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Thop Thop Thump [Breya, Etherium Shaper EDH]

Commander / EDH Artifact Combo Four Color Infinite Combo WUBR



This list is fairly recent and started out as an upgrade to the Invent Superiority Commander 2016 PreCon Deck. I tried to make it as fun as possible in a somewhat competitive environment. The deck is pretty much in line with others in my playgroup, in terms of power level, maybe just a bit better positioned since my meta hasn't yet shifted to deal with a strongly combo oriented deck like this one.

This deck started off as a budget list and it still is not one of the most expensive ones out there. However, essentially due to its mana base being probably the most awkward from all the Commander 2016 precon, I felt compelled to optimize it, running a few fetch and fetchable lands. This threw the deck value over the 200$ roof that I personally envision for a budget EDH deck, but the core of the deck is still achievable within a reasonably cheap price range. Further down in this description - after you see how the deck functions - you will find a section dedicated to reducing costs of the deck while mantaining a strong and very competitive list for probably most non-cutthroat playgroups.

This being said, let's go onto a bit of background and the general deck idea.

Breya, Etherium Shaper

Why did I chose to play Breya, Etherium Shaper?

Breya, Etherium Shaper is that kind of creature that sometimes resembles a planeswalker, granted you need to pay her activation cost, but unlike a planeswalker, if you are willing to pay you can activate her abilities multiple times a turn and that's where things tend to get broken.

When C16 first came out I passed on the opportunity to get my own Breya precon, but the more I looked at her, the more I felt like I should play her. And then AER came out and I opened 3 Planar Bridges out of 5 boosters. That was a strong sign to me that I should do something with those and, turns out, Breya is probably one of the best generals to fit that card in, so I bit the bullet and got my precon which I am now trying to improve on.

Full on Combo VS Control

Very well suited for a combo general, Breya, Etherium Shaper also seems like a very good choice to lead a strong control deck. If you think about it, when you run a combo deck, what you need the most is time to assemble your combo, and Breya buys you that time with her abilities as well.

One thing is certain with Breya: Artifacts matter. So cards like Nim Deathmantle and Krark-Clan Ironworks are easy decisions, while others like Panharmonicon or Torrential Gearhulk require a bit more building around and on that will depend their power level. I started out making somewhat of a Token deck with Panharmonicon and a lot of thopter generators, but given that my main win conditions are infinite combos, I'd rather equip myself with ways to supercharge and protect those wincons, and now the deck is much more control oriented and takes advantage from Torrential Gearhulk, Jace, Telepath Unbound  Flip and Magus of the Will rather than Myr Retriever, Sanctum Gargoyle and such.

This Mana Base has to be thread carefully. Watch out for very mana intensive cards if you're building the deck, especially if you don't run optimal fixing, and try to keep as few of those as possible to avoid mana screws and awkard opening hands. This is the reason why this is the first EDH deck I've built with real fetch lands in it - because I felt the mana base was slowing me down too much and I couldn't afford 4 colors (with almost equal importance within the overall strategy) with a bunch of tapped lands or too many basics, I really felt the need to be able to get all my colours soon and often, which did not happen consistently before this upgrade.

Planar Bridge EDH

Is Planar Bridge any good?

Expensive card mana-wise. Definitely there are cards that would get me whatever I needed for cheaper mana investment than Planar Bridge - much higher price tag though - but they would also require more dedicated slots in the deck and some build around to ensure I could play them over and over if I needed that. We are trying to win with some combo and Planar Bridge will get us all those combo pieces and put them on the battlefield! The edge that Planar Bridge gives us is the ability to tutor those multiple pieces in a pretty swift manner once you get it out. Yes, it costs 8 mana per activation and usually has one activation per turn, but when you just need 2 permanents with it to win the game on the spot, it seems to me like a fair price to pay.

Good guy Tezzeret

The Combos

If you've played Breya or against her, even the precon deck, you'll know that the deck doesn't need to go infinite to win a game. The decklist might seem perfectly fair, you might not even see anything too broken in it, but Breya is a surprisingly good general even outside of any combos, which makes her deck much more resillient than it would seem at a first glance.

But of course, if I'm playing Breya, I'm not just looking for that versatility, that's an added feature! The deck's main win conditions are, obviously some game ending combos. These are the ones I currently run (along with some visual cues to better show which parts can interchange):

Krark-Clan Ironworks Nim Deathmantle Combo

The drill here is to make mana in order to activate Breya and bring her back with paying the remaining for Nim Deathmantle or for Eldrazi Displacer. With the first we need to sacrifice Breya to herself, with the last one, we need to keep her and sac the tokens. Activate Breya infinitely and win on the spot. Notably, Grand Architect doesn't work with Eldrazi Displacer since it only allows you to tap thopters to pay for artifacts or activated abilities from artifacts, but the remaining pieces are interchangeable.

