|Commander / EDH||Legal|
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|New Phyrexia (NPH)||Rare|
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Untap all artifacts you control during each other player's untap step.
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Unwinding Clock Discussion
3 days ago
Okay I see what you mean with Sphinx Sovereign so I moved him to the side, taking out celestial dawn. In its place on the mainboard I added Coalition Relic, as it synergises well with Unwinding Clock as well as being a good 2 mana clock.
1 week ago
2 weeks ago
Whim of Volrath, Alter Reality, Glamerdye or Swirl the Mists or the like for some of those enchantments - love the green / red hate being put to good use. Wrath of Marit Lage might also work well with them, and Llawan, Cephalid Empress as well.
Since you are running Telepathy, Planeswalker's Mischief might be up your alley. It's slow, and it's random, but it can massively f*ck up an opponent's plan, and it draws hate away from other permanents you might wish to keep.
Vodalian Mystic and Painter's Servant (not sure painter's servant is still banned, need to check that out after this post) will help with the activation costs of your general, as will Training Grounds
Scrying Sheets. If you are running all snow islands, run this to smooth out your draws. that, and Extraplanar Lens will allow you to net extra without giving any to your opponents. I see you're already running it, so props there.
2 weeks ago
You're gonna want an Unwinding Clock, my man. Studies show it effectively boosts the testosterone of 99% of artifact-heavy decks.
3 weeks ago
thegigibeast: Thank you for featuring my decklist. And I already run Blinkmoth Well for exactly that reason. It can also do stuff like tapping down my opponents artifact mana on their upkeep which is made even better with Candelabra of Tawnos and Unwinding Clock to mess with more than one player.
3 weeks ago
I am very glad that my list was helpful to you.
I ran Endbringer for while but without a haste enabler it is fairly slow and only really shines when you have an Unwinding Clock. It is definitely a good budget option, but for a competitive meta, it is just not high enough of an impact card from my experience. It is great at sniping some mana dorks or combo pieces like Hermit Druid which is always a great feeling, but against most of the Tier1-1.5 decks, it is just too slow and too fragile for me to justify it. Also, I run The Tabernacle at Pendrell Vale and fetch it out fairly often due to the ridiculous impact that card has against creature based decks so I try to run creatures that are still + mana after paying for Tabernacle (i.e. Palladium Myr) or win the game (like and Eldrazi God) which fully justify the mana to keep them around.
And on the topic of the Spine of Ish Sah + Paradox Engine combo, I just realized that I forgot to list that in the combos section of the primer. That is definitely one of the strongest combos in the deck. I never really thought of using the Kuldotha Forgemaster line to get Staff of Domination though. I always just grabbed Krark-Clan Ironworks to complete the combo and just destroy all permanents I don't control. I guess the result is the same.
1 month ago
If you need ways to win once you go infinite, I recommend Shivan Gorge. It doesn't cost you a nonland slot, and there is at least one way to deal infinite damage using cards in your list and Gorge. You don't run Ruination, so you aren't really losing much by adding another nonbasic.
I wasn't saying that you cut Darksteel Forge, Nevinyrral's Disk, or Mycosynth Lattice. I was just pointing out that your explanations for why you included Disk and Lattice don't emphasize that the core combo is Forge + Disk, and that adding Lattice just lets you blow up lands.
Your argument about having enough tutoring is...sketchy. You have 4 tutors in deck, one of which is Kuldotha Forgemaster. It depends on the deck, but Forgemaster is often best categorized as part of an N-card combo rather than a tutor, where N is the number of other artifacts of any sort you need to control when you untap with Forgemaster in order to immediately go infinite (I think N = 6 is sufficient to find Forge + Disk for your list, and N = 7 finds an arbitrary number of artifacts if you add Nim Deathmantle). The card-drawing component of your argument is more difficult to compute, though you definitely have enough card draw to make my traditional numbers* inapplicable to your deck, but the threshold for seeing enough cards to consistently assemble a 3-card combo is really high.
I'd also contest your claim that Lattice is an essential component of any Daretti deck. My experience with Daretti has been that you're rarely short on artifacts to sacrifice, and color fixing is rarely an issue in a mono-color deck, so Mycosynth Lattice's main purpose is for combos. The main cards that combo with lattice include:
- Forge: Avacyn, Angel of Hope is good, even when it's a 2-card combo.
- Forge + Disk: this combo is already backbreaking even without Lattice.
- Karn, Silver Golem: this combo is gross. It's less mana-efficient than something like Decree of Annihilation or Boom/Bust, but being one-sided and repeatable counts for a lot.
- Clock of Omens / Unwinding Clock: Given that you have some big activated ability payoffs, these are definitely strong.
- Voltaic Key/Clock of Omens/Unwinding Clock + Goblin Welder: These cards just happen to work together extremely well.
- Vandalblast: this is gross, and you already want Vandalblast in your deck.
- Quicksmith Genius: This is a card that always fails to make the cut for me (I skip from 2 mana to 4 mana about 70%-80% of the time in my Daretti list, which places 3-drops in a weird spot in my curve), so I don't have a good sense for whether triggering the Genius whenever you play a land is very good.
- Inventors' Fair: If Lattice onboard makes a difference in whether you can take advantage of Inventors' Fair, something has gone horribly awry.
So by my count, you have about 6 cards that work well with Lattice, and 2 that work against it (All Is Dust does literally nothing with Lattice onboard). Given that you have incidental combos like Goblin Welder+untapper shenanigans, I think it's best to view Lattice as a card that combos with 6 cards in your deck, but does very little on its own. Whether that is above or below your threshold for usefulness is up to you.
*My traditional numbers: If Card A does nothing on its own but combos with other cards, you want at least 10 tutors and/or synergistic cards for Card A to be consistently useful.
1 month ago
wondering whether the Pili-Pala + Grand Architect combo is worth the slots or if i'd be better served fitting two other things in here. Grand Architect also has good synergy with other cards, but i'm looking for a slot for Unwinding Clock and Panharmonicon