|Commander / EDH||Legal|
Printings View all
|Commander 2016 (C16)||Common|
|Scars of Mirrodin (SOM)||Uncommon|
|Duel Decks: Elspeth vs. Tezzeret (DDF)||Common|
|Fifth Dawn (5DN)||Common|
Combos Browse all
Creature — Human Wizard
When Trinket Mage enters the battlefield, you may search your library for an artifact card with converted mana cost 1 or less, reveal that card, and put it into your hand. If you do, shuffle your library.
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|Want (2)||Dr.Jackel , Jose_Arrogantio|
Trinket Mage Discussion
8 hours ago
3 days ago
I have to agree with sjd0020. Startled Awake could, potentially, be better in a 1v1 situation where you just need to mill for thirteen. Otherwise, it just takes ridiculous amounts of mana to mill. Trinket Mage, on the other hand, provides you with the flexibility of ramping with Sol Ring (and ramp is hard in UB) or the ability to mill for 9 (toughness of itself and Shield Sphere) every turn at no extra charge. I think its flexibility gives it an edge over Startled Awake.
3 days ago
Amulet of Vigor as addition to the Budget Manabase to get your lands into play untapped
1 week ago
Write-up of the 1v1 is on my newest update that I just posted.
I believe what you're saying is correct. The lock is similar to how the Wanderwine Prophets loop works.
Panharmonicon is sort of slow but has incredible synergy with some of our tutor wizards. Trinket Mage and Trophy Mage each grab four artifacts for just one more mana than their casting cost. Augur of Bolas and AEther Adept let us tear through sixteen and eight cards, respectively. Though we may not get something every time with Augur, being able to sift through sixteen cards for 2U is pretty incredible. I think it's worth if you don't mind the deck being a bit less efficient.
I would suggest running By Force over Vandalblast if you're using Vandalblast. In a faster meta, it's more efficient to run the former in my opinion. If you wish to replace Panharmonicon, I would suggest Izzet Charm. I've always been a fan of modal spells.
1 week ago
How did the 1v1 game go last night? I would caution you to not over analyze the 1v1 performance of the deck. I crushed an above average Kess, Dissident Mage deck yesterday with a Markov deck in 1v1. I designed the Markov deck to be multiplayer where it is average or slightly below average. 1v1 it is above average to possibly good.
Can you make sure I have this right? Mistbind Clique + Phyrexian Altar/Ashnod's Altar require 4U on your intial cast when you get priority following opponent's upkeep. After this, the token can be sacrificed to either altar to provide the one mana needed to pay for Inalla's trigger. This is done at the end step to keep the token till next turn and on opponent's upkeep to tap their lands.
Does Panharmonicon belong in my list? We have three combo creatures of which maybe Bloodline Necromancer would be used outside of combo. Docent of Perfection Flip, Archaeomancer,Augur of Bolas, AEther Adept, Sea Gate Oracle, Trophy Mage, Venser, Shaper Savant, Snapcaster Mage and Trinket Mage use Panharmonicon. I removed Anathemancer.
Panharmonicon could be replaced by Reality Shift, Negate, Izzet Charm, By Force/Rakdos Signet (both on Laboratory Maniac's list), or Arcane Denial. I am playing Into the Roil to deal with Enchantments. I could possibly cut a land with the addition of Rakdos Signet as the deck would have eleven mana producing artifacts. This would keep Panharmonicon in the list.
1 week ago
Thinking about adding:
Archetype of Imagination
Arjun, the Shifting Flame
Augur of Skulls
Beguiler of Wills
Prince of Thralls
Disciple of Bolas
Docent of Perfection Flip
Endrek Sahr, Master Breeder
Fiend of the Shadows
Jace, Vryn's Prodigy
Jalira, Master Polymorphist
Jeleva, Nephalia's Scourge
Jhoira of the Ghitu
Jori En, Ruin Diver
Kaho, Minamo Historian
Lim-Dul the Necromancer
Maga, Traitor to Mortals
Magus of the Abyss
Magus of the Coffers
Magus of the Future
Magus of the Mind
Magus of the Will
Melek, Izzet Paragon
Mizzix of the Izmagnus
Nekusar, the Mindrazer
Oona, Queen of the Fae
Profaner of the Dead
Sage of Fables
Sower of Temptation
Taigam, Sidisi's Hand
Talrand, Sky Summoner
Tibor and Lumia
Vela the Night-Clad
Need help on ideas for sorcery, instants , enchantments and artifacts to add to this deck!!
