Artifact Creature — Construct
Modular 1 (This enters the battlefield with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)
Printings View all
|Modern Masters (MMA)||Common|
|Duel Decks: Elspeth vs. Tezzeret (DDF)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Arcbound Worker Discussion
1 month ago
I find Strix is a great option for the deck. Since it's an artifact it can synergize with Arcbound Worker, and since it has flying and deathtouch, it's easy to attack and get a counter on it when I need to, and it acts as a disincentive to attack me when I need that.
In some ways, Imperial Recruiter also fills this same role since it comes in and puts a card into my hand. (and it also has the benefit of being exactly the one I want)
I generally find that I don't have too much trouble managing my life total with the list as is, so the fact that these cards don't include the "lose 1 life" part hasn't been much of an issue.
1 month ago
2 months ago
Obvious upgrades would be things like Volcanic Island, Underground Sea, Badlands, Scalding Tarn, Prismatic Vista, Morphic Pool, Luxury Suite, Fiery Islet, etc. Ancient Tomb also would probably be a reasonable add.
As for more impactful upgrades, I would like to get a Toxic Deluge at some point, but it's never been a priority buy for me at ~$35. If I had a second Damnation that might also be something i'd consider adding.
Fierce Guardianship is also a relatively good addition, since protecting Marchesa is important. Similar free counters are a bit harder to run in this shell given their various restrictions (eg actually having a blue card for FoW isn't as reliable)
Spellseeker could be worth trying out
I think for card draw, the best options would be either Necropotence or Yawgmoth, Thran Physician depending on what the rest of your hand looks like. (number of black sources and/or creatures primarily) Yawgmoth is probably the less threatening option between the two, and also more useful throughout the course of the game as he's also a sacrifice outlet, so he'll kill two birds with one stone for you.
If you have a sacrifice outlet in hand then you could go for either Baleful Strix or Solemn Simulacrum, depending on what you're looking to get out of them. they'll provide you with a lot of value in the earlier parts of the game. notably strix is a good option since at CMC2 you can get it out early and really be able to capitalize on the card draw (not to mention it's a great blocker.) and solemn obviously has the advantage of also being ramp. it's mostly a tempo call here though.
For your second question, it depends mostly on what I need the ramp for. If I just want to have some extra mana for my next turn's play, then sol ring is fine. If I've got a source of draw, or a hand full of higher CMC threats like Wurmcoil Engine or Nicol Bolas, the Ravager Flip or Dictate of Erebos or something, then Scroll of Fate is good since it'll let me flash them in for free, essentially. if it's more in the earlier part of the game and i'm looking to just get a strong start/lead, then Solemn Simulacrum is great since it'll not only provide me with up to 7 more lands, but also plenty of card draw. (especially if i can pair it with Arcbound Worker for free counters on every other player's turn.) Dockside Extortionist isn't always a great turn 1-4 play, but depending on the table it'll give you a ton of mana, especially if you can do it a few times in a row.
on your last question, like always, it depends. the board has been wiped, but depending on where i'm at, things vary. are all creatures dead but i still have all my artifacts/enchantments? did i pull a classic marchesa move and come out with all my creatures still in play? was it just a weakly positioned enemy Cyclonic Rift that left everyone equally empty?
the deck largely plays by way of card synergy, so there's not quite a one stop win card, generally you'll need a card that creates value, AND a card that takes advantage of that value, so you'll have to base the decision on which pieces you have and which ones can best take advantage of it.
if you run Goblin Bombardment then Mikaeus, the Unhallowed and Glen Elendra Archmage are an obvious combo target, if you've got something like Arcbound Worker or Unspeakable Symbol out then you could quickly create a huge army of Wurmcoil Engine tokens to lock the game down with. (on a clear board, having a 6/6 and 8 3/3s with lifelink and Deathtouch is usually gg.) if you've got Grave Pact then you could look for a sacrifice outlet, or something to easily recur to lock out the table.
Wurmcoil Engine is the most powerful creature in the deck as far as individual threats go, so with nothing else on board at all, that would probably be my pick, but i think if you're ever in that position then you're probably not going to win that game regardless.
2 months ago
2 months ago
Mutate is a really interesting mechanic that I expect to find a place in modern, even if it never reaches tier 1. Modern already has some wild 1 drops, and attaching, say Parcelbeast to a Steppe Lynx can start looking cool- its just a question of the right combination being found to power the deck.
I'd focus on low cost mutate cards, 1 drops to mutate them on that either protect a powerful mutate effect or multiply it, and mana dorks as backup mutate targets.
Auspicious Starrix will likely win you the game if your opponent cannot remove it. Gemrazer to back that up will offer a lot of blowout potential. Most of the lower tier mutate creatures could work with the right synergy picks in the rest of the list.
In terms of 1 drops to examine, Glistener Elf and Slippery Bogle for efficient voltron, as well as less conventional voltron like Spikeshot Elder or Vector Asp, Young Wolf returns all its creatures seperated to the battlefield with +1+1 counters, Blistercoil Weird and legendary spell recursion point to a jeskai spellslinger, Signal Pest+ a white go wide list, Arcbound Worker/Servant of the Scale/Simic Initiate/Hardened Scales and +1+1 counters could get pretty out of hand.
