Experimental Synthesizer

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Experimental Synthesizer

Artifact

When this enters or leaves the battlefield, exile the top card of your library. Until end of turn, you may play that card.

, Sacrifice this: Create a 2/2 white Samurai creature token with vigilance. Activate this ability only as a sorcery.

Xica on Gleeful Reveler 2024 dec

4 months ago

The idea with the deck was to play cards that cannot be efficiently answered. If opponent spends 3-4 mana to clean up tokens generated from my spell costing thats enough of a win for me, to be worth it.

Thats why you can observe an utter lack of creatures without relevant triggered abilities in the deck. Bedlam Reveler is a "draw 3" card that dodges Force of Negation, which sometimes also endd up becoming a sizeable attacker - but thats just a bonus. Same goes for Clockwork Percussionist. Its mainly there to act as copies 5, 6, 7, 8 of Experimental Synthesizer

...well sweepers aint bad, as opponent tapping out for a sweeper means no Flare of Denial, and allows me to deal damage directly to face.



And well leyline of combustion is much more than just "possible tech against bowmasters, lava dart, W6".
For decks that can burn out the opponent, its one of the most universal hatecards.
It hits lots of combo decks, and pretty much all non-counterspell interactons.
Good against mill.
Good against targeted discard
Good against prowess, burn, phoenix
Often deals significant damage to unexpected players running Mishra's Bauble
Protect from opposing land destruction in eldrazi decks
Punishes activation of lotsa walkers
Creates downsides for enchantment based removal spells

capwner on Molten Opals

4 months ago

Hello Xica! I very much appreciate you taking the time to look at the deck and leave your thoughts. Let me see if I can address some of your points and explain why I made the choices I did.

  1. Field of Ruin and Demolition Field I agree with you these are great denial cards that can fit in many decks, and are especially good when you can combine with Leonin Arbiter and additional cleansing effects like White Orchid Phantom or Geomancer's Gambit. This is generally how I've seen LD built in modern the past couple years and, frankly, I've found this build to underperform. There are a couple reasons that Fields do not fit in this shell, the main one is they are slow colorfixing (2 cost) vs. Ghost Quarter which, combined with any darksteel land, provides immediate colorfixing. This is really important for the deck as a big part of our plan is sticking the turn 2 tempo play of Boom or Cleansing Wildfire (on myself). Opening Darksteel Citadel + Demo Field is just not what we want to see. These are also SOFT land destruction which use up an entire turn of play in the early game, and don't even tempo the opponent. That plus a tight manabase with limited slots for basics is why I don't run these.

  2. Experimental Synthesizer This is a solid engine card and you often see it paired with Gleeful Demolition and similar effects. I've built with this card and Ichor Wellspring in previous versions of the deck. The main reason I avoid these here is simple, Thoughtcast is better card advantage and I don't need artifact fodder because the darksteel lands reliably turn on Gleeful already. The fact that you can only play the exiled card on the current turn when we run so many high-cost bombs we may need ALL of our mana to cast, is sub-optimal.

  3. Rise and Shine Alright, so I never said I didn't like this card. I've actually been really close to trying to fit it in here, as a 1-of probably. I just think Kappa Cannoneer is better in the slot. As a 2 mana play, it doesn't fit well in my curve where I want to cast boom on turn 2, drop an opal, then do mycospawn/charmaw/saga turns 3-4-5. The reason this deck works is because it chains that early tempo into this creature-based hard land destruction or saga beatdown almost immediately, keeping the opponent on the back foot for the entire game. 4/4 indest body for 2 is very good, but it just doesn't work with my gameplan as well as the other cards I have chosen because it has no tempo value. Our first priority is to disable the opponent, after which we have much more time to worry about the beatdown plan.

I hope that gives you bit better understanding of the deck! Like I said in the description, I've spent quite a bit of time and effort to develop this and I'm pretty confident I'm running about the best cards I can. Mostly I just want to try and fit a 4th Ghost Quarter, Mishra's Bauble, or Thoughtcast, if I were to change anything at this point. I think I'm probably doing something right here because my testing record is currently an absolutely insane 33 match wins to 8 losses.

Thanks again for your feedback, I'd be happy to check out your list and share my thoughts a bit later when I have some more time!

Xica on Molten Opals

4 months ago

Hello, i just wanna chime in, about the tension that seems to exist in your deck between the "destroy artifact for value" and "care about number of artifacts in play" effects.

