|Commander / EDH||Legal|
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- Is a creature a creature on the stack?
- if someone attacks for lethal regardless of blocks but your blockers have a death trigger that deals damage that is lethal to your opponent, do you draw, or who wins?
- Nim Deathmantle vs Child of Alara
- Marionette Master and Unlicensed Disintegration stack interaction
Creature — Human Artificer
Fabricate 3 (When this creature enters the battlefield, put three +1/+1 counters on it or create three 1/1 colorless Servo artifact creature tokens.)
Whenever an artifact you control is put into a graveyard from the battlefield, target opponent loses life equal to Marionette Master's power.
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Marionette Master Discussion
1 week ago
I appreciate the descriptive response. Your conclusion was similar to what I came to after making that post. Chainer is more of a slow grind, while Balthor is more explosive. I just haven't seen many Balthor decks before, but am pretty familiar with Chainer, so I was curious.
That makes sense on the Marionette Master.
One more card that I thought of which might be useful in your list: Rise of the Dark Realms. It's basically another Balthor the Defiled, but if Balthor becomes too much to recast (I believe Rise costs the same as a second casting + activation of Balthor), or something like Song of the Dryads happens, Rise could provide a bit of redundancy to keep your big reanimation strategy going.
1 week ago
My Balthor deck was initially a zombie-themed deck until I was tired of it and changed the strategy into a reanimator deck. At first it was just a big mana control deck, with Balthor as a support when your hand was empty and you needed more gas. Slowly it turned into a more combo-control deck with dredge elements.
Chainer needs a more dedicated deck, with more cards to protect him (Lightning Greaves), more sacrifice outlets, and more life gain effects like Sangromancer, Dross Harvester, Disciple of Griselbrand, Pristine Talisman, etc. That means less available card slots, less fun with big demons. Chainer is also more slower. You need a sacrifice outlet and 8 manas to be effective the turn you play him.
Over Balthor, Chainer is better in some way: he can target any graveyard, and you don't have problem if your opponents play black and/or red. He can be fast too with more Dark Ritual-like cards, which are more-or-less dead cards if you don't play combo.
So I prefer Balthor because it fits more what I'm looking for this deck: big reanimation turns with a high creature count.
For many years, Chainer was in my Balthor deck as a backup plan. He was finally cut for more faster reanimation options.
I've tested Black Market. For me, it's a 5-manas do-nothing the turn it comes into play. Too slow. It also attracts hate from your opponents. I suggest it if you play Exsanguinate or Torment of Hailfire. I don't because I try to increase my creature count for more Balthor efficiency.
Noxious Gearhulk: I like it too, but can't find a free slot for it at the moment.
Marionette Master: It better fits in an artifact deck. If it's played for its token, there are more effective ways to produce tokens in black.
1 week ago
1 week ago
Hey welcome to EDH!
For Glissa she is an interesting commander as she is generically artifact based. To use her at the helm of the deck and the route you want to go, you should use a lot of synergistic cards that you can combine her with. Here is a budget list of cards that are synergistic and can match with Glissa.
- Executioner's Capsule
- Nihil Spellbomb
- Scrap Trawler
- Vault of Whispers
- Tree of Tales
- Trading Post
- Wayfarer's Bauble
- Burnished Hart
- Marionette Master
- Myr Retriever
- Shimmer Myr
There are plenty of ways to build Glissa. But here are some simple deck building tips. This is very general outline.
- What is your goal/win condition?
- Select cards that can help you achieve your goal/win condition.
- Add in cards to support or interact with the board.
Aside from that you can follow the 8x8 rule, which is starting with 35 lands and adding 8x of a card category i.e, Artifacts, Creatures, Instants, Sorcery, Enchantment, etc.
Hope that helps!
3 weeks ago
Here is my Vela, the night-clad combo artefact deck. I built thins deck around 4 differents and some specific synergie. I want to stay budget.
The goal of the deck is simple: draw, tutor, loot, find the pieces of combo, play the combo. At instant speed if it's possible with Shimmer Myr. On of the obstacle for the deck is that we need Vela on the battlefield first, than we can combo.
This is my first real combo deck ans it's for playing in a casual metagame. So I choose to play two combo that requires 4 cards (Vela included), one that requires 3 cards and one that requires only 2 cards.
Maybe the deck is a little weaker. But i want to keep a flexibility and not always try to win turn 5/6. My goal is that my deck remains a challenge for me when i'm playing with it. I can choose the level of difficulty.
So here are the combos:
I use some card draw and tutor to find my combo pieces.
And here some synergies:
I'm for your advices to perfect my deck. I take all advices.
Just no cards over 5/7 dollars
1 month ago
I would look into more sacrifice outlets. In a reanimation deck sacrifice outlets let you do nasty things and create cool loops.
Altar of Dementia in your sideboard can suicide mill to get more gas in your yard. Ashnod's Altar has huge combo potential and can kill tables with things like Marionette Master combo’d with Nim Deathmantle
Yahenni, Undying Partisan is a sac outlet that gets out of hand very quickly, especially paired with effects like Grave Pact, Dictate of Erebos or the budget friendly Butcher of Malakir buy will draw hate from the table, especially in more casual play environments.
Spawning Pit is my favorite sac outlet in decks with the edict package above. Sacrificing dudes to create more dudes to sacrifice more dudes is an instant speed board wipe or can clear lanes to kill opponents if you have a strong board state.
Even though you are in green, Sad Robot is a cool value piece to ramp and can’t rip with if repeated.
1 month ago
So when it comes to combo decks, often times combos work in such a way that if you put 2-3 cards together, they do something amazing that wins the game the tirn it is played, or at the latest the turn right after that(this is suboptimal however since you are giving your opponent the chance to stop you) The problem combo decks tend to face however is that the individial cards are weak by themselves, and the chance to draw all the cards you need for the combo are slim. You also need to build your entire deck to do the combo, find the pieces and protect the combo, which means that if for some reason you fail in one of these areas you lose the game.
Combo decks that put 3 random cards together to create something amazing are weak combo decks. When building a strong combo deck, what you want is consistancy. This means that the combo pieces shuld work towards your goal in some extent by themselves, and each piece you add should make the effects you already have even stronger. An example of a combo deck i ran pre-totation would be Torment of treasures(Infinite combo). In this deck my combo pieces are Ruthless Knave, Anointed Procession and Pitiless Plunderer. The idea is to get lots of treasures to play things like Torment of Hailfire, Josu Vess, Lich Knight and i played around with Marionette Master too. The rest of the deck were things 2for1 token cards, which double with Anointed Procession, added more bodies to sack for Ruthless Knave, and added more bodies that can die and give us treasures through Pitiless Plunderer. Notice how Josu Vess, Lich Knight and Marionette Master can even help the combp if you cant win through them for some reason. In this example, each piece works towards the goal by themselves, and if you have 2 pieces you can sometimes start the combo without the third piece. Multiple copies of a piece only makes the combo stronger, and the entire deck is built to help the combo in some way, shape or form. This makes the combo incredibly consistant, with it going off in more than half my games. Even if the infonite card/treasure generating combo never goes off, i still have lots of treasures and can still win the game, and have done so.
1 month ago
If you want to go down the combo route, I would check out Marionette Master
It poops out dudes, drains opponents, and will end the game with Ashnod’s and Nim’s on the board