Creature — Dwarf Artificer
Servos and Thopters you control get +1/+1.
3W: Create a 1/1 colorless Servo artifact creature token.
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Master Trinketeer Discussion
6 days ago
I have had a few fun times creating standard decks that utilize energy production to secure victory. Shielded Aether Thief would probably be a better replacement for Shipwreck Moray. It is 2 mana cheaper than the moray, and you gain energy anytime it blocks. The energy gain can be used to fuel this three artifact combo: Decoction Module, Fabrication Module, and Animation Module. The modules can feed each other as long as you have the mana and can pump your creatures to lethal levels. Land wise, some immediate additions would be Aether Hub, Simic Growth Chamber, and Sandsteppe Citadel. After that, look for as many dual lands in those colors as possible. I would replace Wind-Kin Raiders with Empyreal Voyager as the voyager is cheaper, has trample, and provides as much energy that it deals a combat damage. Token generators to consider adding are Oviya Pashiri, Sage Lifecrafter and Master Trinketeer. Two decent token generators in blue for your deck would be Thopter Spy Network and Sharding Sphinx and they can help trigger each other's effects. You could also replace Multiform Wonder with Electrostatic Pummeler. Hope that helps!
1 week ago
I thought there was the potential for a Mono black Aetherborn deck, but seeming as how AER didn't really deal us a better Aetherborn lord than the Entourage, you would almost have to run another creature type. For one of my decks (which is still proto ATM), I did Dwarves and Aetherborn for a B/W Artifact control deck. Lots of shenanigans like Toolcraft Exemplar and Master Trinketeer for best artifact Dwarves. But, we speak of Vampires, a realm that I am unfamiliar with. Short of completely revising this deck for different methods, I'm not sure of what to do with this. I'll keep my eyes peeled on the incoming sets to see if there are any viable Vamps or general goodstuffs to see. Maybe Hidden Stockpile for general sac fodder and to provide a measure of control over what comes your way (and to maximize Fatal Push right out in terms of targets.) In the meantime, I will keep watch. (ha ha). See you later!
2 weeks ago
Master Trinketeer!! of course!! I will add a couple of them for positive
2 weeks ago
I have a deck that I'm trying to build (that I straight up copied) that focuses on the Gonti infinite mill combo: http://tappedout.net/mtg-decks/esper-panharmonicon-semi-budget/But as far as suggestions for a more token/enter the battlefield focused deck, I would consider adding: Master Trinketeer or even Eldrazi Displacer if you're down to sink more cash.
3 weeks ago
i'm guessing you just started playing magic so the reason you have a lot of 1 of cards is simply because you don't own anymore. The number 1 thing you need to make your deck better is consistency. If you fill your deck with a bunch of 1 of cards you will never see them when you need them. Now to avoid confusion if you hear anything about vintage ignore it, that is an entirely different version of magic where 1 of is fine because of how quickly they go through their decks.
So obviously i get that you are trying to play blue/white flyers. This is abbreviated in short hand as W/U (white and U is blue because B is black) this is also called "azurious" which is the cannon name of U/W combination. this is just to help lower any confusion you may have.
The first thing you want to do is look at the best creatures you have, how can you get more of them! (local game stores which you can find almost anywhere) can sell you singles cards. Since you are just starting out you want to look to Uncommon cards (the silver set symbol). The sad truth is magic is not a pay to win game its a pay to compete. So general cards that are Rare or Mythic rare tend to be much more powerful than their common/uncommon counterparts. There are obvious exceptions but for the post part you will find most "tier 1" (decks played by professionals) have a very large amount of rare/mythic compared to common decks. Again this is not always an absolute law.
So lets look at your best flying creatures! and then we will look at your best artifact creatures and see how we can improve on it! The best card you own is Skysovereign, Consul Flagship so you will most likely want to be able to protect it. That makes your 2 Aegis Angel even better! they have something they want to protect!Your next most important cards are going to be your Sphinx of Magosi this card is an old card that back in its day was very powerful. it has slightly fallen behind the times but its still a great card for someone starting out! so we want to keep 2 of them. Now that we have your "late game" options flushed out some we need to figure out a great way to make sure you get to these 5 cards.