Hedron Crab land drop mill is a cute option, Permeating Mass will make people call for the judge, but isn't actually any good. Some +1+1 counter synergies will likely let you abuse some mechanics like Devoted Druid's untap, if you can find the combination.
Keyword piles like Banehound Healer's Hawk, abilities like Figure of Destiny or 'conditional' P/T boosts like Scute Mob could make for a decent beatstick if you can spend two cards on it - Gnarlwood Dryad, Toolcraft Exemplar Wild Nacatl, Loam Lion could all find places in some lists,as they are already efficient and pushing them out of kill range for lightning bolt/anger of the gods may be relevant.
Mortician Beetle with the bat strapped to it is a great casual clock.
None of these are crazy effecient, but building a list of sixty cards that all sorta work together is the heart of brews like this.
All told though, its a bit of a mess where the best bet is to pick two colours with 2/3 mana mutates, and throw them on creatures which protect them while hunting for stirix. Trying to stretch into more colours will pressure a budget manabase very hard. Keeping to mostly green with basic searching to fix for a second colour will ease that process a lot- especially with dorks like Avacyn's Pilgrim or Elves of Deep Shadow.
4 months ago
I'm going to try and base this advice/suggestions by section.
Creatures: Since you have 32 it's probably safe to say you want to be an attacking deck. Knowing that I would try to up the numbers on Etched Champion and Shambling Suit since they will probably be some of your best damage dealers. Arcbound Worker could also be upgraded to Sparring Construct. I only say this because it can move it's counter to an ugin token when it dies and worker can't. Very niche situation, but still.
I'm also going to suggest a couple extra copies of the Foundry Inspector for speed purposes since it will assist with some of the later suggestions I am going to make.
Lands: It looks like a random pile, but since you don't have any color requirements, I really don't know what to suggest for it.
Artifact: There's a lot of things that don't really assist with the creature/attacking plan so I'd suggest cutting the Clock of Omens and almost all of the Elixir of Immortality. Skyblinder Staff doesn't seem particularly strong compared to Cranial Plating and could probably be switched into something else. What I'm thinking is moving the Mystic Forge to the main and trying to work in a couple additional copies. Possibly in place of a couple Howling Mine's. What, I do think would be an interesting idea would be trying a Grinding Station as an alternate win condition in case the damage plan won't work out. It gives you an out against random problems like Ensnaring Bridge.
Planeswalkers: I think your copy of Karn could probably be more useful as an additional copy of the Ugin the Ineffible for redundancy purposes. That and it will contribute to the Grinding Station idea a lot more smoothly. If you are wanting a karn in your maindeck I think Karn, the Great Creator could be the most beneficial to you, since it could open up a tutor path to your sideboard slots.
Sideboard: I'm going to say this on the assumption you have a Karn, the Great Creator.
What I think would be most beneficial would be a silver bullet type approach with cards like Damping Sphere or Meteor Golem, possibly even Spine of Ish Sah. This could be very customized to whatever you get used to playing against.
Anyhow, these are my thoughts and if you want me to give you quantities on changes, then I'll gladly offer you those as well.
4 months ago
I took a quick look at your list. Most cards seem very reasonable. I would definately try to replace Arcbound Worker since the modular counter can only be put on artifact creatures and we don't play enough of those.
Imperial Recruiter,Oona's Blackguard,Yawgmoth, Thran Physician and Chrome Mox are cards that I have been considering for quite a while now and will probably find their way into my list aswell (sooner or later).
Some of my earlier lists looked very similar to yours right now. That kind of deck usually ends up trying to control your opponent(s) while searching for combo pieces.
The reasons I stopped enjoying that:
a) You don't really need Marchesa for that
b) The games become repetitive
c) Your playgroup might not enjoy the abrupt ending of games via infinite-combos
As a result I tried to tone it down on the combos, which lead to me often just sitting there with 5-6 cards in hand until someone else ended the game. I didn't really feel like i contributed much.
To get the most use out of Marchesa we really want to get our engine rolling early (Marchesa + sac-outlet + some creature(s) that abuse the +1/+1 counters). We don't do that by playing one spell per turn. That's why I switched to the faster, more combat-oriented list.
Going through your full list in detail would require quite some time since i have a (strong) opinion on so many or those cards :) - maybe I'll get along to doing that some time. Until then feel free to ask me general questions about the deck or my opinion on specific cards here.
I'm really passionate about the deck and always happy to discuss it :)
5 months ago
Unfortunately no, that doesn't work the way you want it to.
Modular creatures (example: Arcbound Worker) get their counters as they enter the battlefield. You can do this as Vesuvan Shapeshifter is first entering the battlefield and get the counters, but when you turn it face-up from being face-down it's not re-entering the battlefield again. It will turn into a copy of the modular creature you choose but won't get more counters.
If you do put counters on Vesuvan Shapeshifter (by any method), they will stay on it for as long as it remains on the battlefield. Turning it face up or face down won't make them go away.