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Neon Genesis Evangelion: The Deck [PRIMER]

Commander / EDH Combo Infinite Combo Jank Primer Tap/Untap Vehicle

LittleMy


Maybeboard


With the release of Kamigawa: Neon Dynasty comes a slew of cards inspired by great cyberpunk works like Akira (1988), Bladerunner (1982), and Ghost in the Shell (1995). While these works are popular in their own right, there is not one that comes close to the limelight in widespread popularity (or notoriety) as Neon Genesis Evangelion. The set pulls from Evangelion’s Gundam-inspired roots to push a Voltron theme with cards like Mechtitan Core, and with most support coming from , how could this be anything but straight forward? Considering we have access to one of the most supported archetypes in Magic’s history, we’re looking to build a janky, but well-oiled, Evangelion-inspired deck.

While a typical Vehicle deck looks to swing for face damage, this deck looks to Entomb artifacts to then play or cast them directly onto the board. In essence, tutoring up combo pieces and then cheating them in with cards like Goblin Engineer, Greasefang, Okiba Boss, or Daretti, Scrap Savant. While some of our Vehicle combos are unorthodox, we do have other Voltron flavored ones, such as buffing Mechtitan or Mukotai Soulripper to be a one-hit kill. But we can also lock a combo under Mechtitan Core in order to threaten our opponents with imminent death if they kill the Mechtitan and become a ticking time bomb of their doom!

"Never underestimate the ability of the human animal to adapt to its environment." - Misato

With Spoiler Season over, we got a glimpse of Neo-Kamigawa, and the return of the Phyrexians again, with Jin-Gitaxias, Progress Tyrant and Tamiyo, Compleated Sage. While admittedly, the Neon Gitaxias Evangelion [Primer WIP] deck was a tipping point for me, the original inspiration came from the mechs offered in the set themselves and the will to bend Vehicle combos to my will. Neon Genesis Evangelion offered a great outlet for the theme, offering many connections to the Phyrexians (even though they’re not included in the deck) as the Angels, and the mechs themselves as the Evangelion Units used by the main cast of the show. A lot of work went into the original show and I hope to show some respect to it through the deck.

I have recruited my Eva-head friend who will be helping with proxy ideas for the deck (that eventually I will be either making myself or professionally buying) along with certain flavorful parts of the primer, much love to him. He has also brought in someone who is much better at coding than I am and who will be doing the aesthetics for the deck, much love and much thanks to them as well. The full potential of the primer would be lost without them.

Why Shinji Ikari?

As you will see below, we have a lot of ways to get cards back from the graveyard, and while Silas Renn, Seeker Adept is essentially Emry, Lurker of the Loch but for attacking, the most important aspect he gives us is consistent and reliable graveyard recursion. One of the biggest strengths in this deck is the ability to come back after a board wipe, and if we don’t have any other gravediggers in our hand, we always will have our commander to rely on. He has the added bonus of being slightly evasive with Deathtouch, which gives us a slight advantage to connect with a player and get that triggered ability.

What matters most to me is that our commander, Shinji Ikari, is , which gives us access to some of the best cards in EDH. While the deck is not good stuff, it does have some of the better cards each color has to offer. Rhystic Study, Demonic Tutor, Sea Gate Restoration  , other EDH staples that we use to excel ourselves to the finish line. While there is exceptionally little in this deck, the cards that are used are selected carefully in order to synergize effectively with the rest of the deck as a whole.

Why Asuka Soryu?

If we wanted to seal the deal on an infinite/infinite creature swinging, what would force others to concede immediately? Giving it lifelink. Bruse Tarl, Boorish Herder gives our end game the extra punch it needs to be completely and utterly unstoppable. Bruse Tarl, Boorish Herder doesn’t need to connect to survive, we’re using him specifically for the purpose of buffing our Mechtitan with Double Strike, and if need be afterward, we can use him as a chump blocker. But why would we? We have infinite health now!

Asuka Soryu, in the show, embodies mentality, strong, confident in their own abilities, and sometimes bites off more than it can chew. Her colors offer us plenty of tools in order to control our opponents, but also recycle cards. Pet cards of mine, Mindmoil, Valakut Awakening  , paired with one of the strongest cards in the deck, Oswald Fiddlebender. Asuka Soryu gives the punch that this primarily deck needs in order to function.

