|Commander / EDH||Legal|
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|Commander 2014 (C14)||Rare|
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Each player exiles all artifact cards from his or her graveyard, then sacrifices all artifacts he or she controls, then puts all cards he or she exiled this way onto the battlefield.
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Scrap Mastery Discussion
3 weeks ago
Not too sure about Reverberate, Wild Guess, Tormenting Voice, and Dangerous Wager. Those 3 loot effects don't dig deep enough (especially when compared to Goblin Lore) for what (me thinks) you are trying to do. Reverberate just looks like anti-counterspell, but do you really need it? Fanatic of Mogis doesn't seem like the best way to try and win, I would rather just stick with Purphoros, God of the Forge. Chandra, Flamecaller's middle ability seems pretty good in this deck. Starke of Rath, getting to destroy 2 creatures / artifacts each turn seems pretty legit. I am hesitant in suggesting Scrap Mastery, as it might be too win-more. The lack of board removal makes it seem worthwhile (along with All Is Dust for that matter). Lastly, be careful with Rowdy Crew and using it with worldgorger, as (if I understand the worldgorger rules correctly) you might deck yourself.
3 weeks ago
My go to choice when people say I cant destroy land is to play Mycosynth Lattice and either Scrap Mastery or March of the Machines. "I never destroyed your land, I moved them or let them die on their own accord."
As for "too mean," I feel it's relative to the game at hand, and as a now strictly mono red Daretti player, I would say this was not a fair match. Red is absolutely the worst mono color in EDH, and land destruction helps balance the game in matches where you drop turn 5 Avacyn.
That said, I would heavily suggest making a copy of your deck that plays chaos effects. After a match where you've spent the whole game playing things like Scrambleverse, Omen Machine, And Warp World Players are a lot more likely to hear you out about land destruction.
1 month ago
I like it. I would recommend a few things:
- Mark of Mutiny isn't thematically a modular thing, but goes so well with marchesa you might consider it.
- Krark-Clan Ironworks is another ashnods alter, which is insanely valuble in a deck with built in recursion like yours.
- Scrap Mastery = Awesome board wipe for you. Your stuck comes back, and the things perma gone also come back. Win/win.
- All Is Dust = Also awesome board wipe for you. You don't have many colored permanents.
- Smokestack. Why not. Your going to gain more value from it then they are. But I understand that its a iffy choice.
1 month ago
Gosse hey thanks for looking, been play testing your build some. Once I get a better feel for it I'll make some suggestions too, both decks play very different.
Crucible of Worlds is definitely next to acquire but so far the deck seems to run ok. You got the game plan right, daretti turn 2-3 and start pumping him up, MLD turn 4-6 and cruise.
The self mill combo isn't so much for completely milling out until I can figure a viable Possessed Portal lock(possibly a Past in Flames flashback->rituals->Scrap Mastery->Wheel of Fortune?). But I have found the orb to be great for finding pieces because the deck routinely empties it's hand and daretti's +2 really starts to suck when you get down to 1-2 cards, so I need something that can dig. I won't lie though, the deck folds to graveyard hate and aims only to get there fast enough hopefully to avoid it. Leyline of the Void, Rest in Peace etc is probably game with only Unstable Obelisk and All Is Dust as answers. Thanks again for your input, will return the favor!
2 months ago
Hey sweet deck! I also run Daretti in the command zone, very fun general. Mycosynth Lattice I find also sets up well with Scrap Mastery as we usually have more cards in general in our grave that come back than our opponents. Scrap Mastery turns into a mass land destruction spell in this case aswell as board wipe. it combos well with Clock of Omens aswell for a few extra untaps which somtimes lets me extend a little further. Darksteel Forge sets up an indestructible board with it and Nevinyrral's Disk locks out the game completely in this state. Ultimately darreties emblem combined with lattice makes for an impossible to remove board should you get there combined with a sac outlet u can even sac in response to back breaking cards like Merciless Eviction and get everything back at EOT. Interesting card this Masticore i currently run Metalwork Colossus but i think ill be play testing this guy soon :). Thx for sharing the list!
2 months ago
Thanks a lot MillionLittleE.
Desolation Angel may be cut out for Ravages of War but the Devastation will stay because it is an instant win in most situations I can build up to. I found it really effective. I consideres Impending Disaster and will keep it in mind. The reason I did not include it till now since it needs a full round to work.
For the tutors I will swap out the Diabolic Tutor for one of those if I can get my hand on them.
Peacekeeper helped me win a lot of games so it will stay in but I already thought of cutting Crawlspace, Ghostly Prison and Reveillark. With your suggestions I will have no trouble including other cards for them. Scrap Mastery is really usefull for turning around the game. Especially after an artifact whipe wich I encounter a lot.
