|Commander / EDH||Legal|
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|Tenth Edition (10E)||Rare|
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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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|Have (7)||VGJustice , mcstang1986 , rakdos24 , twistedmage , Nemesis , Ashy , Mortiferus_Rosa|
March of the Machines Discussion
3 days ago
Its definitely a cool concept but I feel like you should add more cheap artifacts with good effects and cheap/free artifact creatures. The lack of one drops or mana acceleration also means its a bit slow for modern. The more artifacts you run, the more you can take advantage of affinity stuff like Mox Opal. As much as I like Tezzeret, hes also really slow for modern without some sort of control shell in alot of cases. If you focus on putting out cheap artifacts on the field and then turning them into 5/5 beaters it should have alot more success in the format over this current iteration. Of course, there are only the 2 playsets of cards that turn stuff into 5/5s, so this strategy is extremely limited by your draws and would mean you would probably regularly mulligan down to 6 or 5.
My card suggestions would be stuff like Darksteel Relic (its a bad card but its cheap, and indestructible is nice.), Other cheap artifacts could be like Accorder's Shield, Bone Saw, or you can do cheap 0 drops like Memnite, Ornithopter.
Now if your playgroup doesnt play anything fast, you can add stuff into this list like March of the Machines.
1 month ago
ersatz_olorin Thanks for the suggestions! I will likely pass on them tho for the following reasons:
Ensoul Artifact risks serious two-for-one-ing
Toymaker is too slow and vulnerable
March of the Machines prevents me from equipping my equipment
While Darksteel Forge does grant indestructibility, indestructibility does not stop loyalty counters from being removed from Teferi, Temporal Archmage, so he still dies due to the state based action of having no loyalty.
Thanks for the luck!
1 month ago
Ensoul Artifact, Toymaker, or March of the Machines is another way to turn Teferi into a creature through your combo and Darksteel Forge would make him indestructible. Good luck meme-ing your opponents to death.
2 months ago
cdkime thank you for your input! Ive never played a true prison deck but i have played against a lantern control list and plenty of affinity. But I'll need to get a card like Maelstrom Pulse in case i do ever take it to an FNM (honestly this is my pet deck, i think would bring my ur delver. Its more competitive).
Lantern control is a very interesting matchup its been a while so i don't remember the results but i remember managing a March of the Machines to have a very interesting affect of other artifact lists.
Affinity on the other hand is about 50/50. Normally if we can wipe enough of there threats it buys us enough time to pull a win
2 months ago
Hi there !
Loving the vibe to the deck so far !
2 months ago
Hi! Neat idea! I really like it! +1!
I've got some good ideas for ya:
Zur the Enchanter will tutor for Arcane Adaptation. You could probably make him the commander for a guaranteed shot at Adaptation every game. I suggest you do that.
Here's my suggestion for an add on to the combo: Intruder Alarm. Now your combo is Near-infinite. IIIIIIIIF you make the Turbine a creature so it untaps when you grab a creature. This can be done with Ensoul Artifact(can be grabbed by Zur!), March of the Machines, Sydri, Galvanic Genius, Karn, Silver Golem, Toymaker, Tezzeret the Seeker (useful otherwise too), Tezzeret, Agent of Bolas, Karn's Touch, Xenic Poltergeist... you get the point. All the creatures would be Adapted Myr so they still help with the game plan. This side combo will make your main combo more powerful, allowing you to get all or your creatures rather than just one. Also you will additionally get infinite mana if you have a free mana-dork out. Something to consider.
Now regardless if you go with the side combo, you'll need a robust tutor package for consistency. Zur and a few others I've mentioned help, but here's some more: Enlightened Tutor, Diabolic Tutor, Razaketh's Rite, Demonic Collusion, Drift of Phantasms, Dimir Machinations, Mastermind's Acquisition, Brainspoil, Fabricate, and Beseech the Queen are all solid options.
Hope some of this helps! Let me know if you like or can't figure out the combo!
3 months ago
Looking over the spoilers for RIX I saw a new card called Pitiless Plunderer. Someone on the website I was on said in the comments that it went infinite with March of the Machines. They do go infinite, but they do absolutely nothing good unless you have something like Blood Artist on the field. I was pretty excited about this until my buddy pooped on my party and said that it's an infinite loop that would actually end in a draw. Is he right? I looked up a ruling, and this is what I found.
421. Handling Infinite Loops421.1. Occasionally the game can get into a state in which a set of actions could be repeated forever. The infinity rule governs how to break such loops.421.2. If the loop contains one or more optional actions and one player controls them all, that player chooses a number. The loop is treated as repeating that many times or until the other player intervenes, whichever comes first.421.3. If the loop contains at least one optional action controlled by each player and actions by both players are required to continue the loop, the active player chooses a number. The nonactive player then has two choices. He or she can choose a lower number, in which case the loop continues that number of times plus whatever fraction is necessary for the active player to have the last word. Or he or she can agree to the number the active player chose, in which case the loop continues that number of times plus whatever fraction is necessary for the nonactive player to have the last word. (Note that either fraction may be zero.)Example: One player controls a creature with the ability 0: [This creature] gains flying. Another player controls a permanent with the ability 0: Target creature loses flying. The infinity rule ensures that regardless of which player initiated the gain/lose flying ability, the nonactive player will always have the final choice and therefore be able to determine whether the creature has flying. (Note that this assumes that the first player attempted to give the creature flying at least once.)421.4. If the loop contains only mandatory actions, the game ends in a draw. (See rule 102.6.)421.5. If the loop contains at least one optional action controlled by each player and these actions dont depend on one another, the active player chooses a number. The nonactive player can either agree to that number or choose a higher number. Note that this rule applies even if the actions could exist in separate loops rather than in a single loop.
Now, 421.4 seems to back up his position, but I would say that in the situation with Blood Artist on the field it is in fact not an infinite situation, because unless he's altered his life total he'll only have 40 life to give (playing EDH). Something tells me I'm wrong, because he's actually a pretty experienced player that has played in official tournaments and all that, whereas I only ever play against him.
Any judges that can tell me just how wrong I am?
3 months ago
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