|Commander / EDH||Legal|
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|Aether Revolt (AER)||Uncommon|
|Promo Set (000)||Uncommon|
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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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|Want (2)||Dr.Jackel , Jose_Arrogantio|
Trophy Mage Discussion
Rigol on Blade Moon
18 hours ago
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.
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.
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?
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.
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
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.
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.
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:
Good combo pieces: Paradox Engine
Removal and Interaction:
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.
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.