Gleeful Demolition goes well with the multitude of old and new "gains value on sacrifice" artifacts, like Clockwork PercussionistExperimental Synthesizer, and Ichor Wellspring.
And it makes possible to run Kuldotha Rebirth, and Shrapnel Blast.
...when/if Orcish Bowmasters are present in numbers, being able to exile cards to cast from exile instead of drawing em can be relevant (for whatever it is worth).

And imho MHayashi is onto the correct idea with land destruction decks in modern.
Its best to build them with playset of Demolition Field and Field of Ruin, with 1-2 playset of best spell based land destruction in addition to that.
Using your land to remove opponent's land leaves you with more slots for spells in your deck, compared to using sorceries to destroy lands.



On the off chance you are interested in checking out my list, here is a link: Gleeful Reveler 2024 dec


P.s.: I disagree with your take on Rise and Shine (and awaken mechanic in general), those cards are THE reason to splash blue in artifact deck.

leovolt884_ on fRUGs

7 months ago

I hate the more "typical" suggestions but to maximize Stickytongue Sentinel you should definitely run Experimental Synthesizer. It's extra card selection and so much more mana efficient than Papercraft Decoy, and still fills the artifact slot for affinity. Unfortunately it means dropping multiple copies of a frog so more of a flavor choice. A more interesting suggestion (r.i.p. your mana base) is Scrapyard Salvo. Nobody will be expecting it. Sac all of your artifacts to the munitions and throw out 6 or 7 damage to face for 3 mana. Run bolts or more control elements mainboard and you have frog burn. To keep as many frogs as possible, what I see for cuts are just Prizefight and the Beamtown Beatstick (or Sticky Fingers if going for the salvo taking the flavor loss). I'm surprised there are no Spore Frog's in the deck but considering it takes a creature aggro approach they aren't as good. If you go control or burn they are 100% needed though

wallisface on Pauper Storm Update Help

8 months ago

For what it’s worth, if I were building this deck it’d look something very close to this:

Rite of Flame and Lotus Petalfoil both let you start your game a turn earlier, which is important when there’s otherwise soo few turn one plays.

Manamorphose, Gitaxian Probe and Street Wraith are all there to just cantrip easily, meaning you’re running effectively a 48 card deck which should make it a lot more consistent and find you the pieces you need.

Cathartic Reunion is a bit of a flex slot. I could easily see either Ichor Wellspring or maybe even Goblin Tomb Raider being a better fit here.

wallisface on Pauper Storm Update Help

8 months ago

PauperPower I goldfished 10 games to get an idea of what the deck is doing. to also get a gauge of deck consistency, I didn't mulligan (which is obviously not realistic to real gameplay, but also in the real world you'd have an opponent interacting with the deck). I played until the end of turn 4 to see how reliably the deck could goldfish a win by that stage.

  • Game 1: 15 damage
  • Game 2: 9 damage
  • Game 3: 12 damage
  • Game 4: 6 damage
  • Game 5: 15 damage
  • Game 6: 20 damage!!
  • Game 7: 0 damage (it was a bad hand, all land and mana-gain effects)
  • Game 8: 10 damage
  • Game 9: 4 damage
  • Game 10: 15 damage

Things I noticed from these games:

  • Distant Melody was almost always a very awkward/bad card to have in hand. Most of the time this was a dead-card in hand, and every time I drew more than 1 of these the game was disastrously bad.

  • The deck felt like it needed a TON of things to go right to actually start making progress. It needed cards that made goblins, and also cards that provided mana, and also something to actually turn all that momentum into damage (i.e. Goblin Bushwhackerfoil or Goblin War Strike). It felt like there was a lot of pieces required to get any progress, and in a LOT of the games I only drew into two of those 3 required components.

  • The general lack of turn 1 plays made it very hard to establish a board that could present lethal by turn 4.

  • both Seat of the Synod and Silverbluff Bridge felt terrible to be playing as the land for turn. Seat of the Synod because the deck is sooo-reliant on red-mana-pips, and any attempt to "storm off" was usually hampered by it not providing red. Silverbluff Bridge just felt terrible in that it was sooo slow for a deck trying to do things quickly.

  • It almost never felt viable to blow up your own lands to Kuldotha Rebirth. I was very lucky that most of the games I also had a Experimental Synthesizer in hand - but I can't imagine ever wanting to sacrifice a land unless it's part of the winning turn of the game.