One other way to go around this combo is with Reckless Fireweaver, Disciple of the Vault or even Marionette Master - This way you don't need to activate Breya, you just need to sac accordingly to make mana and bring her back, letting Fireweaver or Disciple do the damage for her. This is particularly useful if something like a Pithing Needle is in effect naming Breya.

Sharuum the Hegemon Combo

Sharuum the Hegemon + Any non-token artifact + Ashnod's Altar / Krark-Clan Ironworks + Nim Deathmantle + Reckless Fireweaver / Disciple of the Vault

This combo pretty much functions as a different iteration of the first one. But in here, we are not counting on Breya activations or her tokens entering the battlefield with her. We are sacking any non token artifact, or we need one in the graveyard, so we sac one artifact and Sharuum the Hegemon making mana to pay for Nim Deathmantle, bringing Sharuum back with any dead artifact, so you can make mana again and repeat the loop. This is where you need the pingers. Since you are not making infinite mana, nor activating Breya out of that, you need something that deals damage upon entering or leaving the battlefield: Reckless Fireweaver and Disciple of the Vault are our enablers, once again.

Also, if you have any free sac outlet, even if it is Slobad, Goblin Tinkerer , and one blue artifact along with Sharuum, you can also do the same with Grand Architect instead of Ashnod's Altar or Krark-Clan Ironworks

Saheeli Rai Combo

The cat is dead in standard, but it's all good in EDH. I didn't think I'd keep Felidar Guardian in after I upgraded the deck as I was planning, but it turned out so powerful in pretty much any ocasion that I had to keep it, especially since it might end games out of nowhere too. I wanted Saheeli anyway because all of her abilities are relevant in this deck, but I didn't expect the cat to be just as powerful. The combo here is well known: Saheeli blinks the cat, the cat blinks Saheeli, and so on, to infinite tokens attacking for lethal.

If you can somehow make mana in one turn, and you have Planar Bridge, get the Guardian, blinking the Bridge, tap it again for Saheeli and in one turn you've assembled the combo out of nowhere.

Pili-Pala Combo

One blue mana to make Pili-Pala blue with Grand Architect, use Grand Architect's second ability tapping Pili-Pala to make mana and use it to untap Pili-Pala with it's own ability, making one mana of any colour. Repeat that as many times as you want and you have infinite mana in any combination of colors. Infinite mana is always good, but in this deck it's enough to win. Worst case scenario, just sac Breya to her ability infinite times, casting her over and over again with Pili-Pala's colored mana.

Time Sieve Thopter Assembly Combo

Play Thopter Assembly, if you have more thopters sac them somehow for value, at your next upkeep, Thopter Assembly goes back to your hand leaving 5 thopters that you sac to Time Sieve to take an extra turn, play Thopter Assembly again and just like that, infinite extra turns, provided that you keep playing the Assembly each and every turn.

With either Reckless Fireweaver and/or Disciple of the Vault that's infinite damage from the thopters entering and leaving the battlefield.

This combo won't work if somehow you are decking yourself though, so keep that in mind if you face a lot of mill decks.

Again, the deck is still in its most embrionary stage, so this is the least combos you will ever find in this chapter. These are fairly easy to assemble, and there are more than a few ways to get the needed pieces even without adding some tutors and similar effects in Kuldotha Forgemaster and such. The best way to get any of these combo pieces is the previously mentioned Planar Bridge at this point.

Additional Notes

I've updated the decklist with custom categories, you can scroll to those if you wish so you can measure which cards function towards each goal. I've listed Trinket Mage as targeted removal, as it finds us any of the capsules or Aether Spellbomb (not just those, but those are usually the more relevant). I decided to keep a category for blink effects even though they're still few, since they are very relevant and really versatile. Eldrazi Displacer and Felidar Guardian will work towards various goals, either making additional tokens, reset planeswalkers, repeat relevant ETB abilities, and so on.

Baleful Strix

From now on you will be able to follow any upgrade or general tinkering I made in the deck in the sections below. If you have a Breya deck that you want to improve, this section might be a useful guide so you can see where I stubled and what conclusions have I reached through my own experience; if you are a more experienced Breya player, then I'd really appreciate if you took a few minutes to check these out and share your thoughts with me.


Even though some of these will probably get cut in the long run, I'm focusing on whatever useful upgrades I can make based on my own collection and cards I know I can pick up.


