Trinket Mage

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Trinket Mage

Creature — Human Wizard

When this enters the battlefield, you may search your library for an artifact card with converted mana cost/mana value 1 or less, reveal that card, put it into your hand, then shuffle your library.

Nixcron on the very world of mill-ton jones

3 months ago

Traumatize + Elite Arcanist Mill big, mill half their library. Try Hidden Strings on a Wake Thrasher to take advantage of all the tap/untap's going on. Ensure a hit by enchanting with Aqueous Form. Also Trinket Mage would be a good fit.

nuperokaso on Help me Man the Lux Cannons!

3 months ago

The big question is - what format is this deck trying to be and what is your budget? Obviously this will never be competitive, but if cards from any edition are allowed, you have hundreds of choices:

If you REALLY want to go all in on counters and play older cards:

- Hickory Woodlot, Saprazzan Skerry, Peat Bog, Sandstone Needle, Remote Farm are lands that produce two mana as long as you are able to proliferate each turn. Pentad Prism is an artifact that effectively produces mana when you proliferate.

nuperokaso on Help me Man the Lux Cannons!

3 months ago
  • I wouldn't play Pyroclasm. That card is dead against many decks such as Ramp, Control, Combo, even late game Midrange. It requires splash to additional color, and even kills your own stuff such as Mages and Myr tokens. Try replacing it with Necropede as I did.
  • Precursor Golem seems like a bad choice. You yourself have no spell that could target it, so it's only disadvatage that opponent needs just one removal spell to destroy it.
  • In my deck, I should have probably played 1 Surge Node. It can be found by Trinket Mage. Unlike proliferate, it can place charge counters even on artifacts that lost the last one. In my version, if I ever went to 0 counters with Tumble Magnet, it got permanently useless. Also turn 1 Node into turn 2 Everflowing Chalice and activation is great.
  • Regarding win condition - don't play Eldrazi. Either play artifacts deck or Eldrazi deck. They have no overlap in synergies.
  • Do you really need to play multicolor? The less colors you play the more nonbasic lands with relevant abilities you can play. Look for lands such as This could be played even colorless.

nuperokaso on Help me Man the Lux Cannons!

3 months ago

Back when Scars of Mirrodin was in Standard, I had very similar deck: UG Proliferate . I will explain how my deck worked:

  • The central card of my deck was the Everflowing Chalice. Without it I simply don't have enough mana to play the cards and abilities. As such, I played 4 Trinket Mage, 4 Ancient Stirrings to find them (literally the reason why I played those two cards) and 3 Voltaic Key to untap them for more mana. For me, it was absolutely imperative to find the Chalice, so I believe you should be playing more Trinket Mage.
  • In my original build, I tried Semblance Anvil and Throne of Geth, but removed them as they cause card disadvantage. I had lot of mana, so I preferred expensive artifacts such as Contagion Engine that stay on board rather than cheap one-shot effects such as Ichor Wellspring.
  • Tezzeret's Gambit was phenomenal - it both provides another Proliferate I was missing, and it draws cards, so you won't run out of steam later in the game. The phyrexian mana worked great - at the start of the game, I am willing to pay life, because I need speed. At the end of the game, you have little life but extra mana is good. It's million times better than the Trigon of Thought you are playing.
  • I also played Prototype Portal, but it's actually a weak card. I started with 4, then went down until I played 1. It's slow - basically any game where you have mana and time to activate it three times to get to +1 card out of it was won anyway... However, there's a reason I play one - it enables you to go to stars should the game be locked. Imprinting Voltaic Key enables you to make a copy of Key, which will then untap the Portal. Withing five turns, you have thousands of mana and Keys, which enable repeated activation of all your artifacts.
  • Sphere of the Suns is not best, but a reasonable play. I may have made a mistake to play 0. You don't want to draw multiple, but 1-2 may be a good call. It speeds you up and we both know the deck is slow. Mox Opal would be better if it weren't expensive.
  • Voltaic Key is another really powerful card - it doubles your Everflowing Chalice mana, enables multiple activations of Contagion Clasp, Contagion Engine, Lux Cannon and Tumble Magnet. You can use the Key to untap Elixir of Immortality in response to it's activation to activate it multiple times and gain more life.
  • Tumble Magnet was the "removal" in my deck. Not very good, but made the opponent's equipment useless.
  • Golem Foundry was the win-condition of my deck, but it was simply horrible. I didn't want to play Emrakul, the Aeons Torn and the like, because it I get to 15 mana, I win anyway. If I don't get to that mana, Emrakul is a dead card.
  • Finally I played Necropede, with 2-3 probably a better choice than 1. They provide early blocking against aggro decks, capable of destroying two creatures for just 2 mana. Just proliferate. However, unlike other removal spells, this won't be dead if opponent has nothing on board. If you ever score a hit, you can proliferate your opponent to death.