  • The best cards in the deck felt a LOT like Experimental Synthesizer, Kuldotha Rebirth, Goblin Bushwhackerfoil, Goblin War Strike, and Brightstone Ritual.

  • Battle Hymn felt kindof bad in that a lot of the time it's only gaining you 1-2 mana. But also the 2-mana cost was actually a lot more awkward than i'd expected, as far as trying to cast this while also having a board state.

I think overall the deck felt too slow, and far too inconsistent. I would be removing Distant Melody, Battle Hymn, and the blue lands.

sergiodelrio on Goblin Storm

8 months ago

Disclaimer: While some of the following statements might seem like they're meant to be objectively true, they are in fact a subjective opinion based on my design philosophy

I feel like some cards in this deck are a trap.

  • Faithless Looting - As wallisface mentioned before, this is pure card disadvantage. You don't gain anything by just digging and here's why. This deck wants to be as economical with its cards as possible, since you want your cards to either net goblins, net mana or net cards as efficiently as possible in order for you to keep up with opponent's speed. You are spending 1 (4) mana to see 2 (4) cards, but you also discard 3 (5) cards in the process and they don't even do anything in the GY. If you want to stay in blue Brainstormfoil or the likes might serve you much better.

  • Springleaf Drum - So this one fixes your colors, will ramp some, and can sac to Kuldotha Rebirth. But, imho, this is only good on paper. Your deck has a number of sequencing issues, and this is one of them. Playing it early means you likely have to wait to use it. You need to have played goblin producing spells by the time you want to tap it, but you also likely want to sac this to Kuldotha Rebirth over a land. At the same time tapping that goblin is competing with Shared Discovery. If you draw it later, or when you're actually going off, this is kind of awkward too, because it will only ever fix that one mana pip on the same turn and that's the best case scenario. Now you might say, 'but hey, I'm still sacing this to make 3 goblins', now we back to card economics. All of a sudden your 3 goblins cost 2 mana and 2 cards.

  • Distant Melody. Please put the gun down xD. This card can only ever shine when you're already ahead imho, especially the way this deck is set up. It's only ever good when it draws at least 4 cards, but since this is a core RED deck, it will also draw some of your infrastructure cards that will simply force you to delay your plan. This card is awesome when it can draw like 7, but at the time it would/could, you'd be better of casting some kind of finishing spell.

  • Manamorphose. I have taken this card out of every deck I made that had it because I always realized it was never worth the slot (*unless you are playing a deck that has Goblin Electromancer clones and Morphose becomes a ramp spell). Yes, it cycles for free. But ultimately, this is one of your infrastructure cards that you only need because you play U

If I were you I'd consider an alternative way to build the deck in mono R and see what you end up with. That way, you need less infrastructure cards of a certain type, and will naturally draw into combo cards more often, without needing to draw 7 from a 4 mana off color spell.

The best thing you could possibly sac to Rebirth are expendabe Artifacts. Experimental Synthesizer is the best thing for that. (And you might want to look out for more, since IF you go mono R you will lose the ability to sac the blue lands, because you will probably want them out of the deck, but maybe not... but sacing lands to Rebirth feels wrong as well most of the time)

A 1-to-1 replacement for your blue draw spells is tricky. Glimpse the Impossible could be a powerhouse in your deck, tho. It draws cards, if you can't go off that turn or can't cast the cards it becomes ramp in the form of creatures, which in turn power up Battle Hymn (maybe up this to 4 copies as well). Consider also adding Wrenn's Resolve and/or Reckless Impulse, yes, those are not 'draw 3 or more' but they don't require much setup and you can reliably cast them even when you're not stabilized yet.

This would be my draft of this, leaving as much intact as possible, and even leaving the U artifact lands ... just to have sth to look at mono r goblin combo

Taida on Affinity and what to cut

10 months ago

Maybe you can try Experimental Synthesizer. Gives you some draw until end of turn, and you can sac it with whatever, and the effect triggers again. I also like Etched Champion quite a lot, as it is quite difficult to remove and is both amazing blocking and attacking. A substitute to Cranial Plating could be Nettlecyst, or you can even run both. Something like Skilled Animator, Kenku Artificer or Ensoul Artifact can also be very fun, especially if used on an Ornithopter or any indestructible land such as Silverbluff Bridge or Darksteel Citadel. Another affinity card I have a sweetspot for is Broodstar, but it needs colored mana, so it is not as easy to cast as a Myr Enforcer.

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