Sacrifice an artifact. If you do, search your library for an artifact card. If that card's converted mana cost is less than or equal to the sacrificed artifact's converted mana cost, put it onto the battlefield. If it's greater, you may pay , where X is the difference. If you do, put it onto the battlefield. If you don't, put it into its owner's graveyard. Then shuffle your library.
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Transmute Artifact Discussion
2 weeks ago
In your deck I think Serra Ascendant is a must play. Umezawa's Jitte is also great with proliferate and it quickly ends the game with any infect creature...I'm missing an Inkmoth Nexus though! Contagion Clasp is a cheap removal for mana dorks and untility creatures like Dark Confidant, Goblin Welder, Thalia, Guardian of Thraben...whatever is annoying at the moment.
My personal preference is definitely more artifacts in order to make Tezzeret, Agent of Bolas a reliable draw engine (and he can also make inkmoth nexus a 5/5 flying infect). He is simply too good to be not played if you already have the colours in the deck.
Instead of Merciless Eviction I would use Cataclysm in your deck. Once that resolves and if Atraxa is on the board it's very hard to fight against a clock with increasing infect counters. In general I would say your build is cool but could need a bit more focus. There's quite a lot of "ok" stuff in the deck that doesn't do much for the overall strategy. You basically need cheap infect creatures to poison every opponent early, then a solid proliferate engine and stuff to protect it and as plan B you have some goodstuff creatures that either help in pumping up the small infect creatures to go for a kill in the late game or even win the game by normal damage. You just need to judge every card and throw everything out that does not do enough for your plan.
I play Atraxa as STAX for several reasons...
The number of good tutors is extremely high in these 4 colours (this is my choice, although there are more):
black: Imperial Seal, Vampiric Tutor, Demonic Tutor
white: Enlightened Tutor, Academy Rector
blue: Fabricate, Transmute Artifact, Muddle the Mixture
green: Crop Rotation
Atraxa's triggered ability can win the game when everything else is locked down. With proliferate you can keep up a Tangle Wire as long as you want, Smokestack gets big really fast and all the while you can collect counters on a planeswalker with an ulimate that ends the game. The result is an almost creatureless build with lots of global creature hate like Humility, Cursed Totem, Torpor Orb, Porphyry Nodes...
I'm not a fan of too many planeswalkers because not all planeswalkers are good enough. You absolutely don't want to have an opening hand with cards with cmc 4+ and most walkers cost that much...by playing too many you have a high chance of getting hands filled with 2 or more cards that can only be played with extraordinary acceleration and if someone counters your first mana rock you are completely fucked and out of the game for several turns.
If you want you can have a look at my Atraxa list here:
Commander / EDH
SCORE: 11 | 25 COMMENTS | 2534 VIEWS | IN 3 FOLDERS
4 weeks ago
Ok, I still have a few comments/questions about what you guyz have said:
I know Imperial Recruiter is a good creature tutor, but the only relevant combo piece it could get is a Phantasmal Image, since the other ones have a greater power... It would have been a no brainer if I had more creatures in the list, but for now it will not make the cut. Maybe it will get tested later on, but not now.
This deck is not a 1vs1 deck, it is a multiplayer one, designed to play in 4 players pod, so I don't see Lightning Storm and Master the Way as viable cards in here. Kozilek, Butcher of Truth has been suggested couple times now, so I will look towards the inclusion. At first, I did not thaught about him because I wanted to have a low average CMC (at 2.16 for now) with a lot of cheap interaction spells. The more it has been suggested, the more I started thinking, and the more I wanted to include it in. The thing is, I need to have ways to play with it without my commander, because I will not cast Kozilek a lot, it would be there to recycle back my entire graveyard, and like it has been mentionned before, it would let me get infinite tokens once I have infinite mana through infinite cycling with the commander, winning with damage. I simply don't know what to remove for it yet.
Kozilek, Butcher of Truth will definitely come in as soon as I know what to remove. Cutting the Ashnod + Clamp combo seems the way to free 2 slots, since those are dead cards outside of combo... For now I will remove those two to include Kozilek, Butcher of Truth and Transmute Artifact. But I would simply like to know how Blood Moon affects my High Tide plan? I run quite a lot of basics, so it would not affect me a lot... And I think it would be pretty good against 3+ colors decks?
4 weeks ago
I'm in agreement with the Eldrazi Titan plan a lot too.
The insects that Locust God is making have haste. Once you get infinite mana a million hasty 1/1's is more than enough of a wincon by itself.
What exactly does Ashnod's Altar do here? If it's only to combo with Skullclamp I'd take it out, that's a 2 artifact combo in a deck with limited tutors, and the combo only works after you play Locust God at six mana. Infinite mana should be the goal of combos here, since that's an automatic win.
1 month ago
I see the biggest problem in the mana costs of the locust god. That's 6 mana and it won't stay in play long. Of course, you can play it again for 6 mana but you will have to play this thing and go into any sort of combo in the same turn, which requires even more mana.