Some of these cards are really good, they just don't fit as well within the main strategy, or I pulled out most of the support cards that made them useful (for instance Loxodon Warhammer is great equipment, but when I took out all lifegain cards except Breya herself, it feels out of place), others are a personal choice based on meta (Grip of Phyresis for instance, since most equipment my playgroup runs are Boots and Greaves, and I don't feel like I need Grip just for those)

As you've probably read in the description, our mana was far from optimal. I tend to avoid including very expensive lands in my decks both for budget reasons (to whom it may concern) and to keep my decks together (in this case I ended up stripping to parts one of my modern decks which I barely used, but was of some importance in terms of keeping a gauntlet), but Breya really required it, because the deck is not incredibly fast in most situations, and my playgroup is starting to get to a point where they can pretty much keep me out of the game if I'm starting missing my colors for a couple of turns.
  • IN > Polluted Delta, Flooded Strand, Bloodstained Mire, Steam Vents, Sunken Hollow, Smoldering Marsh, Shivan Reef , Aether Hub, Prairie Stream

  • OUT > Plains, 2x Mountain, Buried Ruin , Mystic Monastery , Nomad Outpost, Azorius Chancery, Rakdos Carnarium, Transguild Promenade

  • The reasoning behind these particular multicolored lands is that I wanted less tapped lands and I have more Esper/Grixis cards and Dimir/Boros cards, than Jeskai/Mardu or Azorius/Rakdos. Like this I can keep my mana less awkward and say tap a Dimir Aqueduct and an Inventors' Fair to cast Silas Renn, Seeker Adept instead of tapping a Rakdos Carnarium and one Island. This is particularly relevant to "economize" my colored mana when possible and cast as many different spells as I might need too. I favored the BFZ dual lands instead of shocks because I owned most of them and therefore it's cheaper for me this way, but shocks are definitely more versatile. In addition to this, I was meaning to get some signets, and as it was well pointed out by a fellow user, more untapped lands and cheap mana rocks as the signets in just one or two turns will improve tempo and fix our colors as well. Cards with intensive mana costs are an issue, especially because we are trying to hit 4 colors and not multiples of one same color as we progress through the game and the signets make those multiple symbols extra awkard. Overall I tried to streamline our colors and reduce the average CMC we're running.

    I can't show you enough how much it pained me to cut some of these cards. Hellkite, Master of Puppets and Soul of New Phyrexia especially, because they all bring so much value that it's hard to see past it, but in the end, they are all too expensive, and apart from Helkite Tyrant late in the game with everyone tapped out (and if we are looking to combo off, we are hoping the game won't last that long), none of them win the game on its own. In fact, Soul is actually a defensive card, while Master is just another combo enabler for the main combo that costs almost double of its interchangeable counterparts combined. I love these big splashy spells, I can't help it, but looking at it in plain clarity, they just drag my games longer and don't contribute a whole lot.

    Again, due to the added difficulty on very mana intensive cards, I deemed Open the Vaults was too situational and too much of a stretch in most game scenarios, especially because it isn't always game breaking and most times I'll help my opponents out as well - especially a very pesky enchantment based Oloro, Ageless Ascetic deck that I play against often.

    This upgrade not only lowers my curve and will allow a better use of my mana, just squeezing Steelshaper's Gift when I have one leftover or casting it to get something like Nim Deathmantle and play it right away, but also gets me any equipment I want - being the combo piece, or some form of protection of card advantage. In time cards like Lightning Greaves will come in too, probably Sword of the Meek as well, so this will almost always be useful.

    I've previously talked about trying out cards that I am not all that sure about, instead of auto includes, for the sake of having the experience to back my decision. I finally feel like I had enough games to figure which cards I don't really want in here, to make way for those auto includes still missing.

    First of all, only in game situation I found out that the summoner only gets artifact creatures. That makes it so much less relevant in this deck that it doesn't even make sense to rearranje the deck in such a way to make the most out of somewhat of a repeatable tutor. The Summoner makes no sense so it gets the cut. As for Vedalken Engineer , I love the card, but playing a 4 color deck, where most cards, especially artifacts, don't require 2 of the same color, it becomes less useful. It can't even help us ramp into Breya that optimally. We have Grand Architect that gives a similar effect to all our blue creatures and that, so far, has proven more than enough for me.

    In fact, I've been able to hard cast Blightsteel Colossus and make that infamous double Planar Bridge activation with just regular acceleration and Grand Architect, along with my blue creatures. Opponent's don't see it coming, and we are able to generate incredible ammounts of mana out of nowhere. One blue thopter can usually turn in 4 colored mana activating 2 different signets, and that kind of explosive mana happens really easy within the deck, even without Grand Architect, so now I'm starting to feel more comfortable including some additional forms of card advantage to keep that engine working.

