|Commander / EDH||Legal|
Printings View all
|Duel Decks: Elves vs. Inventors (DDU)||None|
|Aether Revolt (AER)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
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
5 days ago
Aaerys No problem!
Yes definitely keep the artifact synergy, honestly if you don't like the combo approach and want to go for the more interaction routes with fun things to play (like playing with other people's deck ;3) than I would suggest more protection, counterspells, artifact synergy, card draw, as well as interaction.
Here is a list of some additional cards that I found useful and within the $20 or less range.
These cards will make opponents less likely to hit you, or will at least slow them down enough for you to interact with them.
A couple more useful counters, best one I like to use for Sen Triplets is cards like Remand, Muddle (because the 2 cmc transmute comes in clutch), and Arcane Denial as it gives more options to choose from their hand.
Shimmer Myr and Raff Capashen are honestly auto include in my opinion, giving the ability to flash in your commander and not waiting to wait one whole turn before her upkeep effect is amazing, it also allows us to hold up mana to interact with other players before deciding what we can do. The curve is also great since Shimmer Myr is 3 cmc and Raff is 4 cmc, we can hold mana for our counterspells and interactions and if the coast is clear flash in Sen. Trophy Mage is for the redundancy that you have more than a likely chance of tutoring your Shimmer Myr or Crystal Shard (Shard always makes sure that your opponent will be reluctant to tap out and thus preventing them to cast more creature spells). Voltaic Key is there just for more fun shenanigans, I always like having them in these type of artifact decks. Academy Ruins is a card I would highly recommend investing into, it saves your artifacts, it allows recursion, and if the case where Sen dies, you won't have to consistently pay the tax for it with this card on the field.
On another note Paradox Engine is a powerful card, it allows you to gain extreme amount of value, hence the reason you would want to include more mana rocks into the deck. I added Aetherflux into list in the case you want to close out a game, since you are running Isochron Scepter already, adding in Dramatic Reversal will be your win con and also allows you to net infinite mana and play your opponents hand if you so would choose. The playstyle is all there for you to choose ;3
Some choice cards I like to use, Notion Thief is there for them really sneaky plays when there is a mass Windfall or if someone taps out for a burst draw. Sphinx is a high power card engine. The time warp is there for just pure value.
Some notable cards are like Snap, which untaps your land and bounces the creature back to their hand, pure value if its your turn next as now you will be able to cast that creature as well! Capsize is also a deadly card, as you can bounce their land and then play the land you bounced on your turn with Sen on the field, buyback is also killer (I have people scooped many times when I used this trick 1v1). Tower of Magistrate is really interesting against other people playing with artifacts (This auto de-quips voltron commanders!). A lot of these spells can also be copied on to Isochron Scepter making them extremely useful for you to control your opponent and allowing them what spells they can play, bouncing the spells you want to play from their deck, and removing the cards you don't like.
One more card which is a great mana rock.
Hopefully this gives you a better idea of a Control Sen Triplets shell, I think you can tell that this was one of my favorite decks before I retired her ;P
1 week ago
Yea, i feel you, niv is quite hard to cast, esp. the parrun ed. is bonkers
i suggest not to put in more lands, but more on mana ramps/rocks that produce and/or , because you can only put 1 land per turn, but casting an artifact will give you more benefit in the next turn.
- Commander's Sphere
- Obelisk of Grixis
- Astral Cornucopia
- Star Compass
- Coldsteel Heart
- Izzet Cluestone
- Jeskai Banner or Sultai Banner
- Eye of Ramos and/or Heart of Ramos
or even multi mana lands,
or artifact tutors card:
or you can go full control deck, put in alot of board control spell (board wipes), board wipes is good for your deck because you dont have many creature in play. combine with a passive card draws engine (2-3 card per turn, meaning land drop would be easier to come by).
Then if you think you have all your pieces together start putting in some pressure on the board, if not stall the game XD (negotiating and stuff)
Board wipe artifact:
Hope it helps,
2 weeks ago
I like what you have here! If you included Blasting Station or Aetherflux Resovoir they could be alternate wins with Rooftop Storm Gravecrawler and Grimgrin,Corpse-Born Plus, they are easily tutorable with Trophy Mage or Fabricate Everything else I definitely like, good job!
3 weeks ago
I suggestg you go to at least 33-35 lands since you don't have any way to reliably get any mana artifacts into play or hand. You have a good amount of them but tutors like Whir of Invention or Trophy Mage can help you get going instead of relying on topdecking.
4 weeks ago
ForsakenxEDHx, true on the non-GY interaction. Was thinking Trophy Mage, as opposed to Trinket Mage, can get anything at 3CMC or less, which lets you get your Isochron Scepter, any of your mana rocks, or pretty much any of your toolbox artifact creatures.
1 month ago
- Sol Ring -> Azorius Keyrune: Taking out Sol Ring bc it's oppressive. Kind of a soft ban.
- Azorius Cluestone -> Ojutai Monument: Having a 4/4 dragon available is better than a single card draw when we have mana to burn.
- Mana Vault -> Basalt Monolith: moving towards 3 drop ramp to synergize with Trophy Mage.
- Auramancer -> Ironclad Slayer: Auramancer may technically have more targets, but the slayer hits our 3 hexproof/shroud equipment, which is more valuable than most of the non-aura enchantments. Plus Sun Titan gets many if not all of them back as well.
- Wingmate Roc -> Keeper of Keys: Roc conceptually has good value, but it relies on Raid. Keeper provides card draw as well as mass evasion for finishing.
- Ugin's Insight -> Recurring Insight: originally replaced with Trial of Knowledge and while that card is good, I wanted non-etb card draw effects in case of Torpor Orb or similar etb hate.
1 month ago
Basalt Monolith and Rings of Brighthearth would really help for an infinite mana combo, then if you're running those two, I would recommend two of each, you can put in a few Trophy Mages to pull them from your deck.