Desertion

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Desertion

Instant

Counter target spell. If an artifact or creature spell is countered this way, put that card onto the battlefield under your control instead of into its owner's graveyard.

fluffyeel on Help make deck good

9 months ago

Unfortunately, to up the power level, some of the things I will recommend might be pricey (cost-wise), but I'm already seeing some places to improve.

fluffyeel on Sen Triplets - Esper Control (Seeking Help)

9 months ago

I would joke about "how can it be a Stax deck without Smokestack", but that's separate, and instead I'll offer up some possibly evil advice:

fluffyeel on Leeching Cotton: Oloro's Couch

9 months ago

Some thoughts:

NV_1980 on I Sphinx You'll Find That's Mine

1 year ago

Desertion is a fun surprise for your opponents.

WarpedZerghead on Sen Triplets

1 year ago

What I found worked best for a Sen Triplets deck is using blue and white for control so you can have your artifacts do all the work getting combos into play.

Control

Stop players from stopping your fun: the match is yours and they simply haven't realized it yet. Dispatch quickly sets you up for a nasty rebuttal in between whichever counter-spell you choose to deploy. Vindicate, Mortify and Fracture (to name a few..) will help them learn that you mean business.

Land Fetch

Utilizing Esper colors, Black is the tutor-for-all, Blue is great artifact tutoring and White for some artifact but also enchantments. Good enchantments to have on hand are Paradox Haze (which you have) and Artificer's Intuition. Intuition is good because you can use it to get a Sol Ring in hand, another cost artifact you might have, or, any of the following "artifacts that cost :

This cards makes for great and tutoring in a non-green deck as it can be used again and again and there are quite a few you can fetch. Another option is Tezzeret the Seeker that can get you your lands by using the -X ability for 0 to put them into play, unless you want to get a different combo/ramp artifact instead.

Artifact Tutor

Besides the obvious Vampiric Tutor an Demonic Tutor for your get-anything option, there are many options still available for finding the cards you need that are artifact type.

If you are ok with losing a few artifacts, Kuldotha Forgemaster is the ticket as I will sometimes even sac my artifact lands to get better beef on the ground. Otherwise, Sphinx Summoner will get you something in hand and provide you with a flier and a card. Some new cards that play well alongside the Trinket Mage are the Tribute Mage and Trophy Mage cards. Trinket gets you your Sol Ring or another artifact where Tribute and Trophy get you and , respectively.
Artifact-related lands you want to look into are Inventors' Fair for artifact tutoring and Buried Ruin to get something back into your hand from the graveyard.

Ramp Boost

With such a vast array of artifact-type cards - especially mana ramp - you'll want an Unwinding Clock to be sure to keep everyone on edge.

Combo

Combos? We've got combos!
This is my new favorite infinite trigger set using Dross Scorpion + Myr Turbine + any of the following sacrifice outlets:



Steal their Kool Aid

Your Commander will lock a player out of your turn but it also allows you to play their hands. This is a good time to drop any lands they might have in their hands to keep them starved and likewise cast their good ramp spells to get you ahead or continue to lock them out. In the event they finally are able to cast something, you can respond with a Desertion counter-spell (mana permitting) and stick whatever creature/artifact they were trying to cast back in their Vault of Whispers. Thada Adel, Acquisitor and Daxos of Meletis are also nasty foes that puts an opponents deck against themselves. Bribery and Acquire are a malicious and personal jab that should only be used at every chance you get assert your dominance on the board and your opponents deck.

Conclusion

All these cards stand alone from what you can do to further abuse you opponents with just your commanders abilities: it is a multi-pronged deck that throws multiple threats at your enemies making them scramble to deal with one thing while still getting overrun by another.


Have fun...

Squee_Spirit_Guide on Fata Morgana

1 year ago

Great build! I loved this era of Magic and this deck takes me right back.

What do you think about adding Desertion? Its success would be dependent on what your opponents' are playing so it may not be a good fit, but it's a lot of fun when you pull it off.

I'd also be really tempted to run Final Fortune to close out games, maybe just as a one-of.

jicklemania on Aesi Landfall/Turns (Primer)

3 years ago

Hi Profet93.

Thanks so much for the suggestions! I do like Intervention, and will add it. I had Desertion in here because it is one of my pet cards. :) It doesn't mean I shouldn't cut it though lol.

I could cut Solemn. To be honest, it actually has performed quite well for me, but I will try replacing it with interaction and see how that goes.

I find that I am often able to cast time stretch, especially since getting a crucible/excavator guarantees land drops.

Yes, I could add another extra turn spell - they're never bad. I just find that I often don't need one. Also, I'm not trying to make this deck tier one (if that's even possible for Tatyova), or even tier two or three. To be clear, I'm not trying to make it casual— but it doesn't have to be the most consistent it can possibly be.

I agree with the land suggestions. I didn't have Passage in here before because it was twenty bucks and I didn't have one, but now that its less I will definitely add it.

I will get to updating the deck as soon as I have time. Thanks!

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