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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Elsewhere Flask
Artifact
When Elsewhere Flask enters the battlefield, draw a card.
Sacrifice Elsewhere Flask: Choose a basic land type. Each land you control becomes that type until end of turn.
jek22 on Cultivator of the Unnatural (RG Urza)
2 years ago
I like it a lot! I mean I'm going to hate playing against it, but that means it's good lol
If I had to cut cards that I found confusing or didn't fit, I'd go with Eye of Vecna, Blinkmoth Urn, Ratchet Bomb, Elsewhere Flask, Wedding Invitation, Cinder Glade, and Dragon's Rage Channeler.
Mystic Forge seems a little redundant with your commander and clashes with Grafdigger's Cage. Lightning Greaves and Swiftfoot Boots aren't that necessary unless you want protection. Haste would just be for attacking since there are no creatures with activated abilities in the list, and there are only one or two creatures that I think you'd want to attack with.
I know you're looking to cut cards, but I'd recommend Voltaic Construct, put Passionate Archaeologist back in the deck especially since you'd be paying 0 to ping people for 1 or 2 in most cases, and Blood Moon would be funny but it depends on who you play against.
Overall I think it's a great deck, I'm not sure what else you could cut to get you to 100 though.
hejtmane on Non-Creature Naya Card Draw?
3 years ago
You could go with what they call eggs
Mishra's Bauble or Urza's Bauble delayed draw but the cmc cost is right
Chromatic Sphere or Chromatic Star draw and color fixing
Other options Conjurer's Bauble Spare Supplies Golden Egg Guild Globe Elsewhere Flask Ichor Wellspring Alchemist's Vial
Mazemind Tome gives you some extra draw or scry
Then you have top deck manipulation stuff but can cost $$$$ Sensei's Divining Top Scroll Rack card swap I guess is the best thing to call it
When i used eggs in my mono red I went with ones I could get extra benefit from
There are more but you get the idea
Idoneity on Brago, Budget Eternal
4 years ago
I haven't delved upon the blink strategy myself for quite some time, though I may be of aid.
There is a budget constraint, wherethrough I shall keep all of my suggestions under two dollars.
So this should go in nearly every deck, and this one seems perfect, and— (okay I'm done jesting).
Upon actual suggestions are a couple categories worth bolstering.
Some flickering and blinking:
Yorion can do quite a bit, and it begins looping with effects such as Charming Prince. Ephemerate is an overperformer whiles Ghostly Flicker, though more to cast, gets the job done. Combined with a counterspell in the graveyard, it can be a soft-lock with Archaeomancer (run that, too). Flickerwisp is just potent. Soulherder is oft the very best card to resolve.
A multitude of card draw:
Arcanist's Owl just keeps digging. Augur of Bolas could be fun. Barrin, Tolarian Archmage is able to bounce your own utility creatures or pester the opponent's board. Elsewhere Flask does its job. Wall of Omens draws many cards and serves as defense for those pesky aggro decks. Champion of Wits loots through the deck until life's end. Fblthp, the Lost is just greater. Golden Egg cycles and draws more cards.
Some removal effects:
Angel of Finality is an efficient flyer with a relevant trigger. Every deck needs graveyard hate! Dream Eater goes through a lot of cards and bounces important targets. Elspeth Conquers Death is as powerful here as it is in Standard. Leonin Relic-Warder serves a similar purpose. Frost Titan locks down important threats.
Snow basics would be a nice addition for Arcum's Astrolabe. It cycles, fixes, and is banned in Modern so you know it's powerful.
And some cards that don't really fit in tother categories:
Angel of Serenity deals with threats and can recur creatures from your own graveyard. Angelic Chorus gains far too much life for the opponent's comfort. Annex is nice, for you can switch it around as better lands come into play. Nevermore can keep changing card names to prevent anyone from casting their commanders.
Fall of the Thran is really mean and I love it.
Now for a few non-budget options:
Cavalier of Gales is an absolute power house, Ephara draws a meiny of cards, and Solemn Simulacrum offers a lot of advantage.
Just on one to note, Conjurer's Closet is going to be reprinted in Double Masters, thus it may drop to within budget.
There are quite a few things I would recommend cutting.
AEther Adept is lacking, Archaeomender doesn't seem to be retrieving much of worth, Archon of the Triumvirate is overcosted, Aven Surveyor is as well, Artisan of Kozilek triggers off of cast and is thus useless to blink, Your artifact tutors do not search for much of relevance, Subjugator Angel is a worse Tempest Caller, Hoverguard Sweeper is EIGHT MANA (what?!), Dispel is too narrow, and Aether Tunnel is lacking in power.
Let me drive this one in. Eon Frolicker just loses you the game. Giving someone a turn is ceding far too much time for them to gather resources and defenses. The "protection from that player" really doesn't do that much.
I suppose that is to be all from me. Happy blinking!
Etinifni on Teshar Eggs
4 years ago
Sure thing! The loops all involve Teshar, a cheap artifact, a cheap creature that can return an artifact to your hand, and a way to sacrifice either an artifact, creature, or both.
Specific examples include:
Teshar, Ancestor's Apostle + Salvager of Ruin + Sol Ring + Thermal Navigator (all on the battlefield)
- Tap Sol Ring for 2, then sacrifice it to Thermal Navigator.
- Sacrifice the Salvager of Ruin to return Sol Ring to your hand.
- Cast Sol Ring using 1 of the 2 floating mana, and return Salvager of Ruin to the battlefield with Teshar's trigger.
- Repeat for infinite colorless mana.
Teshar, Ancestor's Apostle + Ashnod's Altar + Aviary Mechanic (on the battlefield) + Any Artifact that costs 2 or less (in hand)
- Sacrifice the Aviary Mechanic (or Glint Hawk/Kor Skyfisher) to Ashnod's Altar to make 2.
- Cast the Artifact and return the Aviary Mechanic to the battlefield with Teshar's trigger.
- When the Mechanic enters, use its trigger to return the Artifact to your hand.
- Cast it again with the 2 floating mana.
- Use Golden Egg/Prophetic Prism/Ichor Wellspring/Elsewhere Flask to draw your whole deck; any artifact that costs 1 or less makes infinite colorless mana; Codex Shredder mills your opponents out.
There is one backup combo with Heliod, Sun-Crowned and Triskelion that involves giving Triskelion lifelink using Heliod's ability, then removing counters from the Triskelion to deal damage to your opponents. Each damage gains you a life, which puts a counter back on Triskelion with Heliod.
I'll be sure to go through the list and add Custom Categories so you can hopefully understand why I chose the cards I did. I'll also try to update it with a list of combos in the description.
oberien on Metalworks V2
5 years ago
I liked the v1 list and played it at two FNMs. However I didn't find it complex enough being used to Hardened Scales, KCI and Amulet Titan (and Amulet Bloom back in the day). I love the solve the puzzle aspect of decks. The old version felt more like a "cheat 10/10 into play and beat the enemy down" with the infinite loop feeling more like a backup. The new list above seems to focus more on infinite loops, which satisfies my inner MTG player :)
I took the above list to the FNM with slight modifications and went 1-1-1 (could have been 2-0-1 if I knew the deck better). I didn't have any Conjurer's Bauble so I replaced them with Akroma's Memorial , Ghirapur AEther Grid and Karn, Scion of Urza . I really enjoyed playing the deck and slowly discovering more and more ways to win the game :) For those interested, I went for this sideboard: 3 Nature's Claim , 2 Dismember , 2 Abrade , 2 Firespout , 1 Engineered Explosives , 2 Nihil Spellbomb , 1 Grafdigger's Cage , 1 Sun Droplet , 1 Sorcerous Spyglass .
Infinite Combos
General loop: Metalwork Colossus (MC) and Scrap Trawler (ST) on the battlefield, at least {3} mana reduction on the battlefield (e.g. 1 Semblance Anvil and 1 Cloud Key ) and enough CMC for MC, a Metalwork Colossus in the graveyard (GY). Sacrifice MC and ST to the MC in the GY. ST-trigger of MC gets back ST, ST-Trigger of ST gets back any {0}, {1} or {2} mana artifact. Play MC and ST for free. We're back to the beginning but have an additional artifact in hand and increased the storm count.
Another possible loop if artifact reduction is only at {2} is to not sacrifice ST, but only MC and the {2}-mana artifact, ST-trigger of MC get back that artifact, play both. If artifact reduction is only at {1}, it's possible to draw some cards with Conjurer's Bauble (until there are no more artifacts in the GY) or to include Chromatic Star and draw infinite cards. There must always be enough non-creature artifact CMC on the battlefield to cast MC for free.
Infinite Card Draw: Get back
Elsewhere Flask
and play it (-> draw), then sacrifice it to get it back again in the next iteration. If there's a sac-outlet on the battlefield, it's possible to get back any egg and sacrifice it to the sac-outlet before sacrificing MC and ST to MC in the GY.
