Padeem, Consul of Innovation

Padeem, Consul of Innovation

Legendary Creature — Vedalken Artificer

Artifacts you control have hexproof.

At the beginning of your upkeep, if you control the artifact with the highest converted mana cost or tied for the highest converted mana cost, draw a card.

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Have (2) metalmagic , Azdranax
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Set Rarity
Kaladesh (KLD) Rare

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Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Pioneer Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Padeem, Consul of Innovation Discussion

multimedia on Elsha's Infinite Voltron

1 month ago

Hey, nice version of Elsha. I saw your forum topic asking for help with cuts.

Six cards to cut to make 100 cards:

  • Remember the Fallen: lackluster recursion.
  • Danitha Capashen, Paragon: doesn't reduce all artifact casting costs only equipment which makes her not as good as other cost reducers since she doesn't work with the Top combo.
  • Krenko, Tin Street Kingpin: creature who's not good enough to disrupt Elsha.
  • Ghostly Prison: I don't think you need both Prison and Propaganda, one could be cut.
  • Blackblade Reforged: only good if you have a lot of lands, but you don't want a lot of lands with Elsha.
  • Basilisk Collar: not a fan unless you're playing ways to take advantage of deathtouch and you can get lifelink from better equipment.

When you want more cuts look to reducing some redundancy:

All the Swords in the cycle can be good for different budgets, but when you have the three better expensive price ones then you don't need to play the others. Sword of Body and Mind, Sword of War and Peace, Sword of Truth and Justice are not as good as the others and could be cut.


Some cards to consider adding:

Good luck with your deck.

Roryesquire on Sissay Control 1.0 needs work/help

1 month ago

enpc I appreciate the feed back, but there's a few things I'd like to say in rebuttal

Brago, King Eternal is here to abuse planeswalkers by flickering them, also works with Dockside Extortionist (huge mana)Thassa, God of the Sea helps him do this, also helps me get to Voltron with Sisay, love taps with Master of Cruelties

By nature I think Sissay is going to be a bit clunky, legendary tribal will do that to a deck, but for my task at hand and in my meta it works nice.

The lands work well with sack lands, say I sack Scalding Tarn have the choice of Tropical Island Plateau Underground Sea there's a ton of mana ramp and fix purely so I can draw into combo control, hexproof indestructible, with cards like Xenagos, god of reveals /hadclimb, Blackblade Reforged , Heroes' Podium Sisay gets big quick, unblockable it's just fun.

The whole point of this deck is to slow down my groups Arch enemies 3 decks and well, it does that, fast and it's fun to pilot.

With Thran Temporal Gateway in hand I can play Progenitus to the battlefield turn 4!

For my first EDH deck I'm quite happy with it,

The counterpells need work for sure but I'm looking at it,

I like the Hellkite Tyrant Mycosynth Lattice Skyship Weatherlight Padeem, Consul of Innovation win con idea,

CannedCanOpener on If She ETBs, She's a Thop

2 months ago

Baclash Ideally the token generation system would be to repeatedly bounce/blink Breya as often as possible, though that's definitely not the only way - the deck is based on Thopters, but they definitely aren't the only thing you need to produce. Treasures and clues also build up your artifact count and can net you wins with Hellkite Tyrant and Mechanized Production. Card draw is a bit of an iffy thing, in my experience with this deck. I recently put in Thopter Spy Network to give a bit more, plus Padeem, Consul of Innovation and Trading Post can both draw some cards. Usually, however, it isn't too bad since you can hold on to your mana should you need to activate Breya in a pinch; in an ideal game, you can get most of your important pieces out onto the board already and save your hand for as-needed situations. In regards to counter magic, I agree that it doesn't have a ton of counterspells. I have Ertai, the Corrupted in the decklist to try and alleviate that, but I don't get to play super often and have yet to play him in a real game to see how effective he is and I'll make adjustments accordingly. It's a bit vulnerable to wipes, though I have a few workarounds: Slobad, Goblin Tinkerer can protect a few key pieces from removal, and Open the Vaults is the best (but not only) option for graveyard recursion if you can't cheat/fetch out your DS Forge. And in regards to mana/ramp, I also agree that the deck is very light on that, but with how many fetches and multicolored lands I run it has yet to fully mana screw me in a real game; once you get one of each color active, you can cast Breya, and with how many multicolored lands it has odds are you'll have two of any colors you need (mainly blue or white). I only get to playtest this each Friday afternoon, so it's still very much in the "test it and see what cards underperform and should be cut for more mana" stage, but I really enjoy playing this deck.

mtgApprentice21 on The Children of the Corn

4 months ago

Cut Leonin Abunas, put in Padeem, Consul of Innovation.

