For each land you control, create a colourless Treasure artifact token with ", Sacrifice this artifact: Gain one mana of any colour."
|Want (4)||Mondragoonest , Azvac , swatb0t , wholesomDegen|
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
3 weeks ago
My problem with Brass's Bounty is that my ramp is more artifact based rather than land based. Honestly, I wouldn't have a problem play this on turn 4. However, it is typically only grant me four treasure tokens. For this build, Brass's Bounty doesn't play that well. Thanks for stopping by this build
4 weeks ago
Great looking brew. Only card I know worth considering is Brass's Bounty as it can be played on a set up turn and with both your commander's you will probably win the next turn. Kinda slow wincon though. I have a few other ideas from a golos treasure tribal deck I had I'll have to check if I wrote down my decklist. Wincon was generally big splashy spells.
2 months ago
Replicate is an additional cost like kicker or multikicker. I think you're reading it as casting the spell multiple times, which isn't how it works. You'll get the cost reduction once. When you determine the cost of a spell, you take its base cost or alternate cost (for example, if you cast Drownyard Behemoth with its emerge ability and sacrifice a 4 mana creature, the alternate cost would be ). For Brass's Bounty, this is .
You then add additional costs, like replicate, which you can choose how many times to pay (let's say twice). In this case, the replicate is equal to the mana cost, so your new total is .
Next, you add any cost increasing effects (like an opponent's Thalia, Guardian of Thraben). There's nothing like that in this scenario. Finally, you apply cost-reduction effects. Vadrik, Astral Archmage will take out of the cost equal to its power. If you have him at 6 power, your final mana total will be . If he's at 15 power, it will be .
Notably, these kinds of cost reduction effects usually only reduce generic mana, so you will still end up paying at least even as Vadrik's power hits 20 and above.
2 months ago
It works on replicate, but not the way you are wanting it to. Replicate is an additional cost. When determining how much mana you need to pay you apply all additional costs, then apply reductions, then anything that sets a mana cost. So what you would do is add the replicate cost for how many times you want to replicate it and then deduct Vadrik, Astral Archmage's power.
This means that if Vadrik had 6 power you could cast Brass's Bounty for and each replicate would add and you would have to pay the entire thing. If instead you were casting Vacuumelt the original would cost after the reductions and you could replicate twice by only having to pay an extra since you had cost reduction left. After that you would have used up the entire reduction and have to pay per replicate.
2 months ago
A simple question that I kind of confused myself with. I was wondering if the cost reduction from Vadrik, Astral Archmage work for replicate? Djinn Illuminatus gives all instants and sorceries you control replicate, and I wanted to make sure if (for example) Vadrik's power was 6, that I could replicate Brass's Bounty for one red mana each replicate cost.
2 months ago
Hey man, I haven't been on TO in ages so I apologise for the huge delay in messaging back!
In regards to omens, it was simply a budget choice.
There are two big changes I'm playing around with atm - changing the commander to Krark and Kydele for SS, and or Togoo and Kydele for token shenanigans. I played with krark last night and blew out the table pretty quickly... I did get lucky with consistent successful coin flips... but essentially, I played / copiedBrass's Bounty like 10+ times in one turn, and then drew my deck.. which is an issue because,
My play group has been depowering lately, and so I hardly get to play the deck anymore. I thought krark would just make things less consistent, both in terms of coin flipping, as well as removing the draw engine that makes Omanth so consistent, but turns out that may not be the case :P. I was toying around with just ele / land tribal, but I thought a toggo / kydele (Thrasois would be more synergistic, but he's also expensive lol) would be more fun, as I can essentially make it a brudiclad secret commander deck and hope it's enough to be more playable in lower power levels. I think I've worked out a list where I can change about 15 or so cards and shift between tokens and SS, but we'll see.
How's your deck coming? Any evolutions, or spicy new Inclusions?
multimedia on Dragon
2 months ago
Hey, good start on some what of a budget.
There's some budget Commander staples to consider adding for ramp and color fixing for five colors:
Current cards here that I don't think you need because they aren't as good as others:
- Brass's Bounty
- Coveted Jewel: without having a way to sac this artifact after it ETB and you tap it for mana then it puts a target on you to be attacked which then helps your opponents more than you.
- Ghalta, Primal Hunger
- Inquisitor's Flail
- Humble Defector
If interested I offer more advice. Good luck with your deck.
4 months 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