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When Metalspinner's Puzzleknot enters the battlefield, you draw a card and you lose 1 life.
, Sacrifice Metalspinner's Puzzleknot: You draw a card and you lose 1 life.
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Metalspinner's Puzzleknot Discussion
2 hours ago
I'd personally go down a copy of Shock and if you wanted to run two a Metalspinner's Puzzleknot. I understand that shock is helpful in controlling the early game, and the puzzleknot is your only source of card draw in the deck aside from prophet but from my perspective going down to 3 of either won't hurt your game plan very much. You have plenty of other ways to control the early game+ torment is better late game than a shock in most situations I can think of.
Plus killing someone with a massive torment feels pretty sweet.
3 hours ago
TappedOut won't let me leave comments on decks at the moment, so I'm leaving this here.
I think Merfolk are going to be more viable this season, making Walk the Plank less useful. You can put a couple of copies in the Sideboard.
With a Control deck you NEED to have ways to draw cards. An empty hand will mean that Opponents can get the drop on you.
12 Creatures are too many for a Control deck. You'd want 5 or 6 at most.
The idea is that you Control everything your Opponent does until you have depleted their resources. Only then do you unleash your Creatures.
That means you don't need very many as they will eventually come to hand, and won't have any opposition.
I would start with something like this, and hone the numbers after rigorous playtesting:
I feel like it would be useful for you to have a Sideboard that looks something like this:
3x Fatal Push - lets you kill early threats
3x Walk the Plank - good against Dinosaur decks
2x Vraska's Contempt - brilliant against Planeswalkers and Gods
To stop threats recurring from the Graveyard I would run 3-4 Scavenger Grounds. You sac it in response to something like God-Pharaoh's Gift being returned to hand. Having that many lands that don't produce your colours won't hurt you.
You might also consider running 2-3 Ifnir Deadlands. They are an excellent way of nerfing Gods, and keep you on colour.
You also might want to raise your land count to at least 25. Most Control decks run 26, because you just can't afford to be mana-screwed when you are playing Control.
If you make some changes and want me to take another look, after you done some substantial playtesting, tag me again in these Comments.
PS. I generally consider it poor form to put a Comment on someone else's deck that asks them to take a look at yours, without you first leaving some feedback for them.
Try not to do that in future.
7 hours ago
I don't know if you have played around with Ascend, yet. Do you realise that lands count towards the permanent total? Metalspinner's Puzzleknot also helps.
Why would I Main Bontu's Last Reckoning? Unless my Opponent has gone wide I'd rather have almost any other spell in my hand.
It may change in future. It's something I'm keeping my eye on.
2 days ago
I think Prophetic Prism might be better than the implement; it's one converted mana cost less but gives you a cantrip while staying on the battlefield. Or Metalspinner's Puzzleknot even. I think just Islands and Mountains and maybe a handful of duals is plenty good for a mana base. The lands you have just seem to slow down you down. Maybe add Inventors' Fair over the Planar Bridge...
5 days ago
A land? 38 is normally a good starting point, maybe add the bounce land? Kangaroo land I think they're called lol
There are more ETB tapped lands that produce both your colors, if you're ever getting mana screwed maybe look into them?
Altar's reap might be cut for Night's Whisper?
Not sure i get credit voucher, what's the thought behind it?
I kinda understand what you were saying earlier about not closing out the game.
Morbid Curiosity, Sly Requisitioner, Cogwork Assembler (might be some combos hidden in that card), Inventors' Fair, Lifecrafter's Bestiary, Metalspinner's Puzzleknot (might be better than icor wellspring), Pacification Array or something like it, Renegade Map, Servo Schematic, Treasure Keeper, Necrogen Spellbomb,
1 week ago
I have purposely left out all of the mana positive rocks bar Sol Ring to bring the decks power level down to a more acceptable stage for my play group. I don't want people to feel like they can't compete because of my ramp.
Clock of Omens and Voltaic Key are currently in the deck as they combo with Salvaging Station and Sensei's Divining Top as card draw engines to set up for the kill turns. Trinket Mage searches for a good chunk of the deck, so I don't know why you considered it a dead card??? Reshape is in the deck as a way to cheat Lotus Bloom into play. A well known trick which made modern eggs so powerful.
This deck isn't meant to be 100% competitive. Although some of the card choices may make it feel that way. I assure you everything is here for a reason.
1 week ago
I play eggs quite a bit as well, and I think you should put in Workshop Assistant Metalspinner's Puzzleknot, I know that theme of your deck means that you want to slap someone in the face but I think you should consider more options to killing people like Aetherflux Reservoir or Disciple of the Vault.
I think you should put in the Terrarion and Quicksmith Genius (there is a sensei's top and quicksmith combo). I find that I can dump my deck into the graveyard quickly(which is ultimately what an eggs deck wants to do).
Although I find that Quicksmith Genius is to mana intensive to play sometimes.
It might just come from a different vision of the deck but you don't have easy ways to win other than just looping artifacts with pia/jeskai on the board. You don't have easy things like Paradox Engine, Temple Bell, Mana Vault, Mana Crypt, Basalt Monolith, cheap one mana draw spells.
In addition it seems like you are unable to actually utilize most of the spellbombs because they are too colored mana intensive. You don't run all of the eggs from odyssey that you can. You also don't have any interaction with your opponents. Other than that you basically got eggs down.
1 month ago
Perhaps try some of the 1 mana artifacts we have available. Universal Solvent Implement of Combustion and the like give you some options to get online faster. Reverse Engineer could pull a handful of cards for you. Prophetic Prism would take some strain off the mana base and it replaces itself. You can also run Maverick Thopterist since you can cheat it out early. I like Woodweaver's Puzzleknot for the life gain, perhaps pair it with Metalspinner's Puzzleknot to get some more card draw. My concern for your deck is how long it might take to get out the Metalwork Colossus. If you run fewer creatures and devote those spots to things that will help you delay the game some it might be more conistent. I also really like Pacification Array and Metallic Rebuke as mainboard cards, Tezzeret's Touch as a good way to get some creatures out without actually adding creatures, same with Servo Schematic. Given how flexible your manabase seems, Unlicensed Disintegration also seems like an auto include.