Also not sure what way to go with this deck
1 week ago
multimedia, it's always a pleasure being remembered =)
Well, right now i returned to Standard - for those sweet pushes - with the deck i have in the most complete state, IMO: GB Constrictor. Though, with a twist - as i don't have any Walking Ballista, i play three Thought-Knot Seer. Servant of the Conduit into turn three discardrazi is quite powerful, as you might imagine. One push down from one push available for now _
Yeah, Commander is always a fun thing to waste time and money with) Inalla, Archmage Ritualist is my latest aspiration, so i didn't get anything all too cool in particular for her yet - looked at your deck, looked at Labmaniac's take on it, threw all the junk and not-really-junk applicable for her in and had a blast! It's amazing how much a line of double Trinket Mage for Sol Ring and Sensei's Divining Top or Sol Ring and Chrome Mox into: Chrome Mox --> Sol Ring --> Talisman of Dominance makes opponents to eyeroll =)
From the notable cards that stood up for me either in games or the reason for inclusion in my deck:
Sundial of the Infinite - it's an extremely powerful card in Inalla as we get to keep all those tokens and can open up some additional shenengians;
Deadeye Navigator - nothing much to say here. Very good, with Inala in particular.
Panharmonicon - didn't come up in games yet, but the dream of those four Venser, Shaper Savant's triggers lives. Also of note i've got two clones for in deck that can copy it: Phyrexian Metamorph and Clever Impersonator;
Beacon of Unrest - decided to use one for case of reanimating Altar or some other artifact if they got removed;
Warstorm Surge - pretty obvious. Provides some removal and possible finisher, though probably costs too much. Maybe will replace it with that two mana enchantment, but doesn't go to non-players;
Mistbind Clique - known combo. Also finish with previous card;
Herald’s Horn - kinda want to test this out and see whether it'll provide card advantage;
As of note: i don't have quite some staples like Wanderwine Prophets cause... well, cards do spike. And i don't ever buy spiked cards)
Also, as a core Tasigur player, it pains me greatly that there cards in my graveyard that are essentially gone forever, so i've been considering running Vedalken Orrery + Day's Undoing. Do you have any suggestions for this?
Well, Ixalan does seem quite interesting for standard and has some amazing cards for Commander, but overall i'm not too excited for. It does give us some generic tribal support... however expensive in CMC it is =)
And well, considering that after all talk of "no-more-1-mana-ramp-dorks" they gave one to dinos there is some hope for us in Dominaria!
1 week ago
Those seem like fine additions. We get ramp in colors that don't usually have it and remove many of the slower or solely value-based cards. Those counters seem fine. If you're trying to combo out faster, I would suggest Ghostly Flicker over Rite of Replication. I use Rite of Replication because, despite the combo nature of my meta, our decks are still more on the 75% side and tend to be slower.
Mistbind Clique was considered as it is a viable lock, but not added due to budget reasons.
Viscera Seer gives us another way to utilize our tokens in the form of fixing our draws. If the tokens are going to be sacrificed anyways, we might as well get something extra out of the deaths. Arcanis the Omnipotent is fine to remove. He is slow if you're trying to combo out quickly. In my case, I can safely get him out and expect to draw a turn later. The extra artifact ramp is a good idea for your brew.
I like Panharmonicon for my slower version. Trinket Mage and Trophy Mage become far better, as do many of the subpar wizards (such as Merchant of Secrets, which becomes 3U draw four cards). It is probably fine to cut if your only intent is to combo out. The version of the deck I've been playing is more of an adaptive combo deck as opposed to a true combo deck.
With regards to your comment on my profile, feel free to call me whatever you'd like. The part about getting four triggers instead of six is also valid, though in my experience four triggers is usually enough to kill an opponent who has been abusing shocks and fetches; someone who has been able to ramp to around 6-8 lands by pinging themselves should be at around 26-28 life and at that point Anathemancer is just "2BR: Kill your opponent".