    I really like Akiri, but I very rarely attack with this deck, and when I do usually I do it with Cranial Plating on Breya, so I hit harder for commander damage, keeping the option to use her ability to remove blockers that might trade with her. Since the deck is focused on comboing off, Akiri started to seem a bit like a odd duck, and I mostly played her as a way to block and kill something attacking me, and even that, I can almost as easily remove with Breya most of the times, so I ended up cutting Akiri here. Wandering Fumarole enters tapped and I really want to avoid that, and I have enough blue sources and few red spells so I ended up cutting it, along with a swamp to keep an healthy number of each type of basic land. 37 lands was proving to be more than enough with all the ramping in the deck, so I feel like 35 is okay right now, especially given that we are making more ways to draw cards on a cheap and recur that value later with Jace, Telepath Unbound  Flip. With Amonkhet spoilers complete I will update the deck and description, and reduce on the creature count to include more control cards, and so Panharmonicon will have less and less importance. For now I'd rather cut it than Pia Nalaar, Maverick Thopterist, or any of the Retrievers.

    With Amonkhet out I was bound to make another update to the deck, and so I took the chance to get copies of a few missing cards still.

    Let's start with the lands: Cascading Cataracts was the only noteworthy card out of Amonkhet for this deck, I picked up a copy along with the missing Artifact Land, and threw both in. Boros Garrison is out for the Cataracts since fewer and fewer cards in the deck require to cast.

    Then onto the biggest upgrades, cards like Tezzeret the Seeker , Time Sieve combo, Supreme Verdict and such were missing because I didn't own any additional copies, and so I had to order them. As I tend to to, I tried to split my investment in various upgrades, and this one brought in the main missing parts. I'm still debating the inclusion of the Sword of the Meek combo, mainly because of my playgroup, I fear the deck might be slightly overpowered as is, to be adding even more combos.

    I'm so sad to yet again take my Blightsteel Colossus back to the binder. The deck is much faster without it, and facing a Bribery or any similar theft effect it becomes too much of a liability. Other cards are pretty much worse overall than the cards we're bringing in, so I don't think there's much else to be said.

    And finally, all those instants and control pieces that I didn't run before are now making their way, along with Torrential Gearhulk and Magus of the Will since I now have more targets to recur, and can profit further from these effects adding to the already included Baby Jace.

    Probably the most noteworthy cuts are Thran Dynamo and Hanna, Ship's Navigator. The Dynamo is the more awkward of our mana rocks, since we mostly want to cast a lot of spells with lots of colored mana (same reason why we want Cascading Cataracts and even tapping for , the Dynamo ends up tapping for or mana, wasting the rest many many times. Hanna is awesome, but the most broken thing I can do is getting Sharuum the Hegemon back, and that would cost me so, yeah, a bit pricy. And I feel like I'd rather try and assemble a different combo than get back a combo piece that an opponent destroyed because the deck is so versatile in that matter, she is very hit or miss and so I'd rather have something more streamlined.

    With the last B&R announcement I finally got my hands on a Aetherworks Marvel. Initially I meant to include it it my Meren of Clan Nel Toth deck, but the more I thought about it the more game changing it looked within my Breya deck.

    Thinking about it, both decks would mostly generate energy through sacrificing permanents, and thats just the way Breya wins the game, while Meren creates strong attrition through it and doesn't win right away.

    Meren's attrition would gain some "free value" from Marvel, while hopefully Breya will ocasionally hit a game ending combo from it. Much like the reason that got it banned in Standard, Marvel would act in Breya like a roll and re-roll until it eventually wins the game.

    I'm trying it out in place of the very good, though very mana consuming as well, Ethersworn Adjudicator and I believe it will mostly be a matter of "can I generate enough energy fast enough?" to define if it is a worthy inclusion.

    As for Hour of Devastation, much like Amonkhet, there are no spicy additions to consider. Following the Kaladesh block, there would never be much artifact support from Amonkhet, and even though there are some strong cards worth considering for some niche situations, I don't think there is anything strong enough to become a staple in Breya as of this moment so for no, no other changes will be made.

    By now that I have an idea of how the deck plays and where I want it to go, my maybeboard is much more well defined. Some of these cards are obvious inclusions but for various reasons, they are still not in the deck - some I don't own at all, the deck is not ready to make the most of some others, and there are some obvious auto includes that I know I want in there, but I am still trying out different cards to see which are the underperformers.


