Servant of the Conduit
Creature — Elf Druid
When Servant of the Conduit enters the battlefield, you get (two energy counters).
, Pay : Add one mana of any color to your mana pool.
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|Commander / EDH||Legal|
Servant of the Conduit Discussion
2 months ago
Pabs4444 The flexibility is indeed the primary draw. Anything we can do to reduce the 'fail cases' will improve the overall win % of the deck. As far as being able to attack or block, that clause ends up being surprisingly easy to meet. When attacking, it essentially reads 'have another creature' since pretty much everything in the deck either pumps itself to 4+ or can get there with a single pump spell or Rhonas activation. Blocking is a little harder, but most games that really isn't a concern. Unless they can kill you in one attack, they have to respect the potential for you to kill them on the back swing. Simply representing the potential to 'go off' is often enough to make opponents play conservative, especially if they are familiar with your gameplan.
As far as Servant of the Conduit goes, I'm not a fan of that card. A Grizzly Bear with energy is not what we want out of our 2 drops. The deck already has enough incidental energy sources. I would much rather have a sticky threat that lets us ramp without consuming energy.
4 months ago
I'm just starting to test this deck so this is just an initial thought.
Remember Servant of the Conduit ? Given that you have so few lands that might come in handy. It's also a sneaky way to get a couple of more
Personally, I used to prefer Sage of Shaila's Claim , as it gives one more , and you are happy to use it as a blocker.
4 months ago
On Lands: IMO, 19 lands is totally fine in a RG build. With an Ave CMC of 2.05 (assuming Ghor-Clan Rampager and Collision / Colossus are 2-drops), we only need 22 Lands. But Attune with Aether counts as a land as long as we also have at least 14x untapped G sources (so we can cast Attune on Turn 1) and are not playing an opponent with enough counterspells in hand to counter our Attune. I played 20 lands back in Standard, so didn't even think about it when I ported the deck over. But I'm going to take a hard look at 19, and maybe even 18. So thanks!
On Maximize Velocity : Your comment about Questing Beast over on my deck made me think about how very good Haste effects are against Planeswalkers; I think I should probably take a relook at Velocity. Thanks here, too!
On Simic and Temur: Not sure about Simic, as Red has soooo many good Pump effects (plus Haste of course). But Temur seems quite decent, for Oko, Thief of Crowns (especially if it's banned in Standard and the price plummets) and probably Slip Through Space . I've always been amazed at how easy it is to splash colors in the deck (due to Aether Hub and Attune with Aether ). I have yet to do any serious testing with it, but over at Temur Pummeler (Pioneer), I'm starting with 4x Aether Hub , 3x Breeding Pool (pricy, but still less than Mana Confluence , 3x Stomping Ground , 5x Forest/2x Island/3x Mountain, and 0x Servant of the Conduit .
Good luck (and good skill) at your tournament Wednesday!!!
4 months ago
Thanks for the suggestions clayperce. I haven't had a chance to play the deck, but I plan on hitting up a Pioneer event at my LGS this Wednesday.
- I 100% understand your pain with Rootbound Crag . I may consider dropping it as you did before I play on Wednesday. I'm playing a little riskier at 19 lands, but I'm hoping the Servant of the Conduit will help accelerate me.
- Maximize Velocity is there primarily for the haste. I just looked up some other similar 1-CMC options to give our buddy haste: Cartouche of Zeal (or it's clone, Hammerhand , Claim the Firstborn , Expedite , Fervent Strike , Messenger's Speed , and Samut's Sprint . I'll have to see how the format lines up with removal to re-evaluate if I need the hastiness. I am considering swapping in 1x Rhonas the Indomitable for 1x Maximize Velocity .
- I would have several Veil of Summer in the sideboard if I had them. Instead, I've added Heroic Intervention ($$, but I already own a playset) and Ranger's Guile , the poor sibling of Blossoming Defense for more spot-defense.
I'll let you know how the sideboard works out on Wednesday. Aethersphere Harvester is there to out-gun any burn-based decks. Rhythm of the Wild might also be a good option for me to replace the second Maximize Velocity in the main deck.
FYI, I will probably brew a UG version to see if those colors still hold some opportunities, maybe even bring in back to Temur. But with the price of Mana Confluence , the mana base may struggle to fit the requirements.
4 months ago
So cool to see a Pioneer update on your deck; would +1 again if I could!
My latest is over at Pioneer Pummeler ... it's very similar (as you might expect), but with a few changes:
- I had to play 3x Rootbound Crag in a row one game, and decided I officially hate the card. Seriously, I'd rather just run Basics :-)
- Maximize Velocity seemed good but not great. The pump was often just not quite enough, and I often was just 1 mana too short for the Haste effect. You may be better off though, considering you're running Servant of the Conduit .
- Veil of Summer is perhaps my new Favorite Sideboard Tech :-)
I had totally forgotten about Aethersphere Harvester ; thanks for reminding me! How's it working for you?
Similarly, I've been thinking about Rhythm of the Wild but haven't gotten around to testing it yet. How's it doing?
9 months ago
Fixed the above to give you less cancer:
Tap for mana:
Joiner Adept (+)
Leyline Prowler (added, removed maelstrom nexus)
Paradise Druid (?)
Gleaming Barrier (?)
Farhaven Elf (+)
Gatecreeper Vine (+)
Pilgrim's Eye (+)
Ranging Raptors (+)
Sylvan Ranger (+)
Cards I can remove:
11 months ago
Unnatural Predation is way too underpowered for this deck. Vessel of Nascency is also too slow. Woodweaver's Puzzleknot is too slow. I would recommend Giant Growth for pumping speed, Servant of the Conduit for energy, and Blossoming Defense for protection.
11 months ago
The first suggestions are for ur landbase, I think u allready know them and didn´t bought for buget reason, but a solide landbase is important for semicompetitive play at FNM.: - 4x Stomping Ground - 4x Wooded Foothills - 4x Copperline Gorge
Thats a standard aggro/midrange 2clolored competetive manabase.
I would defenitly include 4x Lightning Bolt
Aetherworks Marvel isn´t a good card for this deck there are deck entirly build around it to cheat heavy creature´s into play like this one: My Friendo Emrakul Turn Four!!!. The problem with you´re deck is energy is really only playable in modern with Aetherworks Marvel as a combo piece for giant Eldrazis/Hydra´s, etc. At my FNM you would get wrecked by almost every deck, I know how that feels I came to a Modern Tournament with a casual standard deck at first, it can be really frustrating :D.
Here are cards I would cut for strictly more powerful alternatives: