Maybeboard


As soon as they were released I knew that I wanted to pick up one of the four colour commander decks for some Superfriends fun, and as I couldn't bring myself to stoop to Atraxa (yawn) I decided to give Breya a try. After all, artifacts gave me a better theme to work with AND more related planeswalkers (plus the change to the Legend ruling meant multiple Tezzerets at once!). Most people consider Breya to be a top-tier combo-killer of a commander but in this deck she's really here to provide versatility and shield my vulnerable artificers with her Thopters while they wreak metallic havok. That's not to say that there aren't any infinite combos, of course: Ashnod's Altar + Breya, Etherium Shaper + Nim Deathmantle nets an extra Thopter on each recursion; as does the tried-and-tested Krark-Clan Ironworks + Sword of the Meek + Thopter Foundry . Then you can either swing for lethal with the swarm of Thopters or utilise them with Ironworks-generated mana to kill with Breya's bolt ability. I am removing the Sharding Sphinx + Time Sieve infinite turn pairing however as it's often a struggle to have five creatures who can trigger the Sphinx reliably thanks to incidental blockers/removal.

Despite the power level of individual cards, this deck really requires some thought to pilot well in multiplayer. Try to set up too fast and you become a target for everyone, play too conservatively and your limited removal won't stop nasty things like dragons flying in to crush your walkers. In addition activating multiple loyalty abilities per turn can be time consuming, so it's in the best interests of both you and your opponents to learn them - and plan how they can best interact with each other - ahead of time. There was the option of trying to go even more combo-centric by running Zirda, the Dawnwaker as a Companion but I would have had to remove cards I like too much.

Still, when it all comes together and your mechanical creations arise to conquer the table in a tide of perfectly sculpted etherium it's a pretty satisfying feeling. Now to pimp it out with all those delicious Masterpieces...

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With the release of Brother's War, I'm finding it harder and harder to make cuts to this deck. Even though I've built two more artifact-centred decks (Kotori mecha and mono-black Necrons) and exported some cards there I've now got almost no mana rocks and only ten instants or sorceries - greatly reducing how reliably the deck can cast spells or interact with the table. As I am unwilling to drop combo pieces or potential Masterpiece upgrades, the only viable cuts are now artificers who do not immediately impact the game. Both Padeem and Sai have a home in Kotori, while Memnarch is simply too expensive manawise. With regret I think I'll also have to remove Urza, Lord High Artificer but hear me out: obviously he's super powerful, and with the infinite mana this deck can make represents being able to play everything with his ability off the top. However, he usually gets - understandably - removed before he can do anything; the single token he makes is rarely impactful; and activating him once or twice isn't really worth it. Again he will probably be moved to Kotori, where his mana-producing ability is far more valuable and there are way bigger robots to play for free! Instead I'll be introducing Urza, Chief Artificer as he'll usually only cost three, looks less scary and will accrue more value with constructs over several turns. His Urza, Prince of Kroog iteration also seems like a strong buff for the thopter army.

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Date added 6 years
Last updated 3 months
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

24 - 0 Mythic Rares

55 - 0 Rares

13 - 0 Uncommons

1 - 0 Commons

Cards 100
Avg. CMC 3.20
Tokens Construct 0/0 C, Construct 1/1 C Token w/ Defender, Copy Clone, Emblem Daretti, Scrap Savant, Emblem Saheeli, Filigree Master, Emblem Tezzeret the Schemer, Etherium Cell, Servo 1/1 C, Thopter 1/1 U, Treasure, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
Folders Breya, Commander
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