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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Artifact Creature — Construct
Artifact spells you cast cost less to cast.
6 days ago
Could possibly run a cheerios-esque style deck. Sprinkle a few artifact cost reducers in there like Foundry Inspector to reduce 1 or 2 drop artifact creatures to 0. Being budget though you lose out on Doubling Season and Anointed Procession which you could utilize with Ashnod's AltarPhyrexian Altar/Krark-Clan Ironworks to net mana while sacrificing the tokens and or nontoken creatures. But I'm not sure how effective it would be without these. Blasting Station or Grinding Station (works well with your Altar of the Brood) could finish out games.
Though you could potentially make a large Darksteel Juggernaut with a large amount of food tokens and cheap 0-1-2 drop artifact creatures (whose cost could be further reduced) which would be budget. Easily tutorable in Green/White and throw a Mirrorworks or something in there to copy it. Sculpting Steel it too just to have 2-3 big bois roaming around would be comical. Anthems and trample enablers (instants/sorceries/enchantments/equipment) are plenty in these colors too. This would be on the more casual side.
3 weeks ago
Hey Profet93, thanks for the comment!
I do think Rings of Brighthearth is a great card, but I've excluded it mostly because, on it's own, it doesn't do anything...
Forsaken Monument, for example, = infinite mana with Basalt Monolith, but is also an incredible ramp card on it's own. This is basically the same reason that I've also excluded it from my Atraxa - Planeswalkers-Poison-Proliferate-Turns, even though it seems like an auto-include in that deck as well, in my opinion. I like Rings of Brighthearth a lot, but I really don't like looking at it on the battlefield without a combo piece, it's just a dead card then.
Aside from infinite mana, there are a bunch of other abilities that it could copy, like Planar Bridge, etc... However, the Rings only copies activated abilities, and I would sooner include cards like Lithoform Engine or Abstruse Archaic, as these cards also copy triggered abilities, like the cast triggers on Eldrazi, specifically Ulamog and Emrakrul, or Unwinding Clock's untap. Lithoform Engine and Abtruse Archaic both have somewhat more utility than the Rings, but as of yet, I still haven't squeezed them in either, again because I still feel like they just aren't good enough on their own without another combo piece.
Voltaic Construct fits into this "doesn't really do anything on it's own" category as well, and arguably is an even worse include than the Rings, Engine, or Archaic, but it's a lot easier to tutor up with cards like Eye of Ugin, Sanctum of Ugin, and especially Scrapyard Recombiner. Voltaic Construct + Metalworker and two artifacts in hand = infinite mana, which is pretty easy to assemble, and Metalworker is just a house on it's own. Voltaic Construct can also count for towards Emrakrul's casting cost in the graveyard...
Ultimately, I would like to include any of these copy-an-ability cards, if not all of them, but when I have, it just feels bad to have them sitting around doing nothing. Also, I kind of don't really need to copy abilities like that, as it turns out. I've found this deck to be pretty strong, and copying abilities often seems kind of win-more and win-less at the same time. Copying doesn't always make as big of an effect as it might seem... although copying a Planar Bridge ability could put two combo pieces in, the Bridge can also chain out anyways that with Clock of Omens, which is also a really powerful card, even though it also fits into the "doesn't really do anything on it's own" category, but I think is still better than any of the afore mentioned cards ...
I haven't included Voltaic Key either, for the same reasons basically, although I think this is really a card that should be in here. I guess I've also partly not included Rings of Brighthearth because I haven't included Voltaic Key either. I would put the Key in before the Rings, but I'm still not sure about the Rings. I think I decided to include Unwinding Clock instead of Voltaic Key, because, even though it's more expensive, it is really really REALLY powerful!!! With Liberator, Urza's Battlethopter and mana rocks, this mimics Prophet of Kruphix, which I think is rightfully banned becuase it's way too powerful for one card...