Environment and Playstyle

The deck is meant to mirror that of my current pod, and if you’ve read my other primers, my pod of go wide Gruul players, while maintaining the integrity I have as a combo player. You’ll enjoy this deck if you like multiple routes to victory while retaining a constant board presence and a similar subversion playstyle like that of the spellslinger commander Kess, Dissident Mage. A lot, yes, but also if you enjoy the theme of Evangelion, you should consider making this deck, or making your own version with your interpretation of it!

Strengths

  1. Haste: We're looking to press on the gas and never release. We can have a lightning fast start of the game due to our ability to expand our 'hand size' (playable card pool) and play those cards for cheap, or switch them out for more expensive cards that generate us more value. The only thing that holds us back at the start is our access to lands, which we desperately need for mana fixing. Due to four colors, shock and fetchlands are our best friends and if we want to go go go, we need to diversify our colors as fast as humanly possible. Regardless, we have card draw as early as turn 2 with Jhoira, Weatherlight Captain, Vedalken Archmage, or Smuggler's Copter and with these, we can also start to poke at our enemies.
  2. Fisticuffs: Due to how many artifacts we are casting, we are always able to keep our hand full of creatures and Vehicles we can play that are both evasive and hit for a decent amount. Our ultimate goal though is not to swing a lot of creatures, but just one. We have a couple combos that end in us putting an infinite number of +1/+1 counters on a target creature, and unless a player blows up our Rogue's Passage, we will be swinging to kill once per turn. We also have access to cards like Mechtitan Core which produces one Mechtitan. Combine this with Darksteel Forge and Lightning Greaves and it's borderline unkillable, which is a huge threat for our opponent as we are constantly swinging at someone for 10 damage that they need to block. If you combine this with other creatures, it's a nightmare to deal with.
  3. Come Back: Graveyard decks, unless hit by a Bojuka Bog immediately after, are able to recover from non-exile board wipes fairly easily, and so are we. We're essentially repeating our first strength over again, just with more lands than before. If we are able to get a gravedigger onto the battlefield as a follow up, we can start recovering fairly quickly, and possibly give us an advantage due to what cards we have access too. Dance of the Manse is also a great recovery tool, and although we won't have all the artifacts in the graveyard, we still have enough to bring back most and make them creatures as well. Having an entire board under an ability similar to March of the Machines is a strong comeback in my book.

Weaknesses

  1. Reliance on the Graveyard: Our biggest weakness as is the same as our biggest strength, the graveyard. Historically, the graveyard has the lowest amount of protection from any form of removal, and while it is normal to run graveyard removal, and also theft from the graveyard, we still run nothing to protect it. Why? Well our resources are better spent elsewhere, if you are familiar with MMO's at all, you'll know the phrase, the best form of healing is damage. We are constantly vulnerable and rely heavily on our go fast mentality to work, and if others have the ability to mess with the plan, that's the risk we took. High risk, high reward.

Card Advantage

Card advantage is defined as not just drawing cards but drawing the right cards, or getting to the point of drawing the right cards more often than your opponent. This is done through spells that not only look to slow down our opponents, but also recycle our resources in order to continue digging for said right cards, and in a more literal sense, draw us a lot of cards.

  1. Jhoira, Weatherlight Captain due to 35% of the deck being either Legendaries and Artifacts, 1/3 of the time we are drawing a card because we cast a spell. We're getting one in per one out, it makes it hard for us to lose our hand size during a match. Keep our hand flooded with answers.
  2. Vedalken Archmage unlike Jhoira, this only covers 25% of our deck, 10% less. However, we will be casting artifacts a lot, from the graveyard, from our hand, top of library, it's easy to draw a lot of cards from Vedalken Archmage and that's why he's here.
  3. Rhystic Study generically good blue staple that can get us an upper hand early on? Need I say more? While we're not a forcefeed deck, we do however expect our opponents to draw more cards on average, at least in my pod, so this becomes far more useful early, especially with an early Reliquary Tower.
  4. Howling Mine is cheaper Rhystic Study but for everyone. Remind people to draw cards as well, this helps with establishing rapport with your table and can act as a political piece. You scratch my back, I'll scratch yours. Our card draw early on can be a bit lacking, so any little bit helps.
  5. Sea Gate Restoration   is insanely valuable. There is no other card in Magic that offers the value that we could potentially get from this, and while we are not running card busters like Psychosis Crawler, this has the potential to draw into combo pieces and doubles our hand size in the process. We are exclusively looking to use this for the original intent, and never the land side. While the land is helpful for when we shuffle poorly, it just feels awful playing it.
  6. Pull from Tomorrow due to how many infinite mana generators we have, we need a couple outlets. There are few cards that allow us to generically pay for cards, and this allows us to draw our entire library, with infinite mana we then are able to play any combo we please. While you can use this to draw a handful of cards, it should be used primarily as an emergency wincon in case someone is trying to win on our clock.

