|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|
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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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Trinket Mage Discussion
2 days ago
2 days ago
Maybe it's a daring idea but why not try to build a Tromokratis voltron deck? He is bulky and could easily deal 21 commander damage if you equip him with the right gear.
Play a lot of mana-rocks to get him out as early as possible like Lotus Bloom, Thran Dynamo, Caged Sun and Extraplanar Lens. Even Sapphire Medallion and High Tide help this strategy. Tromokratis wants to be blocked but that would be a set back for your gameplan so evasion is your friend. Archetype of Imagination could help your commander hit face for example.
If you go the voltron route I would definitely play these equipments:
- Swiftfoot Boots
- Lightning Greaves
- Eldrazi Conscription
- Argentum Armor
- Ronin Warclub
- Grafted Exoskeleton
Each Mirrodin sword would be an auto include but could maybe be to expensive to buy but I would at least try to fit in Sword of Feast and Famine.
Since you're in blue there are a lot of ways to search for artifacts.
And last of I would play some disruptive spells to ensure you're not overwhelmed by other tempo decks that tend to go wide like:
I love mono colored decks in EDH since they play the toughest game but excel at one main goal. It's hard to make them work against those fancy multi colored decks and it could become a big investment but from one mono-colored EDH player to another, it's worth it! +1
5 days ago
I use to run Jin-Gitaxias, Core Augur, but like you said, it attracts a lot of hate. If you play intet early enough / Turn 4, you can worldly tutor him and potentially ruin a whole table fairly quickly. However, if he doesn't live you're about to get a horrid beating haha. Really good with Tooth and Nail + Seedborn Muse since you can untap and have responses with the jin.
Mana Vault > I run this in pretty much any EDH deck i make. It's good at almost any stage of the game. Turn 1-2 vault gives you a turn 4 6 drop aka Intet, with a ramp spell, a potential 8 drop by turn 4. Also another target for Trinket Mage.
-Garruk's Horde +Avenger of Zendikar > For 7 mana 7/7, he actuially doesn't do a whole lot since you have to survive a whole turn with him out in order to be effective and avenger works great with Craterhoof Behemoth later on since you have Temur Ascendancy for a quick kill. Avengers just a well rounded 7 drop. You already play Lurking Predators as well.
Bane of Progress You don't run an excessive amount of artifacts or enchantments and he's really good against decks that rely on mainly artifact ramp or have annoying stuff out, which if you're playing at a big table, he does the job really well.
6 days ago
Cards that I don't like:
Darkwater Catacombs | In a turn 4/5 build, it's too slow. Basically useless in some situations and opposite of mana fixing
Fetid Pools | Enters tapped needs strong abilities, maybe turn 8 cycling would be good, but in a Turn 4/5 build, it's not a turn 1 through 4 land so shouldn't be in there
Great Furnace | I think you can fetch , a single on Turn 1 though 4 is terrible
Tolaria West | Great land, but what does it tutor for you that's a combo card, Mana Crypt is ok, but none of your combos are land based, I wouldn't run this. If you needed to fetch a specific land for a combo would be ok.
I would go down 1 net land to 36 as well.
Devastation Tide | Miracle is too random, want to control your spells not have them control you. And it's a sorcery, as an instant it would be ok.
Cryptic Command has a pretty High CMC with , it's instant so it's better than some of the other sorcery/creatures, but could be a problem. It's VERY good card though, I would keep it worth the hard casting cost.
Scroll Rack mana sponges, it's too random, and too slow for turn 4/5 deck
Tolaria West go down a land!
Tunnel Vision (when used to tutor) >> Mizzix's Mastery! (Downside is it misses Omniscience so need something it can hit to put a card from graveyard into hand, best would be a card like that with flashback) OR Tunnel Vision >> Yawgmoth's Will. If it discards a Past in Flames get a couple shots. I think Kess, Dissident Mage can cast the Overload cost from the graveyard for Mizzix's Mastery too if you do get it looking for the Yawgmoth's Will which then cast the Yawgmoth's Will.
Summary: Harder to tutor items (Enchantment) should be priorities, Necropotence or Omniscience. Kess, Dissident Mage let's you recast and pull another item in most cases to finish the combo Omniscience + Enter the Infinite, lots of tutors pull Show and Tell for you.