    Artifact Synergy


    Land Improvement

    Alternative WinCons

    • Magister Sphinx - especially relevant due to two massive lifegain decks in my playgroup.

    • Mechanized Production - Enchanting Breya, and sacking the copy to the original for one activation and eventually winning with 8 thopters on the field seems fine.


    (These are not necessarily cards that only work within their own combos, but if I chose to bring one up, I might look at bringing the whole combo. The main reason for not including these right away is budget only. Most cards needed are pricy and I don't own any copies. Cards in italic are already in the list.)

    Sword of the Meek Thopter Foundry Combo

    Sharuum Phyrexian Metamorph Combo

    Mindslaver Combo

    Worldgorger Dragon 'George' Combo

    • Entomb + Worldgorger Dragon + Animate Dead (This one does not synergyze with anything else in the deck, so I feel like it can make the deck more inconsistent. I'll only know for sure trying it out)

    Note: At some points Chinese marked cards might show up in the list. Those represent upgrades that I still need to pick up, which are at the time either proxied in the deck or being replaced by a different card as a placeholder until I get my copy.

    If you read through all of this, don't forget to leave your thoughts below and THANK YOU!

    Panoramic Land Art MTG

    This is still one of my first approaches to budget options regarding this decklist, so in time I will develop this much further. (Budget notes still to be updated after Change Log #4)

    Budget Fetch Lands

    Obviously, one of my biggest financial improvements in this list was the inclusion of fetchlands and a few fetchable lands. These are not cheap and definitely not viable if your budget is short. One way to cut on this cost is keeping the original precon mana base, it is functional, but keep in mind that you need to reduce mana intensive cards, and seek spells with fewer of the same mana symbols for better consistency. No Phyrexian Rebirth, difficult to include even Whir of Invention and such. Unless you make some huge change to the deck core and make it look like 2 colors splashing 2 others, that might be okay, but if you have an even split, or even a 3 color split with a splash it is virtually impossible to be consistent with those kinds of spells.

    Chromatic Lantern is still not as expensive as it once was (and real cheap on MTGO) so it might help fixing cheaper than the fetchlands, and if you play in a really slow environment, try maybe the Vivid Landcycle, but there is no budget competitive solution to a 4 color mana base.

    MTG Cards Price

    Now, onto a bit of speculation. I decided to group these cards together because even though they don't have anything that binds them together, they are all cards that are being affected by the present time. Let's go one by one.

    • Krark-Clan Ironworks hasn't seen a reprint (that's it. No legal reprint, not ever). And for a Fifth Dawn card that makes infinite combos legal and fringe playable in modern as well as EDH, that makes it's price shoot up. KCI is at it's highest price and there is no expectable drop for at least a year or so, and that drop will only happen if it is reprinted somewhere. Keep in mind that there is no Masters format announced for 2018 and that or the next Commander set are the most expectable places for KCI to show up, since the plane from it was original is now essentially destroyed. This is why it is so expensive, and there is no way it is going down without a reprint. If you don't want it, but still want the gombo you must have Ashnod's Altar, and to make up for redundancy, you should run Trophy Mage to get the Altar, replacing KCI directly.

    • Blightsteel Colossus is getting old as well, and even if we go back to New Phyrexia it is unlikely that it gets reprinted out of some kind of Antology set, WotC doesn't seem comfortable enough with infect, so it's unlikely to be in a real set. It is not going down, but it isn't also vital for the deck to function. You can change it for something like a much cheaper Metalwork Colossus and get yourself a big threat that you can play cheaper most of the times. Blightsteel is here mostly to splash something big out of Planar Bridge and represent an imminent threat if nothing else is going on. There is no similar replacement, and there is no need for one. If you want to go budget, you can cut this one without looking back.

    • Saheeli Rai is at her most expensive price tag right now due to the copycat standard deck. She is also fringe playable in Modern, but Standard is what's making her card so expensive. You can take her out and lose the combo entirely, this is also one card that benefits from Planar Bridge, since the combo is very quickly assembled if you get the Bridge first. You can free 2 slots (I'd keep Felidar Guardian for value anyway) and spare about 15$ in the process.

    • Cyclonic Rift is still one of the pricy cards in the deck, but this is a staple in the format, and the recent reprint in MM3 made it drop in price to it's lowest in a long time, so move in on these soon. I don't recommend you cut this for budget right now, get in on Cyclonic Rift while it is affordable.

    • Smuggler's Copter is a personal choice, it will likely keep costing a couple of bucks unless it is unbanned in standard, so if you are willing to get one, this is the fair price. If you don't want to, it is not vital in the deck.