Infinite Damage: With
Ghirapur AEther Grid
in play, just do the most simple version of the loop and tap both to-be-sacrificed artifacts to grid before sacrificing them, dealing one damage. Without grid sac the
Mortarpod
token for 1 damage, sac
Mortarpod
and MC to the MC in the GY, ST-trigger of MC gets back
Mortarpod
. Rinse and repeat.
Infinite Mana: Tap
Mind Stone
for {1}. Sac MC and
Mind Stone
to the MC in the GY. ST-Trigger of MC gets back
Mind Stone
. Rinse and repeat.
Card analysis
I'd like to go through some cards:
- Arcbound Ravager : I really like this addition. I was missing a sacrifice outlet to get the second Metalwork Colossus into graveyard before. Arcbound Ravager being fetchable with Sanctum of Ugin is just amazing and allowed me to go off in two games in the FNM which I otherwise couldn't have.
-
Grinding Station
: I'm not sure about this card in general. I've previously played some variations of Krark-Less Ironworks lists (
Semblance Anvil
and
Grinding Station
). I see this card in this deck mainly for 3 reasons. (1) Milling the opponent with the infinite combo, (2) using it as a sac-outlet, (3) milling yourself to get a
Metalwork Colossus
into your graveyard when you already have one on the field to start the combo.
I don't see the reason for (1), as we already have infinite card draw (eggs) and infinite damage ( Ghirapur AEther Grid or Mortarpod ).
For (2) I find Arcbound Ravager better, as it can be fetched for with Sanctum of Ugin and doesn't need to be tapped (even though you can respond to the untap-trigger of Grinding Station by tapping it whenever an artifact ETB).
For (3) I can't really judge that yet, as I didn't really try it out yet. I usually don't have problems finding the second Metalwork Colossus among Ancient Stirrings and Sanctum of Ugin . In longer matchups Inventors' Fair can also be used, even though I didn't need to crack any fairs so far. It might help against Blood Moon . - Mortarpod : This is the easiest and cheapest go-to infinite damage card. Even if drawn without a loop, it's still one damage that can take out a Snapcaster Mage to slow down the clock of an opponent ifneedbe.
- Akroma's Memorial : I personally love this card in this deck. I've added it to the old version, and I also have it in my current deck. First, given {2} to {3} mana reduction, it's pretty easy to cast. It triggers Sanctum of Ugin letting you fetch Metalwork Colossus . If you have it deployed, and have any mana reduction on the field, MC is already free. Nobody expects this card. It adds another sort-of wincon. You can win with this card out of the blue. While I think it may be somewhat a win-more card, it has already won me several games single-handedly. I was able to fly over my opponent's elves. Giving Vigilance, it allowed me to attack with two MC against Spirits, which needed to block one, which left them without lethal and put me into a better spot. I just love this card.
- Ghirapur AEther Grid : I think this card deserves to be a one-of in the deck. Against creature-based decks, it enables easy removal of the creatures. Control decks can barely do anything once it's deployed. And otherwise it still allows an infinite damage combo if Mortarpod has been exiled.
These are some cards, which may be good, but I don't see their effectiveness quite yet:
- Greater Gargadon : As an earlier post suggested, this is a possible sac-outlet and threat. The problem is that we usually want artifacts on the battlefield to make Metalwork Colossus cheaper. Additionally, if we're able to get to 10 artifacts, we most likely already have a win condition.
- Karn, Scion of Urza : I'm very unsure about this card. It gives us card-draw, but I don't think that's important in the current decklist. The only real reason for it I can think of is for the super-large token when we have lots of artifacts in play. But for that it might be too slow. It might help in grindy matchups, but in those MUs we'd just like to combo off anyway. And against control MUs it's not needed as this deck already has an amazing control matchup.
- Salvage Titan : This card might be worth investigating, but I'm unsure if it goes well with the other ideas of the deck. We don't necessarily want to sacrifice 3 artifacts for a 6/4.
- Silent Arbiter : This might be good against creature-heavy matchups and go-wide strategies.
- Torpor Orb : Unsure if there are enough MUs which this card is good in.
- Sun Droplet / Golem's Heart / Dragon's Claw : These might help against burn / fast strategies. May also help agaist phoenix decks.