The Top trick with the Rings is cool, and more card draw is definitely welcome in this deck. This combo ultimately reads, ": Draw a card", but... I guess I've just come to the conclusion that there are already kind of a lot of "doesn't do anything on it's own" cards in here, so I've had to really pick the most powerful ones, and I guess I feel like the Rings just aren't powerful enough even when they do work, as they can only be activated once per ability. Clock of Omens, for example, can untap something a bunch of times, effectively "copying" abilities by just untapping something and activating it again. Also, Sensei's Divining Top + Jhoira's Familiar and Mystic Forge combo to draw the deck out for no mana once assembled, and these two cards are powerful on their own.
I like Wayfarer's Bauble a lot, and still want to include it. I think it is ultimately much better than Wanderer's Twig and Traveler's Amulet, which are both admittedly kind of bad cards.
The only reason I really include these at all is to get an artifact in the graveyard for Emrakrul's mana cost reduction, and to ensure land drops. Notably, multiple cards of one type still only count for , so often times it's redundant anyways. I think the reason I kept the Twig and Amulet in instead of Wayfarer's Bauble, is I kind of see the Bauble as a mana rock that adds but costs, which I do not think is acceptable. The only rock that cost and makes which is included is The Celestus because it also has card draw attached to it, and it can be tutored for with Moonsilver Key, for the card draw.
Even though the Twig and Bauble aren't technically ramp, they do help ensure a land drop every turn, which is think is important. There's already 36 lands in the deck, which is a lot for how many mana rocks are included, but I really want a land drop every turn if I can help it. I've tried to minimize high mana cost cards, even though there's so much mana in here, because it's still possible to get mana screwed if you have just a bunch of expensive cards in hand and not enought mana! Technically there's 38 lands in here currently, but I've put Eye of Ugin and City of Traitors in their own "Special" category, as I consider them to act more like artifacts then lands, as they don't always do what just a land that taps for mana does. They're unreliable for just basic mana, I guess. I'm thinking of putting Temple of the False God in, and I would also include this in the "Special" category for the same reason, being that it can't always be relied upon for mana like a regular land...
The most recent addition has been The Irencrag, which I myself think is funny to fit in over any of these other cards, but the consistency of early ramp is too important. Assuming that mana rocks will continued to be printed, I wonder what the limit to include will be! I actually took out Foundry Inspector to do this, which I don't like doing, and I might try to fit the Inspector in again first. But I think Karn, Legacy Reforged is on the top of the list for inclusions. Even though the mana he makes can't be used to cast Eldrazi, he'll be a huge beater, and will help cast and activate all those expensive artifacts.
My ideas are just what I've found to work playing the deck, and are by no means like, the way the deck should be built though!
I hope that provided some interesting insight into my cards choices...
3 weeks ago
Two drops Everflowing Chalice Coldsteel Heart Fellwar Stone Prismatic Lens Obsidian Obelisk Ebony Fly Fractured Powerstone Guardian Idol Liquimetal Torque Mind Stone Planar Atlas Thought Vessel The Irencrag
5 months ago
Darksteel Juggernaut seems weak. What is the purpose of the Ozolith, perhaps I'm missing something? While redundancy is nice, I don't see the need for manifold key given you are now running voltaic. I am unsure how important unblockability is compared to the combo potential voltaic provides that manifold cannot due to the "other artifact clause"
Other combos to consider: Karn, the Great Creator + Mycosynth Lattice. Karn is nice for interaction and recursion. Lattice is a "fun" card. Works nice with Gerrard's Hourglass Pendant. Works even better with Blinkmoth Urn.
A 5 card combo to consider that you already run 3 of the cards for is ..... Scrap Trawler + Myr Retriever + Krark-Clan Ironworks + Sol Ring + Junk Diver. I am unsure how important this combo is to you given you already run several others. That being said, those combos mostly utilize the same cards and are synergistic with the deck, ensuring no dead cards. Krark Clan Ironworks is the only potential dead card, however, it has high combo potential and is a nice sac outlet (avoid theft, exile, etc...) and mana source. Something to consider. I say try it out and see how it works.