    Jace Replacement

    • There are a few other expensive cards in the deck, namely Jace, Vryn's Prodigy  Flip . I owned one already, so it made sense for me to use it, but if you don't, there are other, cheaper ways to reproduce part of his utility. If you want loot effect, the previously spoken Smuggler's Copter is 10 times cheaper and can do some incidental damage while at it. If you want the ability to play spells from your graveyard, look into Magus of the Will (which you should have if you bought the precon) or Past in Flames (at a slightly lower price right now due to its inclusion on one of the Commander 2016 decks and recently Modern Masters 2017). Neither of these effects is vital to winning the game, but if you are looking into strengthening your control options, I'd look into these as a replacement for Jace. Jace is all those effects in one repeatable outlet, but it is also a bit more fragile and menacing to the whole table.

    To reduce costs I'd cut Krark-Clan Ironworks, Blightsteel Colossus, Saheeli Rai, Planar Bridge and Jace, Vryn's Prodigy  Flip , sparing about 70$ overall, making way for other very relevant cards like Trophy Mage, Scrap Trawler, Thopter Spy Network, Whirler Rogue, and something else from the precon like Akiri, Line-Slinger if you like to attack or Magus of the Will if you prefer controlling the board and making the most of each and every card you play. Be mindful of your choices and make sure they fit your deck both in mana requirements and, mostly, level of priority in your path to win the game. Sometimes you can't replace an expensive card directly, but there are budget options that can steer your deck's strategy in order to make it cheaper and competitive. If you have any questions, don't hesitate to leave a link to your deck below, I'll be glad to help you out and learn something from you too!

    All your suggestions, comments and experiences about Breya, Etherium Shaper that you want to share are welcome! If you like this deck, leave your upvote, it's heavily appreciated!



    Kai-Erik says... #1

    You actually have another set of infinite combos in there that you could mention, Eldrazi Displacer goes infinite with either Krark-Clan Ironworks or Ashnod's Altar and Breya. Blink her to produce infinite thopters and mana, then sac and burn.

    I see you have Padeem, Consul of Innovation in your maybeboard and I must say that I think he and Lightning Greaves should be auto includes in any Breya list. They protect each other so well and he draws you cards! I've had people scoop to those two cards hitting the board. What are you gonna do? Wait and hope to draw into a boardwipe while I finish setting up my combo?

    Plus with you running Planar Bridge, you're going to want to protect your high mana sink artifacts as best you can.

    Just my thoughts, aside from that I love the more creature based approach. +1!

    March 23, 2017 2:31 p.m.

    GS10 says... #2


    First of all thanks a lot for your insights!

    Let me try to answer everything. Eldrazi Displacer is actually much better than I remembered (by the time OGW came out I was playing a clanky abzan deck made for the Emperor format that used it with Siege Rhino to kill everyone playing as the emperor!) and for some reason when I wrote this description I was thinking it said "exile... and bring it back tapped EoT." which would have prevented that infinite loop. In the meantime I realized that (I believe while looking at your own deck) but didn't update the description so far. Definitely that was something that I would have noticed while playing, but I didn't have the chance to test the deck properly so far.

    As for Lightning Greaves + Padeem, Consul of Innovation, definitely worthy inclusions (the greaves to such an extent that I never bother including it in a maybeboard because I know they should be there) but I still didn't get my copies: Padeem because I could trade it with a friend who I know has one up for trade and greaves, because I have one or two decks with one copy in that I'm about to strip to pieces or repurpose, so I'm going to get one of those into this list in time. By the way, Padeem is a woman! I wouldn't have guessed it unless someone pointed it out on youtube at some point eheh. But back onto the deck itself, my problem at this point is to define what is relevant or not in this deck, and most times at my own lists I try to figure this out by cutting some autoincludes for other more doubtful cards, until I understand which one underperforms, so then I can bring in the proven overperformers. Since my playgroup is pretty casual, this is rarely a big handicap for me, and IMO is a great way to test some cards you are not so sure about. Say I'm in doubt between Hanna, Ship's Navigator and Slobad, Goblin Tinkerer (which is not the case, at least before getting some games under my belt). Wouldn't they be kind of cannibalizing each other's function? I'd rather test both at the same time, than choose one over the other and never have the chance to properly compare nor test how they synergize between them, even if they were seemingly worse cards on their own. I know Padeem is going to be vital to keep me safe in many situations, and Greaves are always worth including except when shroud is an handicap because of auras and such, so these are cards that I know I want, but first I want to figure out for sure which ones I can live without.

    March 23, 2017 3:58 p.m.

