For each land you control, create a colourless Treasure artifact token with ", Sacrifice this artifact: Gain one mana of any colour."
Combos Browse all
- Brass's Bounty + Krark-Clan Ironworks + Marionette Master
- Brass's Bounty + Deadeye Navigator + Dualcaster Mage
- Brass's Bounty + Soulfire Grand Master
- Brass's Bounty + Marionette Master
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Brass's Bounty Discussion
5 days ago
I have a Mizzix deck of my own, (though my tapped out version is likely outdated), so I can share my insights. I also avoided storm for mine as well.
First off, your mana production likely needs to be higher. 4 rocks and some rituals won't cut it, especially with so few lands. People looove removing Mizzix, and having more mana to recast her is vital. If you like spells that give mana, consider Brass's Bounty or Spell Swindle
Second, is there a reason you have so many things to give instant speed? Leyline of anticipation, quicken, vedalken orrery. Why are these necessary? Blue/red has plenty of instant speed interaction without needing to speed up sorceries.
Third, your wipes. You have three and Mizzix dies to all of them. Consider effects that will not force you to recast your commander. Curse of the swine is nice, and but there are other options.
Lastly, some random card choices I don't follow. Foil, Counterflux, and Guilded Drake all seem sort of suspect. The first two make Mizzix's ability irrelevant, and the third plays into your minor "theft" subtheme, but frankly is just a random card to include. Better counterspells are ones that take advantage of Mizzix's abilities, such as Syncopate and Power Sink. I know 1 mana spells are efficient, but after you get 1 experience counter, those ponder, Brainstorm, and preordains are gonna feel way worse.
P.S., for protection, I recommend things that give hexproof/ shroud, such as Lightning Greaves or Giant's Amulet. On the spell side, Dive Down, or Blink effects like Teferi's Time Twist usually serve me best
4 weeks ago
It reminds me of Brass's Bounty but it feels like it is better than that I really like it and for sure will be playing in in decks.
1 month ago
1 month ago
2 months ago
I'm messing around with a pirate-dragon-prismari treasure deck myself and forgot about Mechanized Production so thank you for that! Brass's Bounty , Gadrak, the Crown-Scourge , Galazeth Prismari , Goldspan Dragon , Shimmer Dragon and maybe even a cheeky Hellkite Tyrant could be fun.
2 months ago
3 months ago
darkin10s Excellent question. You're correct in the sense that Warp World is kind of a board wipe but let me paint a picture of the board state (not just my board). Warp World has us "shuffle all permanents he or she owns into his or her library", meaning it sees all those tokens as permanents even though they technically stop existing once they leave the battlefield. Then we reveal from the top of our Library, and in summary, put all permanents revealed onto the battlefield (not including Planeswalkers, hence the "in summary").
Warp World itself isn't putting tokens onto the battlefield but many of the permanents it would hit produce tokens for the extra value (all the creatures that make extra thopters when they enter). This is why cards like Dockside Extortionist , Brass's Bounty , Smothering Tithe , or Revel in Riches are so good before a Warp World cast, because we get extra card flips and potential permanents on the field for only a single card slot in the deck.
Warp World is more of a "hurts everyone, but hurts me the least" type of strategy that we are going for. We're working under the assumption that we have the most tokens onto the battlefield than the rest of the players, otherwise it's not worth casting. The value that we get is that we are making so many tokens because many of our cards put out either an extra treasure token or maybe a couple thopters.
Here is a very basic example that will help paint the picture with some simple math (this exact situation is not a likely scenario for a game but I think it gets across the idea). Lets assume everyone has played the same number of cards by turn seven and they have either tricked out a land or maybe played a mana rock, and maybe everyone has 2 creature and one enchantment. So everyone has 7 lands, 1 rock or extra land, 2 creatures, 1 enchantment = 11 permanents. But the 2 creatures I played are maybe Whirler Rogue and Thopter Engineer so I actually have 14 permanents since I've got 3 extra creature tokens. Now what if the enchantment I played was Smothering Tithe and it went a whole round on the table and wasn't paid for, meaning (in this fake scenario) I have 3 extra treasures. Now my permanent count is at 17 compared to everyone else's 11 count when I cast Warp World; I get to flip 17 cards from the top of my deck and everyone else gets to flip 11. This still wipes all players battlefields, but I'm counting on hitting more permanents when I flip with my extra chances. Plus if one of the cards I flip is a Experimental Aviator or maybe Myr Battlesphere , that single permanent I now gave me extra permanents for my board state, so I am recovering much more quickly from this type of wipe than my opponents.
This is obviously not a hyper optimized strategy because it's highly reliant on board state, it may not even be beneficial for you at times, but it's fun when it does happen.
3 months ago
Thoughts on these? Lotus Petal , Simian Spirit Guide , Stoneforge Acolyte , Dockside Extortionist , Brass's Bounty , Wyleth, Soul of Steel , Axgard Armory , Seize the Day , Tithe , Weathered Wayfarer , Not of This World , Flawless Maneuver , Knollspine Dragon , Exotic Orchard , Bludgeon Brawl