- Ratchet Bomb : Cheap (probably free) boardwipe. Helps against chomp blockers and tokens. Probably shouldn't be cracked for {2} :)
- Engineered Explosives : Also possibly cheap boardwipe and a one-answers-all type card. Especially useful with Prophetic Prism .
Mana Base
I'm not sure about the landbase. I prefer utility lands over the
Aether Hub
s. I think that the old mana base fits better. This is probably mainly because I still like having
Prophetic Prism
over
Elsewhere Flask
. I haven't tested a lot with the landbase yet, so I'm not sure what the correct way of handling this is.
I often times lose against the deck itself just due to only drawing lands / having no lands. I'm not sure if this is just plain misfortune or if the number of lands is hard to balance between having enough lands on the starting hand and not flooding.
Weaknesses
- Blood Moon : Shuts off our utility lands. Makes it harder to get another Metalwork Colossus or Scrap Trawler or Arcbound Ravager as Sanctum of Ugin and Inventors' Fair can't be used anymore. Color isn't that much of a problem as only few cards are coloured and Prophetic Prism s and Elsewhere Flask maindeck help against it.
- Chalice of the Void : If played for X=2 shuts of pretty much half of the deck. It's still possible to hard-cast Metalwork Colossus and to make it cheaper with Semblance Anvil and Cloud Key . But it's very hard to fight through.
- Trinisphere : Cost reduction comes before cost-setting effects. As such no matter how much cost reduction is on the field, we need to pay at least {3} for everything. This card slows the deck down a lot and is pretty much impossible to win against from what I've experienced so far.
- Rest in Piece: Only affects the infinite loop / combo part. We can still win "normally" with Metalwork Colossus .
Matchups
- Through the Breach / Nahiri, the Harbinger : Alchemist's Vial completely shuts them off. Therefore, this MU is amazing.
- Control: The Control MU is probably one of the best out there. Always remember having a sacrifice outlet for any
Metalwork Colossus
on the battlefield, be it
Phyrexia's Core
or a
Metalwork Colossus
in the graveyard. Whenever they try to exile one from the battlefield, get back one from the graveyard and get the otherwise exiled one in the graveyard.
I even won two out of two games against Legacy Miracles (low sample rate, but we both felt like the MU is highly favoured for Metalworks Combo) - Very fast creature decks: This deck seems to always just be one turn too slow for very fast creature based MUs. In fact I lost 4/4 games against Sliver.
I don't have a lot of matchup data so far, and the above are mainly just estimates and gut feeling playing the matchup.
Please leave feedback on my observations so far, I really love this deck and it feels like it still has potential.
Toun25 on Cast Blink on Golbez
5 years ago
Remove: Riverwise Augur , Kor Cartographer , Nevermaker , Angelic Renewal , Clone , Body Double
Add: Spellseeker , Thran Dynamo , Basalt Monolith , Alchemist's Vial , Elsewhere Flask , Lumbering Battlement
GhostChieftain on Loser (WIP)
6 years ago
Also a bunch of cantrips would not be amiss in any kess deck. That way you can push through your deck til you get what you want or to one of your many tutors. Ponder, Preordain, Opt Faithless Looting, Anticipate, Peek, Serum Visions, Gitaxian Probe. You could also add in a few artifact cantrips for the tezz ult beatdown plan Ichor Wellspring, Elsewhere Flask, Tsabo's Web, Aether Spellbomb, Nihil Spellbomb.
Increasing Ambition and Increasing Vengeance also work really well with kess due to the fact that she can cheat the flashback cost and you still get the extra benefit you normally get from flashing them back.
Wurmlover on Eggs over Sunny
6 years ago
Check out my eggs deck. I've been testing it vor a very long time and find Banefire to be fantastic, since there's nothing you can do about it. You can also potentially win without comboing against decks like Death Shadow.
The Most Painful Form of Mill
Modern*
SCORE: 10 | 31 COMMENTS | 1193 VIEWS | IN 2 FOLDERS
a few thoughts on your questions:
- use Pyrite Spellbomb as a backup win condition.
- I personally use Elsewhere Flask, Everflowing Chalice, or Prophetic Prism since they don't particularly help. For one, Elsewhere Flask and Prophetic Prism draw on ETB, not leave, so there is a higher chance that you will mill yourself out accidentally with a faith's reward. Everflowing Chalice is just bad in an eggs list, because we can use it for mana, but then it doesn't come back with the counters after a Faith's Reward. In order for it to be good, you should have enough mana to just win outright.
- I personally use Ghost Quarter because it nets mana, but either works. maybe both.
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