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- Mycosynth Lattice + March of the Machines interaction with bestow
- What would happen to land if it became a 0/0 creature?
- If I have out March of the machines, mycosynth lattice and coat of arms does all lands die or get pumped up
- Experiment Kraj, Planeswalkers, and removing +1/+1 counters.
- Would March of the Machines + Mycosynth Lattice destroy all your lands?
March of the Machines
Each noncreature artifact is an artifact creature with power and toughness each equal to its converted mana cost. (Equipment that's a creature can't equip a creature.)
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March of the Machines Discussion
1 day ago
This seems like worse Splinter Twin, combo which is ok, just make sure you follow the same principle: Your deck is really only going to win by comboing out (except in very cornercase scenarios), so you want many copies of your combo cards. Check out this list from 2015: Splinter Twin.
Then come the dig. Sage Owl is quite weak compared to something like Serum Visions. Your lands and tutors seem a little strange, so just some pointers for cards to add: Mana Leak, Spell Pierce, Negate and Dispel are all great counter spells for any combo deck, and cards like Lightning Bolt and Snapcaster Mage belong in almost any deck that can support them. Electrolyze is also very good.
One last note is that Eldrazi Tron is pretty good in this meta, and that deck plays Emrakul, the Aeons Torn sometimes, so finding an alternate win condition for the sideboard other than Altar of the Brood might be a good idea. I've seen March of the Machines work, as you can also use it to shoot down lands with Liquidmetal coating. Spellskite is another effective SB card to consider.
I also advise not to play the Kaldra cycle. It is very weak and easy to remove.
1 week ago
For one you can have a "mana rock" deck through animation effects like the original Karn, Silver Golem , or Sydri, Galvanic Genius, or even mass animation like March of the Machines. For two though I find it interesting how most lower mana rocks have started to become balanced through more than just ETB tapped effects; like how Corrupted Grafstone also requires you to have a spell of some color in the grave.
Grafstone was also indicative of a shift away from the magic of the Eldrazi in that colorless/devoid cards couldn't use that type of pseudo-death based magic that is common to all of Innistrad. That kind of built in thematic mechanics has always been the best part of MTG to me.
1 week ago
1 week ago
Nice, very evil!
You could maybe drop 1 or 2 March of the Machines since you only need 1 out.
2 weeks ago
Avg. CMC 3.85 is quite high imo. Given you have a bit higher budget you could greatly reduce that by playing more mana rocks (Mana Crypt, Mox Opal, Mana Vault, Voltaic Key, Coalition Relic,...) and cutting some of the worst high mana spells. I would say everything over 4 mana should be a potential game winner or essential combo piece and there are quite a few, which aren't either.
You could also exchange some counterspells or add more counters. Again, depending on your budget, you could really use Mana Drain and Force of Will, also Foil, Thwart, Daze and Pact of Negation are cool, because they are free counters.
Obviously you want Mycosynth Lattice in every game so the more tutors you have for it the better it is. Transmute Artifact is the legal variant for Tinker in commander and it's desperately needed. Some more mean tricks with mycosynth lattice would be great too: Karn, Silver Golem to destroy lands for , March of the Machines to make all lands 0/0 permanently (Master of Etherium would make your lands stay alive, if you really need them), Null Rod to disable ALL activated abilities (including mana abilities) of all permanents, which would result in a standoff with the current board state...there's a lot of beautiful moves you can pull of with that one card, all the while your artifacts have hexproof.
3 weeks ago
Hey man! Sure, I'd love to help. Not sure how on budget are you, and since you have some pretty darn expensive cards I'll make sugestions based on that. If it just happens that you had the cards from before and don't have too much to spend, just tell me and I'll give another options.
Well, I'd start by adding more lands. Always play Between 35 and 40 lands in your deck, unless it's an mono G elf deck that can go lower, or a deck that want lots of lands like Tasigur, Gitrog Monster or Omnath RG. Steam Vents, Watery Grave, Blood Crypt, Badlands, Underground Sea, Volcanic Island. Fetchlands would be perfect Polluted Delta, Bloodstained Mire, Scalding Tarn, Misty Rainforest, Marsh Flats. Check lands, Filter lands and Painlands. Urborg, Tomb of Yawgmoth, High Market, Academy Ruins and Tolaria West as utility. Prioritice on lands that come into play untapped.
I usually don't consider cards like Phyrexian Altar or Cathodion as a ramp because it's not going to ramp you over the curve. I consider them as combo piece or sac outlet. That being said, add more ramp like the signets, Mana Vault, Mox Diamond and Chrome Mox for fast mana. Expedition Map would be awesome to grab that beautiful Mishra's Workshop.
As for the combos, the first thing is Nim Deathmantle and Ashnod's Altar. Those two can go infinite with TONS of cards, like your Wurmcoil Engine: Sac wurmcoil to add 2 mana, triggers on the mantle and the wurm dying. Put the tokens onto the battlefield, then sac one of them for 2 mana (now you have 4 mana in your mana pool). Use the mana to reanimate Wurmcoil with the mantle. Repeat again for infinite tokens (with deathtouch?), and since you have infinite tokens, you also have infinite colorless mana. This works with any creature that enters or leaves the battlefield with two or more tokens. It also works for infinite mana with your Cathodion. These combos with your Disciple of the Vault win immediately, although I prefer Blood Artist because he helps you to stop other players that wants to go infinite sacrificing creatures. Krark-Clan Ironworks is also a good sac outlet that gives you mana.
Triskelion goes always side by side with Mikaeus, the Unhallowed. Remove one counter to ping for 1 to your opp. Remove the other two to shoot Triskelion itself. It dies with no counters in it so Mikaeus brings it back now with 4 counters. Hit your opponent for 2, then hit Triskellion for 2, repeat for the win.
A combo deck loves to have tutors to win fast. Keep in the Forgemaster and the Transmute, and add Tezzeret the Seeker , Demonic Tutor, Fabricate, Whir of Invention, Arcum Dagsson, and the mages pack Trinket Mage, Trophy Mage and Treasure Mage.
For the controling part, this deck needs more actual control and removal. Damnation, Toxic Deluge, Blasphemous Act, Vandalblast, Counterspell, Counterflux, Force of Will, Pact of Negation, Slaughter Pact.
As for what to take out, there are a lot of cards I see there that don't do much for the strategy but this is up to you. My suggestions on what to take out would be: Golem Artisan, Hellkite Igniter, Hellkite Tyrant, March of the Machines (unless you put the Mycosynth Lattice to land lock your opponents xD), Breaker of Armies, Conqueror's Flail, Silent Arbiter, Library of Leng, Genesis Chamber, Gravepurge, Moltensteel Dragon, Clone Shell, Bearer of the Heavens, Burn from Within.
Man, that was a wall of text xD tell me if you have any questions.
1 month ago
Smokestack + Sundial of the Infinite: add counter, pass the turn before second ability resolves - opponent sacs and has to draw, you don't. The win happens eventually because your opponent draws and you skip the draw.
Mycosynth Lattice + March of the Machines: makes all lands 0/0 creatures. Also Mycosynth Lattice + Null Rod disables all mana sources...total lockdown, need to build a deck that can actually profit from that, lol.