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.
|Want (2)||brunao , Nukesforbreakfast|
Printings View all
|Duel Decks: Elves vs. Inventors (DDU)||None|
|Aether Revolt (AER)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Trophy Mage occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
Trophy Mage Discussion
5 days ago
Also, if you're worried about the deck not being sub-optimal, try to keep this in mind: All copy/steal decks are going to be absolute trash, but this is solely because decks like these rely on other people having good things to steal/copy in order to actually be good, so don't be afraid to put stronger stuff in, since the deck's general power level fluctuates with the power level of your opponents' decks. [gives a thumbs up]
1 week ago
You’ll probably want to up the land count to 35-36 since that is a much better number of lands to ensure you hit your land drops.
Aetherflow also can’t be in the deck since for Commander you can only have cards that have the same color as your commander and it has a Blue/White mana symbol.
Some good budget cards you can pick up are Reality Shift , Frantic Search , Rewind , Etherium Sculptor , Curse of the Swine , Trophy Mage , Tribute Mage , Sharding Sphinx , Mirrodin Besieged , Thopter Spy Network , Foundry Inspector , Myr Battlesphere , Chief of the Foundry , Stoic Rebuttal , and Manifold Key
3 weeks ago
My biggest tip for you would be to find your "Win Condition". You have a split right now between random artifacts and cards that care about artifacts/ artifact creatures with no clear singular way to win. You should hone in on what your favorite thing to do when you play this deck, or magic in general, is. Do you like making a bunch of thopters and swinging in for damage? Do you like casting a bunch of artifacts that do useful things? Secondly, you have a few artifacts that don't do anything to help you win Tower of Eons is an example. It takes 12 mana to gain 10 life, and in red and blue you can do a lot more for 12 mana! Tamiyo's Journal takes 5 mana and 3 turns to find a card for you, you have access to way better stuff! Trinket Mage Trophy Mage Gamble there are a ton of options that are more efficient ways to find something specific, and what specific thing should you be looking for? Your win condition! The card that is going to help you win, help set up your win, or keep your opponent from winning. Thirdly, playing blue, you have access to a lot of efficient card draw and counter spells! After taking out what you don't need in your deck, you should add more card draw and more "Answers". "Answers" are cards that help you deal, or "Answer" anything your opponent plays. Counter spells can handle most stuff, put you need to keep mana open on his turn and they don't do anything once he actually has something on the field. I suggest having 10 or more "answers" and this can include things like Blink of an Eye or River's Rebuke or Flood of Tears that bounce things or Rolling Earthquake or Vandalblast that can straight up destroy things. Try to balance things that can remove single target and things that handle the whole board, and some counter spells! When adding card draw, try to get bang for your buck. Opt is a 1 for 1, it doesn't fill your hand or really help you draw more cards than your opponent. Card draw is a big rabbit hole, but both blue and red have decent options, especially when combined. I suggest Jhoira, Weatherlight Captain as an easy include, and possibly a new commander, depending on what you choose for you win condition.
Welcome to magic and good luck! It sounds like you play 1 vs 1 games, so build your deck with that in mind! After they reopen, I suggest you and your bf head to your local game store because commander is way more fun with 4 players in my opinion!
1 month ago
I would recommend updating this list. I personally like Bloom Tender it can possibly tap for bant.
2 months ago
Edgardxcore Hey! Cool deck!
This is also a plan of mine to get going, once I have assembled my Abzan deck.
Reason being; with Morophon's ability to reduce the colored pips in casting cost of your Eldrazi creatures, you will most likely want him on board as often as possible, as such, color fixing and alternate casting costs are not as vital to your strategy. Mycosynth Lattice is much higher in terms of cmc, but will also you to use your colorless mana in any way that you see fit!
You already have Lightning Greaves, so perhaps look into adding Swiftfoot Boots and Whispersilk Cloak as well, to offer more sources of protection. Neurok Stealthsuit is another good option, and gives you an instant speed equip option, should you need to move it around.
Another option to consider cutting would be Trophy Mage. As it is, you have 4 artifacts that it can fetch up out of your 13. Countering a creature is easy and will prevent your tutor for one of those pieces. A good option to substitute in would be Perplex. It offers you a tutor for a 3 drop, but is harder to prevent, as it is an activated ability, rather than an etb and can also be used as a counter should you need it.
I run a mostly colorless deck, and find that Mystic Forge is a key piece in the deck. Some other good options for counters and removal are:
That last one is just a personal favorite of mine, as its a great source of card draw when you sack your tokens for mana :) I hope some of this helps.
Mana Echoes can also be a great source of colorless ramp if you are willing to shell out the caps for said card.
2 months ago
Heeeeeeeeeey Buddy, its Jens. Add: Ghostly Flicker, Mystic Sanctuary, Halimar Depths, Drift of Phantasms, Mnemonic Wall, Foil, Brineborn Cutthroat, Faerie Vandal, Stinging Lionfish, Omen of the Sea, Mantle of Tides, Transmogrifying Wand, Talrand, Sky Summoner, and Chaos Wand
2 months ago
buzzgsm92 so, originally I had a led breach pack with narset, the wheels and brain freeze, but ultimately, being a control deck, I didn't really want to wheel and refill 3 opponent's hands without narset or breach, so the cards would end up being pretty dead outside of that interaction, and I'm aiming at a mostly non-dead deck. I also didn't like including intuition for the number of slots I'd need to use with it, as mostly I'd like to grab a combo piece, noxious revival and reap, and without either of those pieces, intuition might not be great, but didn't test anything there, I might be completely wrong. About the sinks for inf mana, let me just say that we actually have 20 cards that can "win the game" after infinite mana. We have 2 spells (Expansion / Explosion and Thassa's Intervention) that, if found after infinite mana, will end the game by drawing our deck or finding the right pieces to assemble a draw your deck scenario. We also have plenty of ways to dig our wincons in Brainstorm, Dig Through Time, Frantic Search and Impulse. We can probably use either Noxious Revival and Reap to find a wincon in our graveyard or reuse draw spells. We also have plenty of tutors that can find our outlet spells or Twinning Staff, which can be a wincon after we grab infinite mana most of the time Chord of Calling, Muddle the Mixture, Mystical Tutor, Whir of Invention, Worldly Tutor, Eldritch Evolution, Fabricate, Neoform, Transmute Artifact, Merchant Scroll, Spellseeker and Trophy Mage.
3 months ago
Hey nice deck :) you could add Trophy Mage as a tutor for Phyrexian Altar and if you did swap out Open the Graves for Desecrated Tomb as a 3cmc artifact aswell to generate infinite bat tokens. You would lose the upkeep-trigger from Scarab dude, but with infinite mana/flying tokens winning shouldn't be an issue. Might add this myself to my Deck, got inspired from your Open the Graves inclusion.