Should you be inclined, Aetherflux Reservoir is a storm wincon once you draw your deck with top or just recast a bunch of stuff (see below). Again, not an entirely serious consideration but worth noting if you like that.
Scrap Trawler + Sculpting Steel + Krark-Clan Ironworks + Cost Reducer (you have several)/Foundry Inspector (for added redundancy and ramp should you wish). Sculpting steel is a very versatile piece that is rarely a dead card.
Krark-Clan Ironworks + Nim Deathmantle + Myr Battlesphere/Wurmcoil Engine/Artifact that creates more artifacts. Nim Deathmantle acts as recursion as an added bonus. The 2 creatures create some blockers and sac fooder.
Speaking of fodder, no Skullclamp?
If you like fun, Mirrorworks is worth considering as a nice combo is Mirrorworks + Myr Retriever + Krark-Clan Ironworks.
A combo you already have is Grim Monolith + Forsaken Monument + Rings = Infinite Colorless
Voltaic Key + Rings of Brighthearth + Chromatic Orrery = Infinite Colorless. It pays for itself so its good for "tempo" kind of. It's main use is as a combo piece. Not needed given everything else but worth considering.
Walking Balistic is a mana outlet to kill everyone should you wish to include it.
8 months ago
Cut all of the bridge lands
Cards 100% being added
9 months ago
9 months ago
1ST ROUND OF CHANGES:
REMOVED: Preordain, Sharding Sphinx, Hexavus, Wreck Hunter, Wire Surgeons, Sanwell, Avenger Ace, Whirler Rogue, Phyrexian Rebirth, Urza's Ruinous Blast, Ash Barrens, Evolving Wilds, Kayla's Music Box,
ADDED: Sword of the Meek, Thopter Foundry, Organic Extinction, Their Name is Death, Raffine's Tower, Academy Ruins, Reality Heist, Cyberdrive Awakener, Scrap Trawler, Foundry Inspector, Emry, Lurker of the Loch, Kappa Cannoneer,
9 months ago
Hey, you're welcome.
If you wanted to a couple of lesser lands here could be upgraded within the budget?
- Glimmervoid --> Skycloud Expanse
- Shipwreck Marsh --> River of Tears
- Path of Ancestry --> Evolving Wilds
Other options are to replace them for some less expensive utility lands?
- Phyrexia's Core --> Skycloud Expanse
- Tyrite Sanctum --> River of Tears
- Castle Vantress --> Evolving Wilds
The Talismans in the sideboard could replace some of the Signets?
- Talisman of Dominance --> Dimir Signet
- Talisman of Progress --> Azorius Signet
- Talisman of Hierarchy --> Orzhov Signet
You're light here with low mana cost ramp and have a pretty high mana curve. More ramp could help gameplay. These are better ramp options specifically with Urza as Commander than the other Signets/mana rocks. The 2 drop artifact creature mana dorks can be helpful to cast Urza quicker since they count towards his artifact creature affinity and can make colored mana.
- Ornithopter of Paradise, Silver Myr, Leaden Myr, Gold Myr
- Etherium Sculptor, Foundry Inspector
- Sol Ring, Arcane Signet, Liquimetal Torque
- Talisman of Dominance, Talisman of Progress, Talisman of Hierarchy
- Sculpting Steel
- Urza, Lord High Artificer, Forsaken Monument
- Tezzeret, Master of the Bridge
This is a ramp package to consider? It's 16 sources, most important 14 sources of low mana cost ramp with Urza, Monument and Tezz at high end. Thought Vessel is a good card, but it turns off discarding hand down to 7 cards which can fuel artifact reanimation. Solemn Simulacrum is another good card, but I think it's too much mana here since there's better 4 drops for power and/or help more Urza and Constructs. Sculpting Steel is excellent in multiplayer Commander and it can count towards ramp because it can become an artifact ramp source.