|Commander / EDH||Legal|
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|Magic Origins (ORI)||Rare|
|Promo Set (000)||Rare|
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Creature — Human Soldier
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
When Relic Seeker becomes renowned, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle your library.
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|Have (25)||Ellyreia , Regulus1010 , thetechzombie , ironax , RPG_FOX , Supremespeed , Yawkcorb , sonnet666 , duff87 , marcus638 , NivStormfront , dolphinsgrubb , mziter501 , bakeraj4 , Pumpkinking913 , saj0219 , rakdos24 , Mortiferus_Rosa , Vasbear1 , jstn.mrrtt , Tiddilywinkus , MattN7498 , DudeMan1031 , mcstang1986 , samuelproulx|
|Want (4)||metalevolence , mini_tb , BringerOfStorms , wlbreda|
Relic Seeker Discussion
1 week ago
I know this page isn't up to date but here's what I'd do:
I would add Mind's Eye 100%. I think a Sun Titan and Armageddon would be worth it. The expensive Equipment cards become better with more focus, like Puresteel Paladin. I'm not sold on Leonin Shikari for such a creature-light deck.
Maybe swap Disenchant with Forsake the Worldly in case you need the draw? Return to Dust is the obvious upgrade. Duelist's Heritage is nice because it isn't an aura and has funny political value on other peoples' turns.
I'm thinking that you should perhaps plan on a more late-game strategy--i.e. more expensive Equipments with bigger bonuses. Seems that the quick win is only viable in 1v1. Perhaps you may want to keep the deck 1v1 only?
I would say drop Armored Ascension, Ethereal Armor (maybe), Serra's Embrace, Unquestioned Authority, Mesa Enchantress, Umbra Mystic, Helm of the Gods. That should open up room for more artifact synergy or more interaction (removal). I'm not sold on Piston Sledge, Hero's Blade, Vorrac Battlehorns, Tenza, Godo's Maul, Ring of Thune.
2 months ago
Faith's Shield v Apostle's Blessing? Relic Seeker v Stonehewer Giant to lower curve? Dispatch v Path to Exile? I'd also recommend some beaters like Strata Scythe//Empyrial Plate/Lodestone Myr/Metalwork Colossus, and some ramp pieces like Blinkmoth Urn/Inspiring Statuary/Semblance Anvil. And how do you have the subtype category, is it an option of custom made? Looks good otherwise. Hope this helps <3
3 months ago
CommanderEesha Thanks! I was thinking Titan's Strength or maybe Madcap Skills would be helpful for that reason. My main problem though is figuring out the most effective creature base to run. Here I mainly have Relic Seeker for the early game, but that's really a shot in the dark.
3 months ago
CommanderEeshaThanks! I was thinking Titan's Strength or maybe Madcap Skills would be helpful for that reason. My main problem though is figuring out the most effective creature base to run. Here I mainly have Relic Seeker for the early game, but that's really a shot in the dark.
4 months ago
The Tutor Chain is really a sub-theme-mirror to the whole decks overall-theme, "Option Sram". This list was never meant to revolve around the Tutor Chain, more that it grew organically from the deck itself and just fit really well into the overall puzzle.
You are correct that the blade is slow, and the creatures are slow as well, but for things like Relic Seeker, issues like these are easily fixed with Prowler's Helm & Swiftfoot Boots equipment or any of the redundant pieces. Its not a game-winning combo, nor is it meant to be, but it adds consistency and reliability.
Also with mana-fix, Steelshaper Apprentice can tutor multiple times a turn. The main concept is how these cards all interact with the existing frame-work, and how you can squeeze every ounce of value out of them with mana-fix and equipments.
Imagine losing your relic seeker, heartbreaking, but now your opponent is down removal, and you got a free creature in your hand. Could be a back-up Tron Hero, could be more tutors, that value is endless, and again it mirrors the concept of how we win with Option Sram: Card Advantage, or simply put having more options.
As far as finding the blade, you can easily tutor this item out, any time, with any of the ten other tutor options in the deck. If that doesnt happen, all the innate draw in this deck will more than likely pull out this item.