I had a lot of fun with the deck. It was cheap (Contagion Engine cost 50 cents back then), unique, and you had permanently things to do - placing counters was 50% of the game time. It had problems if the opponent played Planeswalkers such as Elspeth Tirel, burn spells or +1/+1 counters (since they cancel the -1/-1 counters and then you can't proliferate to kill enemy creatures).

scotchtapedsleeves on Marchezzy says "Goonies Never Die!"

6 months ago

Welcome to the Cult of Marchesa!

I definitely agree that this deck doesn't have enough sac outlets. When other players start to realize the gameplan, they'll be removing every outlet they see. It's important to keep well stocked!

Add:

  • Greater Gargadon is absolutely fantastic, opponents can't interact with it until it hits the field and by then you'll have drawn another outlet... hopefully.

  • Viscera Seer is a must, you need all the 1 drop outlets you can get.

  • Yawgmoth, Thran Physician is incredible. Free sac outlet that draws you cards AND is removal? Don't mind if I do.

  • Trophy Mage is an easy tutor for both Ashnod's and Phyrexian altar. I run Altar of Dementia instead of Phyrexian altar, so I run Trinket Mage instead of trophy. This also helps me get out my 2 drop mana rocks in a pinch.

Subtract:

  • Falkenrath Aristocrat has never hit for me, 4 mana for a flying outlet is fine, but she's never done well for me.

  • Scorn-Blade Berserker is fine, but think of the timing their effect will be applied on. If you're sacrificing it for Marchesa, it'll be coming back on that end step. If you want to take advantage of backup, you'd have to sac the backed-up creature during that end step. Ideally we want to avoid doing this as you won't have that creature for the whole next turn.

You mentioned that your partner was constantly being left with no blockers for opponent's combat. That's a difficult line to tread, generally Marchesa isn't enormously aggro although it might seem that way. Your goal is to abuse ETB and LTB triggers for maximum value, swinging with creatures only if you have a sac outlet to reset them for the next person's turn.

Add:

  • Kardur, Doomscourge can help with this massively as opponents won't be able to attack you for the next cycle. If he stays around until your next turn you can "flicker" him to goad everyone again!

  • Reef Worm is a pet card of mine, it can generate a huge amount of bodies if you have a Thran Vigil or Uncivil Unrest out. Fantastic sacrifice fodder even if it doesn't have a counter on it

  • Triskelion. You're playing Mikaeus, might as well finish up the combo

  • Imposter Mech is quickly becoming my favourite card. Once you have Marchesa out you generally don't want to attack with her, so you can use her to crew this every turn! Last game I cast it I copied an Avacyn, Angel of Hope to give you an idea of the bonkers stuff you can pull off with it

Subtract:

  • Gray Merchant of Asphodel Generally you don't want to be gaining life in this deck as you want to stay the dethrone target as long as possible. I've died a few times to my own hubris by not including lifegain, but the small amounts you'd be gaining with Gary in a Grixis deck don't make him worth it for me. Special exception to Kokusho, the Evening Star as 15 lifegain is backbreaking for your opponents.

That just about wraps up my thoughts, Marchesa can be pretty complex to play so feel free to reach out if you or your partner have any questions! Like I said, I don't generally play too aggro with my deck. Generally once opponents figure out what's going on you'll be getting a lot of removal thrown your way, but Marchesa is a super sticky commander, she won't leave if you don't want her too. Don't forget to sac in response to removal!

Caeruleus on Murders and Acquisitions (Marchesa Superiority)

8 months ago

Hiya! I played a Black Rose deck for 6 and half years, and here are some of my observations:

(1) If you want to run some more unusual creatures, Thalakos Deceiver is exceptional, as is Goblin Grenadiers.

