|Commander / EDH||Legal|
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When Mycosynth Wellspring enters the battlefield or is put into a graveyard from the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
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Mycosynth Wellspring Discussion
1 week ago
Hi! First of all cool deck +1 I also love to play with equipments so allow me to give some advise on the matter.
You seem to have a solid game-plan already and I don't know if you are willing to pay a little more for better alternatives but I would play:
- Rogue's Passage over Prowler's Helm
- Stoneforge Mystic over Relic Seeker
- Buried Ruin over Salvage Scout
- Stonehewer Giant over Taj-Nar Swordsmith
- Nim Deathmantle over Scythe of the Wretched
- Darksteel Plate over Surestrike Trident
- Return to Dust over Wear / Tear
- Leonin Shikari over Auriok Steelshaper
- Sigarda's Aid over Mycosynth Wellspring
- Tithe over Wild-Field Scarecrow
I would also try to play around 35 lands, 31 is in my opinion not enough.
Those are some of my suggestions. I to play an equipment oriented deck, feel free to take a look for inspiration Odric's Holy War
2 weeks ago
Je nachdem b du lieber uf Boardwipes gasch wri da no paar include, oder susch meh sac outlets als nume Ashnod's Altar mit steal effects. Ich glaub wipes sind meh reliable wil als stax deck dis goal isch dass niemer wirklich vil creatures het.
4 weeks ago
4 weeks ago
I Like your choice of generalIm still brewing with the -1/-1 counter theme and haven't decided on a deckleader jet but i definitly want to have atleast jund colours.And speaking of why one needs red: Why no The Scorpion God in your list?
How is that artifact subtheme working out for you? I like cards like Mycosynth Wellspring but I'm not sure this is the right place for it.
1 month ago
For the lands it's up to you, I'd recommend taking out any taplands first, then once you have more lands, swap out the ones that produce colorless mana. 4-color mana bases are very greedy haha.
Mycosynth Wellspring seems kind of meh, I use 36 lands and had very little trouble with land drops. Whir of Invention is a great card, however it's , and it's very hard to find the mana for that. Marionette Master I had for a bit of time, but took out for cheaper creatures like the aforementioned Disciple/Fireweaver. Silas is good, but personally I think Hanna is better of the two because she doesn't have to be put in the risk of combat. Hellkite Tyrant is risky because an opponent can steal him. Cranial Plating and Swiftfoot Boots I'd consider, but I understand if you'd want to keep them. Sydri doesn't seem to do too much for this deck. Those are the cuts I'd recommend, since they don't do too much of what you want to do.
I forgot to mention, the signets help with color fixing and ramp in this deck a lot!
1 month ago
Well, I do have some advice I can offer regarding Shattergang, mostly because my friend tried playing him for a little while. The deck can be slow- there's nothing wrong with being a little slow. You just have to make sure your opponents are also going slow, too.
Contamination is one of the most dangerous cards you can run. Mana rocks and Cryptolith Rite would help you still get your red and green, and it's easily upkept by your token generators. I happen to like Reassembling Skeleton, Bloodghast, Nether Traitor, etc., in Shattergang (reusable Edicts are nice), and they work wonderfully with Contamination. I'd definitely recommend at least one or two of those to go alongside Contamination, as your opponents will assuredly hate it when you and, like, Chainer, Dementia Master are the only ones who can still cast your spells.
Nihil Spellbomb should really be in here. It and Salvaging Station would form a cute little draw engine, and it doubles as graveyard exile to prevent people from keeping their stuff by using Reveillark, Karmic Guide, etc.. I'd suggest cutting Profane Memento for it. Yes, Memento gains you life, but cards help you win the game, so I strongly feel that'd be a better use of that slot.
Ophiomancer is a decent option as it helps upkeep Shattergang's first ability quite nicely.
Awakening Zone seems quite good here. A token every turn that can be sacrificed to Shattergang, or turned into mana ramp, plus the enchantment can be used to get rid of pesky enchantments your opponents have. I don't see a negative to using it, at least.
Creakwood Liege is strong in here as well. Makes solid 3/3 tokens for you.
Solemn Simulacrum seems like he would be decent here, as well. 4 to ramp, then 2B to make each other player sacrifice a creature and you draw a card doesn't seem terrible at all.
Mycosynth Wellspring is reasonable for an inclusion. 4R to draw 2 cards, each player sacs and artifact isn't bad at all, and Glissa can turn it into an engine.
Phyrexian Arena would be a decent draw engine. You can draw extra cards off of it and then sacrifice it if you get low on life.
I really like Hangarback Walker in Shattergang decks, and it would be especially great in yours due to Glissa. See, getting a few tokens out of it is wonderful, repeating it just makes it absurd (as it's a good card on its own).
Garruk Wildspeaker or some creature that ramps might be a better call than Life and Limb: I don't like the idea that your Forests can be board wiped by a Toxic Deluge or Wrath of God or something, even if your opponents Forests can be sacrificed to your Edicts, even if it does make your saproling tokens generate mana (which, only one card of yours makes Saprolings right now, and it's Sporemound. If you had a heavier saproling theme before, LaL makes sense, but you don't seem to have that any longer).
