|Commander / EDH||Legal|
Printings View all
|Commander 2014 (C14)||Common|
|Duel Decks: Jace vs. Chandra (DD2)||Common|
Combos Browse all
Creature — Elemental
When Ingot Chewer enters the battlefield, destroy target artifact.
Evoke (You may play this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)sa
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Ingot Chewer Discussion
1 month ago
Coward_Token, I'm glad you see my point of view, but the Undaunted mechanic would only be optimal in at least a 4 player game, limiting it's reliability. Force of Will is a perfect fit, if you have the $83 to spare, haha. I'd like to focus on less expensive cards with this format personally, but i value your input regardless! Ingot Chewer is an inexpensive and low CMC card, but hurts bad w/ Vial Smasher the Fierce.
poorpinkus, I loved your deck so much, i used it as a template for my less friendly rendition of the deck. Perhaps you would like to take a peek and see, @Good touch bad touch? I would recommend throwing some flash into your deck (if you can spare the coin), to get the most out of vial smasher, and surprise your opponents! Examples include Teferi, Mage of Zhalfir (Iconic masters is cheap), Notion Thief (in case you get a little greedy, haha), Stunt Double, and Hypersonic Dragon. With flash, you become unpredictable making your opponents weary of you at any given time, plus you can get more kick out of vial smasher. If you have the coin Leyline of Anticipation and Vedalken Orrery give everything flash, truly a diabolic strategy! Oh, and one last thing, Baral's Expertise and Dark Petition are value town because they somewhat pay for themselves, circumstantially of course. Other than that, it's a beautiful AND budget build, which is my style!
1 month ago
Riku can get pretty fun with evoke creatures since you get to keep the copies. In my Riku deck I run Ingot Chewer as one of my artifact removal spells, RGU for a 3/3 that kills two artifacts is pretty good. Mulldrifter isn't bad either and is alot of card advantage with Doubling Season or Parallel Lives.
3 months ago
Creatures with graft are ridiculously powerful in Marchesa, since they recur themselves while providing recursion to your other creatures. Some of the best ones are Cytoplast Manipulator, Novijen Sages, Vigean Graftmage, and Helium Squirter. Alright, so maybe that's just all of them in your colors, but they're all fantastic.
Mulldrifter isn't the only good evoke creature, and evoke is a pretty strong ability with graft or other instant-speed counter production. Ingot Chewer is great artifact removal, while Shriekmaw is great for killing creatures. One that I particularly like is Nevermaker, though having to leave the battlefield to trigger can make things tricky.
Free sac outlets are fantastic, and you have access to two of the best: Carrion Feeder and Viscera Seer. I'm not a huge fan of 3-cmc mana rocks, there are a bunch of other great 2-cmc options in Fellwar Stone, Thought Vessel, Talisman of Indulgence, and Talisman of Dominance. Finally, you've got a great set of powerful etb creatures, why not try Panharmonicon to double their abilities. Also, you're missing one of the most powerful etb effect of them all, Rune-Scarred Demon.
4 months ago
I have played budget version of Restore balance and one thing that many have not noticed is that you can play Wear / Tear because it's cmc is 3 with new rulings that came sometime ago. That gives you additional sideboard slots as you don't need to play Wispmare and Ingot Chewer
4 months ago
7 sideboard slots against Affinity seems excessive. Maybe go up to 4 Ingot Chewers and drop the Smelts. I'm not sure what you put in instead though, so maybe you do just double down on ensuring you never lose to affinity.
5 months ago
also Generator Servant is also a good choice to ramp into something like soulstoke into liege of the tangle
5 months ago
Okay. So here's what I personally would change around:
Ingot Chewer or Reclamation Sage for Manglehorn - This one is tricky because it depends. Either way you're getting a artifact, but manglehorn also has artifacts enter tapped, where ingot chewer has the potential to get 2 artifacts for the same cmc with Riku and Rec Sage gives you enchantment targets which your deck is lacking.
Spellskite for Rattleclaw Mystic - You have enough ramp in your deck. What you are missing is easy ways to protect your 5cmc commander from spot removal. You want to save counterspells in this deck for other peoples win cons. Riku is meant to be able to pick a new win con if one is foiled, and its much harder without him.
Vandalblast for Decimate - This one is hard, but I think it benefits your deck better. You know your meta, but there is always someone who plays a gross artifact and you wish you could deal with it. Well just deal with everyones while you're at it. The reason I say no to decimate is because you have to have all the targets. So if you cast, you HAVE to target an enchantment, artifact, land, and creature otherwise it fizzles. So if someone never plays a enchantment besides you, and you need to get rid of a artifact, bye bye to your enchantment.
Capsize for Blasphemous Act - You have the kit for inf mana so you're also adding a wincon with this one. Blasphemous act can hurt you just as much as them. Boardwipes have no home in Riku. Leave those to the white and black players.
Sunbird's Invocation for Fabricate - This one is the same as trinket mage. You don't have artifacts worth fetching. Maybe Panharmonicon but still. Cast big spells and be able to copy the things you roll into with this beast. I've resolved this spell twice and proceeded to win twice. Coincidence? I know for a fact not.
Twincast for Manamorphose - The color fixing and draw is nice but not worth it. However, copying a juicy rite an extra time or having a situational counter or maybe someone casts something juicy that you want. This cards an all-star.
Your deck looks super fun, but exactly like you said "I tend to just ramp and hope I draw into a combo. It's a bit frustrating to durdle." The simple fix is take out some ramp and useless cards and replace them with interaction. You wont always ramp hard, but now when you do, you'll be drawing into more answers AND combos, not just waiting around to win when u draw a Palinchron.
5 months ago
I'd drop more enchantment/sorcery, due to the nature of your commander. Risk of getting hit by your own thing will hurt.
Creature wise, you have a LOT of mana dork that will I feel may get underwhelming later. Craterhoof Behemoth would be recommended to correct that issue.
- Obliterate Doesn't fit Game Plan
- By Force Either go for better mass removal or Instant speed. Vandalblast or Smelt
- Meltdown Better Mass destruction for artifact. Furthermore if your goal is to stop a combo, run it instant. Or on a stick. Acidic Slime, Ingot Chewer, Manglehorn are recommendation.
- Wild Growth, Utopia Sprawl Doesn't help gameplan and is a hinder with your commander.
- Possibility Storm Can lead to very chaotic cases, not my favorite. Furthermore, unless you're running a specific combo or synergy for it. It ain't worth.