aggressive strategies with more creatures not midrange.
3x Plank 2x Push main deck because you're not consistently facing aggro. 2x more Push in the side in case of a possible aggro matchup. Push is still nice to have main deck because you know you'll be facing Cubs and killing a Cub at instant speed for one mana any time of the game is a great feeling.
If you find yourself starting to lose to Tokens which I can see happening because it's a bad matchup then a third Reckoning can help with this otherwise 2x Reckoning sideboard is enough because you do have Ballista. It's a good reason to play 4 of it because it's excellent vs Tokens.
2 weeks ago
Falcon_Galeo OK, I've found explanation about Anointed Procession. It's not the ability, but the replacement effect, so it does not trigger additional time. Which means not only Hidden Stockpile -> Anointed Procession -> Panharmonicon chain does not work, but also Servo Exhibition -> Anointed Procession -> Panharmonicon chain does not. Only the first 2 elements of each chain will trigger. Do I get it right?
2 weeks ago
Hey, Falcon_Galeo. Thank you for the comment.
So, you want to say, that Anointed Procession triggers Hidden Stockpile's ability second time, not the token created by the Hidden Stockpile; so that it's not token (artifact // creature) causing Hidden Stockpile to trigger second time because of Anointed Procession, but just Anointed Procession doubling the ability?