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Mastermind's Acquisition Discussion
1 week ago
The Silver-Bordered cards and Bronze Tablet are largely cards I'm including for the fun factor. I like having Un-set cards sideboarded in case the game isn't necessarily too serious, and a bit of spice would make it more interesting. Bronze Tablet is not something I would use with anyone who isn't fine with the whole ante shenanigan. It was in my collection, and fit okay enough, so why not? As you might have noticed, I reworked the deck because I found that the prices were getting out of hand. Mnemonic Betrayal looks amazing, but considering it's a mythic in the most recent set in Standard, I'd like to wait for the mass box openings 'till I pick one up for a better price, or I'll trade my Deathrite for it and Praetor's Grasp. Bloodchief Ascension looks fun, might trade my Mission Briefing for it. I hold Magistrate's Scepter close to my heart because I have the promo version (one of the only two promos I own), and the threatening nature of it means I can divert attention away from my hand and towards the artifact. If I can find justification I'll cut it though. Spellbook is also a cut. Mastermind's Acquisition as well. Glasses of Urza (which I legit thought was an un-set card at first lmao) is useful utility early on but loses purpose after. I'll cut it. I appreciate the help lots!! Do you have any help for creatures? I'm only at 16 and it's kinda growing on me.
1 week ago
Okay, so I finally had some time to come by and take a closer look! First, I suspect you know this, but Crow Storm, Five-Finger Discount, and are silver-bordered and thus not legal in commander. Many playgroups will allow them, though, which is fine if yours lets you. With that being said, Bronze Tablet is beyond banned: it permanently exchanges ownership of a card, an effect that is never ever allowed under any circumstances in modern Magic. I know it's in the sideboard, but it's not even worth having there.
Second, this deck looks a lot better than the first time I stopped by here! It has a tighter focus and more focus on a specific goal: steal if you can, mill if you can't. You're still on a budget, so I'll do my best to keep that in mind. I don't know if you're opposed to infinite combos, but Bloodchief Ascension is great here: just a great card anyway with mill, but doubly awesome when it goes infinite to kill opponents with Mindcrank. Mnemonic Betrayal might be exactly up your alley, as might Lazav, Dimir Mastermind and/or Lazav, the Multifarious. You also could use some more decent draw effects, like Rain of Notions, Read the Bones, etc.
Beyond that, Mastermind's Acquisition doesn't function in EDH unless your playgroup is playing with unusual rules (the second mode just doesn't do anything). My first cuts would be Energy Chamber, Feroz's Ban, Glasses of Urza, Magistrate's Scepter, Spellbook, Mastermind's Acquisition, and Peek. I hope that helps!
2 weeks ago
I think Ghostform is useless in this deck since you have 4 Tetsuko Umezawa, Fugitive in the deck. Maybe replace Ghostform with another Soul Salvage and some cards that will help you draw more cards like Opt. It will help you draw Tetsuko sooner if you have them, or maybe a tutor card like Mastermind's Acquisition.
3 weeks ago
Bloodytrailz, sorry I missed your comment from a month ago!
Yes, I would include Diabolic Tutor and Mastermind's Acquisition as budget options. They are perfectly respectable substitutes. This deck often plays as a "toolbox" deck so I think it's important to have at least a couple tutors to fetch exactly what you need.
3 weeks ago
Calyptic golgari is perhaps the best color pairing for spot removal. recently it got Windgrace's Judgement and Assassin's Trophy. these are great and versatile spot removal cards in your colors and when guilds releases the price of Assassin's Trophy will come down so even if it's a 5- 10$ card i would suggest picking one up before it's out of reach. Beast Within is also good in this deck especially against decks that are light on creatures. commander varies wildly from deck to deck so you never know what type of permanent will be a threat. i might even suggest Tectonic Edge or Dustbowl to get rid of utility lands or some of the flip lands from ixalan. while were talking utility lands ill also mention Bojuka Bog for that occasional grave deck you run into.
secondly, often bigger ramp spells seem appealing but if you want to get your commander down sooner i would suggest cmc 2 ramp spells like Rampant Growth Nature's Lore Three Visits and Farseek. these spells used in the early game will provide more value over more turns. most games are about over by turn 10 so ramping turn 5 or 6 is not really what you want.
lastly i don't know how you feel about tutors, iv'e heard some playgroups are against it, but Diabolic Tutor Dark Petition and Mastermind's Acquisition are cards that say pay an additional ~ 4 mana to cast any card in your deck, which is a powerful effect and in your budget.
1 month ago
Looks pretty well thought out to me. Seems like with all the combo parts, there's not a lot of room for other spells left. Given the nature of instant win combos, the more disruption you can pack in the better. When I brew here, I often use the "Play Test" feature and just see how often I can get to the win-con within a 5 turns or so, depending on how much disruption I'm running. It helps me gauge the decks consistency and speed. Aside from that, I like playing against my friends on Cockatrice (free) - I further test new brews that seem decent there before I buy a list in paper.
Ramp options: There's not really much in the way of ramp for black - Crypt Ghast is pretty much it, and at 4CMC it won't really help you much. It does combo nicely with Liliana of the Veil which would offer you some added utilities, too, but together, that's a lot of mana spent on non-wincons. There's also Cabal Stronghold, but again, not really going to accelerate your game much. I suppose if you had more Goblins, Skirk Prospector might be an option. There are, of course, other red ramp spells, but at low CMC, you typically only gain 1 extra mana.
Lands: Perhaps you could make a little more room or create greater consistency running some Bojuka Bog (or Scavenger Grounds) over or in addition to Tormod's Crypt. 1xGhost Quarter/Field of Ruin will throw a wrench in Tron. 1xBuried Ruin will bring back destroyed Coils, which will probably useful sometimes.
Tutors: Another tutor to help you get Harmless Offering might be good - Dimir Machinations seems to fit the bill. Mastermind's Acquisition might also be a good idea. With no CMC tutor requirements it's got broader applications and not revealing the tutored card is probably worth the extra 1CMC unless you're confident your opponent has no removal ready.
Other useful spells: I imagine something like Geth's Verdict would be good in your sideboard against Indestructible/Hexproof threats that slip past your Divests. Dash Hopes - not really very good, but it seems somewhat relevant to your game-plan.
Ashmouth Hound seems like the least-essential spell in the list. I'd cut that in favor of more tutors, removal, discard, etc. (or just to get the list down to 61). After that, I'm looking at Gnat Miser as the next card to cut. It's a cool card, but only great against certain decks - blue control would suffer, while green ramp might not even notice it.
1 month ago
I think that the deck has potential but some card slots can be improved.
Crypt Ghast is a very fragile ramp card and also doesn't work with Damnation being your only option of removing creatures. I'd either move Damnation to the SB or find other ramp options besides Crypt Ghast (which I'd advise anyway).
For the big finisher of the deck I'd suggest something which isn't neutralized by Path to Exile like:
Walking Ballista (which can serve as removal before going to the face), Torment of Hailfire or Profane Command/Exsanguinate/Consume Spirit.
Josu Vess, Lich Knight is a pretty good payoff as well with 9x creatures for 10-mana (but a non-bo with Damnation).
I'd also replace Diabolic Revelation (too mana hungry and win-more) with Mastermind's Acquisition which can let you tutor SB cards and keep extra win-cons in the SB so they can't get hit by discard or extraction effects.
1 month ago
I was using the playtest feature and tried to use Mastermind's Acquisition to get Lich's Mastery From my sideboard but it said I could not call Lich's Mastery can I do that or is not with the playtest feature?