|Commander / EDH||Legal|
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|Shadows over Innistrad||Rare|
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At the beginning of your upkeep, investigate. (Put a colourless Clue artifact token onto the battlefield with ", Sacrifice this artifact: Draw a card.")
, Sacrifice three Clues: Search your library for a card and put that card into your hand. Then shuffle your library.
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Tamiyo's Journal Discussion
23 hours ago
Used to play a clues deck revolving around Tamiyo's Journal back in the Shadows days. Had to +1 for the name :D
3 days ago
For the 10 adds you wanted:
- Land Tax -> Exploration - Since they basically negate each other. I'd run Exploration over Burgeoning, since Burgeoning is only amazing on turn 1 and only if you can see multiple opponents on turn 1, which probably won't happen in our game.
- Braingeyser -> Minds Aglow - If you wanted to mill people out anymore with Braingeyser, then we can figure something else out.
- Curse of Predation -> Rest in Peace - I'm not sure how good the Curses will be. Sure, they trigger whenever you attack anyone on that team, but they cursed player could leave the plane in order to spare their team the triggers.
- Rhystic Study -> Well of Ideas - I was considering running Rhystic Study too, but I think that the Sphere of Influence rules will neuter it most of the time.
- Meadowboon -> Noble Benefactor - The trick will be killing Noble Benefactor when you want to.
- Tamiyo's Journal -> Prosperity - Sucks to cut a pretty thematic piece, but it doesn't help your teammates!
- Angel's Grace -> Privileged Position - Angel's grace only saves yourself, not your allies. It does prevent opponents from "winning", but those cards are too few and far between to warrant a spot.
Resolute Archangel, probably not good enough to bother with, since you already run Reward the Faithful.
4 days ago
If I was trying to shave this down to 60, I'd probably pull the full playset of Sly Requisitioner. I may be wrong, but tapping down your creatures just for a 2/2 seems underwhelming for what you're putting into it. It works well with Syndicate Trafficker, but you're mostly saccing tokens, right?, which doesn't work with the Sly Lady.
Have you tried this build going a little lower to the ground... Maybe pulling Tamiyo's Journal and maybe a couple Consulate Dreadnought for Augmenting Automaton and/or Hope of Ghirapur and filling out the playset of Scrapheap Scrounger. Would give you a more aggressive stance in the early game, pumping damage into Augmenting Automaton or keeping them quiet with Hope of Ghirapur, only to bring it back with Scrap Trawler.
Without access to Siege Modification or even Aerial Modification, the Dreadnought seems like it's taking up slots... and at the point you can crew it, someone already has the game locked down. Just an idea.
It's weird to see a mono deck without mass amounts of removal =)
5 days ago
Use double square brackets around a card's name to link it. It helps to make sure everyone understands what's going on in your question: Tamiyo's Journal.
In Magic, a "tutor" effect will only tell you to reveal the card if you were supposed to get a card with a specific quality ("a creature card", "an artifact with converted mana cost 3", etc.). In those situations you reveal the card to prove that you followed the instructions correctly. If you're just supposed to go get "a card" without any specifics then it doesn't matter. The effect won't tell you to reveal it, so you don't.
5 days ago
Well this is what I'll be trying next. Reverse Engineer was cut down to two and Tamiyo's Journal was removed altogether, it was only there as a way to find Mechanized Production anyway, we'll see how this runs and tweak from there. It's always the hardest part about deck building I find is knowing what to cut and what to leave in, same with sideboarding - someone actually suggested first game winning through Production then sideboard out removing the Productions totally messing with their own sideboard actions which they likely won't change should you lose the second game thinking you still have them and just got unlucky allowing you to tune to suit their sideboard from the second game and win the third. Never thought about Magic so tactically before lol.
5 days ago
Could aim for the Tamiyo's Journal + Briarbridge Patrol combo to get ulamog out earlier. 1 of each would be fine since you've got card search so just splash green with a couple of lands. Could chuck in a couple of Erdwal Illuminator's to speed it up.
6 days ago
well as an expert on artifacts and burns I suggest to add into your artifact cannon the following cards (reasons are in parentheses) (this symbol (+) means for Pauper. this symbol (-) means for standard) : Vulshok Replica+ (by sacking it it will shoot the opponent for a bit of damage and with cards that shoot when it comes out that is 4 damage right there) Ornithopter+- (is a free creature that is a nice chump blocker.) Spidersilk Net+/Cathar's Shield+-/Kite Shield+ (same reason for Ornithopter) Goblin Fireslinger+ (after a turn of summoning sickness can start tapping to shoot small amounts while you get your cannon ready) Tamiyo's Journal- (getting a free artifact every turn will greatly help with the artifact drop burns. and those same artifacts can help you "reload" your hand.) Tunneling Geopede- (it works the same as Reckless Fireweaver but with lands instead of artifacts) Shock+- (self explanatory) Devils' Playground- (you will get a few chump blockers that will self-destruct when they die) hopefully I have given you a few ideas.
6 days ago
Now, I don't know how competitive you want to go with this, but there are definitely many improvements to be made. You probably don't want 4 copies of a legendary 5 cost card that doesn't immediately impact the board. Tamiyo's Journal is powerful, but 4 is way too many for such a slow card.
The deck is entirely standard legal, and the majority of the cards are from shadows over innistrad. Since you only have cards from 3 sets (bfz, soi and aer) that means the power level is going to be lower compared to decks playing the best cards from sets from m15 and all the sets since. What I'm trying to say is that you aren't taking advantage of the wide card pool there is available.
Your manabase needs improvement. 20 lands is simply not enough, and there is great fixing available to you in the frontier format. Some great lands you could play include Windswept Heath and Flooded Strand, Canopy Vista and Prairie Stream. The fetch + battleland manabase is the most consistent in frontier and enables easy 3 colour decks.