Creature — Dwarf Artificer
, Sacrifice Restoration Specialist: Return up to one target artifact card and up to one target enchantment card from your graveyard to your hand.
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Restoration Specialist Discussion
1 week ago
True, Talrand or ping cards will disrupt Hope, but I guess it really is just how you observe the board state, no? If there are a bunch of Fliers I wouldn't pick a weaker flier it would probably be something like Magus of the Tabernacle and force them to either sac or tap out to keep them all.
Restoration Specialist is another neat utility creature to return an artifact or enchantment.
Loyal Retainers may be something to consider as well
2 weeks ago
I think it is worth throwing a few enchantments into the mix. I know it's not as attractive to possibly get 2 for 1'd, but with Sram, I think card advantage makes it worthwhile.
1 month ago
Aethergeode Miner is annoying as all hell to play against and it's amazing at activating revolt so I suggest playing a whole playset of them. On the other hand I'm not sold on the Restoration Specialist all that much; yeah, you can do fancy stuff with Implements and Renegade Rallier but I still think it's too weak. Solemn Recruit seems amazing in this deck so I suggest a playset there as well. I don't really know how useful Renegade Rallier will be, but Vengeful Rebel seems really good. i really don't think you need Decommission in the main, consider moving it to the sideboard. As for implements Ferocity is imo the best one out of the bunch so I would suggest a playset of those on behalf of Implement of Malice - it really seems too slow. I don't really know if Unbridled Growth and Conviction are worth it. I think you could experiment with Winding Constrictor - it works well with Aethergeode Miner, Solemn Recruit, Narnam Renegade and Implement of Ferocity. I hope this was helpful :)
1 month ago
I think trying to build around Metalwork Colossus and / or Odric, Lunarch Marshal is throwing you off focus.
My thoughts on what to remove;
-1 Lone Rider
-2 Odric, Lunarch Marshal
-1 Metalwork Colossus
-1 Walking Ballista Maybe? This card is cool but aside from Collected Effort it doesn't interact much with the rest of your deck, also it's a sought after money card atm...trading it could do some work for your current budget...
-1 Haunted Cloak
-2 Sky Skiff
-1 Fleetwheel Cruiser Optional ditch it / keep it decide after you figure out what you're taking out, and/or can get to put in it.
-2 Lithomancer's Focus
-1 Inventors' Fair
-1 or -2 Sandstone Bridge (etb tapped lands are usually bad)
....(still keep 23 lands total though...it's a decent number for this deck)
My thoughts on budget Possibilities to aquire/include
+1 to +4 Aerial Responder, then depending on how many of these you run...
+1 to +3 Stitcher's Graft (no more than 6 total equipment, cut Stoneforge Masterwork if you run a lot of Aerial Responders)
+1 to +3 Stone Haven Outfitter
+1 to +2 Restoration Specialist
+1 to +2 Authority of the Consuls
Ideally I'd shoot for 22-24 creatures total, as for the cards in your maybe board: Blessed Alliance is really good this could be maindeck...Fairgrounds Warden & Sheer Drop aren't too bad either... the rest I'd skip.
Anyways hope this helps a bit, gl with your gameday.
1 month ago
As per your mentioning on a fellow post, you were having mana issues? To address this first problem, the quality of land you are looking at is minimal. That might sound rude when I say that, but by it, I mean you are running cards like Tainted Field and Tainted Peak. If it is a budget issue, I'd get the pain lands. Sulfurous Springs, Caves of Koilos and Battlefield Forge should be top includes. Other lands I'd consider changing out are:
Slayers' Stronghold - Decent, but vigilance isn't a big thing. And spending two mana to give haste? Why not run Swiftfoot Boots or Lightning Greaves (Greaves clearly being the better option, but of course, budget may be a thing for you)
Mistveil Plains - With a deck like this, Alesha shouldn't really care what is going to the grave if she can bring it back. If you are worried about a card like an artifact or enchantment dying, why not look at Restoration Specialist? Otherwise, Alesha can pretty much recur most creatures.
Blighted Fen - You aren't really abusing the ability to make people sac a creature, so this should also be swapped out.
Oh course, 'optimal' builds would have fetches and shocks, but even running Rakdos Guildgate, Boros Guildgate and Orzhov Guildgate will give you more mana fixing. You could also run the less expensive fast lands from Kaladesh for mana fixing. Consider cards like Mana Confluence and City of Brass for mana fixing too. Anything that gives you the three colors you need. The fact that Chromatic Lantern isn't in the deck is a heart breaker as well. Chromatic lantern not only RAMPS you, but your lands are now Birds of Paradise.
Besides that, only thing I'd say are stuff like Rakdos Signet, Boros Signet and Orzhov Signet. Fellwar Stone is also decent mana fixing, as well as Wayfarer's Bauble and Expedition Map to go and get lands you need. If you want to be cute, you can play Herald of Leshrac to start stealing peoples lands
Cards I'd consider cutting to make room or consider upgrading later:
Angel of Invention - Personally havent played with it, but seems like its sort of meh. Other than making smaller creatures or a bigger flyer, there's not alot going on here. If she is in there for the anthem, look at Ravos, Soultender
Feldon of the Third Path - Unless you can't reanimate with Alesha, this is a pretty dead card. I mean sure, you make a copy, go to combat, reanimate and get another 1-2 triggers, but there not a hell of a lot you really want, and you are paying 5 mana and tapping down two creatures for two more effects
Grenzo, Havoc Raiser - Unless you are SURE to deal damage or have a mass of tokens for example, I feel mana is better spent on other effects
Dictate of Erebos - Again, you aren't really abusing the sac outlets, so this doesn't seem like it warrants an area.
Sunforger - I feel like this card is a trap. Sure, you just instant speed tutored for removal you might not otherwise have, but you also just spend 4 mana to cast a Swords to Plowshares. That right there screams card disadvantage. Not only that, you have now removed it from a potential blocker and have to spend mana to re-equip.
1 month ago
I understand that, nothing should be done abruptly. I still feel like Argivian Archaeologist for Restoration Specialist should be done given the deck will not be losing that mechanic since it's almost a direct swap with the added effect of being able to bring back an enchantment as well, and the deck has means of getting Restoration Specialist back.
I feel like now that Sram, Senior Edificer is the commander, a spot almost needs to be made for Flickering Ward given it's massive utility to be a replayable cantrip with Sram, Senior Edificer and added protection. In an empty hand with open mana it can bring you straight out of a desperate situation.
1 month ago
You need something in that 2-CMC slot. I was going to suggest Thalia's Lieutenant but I don't think you will get the value out of it. Maybe something like Ninth Bridge Patrol which would trigger on death of your creatures but also on flicker from Eldrazi Displacer. Restoration Specialist is pretty good as well and returns some of your enchantments and artifacts. Selfless Spirit would be good for protection against wipes or if you just need a good trade and keep your creatures up. Lastly, this deck is just screaming for Sram, Senior Edificer for some extra card draw on all your auras. Hope this helps, cheers mate!
1 month ago
Looking over the deck plus the cards on the chopping block and the maybeboard I believe changes that warrant testing should be:
I feel as though these cards are the better options from those in the maybe board, also:
The reason why I say Eternal Dragon is because of it's extremely high mana cost for just a 5/5 with flying, and it's plaincycling ability could easily be replaced by Wayfarer's Bauble since they both produce the same effect, but Wayfarer's Bauble can be brought back in numerous ways while bringing back Eternal Dragon costs us five mana. But yeah his strength is that he also has the utility of being a big creature that can bring himself back, so that makes me second guess this. Just a consideration though.