    RobelCL says... #3

    hi! i really like your deck. What do you think about Thopter Spy Network ?

    March 27, 2017 12:19 a.m.

    Kai-Erik says... #4

    Thopter Spy Network + Mindslaver + Goblin Welder + 4 mana = steal infinite turns

    March 27, 2017 2:27 a.m.

    GS10 says... #5

    @ RobelCL

    I was convinced I had it in my maybeboard (it is one of the cards I have sleeved, stored right beside the deck). It was one of the first cards I included while throwing cards together from my collection, and one of the last I cut to make way for others that I thought were more effective.

    I really like the card, and I try to include it in way too many decks - which is probably why I end up cutting it from most decks, because I think too highly of it more often than not. In this deck, more than one thopter a turn, the card advantage clause is where the true value might be for this deck, helping find combo pieces quicker.

    I have to play the deck a few times and I am sure that in the long run I will find a few underperformers, and by then almost surely I'll try Thopter Spy Network, I honestly don't know if it will be as good as I hope, better or worse. But I do like it a lot and it is surely one autoinclude for more budget oriented decklists - since it is dirt cheap and can take the place of other expensive cards while still being very synergistic with the deck.

    Thanks a lot for your comment!

    March 27, 2017 5:58 a.m.

    GS10 says... #6


    Thanks again for the awesome insights!

    Just like Thopter Spy Network, I do own a sleeved copy of Mindslaver right beside the deck. The problem with it is hate. I love combos around Mindslaver and I tried numerous ways to build my old Glissa, the Traitor deck so I could take advantage of it. The problem is that both new and old players will see Mindslaver as a big target on me. It can end the game just the same way Thopter Assembly + Time Sieve do, but the fact that it does it by stealing turns vs taking extra turns is percieved more negatively, at least in my circles. For this reason I tend to keep my decks as politically correct as possible. I have a Narset deck that I can't play in my regular playgroups because everyone feels miserable playing against it and my killing floor Meren of Clan Nel Toth is as close of that status as it can be - one more upgrade will probably make it unplayable with my friends. For this reason I tend to be very cautious with my win conditions (and I still don't know if Blightsteel Colossus won't have the same effect, but I've been telling everyone I play it and how I can get it, so they all know how to prepare for it before actually facing it, so no one is salty if I win with it).

    Of course things change, and if my playgroup develops in a way that most people end up trying to run for a combo, of course I will include that one with no reserves whatsoever. And I hadn't thought of a way to go infinite with it, which definitely makes it much better than just leaving a big warning sign on the table or stealing one turn here and there, since the game ends quickly that way. But since I am the only player within the group that usually goes full on combo, I try to be sensible about the ways I win and give people ways to have fun, even when I'm winning - again, this only happens because my playgroup is pretty casual. If I played frequently in a more cutthroat group, I'd definitely run each and every different combo and win con I could fit together, so I will add it to my maybeboard and keep it in mind as well - especially because it's the cheapest combo for me to get at this point, since I only need Goblin Welder which I should be running regardless.

    March 27, 2017 6:15 a.m.

    Addrum says... #7

    Just so you know: Breya's tokens are blue, so if you have Grand Architect + Nim Deathmantle, you can go infinite by taping the tokens and Breya for 6 mana, use 2 to activate Breya's ability sac'ing her and a token, and 4 mana to bring her back with the mantle.

    It looks like the deck is lacking on ramp spells that fixes mana. As you still have some hard work to do with the mana base (6 shocklands is a lot of money), try to get all the 6 Signets for your deck and the 3 Talismans: Orzhov Signet, Azorius Signet, Boros Signet, Izzet Signet, Dimir Signet and Rakdos Signet, Talisman of Dominance, Talisman of Indulgence and Talisman of Progress. A commander deck usually has 10 ramp spells minimum, Sol Ring included, and I think 15-17 is the best in a non-green deck. Thankfully, this mana rocks are pretty cheap and man, they are usefull.

    If you plan to go with the longer game plan rather than the turn 4-5 win, I recommend you to add all (or most) of the retriever creatures: along with your Myr Retriever, Junk Diver, Scrap Trawler and Workshop Assistant. They help a lot to keep going on and to recover something you lost due to a wrath or artifact/creature removal.

    One last sugestion: replace Reckless Fireweaver or Disciple of the Vault with Blood Artist. Blood Artist has the advantage of triggering with each creature that dies, so if you have an opponent trying to combo off sac'ing creatures (another Breya, or a Prossh, or Sharuum, etc.), you stop them from going infinite. Other way, Blood Artist is pretty political in game.

    If you like, I have a very competitive Breya decklist (althou non-budget at all). Check it if you want for some ideas.