Capture of Jingzhou and Temporal Manipulation are good too, but not necessary, you're really just trying to combo win with Show and Tell + Omniscience + Enter the Infinite would focus on getting there.
Frantic Search is better if you have a way to recur-it, like a Nivix Guildmage, but it does give you more control on the discard. The problem arises when you only have 1 card in hand, becomes the same issue I'm sure you experience with the Scroll Rack.
Dreadbore could just be another tutor that pulls Hero's Downfall they do the same thing anyway (or a Yawgmoth's Will if you need to recast Hero's Downfall and have used Kess, Dissident Mage. And it's a sorcery (YUCK)
You need the Lightning Greaves and Swiftfoot Boots for Phage the Untouchable and Laboratory Maniac. You could lose the Swiftfoot Boots since you do have Artifact tutors, but I bet they are pulling mana sources not boots.
Temporal Extortion could be wasted spell, since i doubt your doing the extra damage, but in multi-player perhaps it may resolve due to politics.
Time Warp could come out too if needed, high CMC extra turns. Useful for mid-range play though.
Need to research a way to bring a card from graveyard to hand, if it has flashback, that would be AMAZING!
6 days ago
I don't think Trinket Mage needs to be run here. You have six targets and half of those are lands. Sol Ring is good but not when you have to pay 4 mana for it. Sensei's is nice but again, not when you're spending four mana on it. If trinket tutored for combo pieces that would be one thing but here it just feels like it's taking up a slot.
1 week ago
1 week ago
A sydri staple I always use is Caltrops. With both of Sydri's abilities on it, any attacking creature coming your way is destroyed. This is a very potent rattlesnake setup. I see a lot of good combo pieces in here, which is always a good win condition. I would also recommend Thirst for Knowledge instead of Pilfered Plans, mostly because of the instant speed draw and better card selection. Making someone mill for two in commander is pretty hit or miss, as most decks have recursion effects anyway. Archangel's Light could be replaced by Elixir of Immortality, as it is an artifact that can be fetched with Trinket Mage and has more synergy with the artifact theme. I would definitely look up the top scoring Sydri decks here and look at what they have to offer. This is definitely a good start, she's a real blast to play once you get your deck to where you want it.
1 week ago
Okay. So here's what I personally would change around:
Ingot Chewer or Reclamation Sage for Manglehorn - This one is tricky because it depends. Either way you're getting a artifact, but manglehorn also has artifacts enter tapped, where ingot chewer has the potential to get 2 artifacts for the same cmc with Riku and Rec Sage gives you enchantment targets which your deck is lacking.
Spellskite for Rattleclaw Mystic - You have enough ramp in your deck. What you are missing is easy ways to protect your 5cmc commander from spot removal. You want to save counterspells in this deck for other peoples win cons. Riku is meant to be able to pick a new win con if one is foiled, and its much harder without him.
Vandalblast for Decimate - This one is hard, but I think it benefits your deck better. You know your meta, but there is always someone who plays a gross artifact and you wish you could deal with it. Well just deal with everyones while you're at it. The reason I say no to decimate is because you have to have all the targets. So if you cast, you HAVE to target an enchantment, artifact, land, and creature otherwise it fizzles. So if someone never plays a enchantment besides you, and you need to get rid of a artifact, bye bye to your enchantment.
Capsize for Blasphemous Act - You have the kit for inf mana so you're also adding a wincon with this one. Blasphemous act can hurt you just as much as them. Boardwipes have no home in Riku. Leave those to the white and black players.
Sunbird's Invocation for Fabricate - This one is the same as trinket mage. You don't have artifacts worth fetching. Maybe Panharmonicon but still. Cast big spells and be able to copy the things you roll into with this beast. I've resolved this spell twice and proceeded to win twice. Coincidence? I know for a fact not.
Twincast for Manamorphose - The color fixing and draw is nice but not worth it. However, copying a juicy rite an extra time or having a situational counter or maybe someone casts something juicy that you want. This cards an all-star.
Your deck looks super fun, but exactly like you said "I tend to just ramp and hope I draw into a combo. It's a bit frustrating to durdle." The simple fix is take out some ramp and useless cards and replace them with interaction. You wont always ramp hard, but now when you do, you'll be drawing into more answers AND combos, not just waiting around to win when u draw a Palinchron.