Sure, you cant protect it outside Darksteel Forge, but the concept of Option Sram is what this combo all about you have the option to tutor it out, which allows you the option to tutor creatures. The option is there, available, if needed.
How consistent/reliable that is depends on the match, but in a vacuum its 100% creature cycle. It will almost never happen like that in a real match, nor is it intended to, but the fact of the matter is that the options are there, even if they are not all there. If anything, Elixir of Immortality helps keep the chain alive feeding creatures back into the library.
Ive thought about Deathrender as well, and I am still not sure about taking a slot for it. I am not sure if I want focus on the tutor chain any more, as the deck is about Sram and not Heirloom blade, though I do love the fact that Heirloom blade works so well with Sram and the entire deck on multiple levels, in a way that I have not seen any other Sram deck do, without adding in any other combo pieces.
Every card in this list really works on it's own, and that's something I value greatly for Sram. Drawing dead combo pieces is lame.
I might toy around with it more, and put more emphasis on the tutor-chain or swap out creatures, but I am still play-testing my local meta as we speak and I want to make sure the core mechanics of the deck are more refined before I change around the tutor style.
As far as cost reduction ramp - My play group does not play highly optimized Tier 1 cEDH decks, though they do run aggro decks like Edgar Markov so there are tempo issues to consider. In my local playgroup Sram is the target of the board, and more often than not multiple opponents stack dedicated hate to try and stop him. This only really "slows" Sram down, as more often than not once I hit a board wipe and follow up with mana-fix I can normally play out Sram and my entire hand and swing in lethal instantly. Its happened multiple times, and its insane how well mana-reduction, equipments, Sram, and mono-white work together.
As far as how many turns, I would say atleast 7. My group has run into 5+ hour matches before, but I do not plan on that long. Once you get any form of mana reduction, you really can snowball. More draw, into more fix, into free drop and draw completely. This is critical mass, and how quickly you reach it depends on the board, though if you are playing against multiple turn5 win decks then you're probably going to need something better than a Tron deck as I hear they are not top-tier.
This was mostly made just because my group had one of every mono-color EDH decks except white, and Sram works way too well with equipments and mana-reduction.
4 months ago
Maybe I'm missing something, but how exactly do you execute the chain? I like the concept, but I don't see any way of killing your own guys on purpose to trigger Heirloom Blade, except for a couple of board wipes. The blade doesn't even tutor things on the field, so it's very very slow to follow the chain, and many of the creatures in the chain are slow themselves (like Relic Seeker).
You are not even guaranteed to find the blade every game or to be able to protect it, so you probably often fall back to the normal equipment beatdown plan, but then you lack a couple of the best pieces.
Maybe you just intend to get value over long grindy games? Block with expendable creatures, get others in hand, card advantage long-term?
I really like the idea and I would put more emphasis on it maybe, adding sac outlets so that you can force the chain at your will. Things like Deathrender and Skullclamp to benefit from the creatures dying. With Deathrender and Heirbloom blade you can stack the triggers so that you tutor first and then you put the creature you tutored on the battlefield.And with a sac outlet like Ashnod's Altar you can build up mana during the process to play equips and draw off of Sram. Then, I would try to replace some weaker links in the chain with creatures that have a good ETB trigger so that you can get more value.
Also, I'm not entirely sure that the cost reduction is enough to ramp you into multiple plays per turn or into things like Darksteel Forge. How many turns do you expect the game to last in your meta?
4 months ago
Here's a bunch of budget stuff I don't see mentioned
Cultivator's Caravan - Taps for Comes in untapped Draw a card
Prowler's Helm - Unblockable
Semblance Anvil - Mana Fix
Oketra's Monument - Mana Fix
Inspiring Statuary - Mana Fix
Relic Seeker - Tutor
Ogre's Cleaver - Damage
Inventors' Fair - Tutor
Mass Calcify - Removal
Karoo - Land
Ring of Evos Isle - Hexproof, costs mana but its more budget hexproof
4 months ago
Hey its PJ from Commander Replay. You're deck looks to be in great shape, so I have a few suggestions that I think it will help trim some fat and add more punch.
