|Commander / EDH||Legal|
Printings View all
|Future Sight (FUT)||Uncommon|
Combos Browse all
- Krark-Clan Ironworks + Sword of the Meek + Thopter Foundry
- Ashnod's Altar + Sword of the Meek + Thopter Foundry
Sword of the Meek
Artifact — Equipment
Equipped creature gets +1/+2.
Whenever a 1/1 creature enters the battlefield under your control, you may return Sword of the Meek from your graveyard to play, then attach it to that creature.
Sword of the Meek Discussion
5 days ago
Decided I wanted to spice up my boring Invent Superiority upgrade and turn it into a super janky casual combo/control deck based around the Sword of the Meek and Thopter Foundry combo. Basic idea is to play a bunch of cheap artifact creature generators like Genesis Chamber , Golem Foundry , Retrofitter Foundry , Efficient Construction , Hidden Stockpile , Thopter Spy Network , Flamewright , Loyal Apprentice , and Sly Requisitioner to get as many artifact chumps out as I can per turn, and use them for two purposes - to feed Breya, Etherium Shaper ’s removal to control the board state and stave threats while we find our combo, as well as to feed Kuldotha Forgemaster so he can tutor out our win con - Sword of the Meek , Thopter Foundry , and Ashnod's Altar .
Once we have all the pieces out we have a couple of options on how to proceed, depending on which auxiliary creatures we have. Ideally, we have either Orc Sureshot or Zulaport Cutthroat / Vindictive Vampire out when the combo goes off to wipe all of our opponents creatures or just kill everyone outright respectively. If all we have are the above combo pieces, we just go infinite and make a ton of thopters, hoping no one has a board wipe before our next turn rolls around. Having Pitiless Plunderer out at this point can also be huge, as he generates a ton of colored mana for us, and combined with Dark Prophecy we can dig through the deck to find any of the above creatures and cast them with the treasures we’ve made. We’ve also featured a host of other artifact tutors that can either search out our combo pieces directly, search out Kuldotha Forgemaster so he can tutor the pieces, or transmute into specific cards we need.
My main questions are:
- Are there any good passive artifact creature generators I’m missing here? Preferably ones that don’t cost any mana to use, or cost 1 at most.
- Are there any fun (and inexpensive) etb/death triggers you think I could include? I considered Butcher of Malakir , but her casting cost is more expensive than Orc Sureshot for essentially the same end result.
- Most importantly, does anyone have ideas for wrangling this manabase? This is my biggest concern right now, and compiling mana for a four colored deck is not easy on a budget. Blue and black comprise the majority of the important cards in here, but since Breya costs 1 of each of the four colors to cast, red and white are realistically just as important as the other two. I don’t want to be spending 5+ dollars on lands here. I’ve considered the talisman cycle, but most of those are decently pricey as well for what they are. Thoughts?
5 days ago
Thoughts for edits
Thopter Foundry + Sword of the Meek + Time Sieve suffers from being a 3 piece combo and from card quality. Foundry can be worthwhile for instant speed blockers, but the other two are dead draws without the combo assembled.
I would recommend Tainted Pact for running with Laboratory Maniac . It serves as an A + B combo for winning (+ draw 1 card ofc), and is safer for the purposes of your deck than Demonic Consultation , although you could easily run that for cheaper CMC comboing. Worth noting that Pact has synergy with Isochron, or can be used for getting the last combo piece for a Top combo.
It seems as if assembling infinite mana + draw deck is your goal. I would recommend slotting Copy Artifact + Winds of Rebuke as an alternate wincon to lab man wins. Combos with dramatic scepter (you copy the scepter, imprinting winds of rebuke, to mill everyone out and pass to them, causing draws into empty libraries for GG). Copy Artifact and Winds of Rebuke also both have very high card quality, both are playable independently.