    April 1, 2017 3:58 p.m.

    GS10 says... #8


    Thanks for your insights man!

    That interaction actually came up in my first game with this deck, it's easy to slip by something like that and that's actually what won me that game, because no one else noticed I was about to go infinite and win on the spot, I'll be sure to add it.

    My signets actually came in the mail last friday (I wasn't playing when they were printed so I usually buy them as I need) and I was just thinking if I should play them all or, like the bounce lands, pick and chose the ones that give me more needed color combinations. I still have some testing to do, but those are definitely coming in. The precon comes with a lot of weird mana rocks that I wanted to try out anyway, and that's why I still don't have the signets in. The problem is that almost all the rocks the deck originally came with make colorless mana and I still run a lot of mana intensive spells. I've played against all the other C16 precons before and they were all a lot better in terms of fixing, that is by far my biggest disappointment with the Breya precon - and probably one of the reasons why Atraxa is more popular, because IMO Breya is a lot better, but her precon is way worse as a starting point for her full potential.

    As for the retrievers, I actually ran all of those (I believe) in my Paradox Scepter deck, and for that matter I didn't include them right away, because I didn't want to just "merge" both decks into a very similar gameplan. Odds are I end up scrapping the other one, but until I do I'm trying to make them both play differently or at least not repeat 90% of the cards so I can still have fun playing either for a change. Those are definitely useful creatures in this deck, and that's why I've kept all the ones the precon already included, so it's likely that in time I trim the fat and bring some more of these in.

    Blood Artist follows a similar path, since I run it in my Meren, Marchesa and Alesha decks, but I've actually never thought of it that way, because I'm usually the graveyard player and so I'm the one taking advantage of those triggers, but given that the decks I usually play and/or face running those combos are killing floor decks, the lifegain wouldn't stop anything, probably the exception would be Prosh, but in 2 years or so playing EDH regularly, I faced it only once. Since I usually play against decks I already know thoroughly, I actually like keeping those more flavorful cards, eventually I'll bring Blood Artist too, or at most replace Reckless Fireweaver just for the sake of reducing red mana requirements. Of course, If I am going to make the deck more competitive and invest a lot more in it, I know that's the way to go, but since I'm mostly aiming to be fairly competitive and have fun with it, I think I can get away with some flavor options.

    And again, thanks for your thorough comment, it is incredibly helpful not only to have that kind of feedback but also, and especially, to be able to discuss these options in order to keep thinking and rethinking everything to improve both the deck itself, and my own ability as a player.

    I'll be sure to check your decks too, I am not afraid of non-budget stuff! :) I try to make my decks on the cheap and slowly make relevant upgrades as I feel like I need too I might not go buy some Lion's Eye Diamond, but there's a point when any improvements I can make will envolve more expensive cards, so the more I know about other more perfected decks, the better I can do that.

    April 2, 2017 8:54 p.m.

    Derpingotter says... #9

    I really like the build, but sadly breya was just banned as a commander. So sorry

    April 19, 2017 10:26 a.m.

    GS10 says... #10

    @Derpingotter, yes, Breya, Etherium Shaper was banned has a commander, just like Vial Smasher the Fierce only in 1v1 Commander, format in which she is understandably broken.

    This deck was built with Multiplayer Commander in mind which is the only Commander format I personally care about. To play 1v1 I still prefer modern. In multiplayer the last ban announcement came last month after Aether Revolt had time to sink in, and no changes were made to the banlist which leads me to believe Breya is safe in the format, since the sets that would strengthen her the most were just released and evaluated in that announcement. In fact, I believe no bans are going to be announced with Amonkhet either, since the panel which decides the EDH banlist is very conservative about banning cards and nothing is too broken in the format right now. And the main reason these cards are broken in 1v1 Commander has more to due with the life total rule change that they've made recently, than with any broken strategy in particular, IMO, but that's a conversation for another topic.

    Long story short, Breya is and will be safe from the multiplayer ban hammer and rightfully so. If you do like the list and want to build your own, you should be safe ;)

    April 19, 2017 10:41 a.m.

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    Compare to inventory
    Date added 8 months
    Last updated 2 months

    This deck is Commander / EDH legal.

    Cards 100
    Avg. CMC 2.71
    Tokens 1/1 Thopter, Daretti, 1/1 Myr, Jace, 1/1 Bird
    Folders Actual EDH Decks, EDH Decks, Breya Decks, Breya ideas, Interesting Commander Decks, GREEN-less Multiplayer EDH Deck, Commander Inspirations, EDH
    Top rank #44 on 2017-03-29
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