First up the cards to cut. Id get rid of Mind's Eye The way this deck plays you're going to want to tap out your mana every turn and you don't really have time to leave mana open to try and draw, plus its clunky at 5cc. Also cut Reforge the Soul I find it to be too slow. You usually need to take an entire turn off to play it, so its just too slow and clunky. Wheel of fortune is great, but if you can't afford it just stick with magus of the wheel. The cost of 3 then 2 is much better than 5 all at once. Your card draw will come primary from Mask of Memory, Sword of Fire and Ice with Sunforger and Sword of the Animist also generating card advantage. Next I personally would cut the Ancient Den, Great Furnace and Mox Opal package since you don't want your lands getting taken down by vandalblast. I would use Thought Vessel in place of mox opal. Next up cut Divine Reckoning its just never going to do what you want it to. Use a full board wipe instead. I would cut Gratuitous Violence its always been a bit too slow for me and the RRR is hard to get on turn 5. Next were going to cut Relic Seeker for open the armory, its a great card early but gets less good the longer the game goes, its usually one of the last cards i cut trying to get down to 99. Ive always found Savage Beating to be too slow.
Next up, the maybe cuts. Sword of Light and Shadow I have tried to live the light and shadow dream for a long time and it just usually doesn't come through. I have found that you really want higher creature counts to get good benefit out of it. Great card, but not the right home. Ive never had great experience with Assemble the Legion if you're having more success than me, keep it, if not cut it. Pay attention to The Immortal Sun and Alms Collector I haven't tested either of these, but if they are playing well keep them, if they aren't cut them.
Once you know what to cut, it frees up a lot of room. So you can use my suggestions for additions if you want to, or you can try out some other things that you want to. But here are the cards that I would add:
Duelist's HeritageIt will replace gratuitous violence nicely.Open the Armory will replace relic seeker. find your equipment immediately. Glorybringer is just insane with Aurelia. On turn 5 it kills most things. Balan, Wandering Knight, Kazuul's Toll Collector, Armory Automaton all 3 are great in equipment decks. Next up your sunforger package, Comeuppance and Sulfurous Blast are all stars for me. If sun forger with mistveil plains, comeuppance says you can't kill me in combat. Sulfurous is often one of the first things I go for after resolving sun forger, beyond obviously leaving up boros charm and teferis. Neheb, the Eternal gives you a second way to hit the aggravated assault combo, is a good beater, and even just some incidental extra mana is nice. And finally I would add in the full board wipe of you choice Blasphemous Act, Wrath of God All Is Dust and Ugin, the Spirit Dragon are all great choices. Pick the one best fits.
The mana base. Emeria, The Sky Ruin is a must. If they are in the budget khans fetches like Windswept Heath are really nice. If not, I would get the mirage fetches like Flood Plain. Focus on the white fetchlands since they get mistveil plains. Because you have 1 hit potential, Cathedral of War is a solid choice but it does have cost sometimes of being colorless. New Benalia is also solid.
Other things that I like a lot but aren't must includes. Bruse Tarl, Boorish Herder, Inferno Titan, Etali, Primal Storm. Treasonous Ogre is a card not many people know about, I've used it successfully, but I would make sure you have some life gain to balance it out.
Heres some personal preference things:I run Tithe and Gift of Estates in place of Weathered Wayfarer each have pros and cons. I like running Wear / Tear even though you can only cast half of it off sun forger. I prefer Swiftfoot Boots over Lightning Greavesbecause of the awkwardness of shroud.
I need to update it, theres a few cards I no longer use. but I have a very similar Aurelia list you can check it out here. Aurelia Weapons of War
For me with a deck like this, early game I focus on mask of memory and/or sword of the animist to generate some early advantage. These also don't draw as much artifact hate as the big hitters. Then ill bring down sun forger, feast and famine and fire and ice or argentum armor later to close things out.
Anyway hope these help!