|Commander / EDH||Legal|
Printings View all
|Commander Anthology Vol. II (CM2)||Common|
|Duel Decks: Merfolk vs. Goblins (DDT)||None|
|Commander Anthology (CM1)||None|
|Commander 2015 (C15)||Common|
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Thought Vessel Discussion
2 days ago
Aaerys No problem!
Yes definitely keep the artifact synergy, honestly if you don't like the combo approach and want to go for the more interaction routes with fun things to play (like playing with other people's deck ;3) than I would suggest more protection, counterspells, artifact synergy, card draw, as well as interaction.
Here is a list of some additional cards that I found useful and within the $20 or less range.
These cards will make opponents less likely to hit you, or will at least slow them down enough for you to interact with them.
A couple more useful counters, best one I like to use for Sen Triplets is cards like Remand, Muddle (because the 2 cmc transmute comes in clutch), and Arcane Denial as it gives more options to choose from their hand.
Shimmer Myr and Raff Capashen are honestly auto include in my opinion, giving the ability to flash in your commander and not waiting to wait one whole turn before her upkeep effect is amazing, it also allows us to hold up mana to interact with other players before deciding what we can do. The curve is also great since Shimmer Myr is 3 cmc and Raff is 4 cmc, we can hold mana for our counterspells and interactions and if the coast is clear flash in Sen. Trophy Mage is for the redundancy that you have more than a likely chance of tutoring your Shimmer Myr or Crystal Shard (Shard always makes sure that your opponent will be reluctant to tap out and thus preventing them to cast more creature spells). Voltaic Key is there just for more fun shenanigans, I always like having them in these type of artifact decks. Academy Ruins is a card I would highly recommend investing into, it saves your artifacts, it allows recursion, and if the case where Sen dies, you won't have to consistently pay the tax for it with this card on the field.
On another note Paradox Engine is a powerful card, it allows you to gain extreme amount of value, hence the reason you would want to include more mana rocks into the deck. I added Aetherflux into list in the case you want to close out a game, since you are running Isochron Scepter already, adding in Dramatic Reversal will be your win con and also allows you to net infinite mana and play your opponents hand if you so would choose. The playstyle is all there for you to choose ;3
Some choice cards I like to use, Notion Thief is there for them really sneaky plays when there is a mass Windfall or if someone taps out for a burst draw. Sphinx is a high power card engine. The time warp is there for just pure value.
Some notable cards are like Snap, which untaps your land and bounces the creature back to their hand, pure value if its your turn next as now you will be able to cast that creature as well! Capsize is also a deadly card, as you can bounce their land and then play the land you bounced on your turn with Sen on the field, buyback is also killer (I have people scooped many times when I used this trick 1v1). Tower of Magistrate is really interesting against other people playing with artifacts (This auto de-quips voltron commanders!). A lot of these spells can also be copied on to Isochron Scepter making them extremely useful for you to control your opponent and allowing them what spells they can play, bouncing the spells you want to play from their deck, and removing the cards you don't like.
One more card which is a great mana rock.
Hopefully this gives you a better idea of a Control Sen Triplets shell, I think you can tell that this was one of my favorite decks before I retired her ;P
1 week ago
The card draw from this boss gets serious what with you also returning cards to your hand so i use transmute to bring out my Thought Vessel from the Dimir Infiltrator. If you put in a Library of Leng you can combo with a Putrid Imp to keep your highest casting cost card on top of your deck.
Reckless Imp is pretty good here, dash means they don't get taken out with a board wipe
1 week ago
I'm a bit inexperienced, but as far as Mox Amber goes, it can be an invaluable source of mana since it costs nothing to play. However, since you've already got Sol Ring and Thought Vessel that don't require your commander to be in play, it might be a good idea to keep Guttersnipe since it can be a pretty solid source of damage. But, if I recall correctly copies of spells just go on the stack and aren't "cast" so you could probably do without gutter boi.