My last combo suggestion is for Praetor's Grasp . Especially with Sen having the potential to steal combo pieces, you have the potential to stop win cons as well as getting closer to your own. Praetor's Grasp will run as a functional tutor here, grabbing faster ramp or the combo pieces you need.
ad nauseum is a strong card, but you should consider the following. You are already pressuring your own life total with Dark Confidant as well as Phyrexian Arena , plus incidental damage from Mana Crypt as well as Ancient Tomb and the talismans. Your average cmc 2.33, meaning your Ad Naus will usually dig 10-20 cards, depending on damage and what you flip.. You also don't run any rituals, and have no way of reusing rocks outside of Dramatic Reversal . Supporting cards like Chain of Vapor or Hurkyl's Recall give extra mileage to Ad Nauseum as they let you re-ramp your own mana positive rocks after landing the Ad Naus, and Yawgmoth's Will is a monster in Ad Naus decks. You are also light on creatures and pack a medium sized removal package, so creatures can get free swings and reduce your Ad Nauseum that way too. You are running white, so you could decide to make ad nauseum + Angel's Grace a win-con as a possibility too. Right now Ad Nauseum looks more like expensive card draw in this deck than a strong win condition. As it stands, I firmly believe Necropotence is stronger in this current list.
You should consider swapping slower, permanent based draw spells for faster, instant/sorcery speed draw spells. Brainstorm + Ponder + Preordain + Sleight of Hand will all bring down the cmc for Ad Naus, help guarantee smoothness in your early game, and give you cantrips to "win immediately" with Lab man. They also allow you to hold up counterspells more meaningfully. You could cut Padeem, Teferi, and the U/B Tezzeret, those changes alone would cut 10 CMC out of your deck for speed and Ad Naus purposes. For what it's worth, I also believe that Scroll Rack is most effective in edh with decks that sustain larger handsizes (gives ability to dig deeper), and would also be a proponent of cutting for a cantrip. One final note on card draw, your commander acts as card advantage for you,
Your removal package can be modified to be faster and stronger. Council's Judgment has some nice perks, but it should be tertiary to both Swords to Plowshares as well as Path to Exile . Both of them are just far more efficient. You also only have two answers to artifacts or enchantments on the board, Cyclonic Rift or Council's Judgment . 2-3 more bounce spells could help with board state by quite a bit, especially if you are able to stax them out of replaying their pieces. 1-2 pieces or artifact/enchantment removal will also go a long way to helping your board presence, especially since cEDH skews towards non-creature permanents.
Humility + Night of Souls' Betrayal is a nice creature lock, but I would rather see wipes in both of those slots. Humility wrecks card advantage from your own commander, and Night is low card quality outside of combo. Elesh Norn, Grand Cenobite is the preferred -x/-x effect, as it kills many of the strongest hate bears in the format (+ lab man) and allows your own hatebears to win through beatdown. I wouldn't recommend Elesh in a bear-lite build, so I would propose two wipes or pieces or removal instead.
Disallow is high cmc for a counter, consider running something else if you still want Ad Naus. If you want to hamper activated abilities, run either Pithing Needle or Phyrexian Revoker , both can deal with some of the premiere critters of the format, from Sisay to Thrasios. There are still plenty of fantastic 1 or 2 cmc counters that are common in the format that you don't run, such as Negate and Counterspell . Special mention to Swan Song for also doubling as a dramatic scepter + Copy Artifact wincon
Land base looking strong. Only changes I would suggest are remove the ETB tapped manlands, because speed is important, as well as swap out the artifact lands for basics. With a very high artifact density, you don't need to be worried about metalcraft enabled for Opal, and having nonbasics that don't give abilities and only produce 1 color of mana is not worthwhile when you can get caught by someone else's Back to Basics
2 weeks ago
3 weeks ago
Since you're already going control with the deck, might I suggest 2x Muddle the Mixture in place of 1x Sword of the Meek and 1x Thopter Foundry ? You still have 8 cards to pull your combo, but Muddle can grab either piece and can protect both pieces once you've got them in play. I'd suggest trying to find room for 3 to be honest. It adds a lot of consistency to the deck, and helps to prevent drawing two of the same redundant combo pieces. Plus, it's useful in your graveyard too since you've got a full set of Snappy's.