You should think about how you can even survive so long and that's the deck then. If this card works at all it's probably in a shell with 20 or more counterspells ranging from 0 to a Maximum of 2 or 3 mana and a shitoad of mana artifacts (maybe with Paradoxical Outcome). I would not rely on the creatures alone though because there are numerous methods to disable these tokens or prevent them from attacking or dealing damage. Something like Impact Tremors or Purphoros, God of the Forge would help.
Phyrexian Altar and Ashnod's Altar would make a three card combo with Skullclamp and the locust god. Tezzeret the Seeker , Trinket Mage, Fabricate, Trophy Mage, Intuition, Long-Term Plans, Transmute Artifact and Academy Ruins are must plays then. You'll need every GOOD tutor and there aren't too many in these colours. Of course my suggestions are not a complete list but you have to keep mana efficiency in mind.
1 month ago
Ah, I see you've switched to a full Paradox Engine build as well! Very nice.
I've been testing the Engine build since its release and have these findings:
More counters are helpful with Arcum now, more than ever, because one tap from him wins the game now by pulling Paradox Engine. Any spell means you untap, grab Citanul Flute, and then start spamming 0 drops to tutor out more artifacts. You can generate infinite mana by collecting Rings of Brighthearth + Basalt Monolith + Staff of Domination and just draw your library, cast Walking Ballista and win that way (or you can gain arbitrarily large amounts of mana by using Junk Diver + Myr Retriever loops with a Basalt Monolith/Grim Monolith/Mana Vault out using Paradox Engine). Because you run both Rings, Monolith, and Staff, there is no good reason for your opponents to exile Paradox Engine as you'll just assemble another winning combo (as if they let you pull Paradox Engine with Arcum so they can exile it, there's no way to stop you from untapping at least once. As active player, you get priority to cast a spell once an ability resolves on your turn, meaning that if you tap Arcum, you 100% get to untap at least once so you can grab Rings/Monolith/Staff and play the deck like you did last year). The lynchpin to hit is Arcum, which means if they stop him from tapping even once in a game, you'll have a hard time. I upped my counter package to 9, which gives me a comfortable amount to protect Arcum with as I go for the win.
The best counters I think you're not running are: Swan Song, Turn Aside (you're not running counters to police the board, you run them to stop people from preventing your win. Generally speaking, 90% of the time you'd cast a counter would be to protect Arcum anyway. Or counter a Doomsday, I guess, but mostly the former lol). Pact of Negation is now perfect for Arcum because you don't have to protect him for 2-3 turns, you only need to protect him for 1. Even Negate and Arcane Denial are worth a look, though you might also like Stoic Rebuttal.
Isochron Scepter and Dramatic Reversal are no longer needed now that you have the combination of both in a single card, honestly. Also, because you run Citanul Flute and 0 drops, you no longer need Myr Turbine as well. Glint Nest Crane isn't a good option for a creature slot, I'd recommend removing it (if you want draw and are in a competitive meta, Mystic Remora and Rhystic Study will draw you more cards and won't bottom your counters or Power Artifact).
My deck is still listed here if you want to compare card choices, etc.: Arcum's Asylum
You'll notice that I dropped Darksteel Forge + Lattice + Disk as well as Possessed Portal. I actually haven't missed them since the printing of Paradox Engine, lol.
1 month ago
fatdroid13: The card is suprisingly decent in this deck. We can often produce plenty of mana quickly so paying three for a rock that can tap for any color that can be used that turn cycle is usually worth it. I often play it for 0 early to Transmute Artifact it into something like Mana Crypt or as a way to activate Mox Opal turn 1. I don't usually care about the storm count as we almost always just go infinite. Where the card shines is that it serves as a free Dramatic Reversal after I play engine or as a massive color fixer for 6-9 mana after we have untapped a few times post engine and are drowning in spare colorless mana.
mmcgeach: Hey man good to hear from you! Your experience with Sylvan Library is pretty dead on with mine. I ultimately would rather just run something like lim duls vault that will easily win me the game the turn after I cast it than a draw engine that costs life I would rather spend on better cards.
I am a big fan of Waste Not, but it is too narrow for this particular list and feels bad if I dont have windfall or wheel of fortune handy. It does enable some really early victories, but not as consistently as other enablers available to us. With that being said I could see replacing a big money card like timetwister or inperial seal with waste not if budget is a barrier. It is incredible in my budget list that runs both whispering madness and jace's archivist, and in wheel heavy metas it becomes too good to pass up. Either way if you love it, by all means play it. It does offer some extremely fun and complex lines to victory.
Frank_Glascock: Not really. I know alot of people hate gemstome caverns, but I love its explosiveness. The only reason to go with more basics is nonbasic hate and that is a meta decision. I aim to make meta free decks, but if you feel the need for it, however, please dont hesitate to sub a swamp in as Gemstone Caverns is the right swap.
1 month ago
Massive post concerning Grand Arbiter Augustin IV below. Tagging deadmanwaltzing and BigLupu as you guys are the only Arbiter players I'm both aware of and respect enough to listen. I'd love for this list to be longer. Feel free to add anyone knowledgeable to the discussion if you can.