Card Filtering

Card filtering is an extension of card advantage that is primarily effects that allow us to look at the top X of our library and then put what we don't take on the bottom of our library. It's normally a blue effect, however, I am also lumping in Looting effects, which essentially allow us to draw and then discard cards as it's very similar in play. it is imperative we have these effects consistently throughout the game as it allows us to drop combo pieces into the graveyard to then later cheat into play.

  1. Reality Heist in an artifact deck specifically, Reality Heist is strictly better than Dig Through Time. For one, it costs less. For two, it can be played early on when you have an assortment of mana rocks out. For three, we never don't have artifacts out, unlike not having cards in a graveyard. It has the same effect, letting us peer into another hand entirely to choose from, and while it may not always be hits, we still bottom them rather than put them into our graveyard where they're vulnerable or not needed in the moment.
  2. Weatherlight just like Reality Heist but with restrictions. Only being able to put Historic spells into our hands isn't an issue, 35% of the deck is historic so you're bound to at least get 1-2 on average. Another amazing part is that we bottom the rest, so we at least know where they are and in our library. The biggest benefit is that this is repeatable, as we can use Weatherlight to deal damage and soft-tutor us cards.
  3. Fact or Fiction even better. Considering we are the only people that understand this deck, they can unknowingly put something into the graveyard that we need. Wherever they put it in fact, we can get back. So no matter what, we get a net gain of +5 cards.
  4. Smuggler's Copter Like Jeskai Ascendancy, we're mainly using this for its looting effect. Sure we get to be aggressive early and deal some damage, however the continued and free looting effect is amazing to get expensive pieces into the graveyard early so we can get more artifact ramp and draw engines like Howling Mine out.
  5. Shorikai, Genesis Engine Considering we have a plethora of ways to untap creatures an infinite number of times, this can be used to draw our entire library. However, in a mid game sense, this is the better looting effect, allowing us to draw two and only discard one. The opposite of Magus of the Bazaar.
  6. Mindmoil Because of how many cards we need for some combos, it can be hard to find all the pieces. So with Mindmoil we are able to safely dig through our library. Another interesting note, is that if you return something to the battlefield from the graveyard, it doesn't trigger Mindmoil, so we can keep combo pieces in our hand and not mistakenly throw them back into the library!
  7. Valakut Awakening   Like Mindmoil, wheels our hand. However, the biggest upside to Vakakut Awakening vs Wheel of Fortune (which costs the same) is that we are able to target what cards we want to put onto the bottom, and regardless of how many we choose, we will always get +1 cards. So we can wheel 0 and still draw a card (extremely inefficient but still). So we can keep our combo pieces and draw for more.

Cheating Cards In

Our main strategy in the deck is casting cards at a discount and/or putting cards straight onto the battlefield. This is done through the graveyard with a myriad of cards, but a select few have the ability to switch out cards from the hand to the battlefield, or a Razaketh, the Foulblooded effect of sacrificing in order to put a card onto the battlefield. All of these allow us to quickly assemble artifact combos and/or staying ahead of the curve in value.