I second the Ancient Stirrings by the way, the extra dig is very important even if getting the combo out early isn't absolutely necessary.
4 weeks ago
For the good cards ... I'm not a regular Sydri pilot, but here's a penny for my thoughts on this fun commander. Tamiyo's Journal is a good beater that plops out artifacts/draw. Faerie Artisans / Thoughtcast / Thirst for Knowledge are really good for this deck, Dispatch / Stoic Rebuttal is always good for redundancy. March of the Machines is good in case your commander gets tree'd or stolen . Mechanized Production might be good for Phyrexian Metamorph / Master of Etherium /tokens from Sharding Sphinx / Smothering Tithe etc.
For the weaker cards ... Planar Cleansing could be replaced with Hour of Revelation . Profane Procession Flip/ Predator, Flagship could go because of its overall cost, and it doesn't do anything else over time or when it enters, and it doesn't fit the themes of the deck. Revel in Riches might be good with the amount of board wipes but you'll be targeted for it, it's an upkeep trigger (so people will have time to respond, and with sorceries). Treasure Map Flip is rather weak because it turns into a land so you can't abuse it like an artifact, and is 5 mana to eventually draw 3 or maybe 3+ cards. Treasure Mage does 'draw' and the best big artifact to abuse, but it's overall 9 mana unless you have Master Transmuter or something, and doesn't get any wincon that I can see. Ruthless Knave takes a lot of hoops to get through to draw or ramp, but a lot of my criticisms were at the treasure cards so you keep that theme then drawing more cards for no mana is good. Palladium Myr is not ramp, it's just sadness. Sphinx of the Steel Wind is expensive for a 7 turn clock on turn seven, but it's fun because it could fit your meta and is protected from the colors outside your color pie.
For win cons ... Aetherflux Reservoir / Staff of Nin / Caltrops are all all-star with this commander, and Tezzeret the Seeker could fetch caltrops/aetherflux but non paradox engine etc. If you're interested in a combo win, you could do Sword of the Meek / Thopter Foundry , or Sharuum the Hegemon / Phyrexian Metamorph and something to abuse the etb loop like Altar of the Brood / Genesis Chamber / Contraband Kingpin / Disciple of the Vault / Blood Artist / Marionette Master etc.
2 months ago
2 months ago
I feel that using mana rocks would be better than using the mana myr (less susceptible to wraths and creature removal). Thopter Foundry and Sword of the Meek are a good engine, can go infinite with Time Sieve. Thopter Assembly goes infinite on its own with Time Sieve.
2 months ago
I always wanted to make a good Triplets (and I had so I can give you some advice) deck, the problems with teriplets are these
Se is a 2/2 for 5, so is very very weak
Nicolas Maquiavelo once said that people forget more quiclky the death of their parents than the loss of their patrimony, and this is true, the triplets are there to steal stuff, If I a player thinks you will be stealing his stuff, that player will focus you, the other players will fear that too, triplets steals lands, creatures, artifacts, etc, you name it
All that said, you cannot let these girls enter the battlefield without a plan and some mana open for defense, Propaganda Ghostly prision, no mercy, aurification and righteous aura are some good pillowfort cards you can use to stay alive while you can assemble your pieces at the board.
Because you dont want people messing in your turn when you cast your combos I suggest Silence+ iscochronous scepter (or just silence)
A good quantity of counters helps, also a lot of mass removal
I hope you can get a real good sen deck
Sword of the Meek occurrence in decks from the last year
All decks: 0.02%
Commander / EDH:
All decks: 0.01%
W/U/B (Esper): 0.06%