Birthing Pod is another card of which I'm a huge fan- it'll chain you straight up through to your Avenger of Zendikar and Sheoldred.
Nullmage Shepherd is phenomenal with token decks. Your opponents have multiple enchantments/artifacts and you don't have enough mana to force them to sacrifice the one you specifically hate? No worries, just tap four dudes and destroy that one anyway! I strongly recommend this card if you're able to get 4+ creature out regularly.
Kiki-Jiki, Mirror Breaker is a high recommendation because he makes tokens you can swing with and then sac to keep other creatures off the field. Very advantageous. If you want to go infinite with it, Zealous Conscripts makes infinite tokens for you to attack with, and Conscripts is especially good here since your Commander is a sac outlet (this could easily replace your Necroskitter + Glistening Oil combo, IMO).
I have apparently recommended too many cards, and I can't also recommend Nullmage Shepherd, the mana dorks, or Kiki and Conscripts. Just know that they exist and might be of great benefit to you, lol.
Recommendations for cuts:
Profane Memento removed for Nihil Spellbomb, as mentioned above.
Unwinding Clock is another card in a very weird place. The only card it works with well is Myr Turbine (which is a combination I loved back when I played lockdown Arcum), and you don't run Possessed Portal to make it a tried and true lock (which, the Possessed Portal lock is only really good in Arcum, anyway, so it's probably best you don't run it). I don't see much reason to run one card that is only good with Myr Turbine, and has slight use with Salvaging Station (meh, requires a lot of mana for Shattergang + that over other people's turns), Bow of Nylea (meh), Whip of Erebos (super meh), Sol Ring (meh, you run few instants and most don't want double colorless), and pseudo vigilance for Wurmcoil. That doesn't seem worth the four mana slot to me, especially over something like Reassembling Skeleton which could be used to make Shattergang always viable to activate.
I don't like Praetor's Council. I never have. It's too much mana for what it does, and you could shortcut the middle man, with a sac outlet, and use Living Death or something to just dump all your stuff back into play (Nihil Spellbomb helps with this a ton, too, remember).
Explorer's Scope isn't very good, in my opinion. I would think that slot better utilized by Golgari Signet or something from the above list.
Infiltration Lens just seems worse than some of the other draw engines mentioned before- I wouldn't even run it over Phyrexian Arena.
Shield of the Avatar seems unnecessary.
I'm assuming Glistening Oil is in here for Necroskitter or Kresh (nothing else seems to be able to get big enough to OHKO an opponent with infect), but I'm not sure that's actually worth it. A Rogue's Passage in the mana base would probably get the same job done, because if Kresh isn't being answered then he's always going to get stupidly big. As for Necroskitter, I don't think that combo is really worthwhile as it takes an entire round of turns, then you have to kill the creature its attached to.
Deathrender seems cute but unnecessary. Eldritch Evolution could basically do its same job for way less mana investment (lol it can turn Vorapede into Sheoldred or Avenger).
Bow of Nylea doesn't really seem worth the slot.
Necroskitter. You have Glistening Oil but it's really your only way of putting -1/-1 counters on things. It's a cute combo, but Black Sun's Zenith would probably be a better choice. Either way, I don't think that combo is viable enough to warrant both of their inclusions, as Necroskitter is worthless without Oil, and Oil is worthless without Kresh or 'skitter, because putting it on opponent's creatures without them just turns it into a BB: Kill a mana dork on your next upkeep, which isn't super valuable.
Those are all of the suggestions I have for your deck. This should, ideally, lower your curve and reduce the number of cards that are dependent upon other cards in your 99 without being strong themselves. As far as speed goes, Shattergang isn't a particularly quick deck unless you build a combo variant (like Kiki Jiki and Conscripts) with a bunch of tutors, and while you do have an infinite squirrel token combo, both of those are good on their own.
1 month ago
This deck's primary goal is to play a lot of artifacts to boost Master of Etherium and Cranial Plating and make Metalwork Colossus cheap. I keep switching out Mycosynth Wellspring & Servo Schematic for functional reprints of Ichor Wellspring (Prophetic Prism, Alchemist's Vial and the like), but but them back in for chump blocking ability and getting lands out of my deck.
I think I put too much emphasis on the bounce and not the rapid amount of artifacts I can play.
1 month ago
This looks like a durdle-midrange kind of affinity. Instead of just hitting early on, you have piles of synergies... but at the cost of having meaningful 1st and 2nd turn plays (ok, Echoing Truth being an exception).
Esperzoa: modern is not a format, where you get to play a creature with toughness 3, and watch it bounce an artifact repeatedly for ETB-cardadvantage in your next turns upkeep. Instead, you most likely get to watch it bounce the artifact, and then be Lightning Bolted and the bounced artifact Remanded when you recast it. Perhaps 1 Esperzoa, just because you never know when a game will go really long.
Ichor Wellspring, Mycosynth Wellspring, and Servo Schematic seem good, if you can get them to be cast repeatedly. Otherwise, they are less impressive (2 mana for a single servo token isn't considered a threat in modern). And you only have Esperzoa for repeating.