Trophy Mage

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Aether Revolt (AER) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Trophy Mage

Creature — Human Wizard

When Trophy Mage enters the battlefield, you may search your library for an artifact card with converted mana cost 3, reveal it, put it into your hand, then shuffle your library.

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Trophy Mage Discussion

Rigol on Blade Moon

18 hours ago

Love the idea of using Trophy Mage as a blue Stoneforge Mystic. +1!

MisterDubis on Izzet Gift - Infinite Combat Steps

4 days ago

I tried this deck out and its fantastic. its true that Combat Celebrant can only exert once per turn but thats really all you should need if you can get multiple out.

I changed up your version to -1Gate to the Afterlife, -4 Fanatical Firebrand, -4 Bomat Courier, -1 Trophy Mage, +1 Combat Celebrant, +2 Lightning Runner, +3 Warkite Marauder, +2 Siren Stormtamer, and +2 Bloodrage Brawler.

The storm tamers help with cards like Vraska's Contempt and other removal while also fueling the graveyard. The extra Celebrant and extra Runners give more combat turns if necessary. Plus having all 4 runners on the field is infinite combat. The warkite helps with powering down their biggest blocker and with extra combat turns that powers down even more blockers.

Great deck!

YawgsAgenda510 on Lazav, Dimir Mastermind - Mill House Dimir

4 days ago

I want to play Memory Erosion alongside Thassa and Tutelage. What would you take out?

Was thinking Trepanation Blade or could go down 1 more land and still be OK.

Also thinking about Trophy Mage to potentially search up equipment like Trep Blade, Whispersilk Cloak, or a Sword. Also Treasure Mage to get the Keening Stone is something I want to try out.

chadsansing on Artificial Piracy

4 days ago

Cool theme - very flavorful!

Maybe test with Metallurgic Summonings, Revel in Riches, Brass's Bounty, and Daretti, Ingenious Iconoclast for an artifact win-con? Trinket Mage and Trophy Mage? Whir of Invention? Myr Battlesphere and Vedalken Shackles?

I suspect you need more artifacts for your Tezzerets, regardless. Maybe consider some swords (like Sword of Fire and Ice) and equipments like Umezawa's Jitte?

Have fun!

Droodkills on The Locust God AltarClamp Combo

1 week ago

+1 for the deck, I like how tuned it feels.

I've always been a fan of Dizzy Spell. It acts kinda like an uncounterable Trinket Mage without the body, and if you want to go super-deep into tutors, you could run Trophy Mage. Tezzeret the Seeker can also fill a lot of roles in this deck. Also, I don't know how counterspell-heavy your meta is, but it seems pretty cutthroat, and your commander seems vital to the strategy. If you can fit in Cavern of Souls despite the color concerns just for your commander, it might be worth it. Lastly, I have grown quite fond of Power Sink. In a situation where multiple players don't want to pull the trigger on casting a relevant spell, if someone does go for some kind of move, Power Sink can open the gates for you to cast your spells with slightly more than no worries, although maybe it will be less effective here with all the 'doesn't untap' artifacts.

Cool to see this commander get some love; it is my favorite design of the three grixis gods, and it is the only one I don't see any play from in standard lol.

Randomsome1 on You Don't Want To Draw Anymore

1 week ago

Definitely don't need 40 lands. If you want to still play safe, you can drop to 38. if you want to be a little risky, I think it can work with 35. A lot of good cards, but just because they are good doesn't mean they belong. Avatar of Woe, Trophy Mage doesn't fit to the whole theme. Myr Retriever, Heartless Summoning don't seem needed. Yes, you are milling yourself too, but none of your artifacts are necessary for they deck to function. Your curve is low too, so there isn't a big need for ramp more than the staple rocks. Then, you need to think about lifespan. Creatures die most, then artifacts, enchantments, lands. Next, How are you going to go about playing the deck. It doesn't seem like you will be attacking a lot, if at all. Raiders' Wake fits, but you already have a lot of cards that do the same thing and then some. you wont be triggering Raid a lot if it all.

Compare the CMC to the effect to figure out what else you'd want to take out.

Back to mana... oh boy. Opal Palace is really only good in Voltron with few exceptions. Path of Ancestry works best in tribal, it's pretty much Crumbling Necropolis in here. I think you can live without Exotic Orchard. I didn't see any theft cards in here that require you pay for the card. Mystifying Maze is a worse version on Maze of Ith especially if used on a card with an ETB. You have way to many lands that come in tapped. This deck can be fast, but tapped lands slow you down a lot more than you realize. They aren't worth it unless they have a crazy effect.