  1. Emry, Lurker of the Loch our graveyard is an extension of our hand, she gets our hand size at the start of the game, as a drop, up to 7 + a possible maximum of 88, so a possible hand size of 95. She's insanely powerful, right off the bat milling, and if they are lands, great, we don't need them. Beyond that being used in a combo that would allow us to cast our entire graveyard, or potentially mill our library and cast our library from the graveyard. An essential piece in any and all artifact based decks.
  2. Greasefang, Okiba Boss considering our combos are based around Vehicles, it's insanely important that we keep them on the board. Greasefang, Okiba Boss gives them haste at the beginning of combat, and if we have the right pieces on the board, we have the potential to combo off in an instant. She can also bring back threats at random to keep our value engine up if we choose to go the combat damage only route.
  3. Daretti, Scrap Savant like Master Transmuter, Daretti, Scrap Savant's -2 allows us to trade an artifact from the battlefield for another target artifact in the graveyard. There are no restrictions on what artifact we can bring back, so we could trade a Sol Ring for Bolas's Citadel if we truly wanted to. Even better, his emblem essentially means that whatever artifact we have will never leave the battlefield unless exiled, returning an artifact that hit the graveyard to come back to the battlefield at the next end step. This can be used as a win con for us unless the opponent has a card like Farewell.
  4. Goblin Engineer this is Entomb on a creature. The biggest upside to Goblin Engineer is the fact it tutors a card into the graveyard, which can work in tandem with Greasefang, Okiba Boss or Daretti, Scrap Savant in order to cheat out artifacts that shouldn't be cast till later on. On another note, his ability to , Sacrifice an Artifact allows us to bring back most of our artifacts from the graveyard. Similar to Daretti, Scrap Savant's -2 but with restrictions. And thankfully, most of our artifacts are under and can tutor up value engines like Smuggler's Copter
  5. Sharuum the Hegemon primarily a combo piece. For an expensive creature like Sharuum the Hegemon, we do get the benefit of a 5/5 flyer, who is evasive, and gives us unrestricted access to whatever is in our graveyard at the moment. Bring back Krark-Clan Ironworks, or maybe Bolas's Citadel, Nim Deathmantle maybe?
  6. Bolas's Citadel is one of the best ways we can cheat cards in and still allows us to hold up answers with our remaining man. It's not often we can dig deep with it, as we do run a fair amount of more expensive cards that are taxing on our health. One of the better features is we don't have to reveal the top card to everyone, so we can keep them guessing, and possibly bluff a counterspell.
  7. Oswald Fiddlebender if only there were more cards like Oswald. Pod is a form of strategy that sacrifices permanents to go and put on the battlefield more expensive cards. While that requires a nice curve, which the deck sorta has, we are using Oswald Fiddlebender as an early game advantage, trying get ahead enough to put into play either Weatherlight or Surgehacker Mech. In tandem with other cards like Emry, Lurker of the Loch or Greasefang, Okiba Boss, the cards you sacrifice never go away, still in the graveyard and being able to be played.
  8. Master Transmuter one of the unique ways to cheat in the game, Master Transmuter allows us to essentially return an artifact from play and put another one down. Being able to be played at instant speed, we are able to remove artifact pieces and make them more evasive for when we do not have counters. However, we're primarily using her to trade Sol Ring's for Mindlink Mech's or Krark-Clan Ironworks, trading up in value.

Counters and Removal

If we go fast enough we will not need to use these spells, but in most cases, we'll at least need to utilize one or two to close out the game. This section covers our small amount of removal spells that we use to primarily slow down our opponents in order to buy us time. Try to hold these spells to late game, our weakest point in the game against well developed go wide Gruul players.

  1. Pact of Negation is for when you are all tapped out, or if you want to concede early on in style. Although the cost can be high, if you are protecting an essential piece, like Emry, Lurker of the Loch or countering someone's Approach of the Second Sun, it's worth the upkeep cost.
  2. Force of Negation is another free counterspell, and while Force of Will is better, I don't own this one yet. Once again, the ends justify the means, allowing to pitch a spell like Reality Heist or another combo piece that can no longer be used for whatever reason.
  3. Dispatch we will always have artifacts on the field, and for to exile a creature at instant speed? Something Black can't do without Deadly Rollick, it's an auto include.
  4. Cyclonic Rift while you aren't looking to cast this for its cost, there are situations where you might need to, and that's okay. But for the most part you are looking to overload this to target everyone's permanents once you combo off. You will need to pay the overload cost because Omniscience will only pay the original CMC.

Tutors

Tutors are by far the most impactful and efficient card advantage tools a deck has. Bypassing card advantage engines altogether and finding the answer directly, whether for the board state, or in our case, finding combo pieces. While it may be tempting to use the tutor right away, your opponents early on have all the answers at their finger tips. Wait for a right moment to use a tutor, be patient, as these cards are far more valuable here than in a standard Breya, Etherium Shaper combo deck.

  1. Demonic Tutor tutors any one card into our hand. The one downside is that it is at sorcery speed, however, it can grab a combo piece if we are missing it, or whatever the situation needs.
  2. Mystical Tutor same as above except puts it at the top of your library. While this is more similar to Vampiric Tutor, and while Vampiric Tutor is strictly better, I do not own it. On the bright side, Mystical Tutor is at instant speed, so you can pocket an answer on top just before your turn.
  3. Entomb considering we have graveyard play, I'm considering this a tutor. If you just replaced the word 'graveyard' with 'hand', this would just be a Demonic Tutor, and it essentially is for combos involving Emry, Lurker of the Loch (*cough* Lotus Petal *cough*). It can also target cards that seem to have no purpose being there, such as Strionic Resonator and then using Daretti, Scrap Savant's -2 on them.

The end times, unlike Doomsday where it's ultimate annihilation, these end times are for the greater good of the board. Whether it's because of time constraints, or someone is playing a toxic deck, we must see the Instrumentality Project through to the end. At the height of our power, whether through brute force or nuking the board, we will see that everyone is equal, for the greater good.

This is an extremely cheap combo, with a total of being spent to cast it if you have some artifacts out already. It's extremely strong early on and game ending. If you have this in your opening hand, you essentially win by turn 3 (see how below). Without Grinding Station though, it's still strong, just not nearly as strong, you can still hit an early Darksteel Forge or Bolas's Citadel.

With Grinding Station

  1. Have Emry, Lurker of the Loch, Grinding Station, and Mirran Spy on the battlefield, Lotus Petal in the graveyard
  2. Tap Emry, Lurker of the Loch, targeting Lotus Petal, casting it, and have it resolve onto the battlefield
  3. Mirran Spy will trigger, target Emry, Lurker of the Loch and untap her.
  4. Sacrifice Lotus Petal to Grinding Station, targeting yourself and milling three cards.
  5. With no mana spent and Lotus Petal in your graveyard, you can loop this to mill your entire library and cast any artifact you need.
  6. This also allows you to loop without Grinding Station which generates you infinite mana of any color with Lotus Petal.

Without Grinding Station

  1. Have Emry, Lurker of the Loch and Mirran Spy on the battlefield, Lotus Petal in the graveyard
  2. Tap Emry, Lurker of the Loch, targeting Lotus Petal, casting it, and have it resolve onto the battlefield
  3. Mirran Spy will trigger, target Emry, Lurker of the Loch and untap her.
  4. Crack Lotus Petal, returning it to the graveyard. And then repeat steps 2-4.
  5. This will allow you to generate infinite mana, and if there are a lot of artifacts in your graveyard, you can keep casting until there are no more artifacts.

Explaining the God Hand

  1. The hand includes Seat of the Synod, Command Tower, Mirran Spy, Emry, Lurker of the Loch, Lotus Petal, and Grinding Station
  2. Turn 1: Seat of the Synod + Lotus Petal. You now have two artifacts, cast Emry, Lurker of the Loch with Seat of the Synod.
  3. Turn 2: Command Tower, tap both lands and crack Lotus Petal for Mirran Spy. You can now use this combo in since Emry, Lurker of the Loch does not have summoning sickness. You can now generate infinite mana and cast Grinding Station, cast whatever combo.
  4. Turn 3: With whatever combo you just pulled out, you can now swing for infinite and win.

We do have a lot of creatures in this deck, however that doesn't mean we always have a creature like, Kotori, Pilot Prodigy to help crew our big mechs. If we untap a creature we can add more to a total crew cost and ultimately crew with a 1/1. This combo looks to get an infinite untap engine by pairing two of the same creature to untap each other, which we can also use to untap creatures like Kiki-Jiki, Mirror Breaker or Emry, Lurker of the Loch for extra value or infinite mana.

  1. Have Mindlink Mech, Vizier of Tumbling Sands, and Illusionist's Bracers on the battlefield
  2. Tap Vizier of Tumbling Sands, crewing Mindlink Mech
  3. Equip Illusionist's Bracers to Mindlink Mech
  4. Activate Vizier of Tumbling Sands ability on Mindlink Mech, untapping two other target permanents. Those permanents being a land and Vizier of Tumbling Sands
  5. Have Vizier of Tumbling Sands untap Mindlink Mech.
  6. Repeat for infinite mana and infinite crewing if there is another creature.

There are modifications you can make to the combo to attain the same results. Replacing Mindlink Mech with Kiki-Jiki, Mirror Breaker to get a one turn infinite mana combo for example.

One of the sneakier ways to get a Voltron kill and also flaunt your Dockside Extortionist to the play group. You can use this on your Mechtitan too (or anything really that you want to just end the game), either way, we're building a big threat here. What you do is use an infinite mana source to pump whatever creature for infinite power and then swing. I personally will only use this on Mukotai Soulripper or Mechtitan for flavor purposes, but of course, it's there as an emergency wincon as well.