Let's Talk GAAIV Show
Hey all, I've complained about this issue in the past, but I'm going to bring this up again since my last post on this topic was something like 5 months ago. I'm also prefacing this post by stating that I don't like to play online, I can't travel to events, my local shop is beyond casual, and my regular group has lots of revolving faces and levels of competitiveness. All that means I get to play maybe 1 day of competitive EDH every 3 months. Even with my somewhat lacking experience on the topic, I feel like I must put this forth for the good of the community.
I feel like Grand Arbiter Augustin IV has experienced MAJOR stagnation in the past year or so. For proof, try going to EDHRec's page on Grand Arbiter and using the Advanced Search function to filter out decks that don't run cards like Transmute Artifact and Stroke of Genius. Check out the Recent Decks tab. It links the past 10 decks that conform to the search parameters. Among that list, several decks 404 and some aren't worth looking at. At 9th position, you'll find Lupu's outdated Arbiter list from 2 years ago with a link to the more current one. So you end up with deadmanwaltzing, BigLupu, and myself. Not exactly amazing, is it?
Searching for competitive lists, players, or any general info on Arbiter around the web (including TO and r/cEDH) really only leaves you with people either linking to Lupu or decks where people jam nonsense like Decree of Silence or Mind Over Matter. It's infuriating. Half the time, it's Lupu linking to whatever the latest list is (lol).
It's not that I don't respect Lupu or think that the most recent deck is bad (had some major issues with past lists, newest one is pretty good), but I think that there is legitimately no real discussion going on in the world concerning Arbiter in cEDH.With that in mind, I'd like to revisit some of the combo options (and other cards) arbiter can run and maybe we can cement the current options as the best ones or usher in new contenders.
I'll be honest, I'm not a huge fan. Yes, having overall with the Rings of Brighthearth combo is nice and the combo ends the game, but Future Sight's card typing hurts it bad. The fact of the matter is that you only have Idyllic Tutor and Enlightened Tutor to fetch this thing out. Moreover, Future Sight itself isn't a particularly good standalone draw-engine. The highly saturated casting cost of , the casting cost of 5 mana, and needing to toss it out at sorcery speed make me really hesitant to say the card is worth it. Notably, Cloud Key isn't a card that the deck truly needs either and its inclusion is only justified when it ties into this combo.
Again, we run into the problem that one of the pieces is an enchantment. Unless you plan on outvaluing people with a Powered up Staff of Domination, Power Artifact is very much a stumble upon, combo-only card. The overlap is great and both can be pulled with Muddle the Mixture if that card is included in the 99, but I'm not convinced that this combo is absolutely needed. I'll talk more about this when it comes to new suggestions.
Again, enchantments. Run only because of how awesome of a hate card RIP is. Still, including both it and Grafdigger's Cage seems pretty good to me. Helm is shit without RIP. Not convinced Helm is worth running even when you're rocking RIP. If your meta allows it, you might even be able to run with just the Cage although I don't recommend it.
This combo produces some of the same groaning as the Power Artifact. It's got one piece that's hard to tutor and both pieces can be fetched with Muddle the Mixture. In addition, it has overlap with the Paradox Engine combo. One thing that might make this combo more appealing than the Power Artifact combos is that both pieces have fantastic utility outside of the combo. Reversal's pretty good just as a ritual when you want to pump up that early Sphinx's Revelation
Isochron Scepter+Paradox Engine+Ponder or similar castable spell. I run 4.
I love that this combo is all artifacts with the exception of the redundant cantrips. Scepter's also a card I don't mind throwing out there early to fish out hate if I feel like I need to clear the way. Besides, this thing on a counter or cantrip does so much work while sometimes being innocuous enough to scoot by just because of more hateful things on the table. As for Paradox Engine, it tends to generate situations where you can dump your hand and refuel easily. I actually like running Blue Sun's Zenith with paradox builds. It's not the absolute nuttiest piece on its own, but I feel like it's at least as good as Future Sight although the two do very different things.
Some absolutely bonkers cards have come out recently and I think they should be given some thought. Dramatic Reversal and Paradox Engine are two that I've discussed before, but I'd also like to highlight Whir of Invention, Manifold Insights, and Aetherflux Reservoir.
Whir of Invention is great. I've been playing with it for ages now and it does fantastic work. The ability to instant speed fetch artifacts is outstanding, not just for combo purposes, but because of the potential hosers you can get. This card lets iffy hate pieces like torpor orb shine at their best while those iffy hate pieces also make casting this card much easier. It's so good I'm legitimately on the fence about Pithing Needle. Finally, I'd like to say that gaining access to a new instant speed tutor for artifacts makes me want to push arbiter more toward artifact-based combos and hate.
Manifold Insights is a fairly divisive card in the community. Some love it while some hate it. I think that it's worth testing. If it proves to be decent, I think it's the final nail in the coffin for Future Sight.
Aetherflux Reservoir has proven itself to be an absolute powerhouse in competitive circles already. I'm not sure on how to best use it or if it even has a place in GAAIV, but I'd sure like to see lists running this thing.
Here's a decklist that utilizes the new combos. I'm not certain about many things in the list, but I think it's worth having a conversation about.
1 month ago
Loving the list, I started with BigLupu's list initially, but I'm definitely liking the flavor of some of the cards you're running.