My first attempt at a more political EDH deck as opposed to just trying to kill things with a CMDR like
Kaalia of the Vast
(Kaalia, Releaser of the Supernatural). You have kill spells to target threats or for bargaining. Counterspells for the same thing. Or when just simply need something on the board. Use
Silas Renn, Seeker Adept
to cycle through you artifacts, fishing for what you need in that situation.
UNDER NO CIRCUMSTANCES SHOULD YOU BUFF
Silas Renn, Seeker Adept
.
This is a political deck and you need to deal combat damage to a player in order to trigger
Silas Renn, Seeker Adept
. 2 damage is a fair price for something in exchange(killing something they want dead, Letting something through etc...). If you buff him, they won't willing take the damage, you won't get your proc off, you'll make an enemy etc...
Creature Threats
Your other CMDR,
Akiri, Line-Slinger
, and
Metalwork Colossus
are your consistent creature threats, but cards like
Etched Champion
,
Arcbound Ravager
,
Bosh, Iron Golem
,
Darksteel Juggernaut
,
Ravenous Intruder
,
Daring Archaeologist
are other cards that can create serious problems for your opponents.
Planeswalkers
Dack Fayden
- Simply put, he gives me card draw and combo disruption. If I was going to make changes to this deck, he'd be the first to go.
Daretti, Ingenious Iconoclast
- Creates an artifact for saccing, afinity etc. Also has extremely cheap creature removal that i can cycle endlessly. He also helps me retrieve artifacts from my graveyard(in a sense) that doesn't require player damage.
Daretti, Scrap Savant
- Helps cycle through my graveyard to find the artifacts I need and gives me card advantage in the meantime, allowing me to put certain cards in the graveyard in exchange for 2 fresh ones.
Karn, Scion of Urza
- Once again a rather weak planeswalker, will probably be swapped out in the near future. At the very least creates a token version of
Darksteel Juggernaut
Nahiri, the Harbinger
- I'm rather conflicted about
Nahiri, the Harbinger
. She brings removal, card draw/card advantage, and she can tutor artifacts or creatures. She just seems weak, however. I only get 1 card, the removal has added requirements. At least her ulti seems to fit pretty well.
Saheeli Rai
- She has card draw, poke, copying- which can make saccing quite easy-, and a massive tutor.
Tezzeret, Agent of Bolas
- He has card advantage, a massive buff and possibly game changing ulti.
Tezzeret, Artifice Master
- Creates a nifty sac outlet that can be changed into a real threat due to flying. Card draw with no negative effects. And a every turn tutor that can help you fetch what you need.
Tezzeret the Seeker
- Untaps your artifacts allowing for more shenanigans. He also has a tutor and an all in style game ending ulti.
Value Cards
Most of these cards can take advantage of the cards that cards like
Silas Renn, Seeker Adept
or
Daretti, Scrap Savant
are cycling through my graveyard. ETB triggers, sac outlets, number of artifacts you control etc. Other ways to cycle through are
Daring Archaeologist
,
Myr Retriever
,
Pia's Revolution
and
Teshar, Ancestor's Apostle
.
Raff Capashen, Ship's Mage
- He allows us to flash in powerful creatures like:
Bosh, Iron Golem
or
Darksteel Juggernaut
. He can also bring in any of my Commanders(
Silas Renn, Seeker Adept
and
Akiri, Line-Slinger
) or any 1 of my powerful spells, such as:
Mizzium Transreliquat
,
Clock of Omens
, or
Storm the Vault
.
Aether Spellbomb
- Mostly used for cycling through my graveyard, but can also be used for sac outlets and stalling.
Clock of Omens
- Empowers cards like
Chromatic Lantern
,
Nuisance Engine
, and
Thought Vessel
Breya, Etherium Shaper
- Breya can give us a massive amount of power. She makes thopters, is a sac outlet, has straight damage, removal and sustain.
Coercive Portal
- Most of the time it will just be card draw, but it can reset a game. You can quickly sac it with a multitude of cards if you would be most affected by a board wipe.
Implement of Examination
- 1U Draw 2 cards. Bring it back, do it again. Handy.
Nuisance Engine
- Create a seeming infinte number of sac outlets. It also empowers cards like
Darksteel Juggernaut
and
Mechanized Production
. Pairs well with
Clock of Omens
because it creates the things that can untap it. Pretty sure I can find a infinite combo with these 2.
Time Sieve
- Get rid of a bunch of sac outlets, make yourself look like less of a threat and take a second turn. Pretty useful in the right situation. It helps that you can bring it back.
Mechanized Production
- Alt wincon
Pia's Revolution
- Helps cycle through your artifacts, especially if you have mulitple deals going. Might make you look like more of a threat though.
Tempered Steel
- make all the little guys a real problem.
Arcbound Ravager
- Provides a sac outlet and get big. Then makes something else big when he dies. Then he can come back and do it all again.
Bosh, Iron Golem
- Big bruiser thats a sac outlet. Plus the sacs can really add up over the turns.
Grand Architect
- Make's mana dorks, that are still artifacts.
Kuldotha Forgemaster
- Tutors up whatever you need with things that you can bring back.
Shrapnel Blast
- Smites a target from afar and begin the cycling anew.
Myr Retriever
- Cycles other cards into your graveyard and can be cycled itself. Using
Daretti, Ingenious Iconoclast
's ulti, can can infinite combo, bringing everything back.
Ravenous Intruder
- Creates a sac outlet and can easily get massive if you have a
Nuisance Engine
or
Myr Retriever
.
Sram's Expertise
- Creates sacables, blockers and possibly threats. Also cycles through again.
Teshar, Ancestor's Apostle
Cast an artifact to get an artifact.
Sydri, Galvanic Genius
- Gives artifacts creature abilities and makes artifacts possibly lethal.
Morbid Curiosity
- Makes a sac outlet in exchange for card draw.
Sai, Master Thopterist
- When you play an artifact, make more artifacts. Also gives me a sac outlet in exchange for card draw.
Politics
These cards are your bargaining tools. You might kill something that someone wants dead that they don't use a kill spell on. You might also let something through(or vise versa) that they do or don't want on the field.
These are mostly your Counterspell and Killspells.
Filler Cards
Whether these cards are there to do something generic or are simply there (about 5-7 of my lands), these a cards could be doing something more and could probably go in order to pack in more variance.
One with the Machine
- It draw cards. I already have a lot of that.
Chief of the Foundry
- Its a lord. Nothing else, just a lord
Etched Champion
- I don't have enough buff(most of the time) to make him into a wincon, and that is really all he is useful for.
Dack Fayden
- He is too dependant on other players to really do anything
Karn, Scion of Urza
- All he does is make a wincon that isn't really a wincon