  1. Have Mechtitan and Demonspine Whip on the battlefield
  2. Produce infinite mana and attach Demonspine Whip to Mechtitan
  3. Dump the infinite into Demonspine Whip and get /
  4. This is reasonable because if we're being honest here, Mechtitan would be able to slice down anyone. We're just being realistic.

Very easy early combo that utilizes Greasefang, Okiba Boss's ability perfectly. We're looking to cheat in Parhelion II and swing for big for one turn, an easy 13 damage right off the bat as early as turn 3. This is more of a process than it is a combo like the rest, so let's through how we get a turn 2 Parhelion II.

  1. Have Greasefang, Okiba Boss, Goblin Engineer or Entomb, Sol Ring, Arcane Signet, Command Tower, and Watery Grave
  2. Turn 1: Play Command Tower, tap to play Sol Ring into Arcane Signet. You now have 2 colored mana and 2 colorless mana.
  3. Turn 2: Play Watery Grave, paying 2 life to come in untapped. With now 5 mana, cast either Goblin Engineer (with Arcane Signet for + Sol Ring for , keep floating) or cast Entomb with Arcane Signet, targeting Parhelion II and put it into the graveyard.
  4. Still on Turn 2: Cast Greasefang, Okiba Boss, and at the beginning of combat, target Parhelion II. Greasefang, Okiba Boss has summoning sickness, but we can still tap her to crew Parhelion II, generating 2 4/4 Angels and swinging for 13 damage.

Similar to that of a Breya, Etherium Shaper combo, this looks to abuse Nim Deathmantle, without the added benefit of infinite colorless mana. The good news, is that this also works for other artifacts, and if you choose to build your own deck, look and see if there are other ETB's that artifacts have that you may want to abuse with this combo! This combo is fairly easy to assemble, the only unreliable part to find is Repercussion.

  1. Have Surgehacker Mech, Sharuum the Hegemon, Repercussion, Krark-Clan Ironworks, and Nim Deathmantle on the battlefield
  2. Sacrifice Surgehacker Mech and Sharuum the Hegemon to Krark-Clan Ironworks, generating
  3. Pay Nim Deathmantle to return Sharuum the Hegemon to the battlefield.
  4. Sharuum the Hegemon triggers, return Surgehacker Mech to the battlefield, dealing damage to target creature, which in turn deals face damage to that player.
  5. NOTE: This will not necessarily kill someone, but in my meta with go-wide Gruul decks, it can deal an abundance of damage to the entire table.

If you've ever wanted to mass produce Evangelion Units, this combo allows you to fulfill that dream by amassing an army through a forced infinite with Reiterate//Rite of Replication//Infinite mana. As said in the previous combo, if you find another creature or artifact with an ETB that you want to abuse, when building your own deck, use this combo in order to extort it.

  1. Have Surgehacker Mech, Repercussion, and an infinite mana generator on the battlefield
  2. Cast Rite of Replication targeting Surgehacker Mech. You do not need to pay for the kicker, but it does quintuple your infinite token output.
  3. Cast Reiterate targeting Rite of Replication, paying for the buyback. Return Reiterate to your hand.
  4. Recast Reiterate on the original Rite of Replication. Continue these steps infinitely.
  5. You now have created infinite tokens of Surgehacker Mech, which when entering the battlefield, deals damage to target creature. This will deal face damage to that player.
  6. NOTE: This will not necessarily kill someone, but in my meta with go-wide Gruul decks, it can deal an abundance of damage to the entire table.

Suggestions

Updates Add

Currently looking into more outlets to consistently put cards into the graveyard in mass, such as Necromancer's Assistant, Mire Triton, or Stitcher's Supplier. Im just using these as examples, but I am trying to focus more on artifacts that do this, such as Mesmeric Orb. Hesitant on Mesmeric Orb though as it makes it a huge threat and likely to be removed within the turn.

Also looking into smoothening out the curve for Oswald Fiddlebender, as the current curve with 3 drops and 5 drops just is awkward

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92% Casual

Competitive

Revision 9 See all

(2 years ago)

-1 Lightning Greaves main
+1 Parhelion II main
Top Ranked
  • Achieved #1 position overall 2 years ago
Date added 2 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

54 - 0 Rares

14 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.31
Tokens Angel 4/4 W w/ Vigilance, Copy Clone, Emblem Daretti, Scrap Savant, Mechtitan, Pilot 1/1 C, Treasure
Folders A Very Cool EDH Folder, other decks, Flavorful, Stuff I like, TTS Decks, Cool, Good Primers, EDH, Interesting Decks, Inspiration
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