(2) you can spike the power and create significant annoyance with Dauthi Voidwalker. Remember the void counters track between instances, so you can really can just smack with it until you need it, and then it remembers all the cards its exiled over its whole life span.

(3) In your land base, take out some of the slower lands for Threshold Cycle Cabal Pit, Cephalid Coliseum and Barbarian Ring. The neat trick is you wait til you've filled up your bin with stuff (before her Ladyship brings them back), and activate them then. Otherwise they are painlands which enter untapped and add coloured mana.

(4) The last cute trick is Trinket Mage. Now, if the Ozolith and the Skull Clamp weren't good enough reasons... Consider Myr Scrapling and Hope of Ghirapur, both of which are exceptional utility creatures of the deck. If you want to be extra spicy, you can even add some artifact lands so you use the mage to mana fix

Azoth2099 on Animar

9 months ago

OberstHati

Animar, Soul of Elements is the reason I initially got into Temur, love that guy!

As a longtime brewer of this particular Commander, I'd highly recommend a few cards. Shrieking Drake, Ancestral Statue, Surrak Dragonclaw & Wandering Archaic  Flip are bangers. I'd also recommend running a huge amount of Dorks like Llanowar Elves & Bloom Tender, they offer insane value in conjunction with this particular Commander. If you're not running anti-Artifact Stax like Collector Ouphe, I'd run a few Mana Rocks as well like Sol Ring & Arcane Signet.

If you're really trying to push the power level, cards like Dockside Extortionist, Treasure Nabber, Spellseeker, Imperial Recruiter, Phantasmal Image, Phyrexian Metamorph, Grazilaxx, Illithid Scholar, Toski, Bearer of Secrets & Consecrated Sphinx will do just that.

Certain artifacts like Conqueror's Flail, Cloudstone Curio & The Ozolith are also worth thinking about.

Certain other pieces like Trinket Mage, Tribute Mage, Trophy Mage, Goblin Welder & Fauna Shaman can help you quickly Tutor up what you need in a synergistic way, but I'd also recommend Gamble & Worldly Tutor.

multimedia on Rise of the Constructs (Budget)

1 year ago

Hey, for those who are interested, I just made the first Phyrexia ONE upgrades which of course one of them is Encroaching Mycosynth, no explanation needed. Another one is Skrelv, Defector Mite, for more repeatable protection and ways to get more damage in with Urza or a Construct. Skrelv adds a new avenue to winning, poison. It will take a lot of time in game, but poison could now be wincon. The One Commander decks have been revealed and the full ONE set will be revealed this week, then I can get a better idea if any other budget cards are worth adding. I'm keeping my eye on the prices of at least three cards that have potential.

Other big changes have happen, but as a result the deck price has gone up, not much though. Skullclamp has been added because it's very good here with Sword of the Meek + Thopter Foundry, doing everything I want in gameplay: creating flying artifact creatures, repeatable draw, sac outlet for artifacts. The Mages have been added: Tribute Mage and Trinket Mage. They add more budget tutors for artifacts. When I control Encroaching Mycosynth they can be repeatable with Master Transmuter and Anrakyr the Traveller, etc. Tutored for by Sphinx Summoner which then gives me more access to assembling the Sword of the Meek + Thopter Foundry + Time Sieve wincon combo.

Some big cuts have happened, The Flesh is Weak and Vedalken Humiliator are gone. This combo was neat, but Weak not being an artifact is not where I want to be. Encroaching Mycosynth replaces Weak and without Weak I don't like Humiliator. I don't like that Humiliator can't trigger it's ability unless it attacks, consistently he does nothing the turn he ETB, that's not helpful if I'm only playing it for attacking. Encroaching Mycosynth does improves this combo, but I still cut it.

The Flesh is Weak + Vedalken Humiliator combo helped Constructs to attack therefore if cutting it I really should add something else to help combat. Vault of the Archangel is deceptively powerful with Constructs, just having it untapped with enough mana to activate it makes my Constructs essentially unblockable because opponents are not going to risk losing all their blockers to deathtouch + menace. To make it easier to get Vault I added Expedition Map. Another one drop artifact that can be repeatable a number of ways here. If Map isn't getting Vault then it can get an Artifact land Seat of the Synod which is quite good with Master Transmuter or get a sac outlet Phyrexia's Core for Wishclaw Talisman, etc.

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