One card that you want to get 4 of to help you do this is your Aerial Responder he is nicknamed "dwarf dayhawk" because of his similarity to a previous card that made a name for itself. The reason he is good is because hes is good on offense and defense at the same time! this allows you to stay alive longer while also maybe winning early. due to the combination of his "keywords" which are flying/vigilance/lifelink. So to simplify we will simply say you need 4xAerial Responder.Another good card for you is also a dwarf. Fairgrounds Warden. While he may not be able to get rid of an opponents creature forever he can keep one locked for maybe long enough.
now that we have gotten a few good creatures to keep you alive and allow you to have some control on the board (whats in play) we can start looking to make your artifact synergy. To do this we are going to want cards that make artifact creatures when they come in and also make artifact cards better! The best card for this cards like Experimental Aviator or Chief of the Foundry. so getting at least 3 of each of them could really help that strategy.
Other cards that could make more artifacts for you are. Master Trinketeer he makes all your thopters bigger! while also letting you do something with extra mana.Another creature that does well with having lots of artifacts is Gearseeker Serpent while he does seem expensive once you have lots of little tokens out he gets very cheap! but you don't want to many in your deck so having 2 could be good enough. Other cards you could use are Spire Patrol.Among these creatures you should have enough stuff to keep you alive. (again this won't help you beat the best decks around).
CONSISTENCY IS THE KEY! All of these cards i've suggested are cards that usually see next to no play in a very competitive format, but are good enough for casual play. If you would like i could design a deck for you that is blue/white fliers that would be something for you to work towards. I've avoided using Rare or mythic rare cards that are worth more than .50 cents apiece because you just started playing. In reality to get a competative deck that you could just take to any store and do at least well with for standard is going to cost at least 40-80 dollars. I have a R/W (red/white) equipment deck that is very aggressive that costs only about 30 dollars to put together, but if you go the extra mile to make the land base (the types of lands in the deck) it costs another 50.
Since you are also just starting out try and stick to getting cards from the following sets. Kaldesh, Aether revolt. Because of how standard works older sets rotate out as new ones come in. Kaladesh and aether revolt are the first 2 sets in a group of 4. after the next 2 sets come out (Ahmonket, Hour of devistation) they will be considered one big 4 set called a "block" this block will not rotate out until 5 more sets come out. But when the set that comes in after hour of devistiation the following sets will no longer be legal. M16, Battle for zendikar, Oath of the gate watch, Shadows over innistrad, Eldritch moon.
I know this seems like a lot of information at first i just wanted to bring you up to speed in case no one in your personal life has.
3 weeks ago
Have you thought about adding a black artifact sacrificer to aid Marionette Master since it is kinda your win condition right now.
These could all work. The salvager is the weakest on it's own, but it also offers a lot because it doesn't cost any mana to sac a artifact.
I don't recommend it for this deck, but Winding Constrictor is another card I'd like for you to take a look at. He works great in full Golgari or Abzan counters decks.
To be honest, I would say scrap the Master Trinketeer's they are slow and don't offer much, maybe switch to a black sac creature.
Maybe include Servo Schematic because it is amazing sacrifice fodder.
3 weeks ago
Thanks for commenting though it really helps :)
3 weeks ago
Why I like Chief of the Foundry: All of the reasons you listed apply. The fact that chief has 3 toughness means that it can't die to Shock and a Galvanic Bombardment for 2 damage. It also makes it a much better blocker (you don't want to be attacking with the creature that buffs all your other ones; that's just asking for it to get killed). If you can get two chiefs to boost each other or get an emblem from Gideon, Ally of Zendikar, now they have 4 toughness which means chief will be missed by cards like Incendiary Flow, Yahenni's Expertise, Radiant Flames, and decks that don't produce much energy will have a harder time killing it with Harnessed Lightning. The fact that it's an artifact means that it can't be targeted by Revolutionary Rebuff in control matchups, but perhaps more importantly, it gives you the opportunity to cast Herald of Anguish on turn 4, which if you can pull off puts you in an incredibly strong position.
Why I dislike Master Trinketeer: Most of your damage comes from the fact that you have a lot of guys that you make stronger, and that one extra power is relatively insignificant, especially since you probably want to avoid attacking with the guy who gives the majority of your creatures +1/+1. As a blocker, it falls short since it's more likely to trade with something than bounce attackers repeatedly. As mentioned before, being at 2 toughness leaves it open to some really common removal spells like Shock and Galvanic Bombardment for 2 damage. The fact that it's so easy to remove means you probably won't be making many servos with it, but if you're in a position where the best play is to pay 4 mana just for 1 servo, your odds of winning the game by that point are probably very low.