For the lands. Thanks for the suggestion and I will build up the land base. This list was what I could get to get the deck started fast and reliable. Those fetches and old duals are hard to get.
Your last additions might get in filling the wholes in the deck. Thanks.
2 months ago
MartialArt These are some changes I would make if I was playing this deck in A general competitive meta, with no budget restrictions. Now I have no idea what your meta is but my goal was to lower your mana curve, and cut some of the less optimal cards. Saying that I have left some because I don't think that you would take them out anyways.
Mana Rocks: First I would take out Thran Dynamo, Hedron Archive, Chromatic Lantern, and Gilded Lotus. These cards are slow at three, four, and five mana you want to be doing impactful things, such as Smokestack or Nether Void. So the mana I think you should add is cheap and reliable. Mana Vault, Grim Monolith are great adds for cheap mana positive rocks. Land Tax is slow but powerful making sure you don't miss A land drop if you aren't going first and allows for A easier recovery after A mass land destruction.
Land Destruction: Desolation Angel, and Devastation are both seven mana mass land destruction spells, which by the time you get to them the game could be over, even after A stax piece. Ravages of War is already on your maybe list but I say it is considerably better than both these cards. If you feel like you need another Mass land destruction spell Impending Disaster is the next best one I feel, though it is still far weaker. Seven lands is not hard to have in A four player game between all players, and it could sometimes just be A sudo Standstill for land drops.
Tutors: Having A large number of tutors in the game is needed in cedh to make your deck consistent. Saying that I feel you should add the following tutors Imperial Seal, Gamble, and Grim Tutor. I know gamble has A drawback of discarding A card, but the potential upside is too good to not run. Now I said having tutors is needed, but have expensive tutors slows down the deck so with this I say Diabolic Tutor needs to come out. Four mana is asking for A lot when only searching for something needed. Would you pay eight for A smokestacks?
Other cuts: At this point I have suggested one more card, than I have said to take out. Saying that I see some easy cuts. Crawlspace, Ghostly Prison, and Peacekeeper all cards that stop combat, but Cedh almost no decks use combat to win. So I find these are easy cuts to make. Reveillark is A good card, but without A loop it is just slow as it doesn't even get back sun titan, and I would say no one creature is that important for you to play this card. I'm just letting you know how hard it was for me to leave your six drops alone, I'm just saying. I know why they are in there, it just feels bad seeing them. I feel like you have enough token generation for smokestacks to get crazy so I recommend getting rid of Elspeth, Knight-Errant as A four mana make A 1/1 doesn't do enough. Scrap Mastery may sometimes not do enough, I'm not sure how it has worked out for you, so I can't say much, but I don't think I'm A fan.
Other adds: Null Rod, and Stony Silence are just good mana rock hate. These hurt you too, but you know when they are coming so you get to play around them. Aura of Silence Just A good taxing effect that could be used as removal for trouble artifacts/ enchantments. Karmic Justice is basically A mini Martyr's Bond that doesn't work with smokestacks, could be worth trying.
Mana Base Upgrade: You had to know this was coming. I would add Badlands, Plateau, and Scrubland cutting the pain lands Battlefield Forge, Caves of Koilos, and Sulfurous Springs. I feel like this is an obvious change and I don't have to explain myself here. If you decide to add these in I recommend adding fetches, you have nine to choose from, but I'm only going to say seven, adding more would lower your basic count to a number I'm not comfortable with. I would take out Clifftop Retreat, Dragonskull Summit, Isolated Chapel, Dust Bowl, Ghost Quarter, and two Plains for Polluted Delta, Bloodstained Mire, Windswept Heath, Flooded Strand, Marsh Flats, Verdant Catacombs, and Arid Mesa. I left out the fetches that only got red in your deck. I did this because of red being the least important color to grab, and your blood moon effects makes your mountain count way higher than it looks. For the lands I took out I'm only going to explain the two land hate lands. I find that Dust Bowl is really slow and not worth the time it takes to set that up. As for Ghost Quarter getting rid of a trouble land is fine, but giving your opponent a land is trouble, i would say it's even worse that its a basic, making your blood moon lack weaker.
Personal preference: This is what you prefer Vandalblast vs. Shattering Spree vs. By Force. Read the Bones vs. Painful Truths
3 months ago
Past in Flames seems a little strange when you only have about 7 spells you would ever want to cast with it (Chaos Warp, All Is Dust, Wheel of Fortune, Blasphemous Act, Trash for Treasure, Gamble, and Scrap Mastery), and some of those are a little too expensive when you need to cast them on the same turn as Past in Flames. Personally, I'd rather play Codex Shredder and pay 1-2 more mana in exchange for being able to cast the card at a later time (and I'm not a fan of running Codex Shredder). Otherwise, Recoup covers everything but Chaos Warp and Comet Storm (which I would rarely want to cast off of Past in Flames).