1 week ago
2 weeks ago
Creature pump/value: Cloudstone Curio and Panharmonicon are both broken with Arcades. Serra's Blessing --> Brave the Sands: strictly better! Spidersilk Armor is great against heavy flying decks (and will rarely be a removal target because it is so unassuming)
Ramp: Azorius Signet, Simic Signet and Selesnya Signet should all be run; they allow for a turn 3 Arcades. Thought Vessel (came in Meren) lets you keep your excessive draws and Mind Stone replaces itself if no longer needed. They also fit the bill of a 2 drop ramp. Sylvan Caryatid!
Target/mass removal: Dusk, Solar Tide, and Slaughter the Strong, will all be one sided wipes for you! Cyclonic Rift is worth the price tag; it will go in every blue deck. Consider mainboarding Path to Exile and Swords to Plowshares. Return to Dust is another strong card.
Land: Prairie Stream, Irrigated Farmland, Scattered Groves, Reliquary Tower, the temples (Temple of Mystery), bounce lands (Simic Growth Chamber), and pain lands (Adarkar Wastes) are all worth considering. Real solid base though!
The counterspell suite is great in one on one games but in multiplayer, it is rarely a good trade. I would cut down to two or three. For efficiency Swan Song is a powerhouse; your Disallow exemplifies the flat out "no"; Insidious Will is wildly versatile and can win you the game.
Alexi's Cloak, Alpha Authority, Canopy Cover, Diplomatic Immunity, and Shielding Plax could be swapped out for repeatable protection (the equipments above) or effects that not only protect your whole board but also abuse ETB abilities (I cast Damnation, you cast Ghostway. I cry because you have your whole board and drew 5 cards).
Some other cuts that could be made for new stuff would include any of the walls that are just big dumb beaters like Glacial Wall.
4 weeks ago
Sacred Mesa gives me enough reason to add back in Fertile Ground. I’m already running Wild Growth. I’ve run all the above mentioned enchant land cards you’ve listed in previous builds of this deck and was never satisfied, even when Estrid, the Masked was the commander. Exploration and Burgeoning offer more towards ramp with inclusion of draw and Land Tax.
I’m already running Satyr Enchanter, Eidolon of Blossoms, Argothian Enchantress, Enchantress's Presence, Mystic Remora, and Sylvan Library, not to mention my Commander is a guaranteed turn 2-3 drop. Also, I can always tutor my enchantress pieces in multiple ways. Inclusion of two additional enchantress cards with double mana costs is not as good as you think.
Aurification and Dissipation Field are actually worthless pillowfort choices as Commander damage or an all out assault can still kill you when up and opponents have possiblility to reobtain their creatures. Taxing effects are often more effective to discourage assaults as well as being cheaper to cast. Elephant Grass is listed on my maybe list, but is not prime choice due to cumulative upkeep and gives no card draw unlike Mystic Remora.
Overall my deck shuts down opponents very effectively so they can’t interact with me, but I can still touch them. Either opponents die to combat damage, Commander damage, or scoop due to lack of ability. I do like that Sacred Mesa that you mentioned.
4 weeks ago
Earthcraft has a couple more combos that can be easily included here. By using an enchantment like Wild Growth on a basic plains, you can then use Earthcraft to combo with Luminarch Ascension and Sacred Mesa.
For ramp, include enchantments such as Fertile Ground, New Horizons, Utopia Sprawl, Overgrowth, Awakening Zone, and Weirding Wood. These will trigger your tuvasa draws and also will combo with earthcraft, and should probably be included over your signets and Thought Vessel. I would shoot for ten reliable ramp cards and ten reliable draw cards, putting in as many enchantress effects as possible.
Hope this helps! +1
4 weeks ago
Vedalken Orrery, Thought Vessel, Solemn Simulacrum, Sea Gate Wreckage, Paradox Engine, Tamiyo's Journal, Elixir of Immortality, Witchbane Orb, Seer's Sundial, Myriad Landscape, Ash Barrens, Thaumatic Compass Flip, Sensei's Divining Top go well in almost every deck