Cut your shapeshifters that don't really do much of anything. That should give you room for some of our suggestions.

Why Mycosynth Golem? I feel Etherium Sculptor would work better.

I've seen Jhoira, Weatherlight Captain do surprisingly well in my friend's Reaper King Deck. Someone else played their Jhoira, so my friends' Jhoira turned into a scarecrow and then killed Jhoira. We were all very confused. XD

Have you thought of Sundial of the Infinite? It works really well as a threat against bounces on your own turn, and it allows the Myriad tokens from Blade of Selves to stick around. I use that trick with Myr Battlesphere... with frightening results! XD

I think I can help you make your gameplay better. Try imprinting your Mirrorworks onto your Prototype Portal. I did that with my Sram deck and got hilarious results with Mirror Gallery. I basically made several copies of Sword of the Animist and fetched out seven Plains' in one swing. Sword of Feast and Famine hit somebody in that same swing, so I ended up with an EPIC 2nd main phase.

slashdotdash on 5 color no theme deck

4 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

wallisface on Artifact shit show

4 months ago

Ok, here's my suggestion, using lands and then just the cards you've listed above here:

Now, this is probably the best you can build from what you have shown here. But there are improvements you can then work towards, as a lot of these cards aren't optimal. And depending on the format, some aren't legal (for instance, Counterspell isn't modern legal). I think the following would be a good place to start a decent shell to start a stronger deck from:

From that, you could start working towards something like this, in the longer term (most the additions are pretty cheap and affordable cards):

Hope this helps!! :)

ShadowAblaze on Shard Assembler

5 months ago

Mechanized Production is faaar better than Clever Impersonator considering your goal for this deck...

Anyways, I suggest that you remove the temples because they enter tapped and it isn't that good to lose a potential play. A different land you could play would be Spire of Industry which is helpful for getting your colors as well.

If you want something else to sink mana into, Whir of Invention can get another shard or assembler at instant speed.

This deck appears to have a mana ramp more than a mana curve. Merchant's Dockhand is a creature that can be late game deck searching. Terrarion is a decent 1 drop that fixes mana and draws a card on the way out. Scrabbling Claws is more of a sideboard card but it is still worth thinking about.

If used with the dockhand stated above, Chief Engineer can help cast 2 shards or the like by turn 3.

Masterful Replication is kind of insane as an instant because you can untap, cast this, and potentially win with Mechanized Production. If you want a creature to win Metalwork Colossus can be a big beater.

Here is a short list of cards to consider: Padeem, Consul of Innovation is protection and card draw. Mystic Forge is another way to generate card advantage. Saheeli, Sublime Artificer is a short term copier but she also can make a token army. Emry, Lurker of the Loch is good for recursion.

This was a lot but I hope you found it insightful. Regardless, I like the deck +1!

Rzepkanut on Ramos Cascade Ramp

6 months ago

Both Abzan Charm & Jund Charm will each fully charge Ramos using only one card and 3 mana, plus they are potentially useful in other ways.

Padeem, Consul of Innovation is a great card to have in the deck too. Ramos is a popular target for removal, you gotta protect him constantly or he's toast. Plus it might draw you some cards.

My Ramos deck is extremely different from yours, but maybe it will inspire you.

Happy gathering :)

My deck:


Ramos, Contraption Engine: Buff That Magic Dragon

Commander / EDH* Rzepkanut

SCORE: 9 | 3 COMMENTS | 3218 VIEWS | IN 2 FOLDERS


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