Academy Ruins does what Myr Retriever does. Drownyard Temple comes back from the grave. Mikokoro, Center of the Sea more card draw. Mirrorpool might be nice. Cabal Coffers and Urborg, Tomb of Yawgmoth is a staple combo. Thespian's Stage and Vesuva copy lands; something to keep in mind. Throne of the High City might work if you keep yourself protected. Reflecting Pool is too good not to have

Speaking of protection. I think you should really add Propaganda. you might like Primal Amulet  Flip. Find room for Wheel of Fortune, Magus of the Jar.

You'll need to find a balance of single card discard and mass discard. Too much mass discard will wiff, but too much single card discard will be too slow.

Bchong on Menstruating Mind Masters

1 week ago

It really depends on your deck building philosophy. What is undeniable is that a creature based strategy is a bad method in winning a game, because people can easily come back with cards with Vandalblast. In addition, creature based strategies aren't that strong when you are using artifacts.

A couple of ways to play Sen Triplets as a central part of your deck is to either use sen triplets as hand disruption, or using sen triplets to deck your opponent by playing their entire deck.

It was a lie when people told you that combo pieces will close out games. This is the only way to consistently win games.

The weakest parts of your deck is your creatures, all of your equipment except Skullclamp, all of your planeswalkers expect Tezzeret the Seeker , all of your enchantments except Rhystic Study.

Some of the cards your deck is missing is, all of the possible signets, all of the possible talismans. These are mana rocks which are very strong and every deck needs them. This deck needs to have more ramp than everyone else and Sen Triplets needs to hit the battlefield as fast as possible like on turn 3. So you also need to be running all of the possible ritual effects, like Dark Ritual.

Then to make sen triplets a strong card you need:

Mana rocks: Basalt Monolith Mana Vault Lotus Petal Vedalken Engineer Crystal Vein MindStone

Wheel effects like: Windfall or Jace's Archivist or even Temple Bell

Good combo pieces: Paradox Engine

Things to look at players hands: Telepathy (this is the greatest hate magnet card ever) Gitaxian Probe

Protection for Sen Triplets: Lightning Greaves

Hate cards: Notion Thief Teferi's Puzzle Box Blind Obedience

Bounce cards: Wash Out Baral's Expertise

Tutor cards: Trophy Mage Trinket Mage Fabricate Lim-Dul's Vault

Removal and Interaction:

Draw: Brainstorm Ponder Preordain Opt Thoughtcast

Mana reduction:Etherium Sculptor Semblance Anvil

Strong cards: Prophetic Prism Krark-Clan Ironworks Chromatic Sphere Chromatic Star

You don't have to do this, this was basically my plan for my sen triplet's deck. Basically just ramp super hard and then play sen triplets and then cast someone's entire hand. For deck is filled with very strong creatures but creatures in EDH are very weak.

djnewellmit on Re-growing Pummeler

1 week ago

Last night didn't end up being the blowout I had hoped for, but I did end up 2-2 on the night (and earned a Showdown booster). The first two rounds were against sub-tier decks and I had no problem taking them out 2-0 each.

Round 3 was a very painful and controlling UR build where I just couldn't get my creatures through the opponents counter-magic and removal; I also misplayed a Bristling Hydra into a Censor late in the game, even my opponent expressed his sympathy. I may have to consider sideboarding Prowling Serpopard to get through the control matchup. Even landing one Hydra would have been a game-changer.

Round 4 was against the omni-present mono-red. I managed to snatch the first game due to a slow start from the opponent that saw me land 3 Hydra's between turns 3-5. Games 2 and 3 went his way as he landed a turn 1 Daring Buccaneer into 2x Rigging Runner to quickly close out the games by turn 4 and 5. I just couldn't get enough creatures out to survive the Shocks and Magma Sprays.

Overall, the biggest issue I ran into was the aggro-style decks. This build doesn't have quite enough bodies to put on the ground to stop the aggro swarms. I will be looking to make some changes for Friday night; I am considering energy creatures Aether Swooper, Empyreal Voyager, Shielded Aether Thief and even Thriving Turtle as possible additions. Along with not having enough bodies, the maindeck Aethersphere Harvester and Rhonas the Indomitable had a couple instances where they were the only thing left on my board, rendering them useless. So a I think a few more bodies is key. I could also add more Trophy Mage to get the combo set up. I could also maindeck the Greenbelt Rampager as they ended up coming in for me on most of the games 2 and 3.

Possible reductions to make room for the extra bodies would be 1x Unsummon, 1x Aethersphere Harvester, and 1x Glassblower's Puzzleknot.

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