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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Destroy target artifact, enchantment, or planeswalker.
2 weeks ago
Apollo_Paladin I dropped out of Magic for the last few years. I completely missed the last 5 or 6 sets. Got sick of nothing but Drakes, Gates, and Red Deck Loses. Fracture is an awesome card for the deck, thanks. Vanishing Verse strikes me as a sideboard option, if I happen to play BO3, and I'm a bit hesitant to use Infernal Grasp due to its life cost. Both might be useful as 1 or 2 ofs to replace the Unmoored Egos.
2 weeks ago
That said, it's nice to see another Arena player posting decks here on TappedOut. +1 just for that haha
3 weeks ago
I ABSOLUTELY LOVE this Basics of this Deck! Any thoughts on updating this to a Post-MH2 Modern Deck?
Mishra's Factory to replace the Mutavaults?
Vindicate because it's freakin' Vindicate (can't argue with that reasoning!)
Bloodchief's Thirst is an option!
Fracture for the Sideboard!
A Tourach, Dread Cantor or 2 might be neat!
There's also the Urza's Saga "Saga Pox" route... but I think I like what you're already doing more than Saga's.
I love Rack/Pox stuff & have been debating what style of the deck to build for Modern & this just feels super neat, fun, & semi-unique! Cheers!
3 weeks ago
For decent salt but fun game I'd focus run some staxy type card.
Archfiend of Depravity weep tokens decks
Sepulchral Primordial steal 3 creature at once
Molten Primordial steal 3 creatures
Tymaret, Chosen from Deathgrave hate that works well with commander to limit the randomness
Altar of Dementia free sac plus many more upsides
Syr Konrad, the Grim with cards entering and leaving graves a decent wincon
Hofri Ghostforge double use etbs with other upside
Sire Of Insanity especially in a low budget slowing down the game works well in your favor. Also a blue players nightmare
Burnished Hart ramp
Tragic Arrogance you choose kinda boardwipe
Command the Dreadhorde Greatness at any cost
Victimize 1 bad guy fir 2 good guys. Seems legit
Painful Truths draw 3
Skullclamp for all the dorks out there. Let's make them useful
Helm of Possession trade your borrowed creature for a newer model
Smothering Tithe do you pay the tax?
Leonin Arbiter did you pay that tax
Wayfarer's Bauble ramp
Ruthless Technomancer ramp reanimation
Hoarding Ogre budget ramp
Fracture flexible removal
Stinging Study good with commander
Archon of Emeria 1 spell per turn
Rule of Law 1 spell per turn
Any of the Fleshbag Marauder effects
Visions of Ruin ramp kinda but mostly removal
Thrilling Discovery card draw
Echo Chamber fun card
Spreading Plague neat includes not great
Grave Betrayal steal creatures
These are just a few ideas. You'll have to mess with it from there.
3 weeks ago
With your mana curve being so low, 38 lands seems like WAAAAYYYYY too much. I think you can get away with 33. Killing Wave is really good for suicide/aristocrats lists. Serra Ascendant could be really strong. It would also be good to consider removal, since you have some of the best colors for it:
Damn (just noticed you had it but still good to note it should stay)
Damnation (might as well run board wipes)
Westvale Abbey Flip is another good sac outlet, maybe consider some more token generators like the various X token spells like Secure the Wastes and the like to help give more fodder for the large sac outs.
1 month ago
Skagra42 hard disagree. A good example of seeing this in action is with WB and WU. There is a good amount of White-Black spells that can remove enchantments or artifacts (Fracture being a good example of this), however White-Blue spells don't really get any access to this. While the effect of artifact/enchantment destruction is squarely in Whites colour pie, it's so anti what Blue is able to do, that they don't want to allow these kind of effects in that colour pairing.
In any case, according to Rosewater, Camaraderie is a bend, so there has to be reasons for that. Saying "nope the card is fine" seems pretty dismissive and not helpful towards working out why its a bend.
1 month ago
What I found worked best for a Sen Triplets deck is using blue and white for control so you can have your artifacts do all the work getting combos into play.
Stop players from stopping your fun: the match is yours and they simply haven't realized it yet. Dispatch quickly sets you up for a nasty rebuttal in between whichever counter-spell you choose to deploy. Vindicate, Mortify and Fracture (to name a few..) will help them learn that you mean business.
Utilizing Esper colors, Black is the tutor-for-all, Blue is great artifact tutoring and White for some artifact but also enchantments. Good enchantments to have on hand are Paradox Haze (which you have) and Artificer's Intuition. Intuition is good because you can use it to get a Sol Ring in hand, another cost artifact you might have, or, any of the following "artifacts that cost :
- Ancient Den
- Vault of Whispers
- Seat of the Synod
- Darksteel Citadel
- Goldmire Bridge
- Mistvault Bridge
- Razortide Bridge
This cards makes for great and tutoring in a non-green deck as it can be used again and again and there are quite a few you can fetch. Another option is Tezzeret the Seeker that can get you your lands by using the -X ability for 0 to put them into play, unless you want to get a different combo/ramp artifact instead.
Besides the obvious Vampiric Tutor an Demonic Tutor for your get-anything option, there are many options still available for finding the cards you need that are artifact type.
If you are ok with losing a few artifacts, Kuldotha Forgemaster is the ticket as I will sometimes even sac my artifact lands to get better beef on the ground. Otherwise, Sphinx Summoner will get you something in hand and provide you with a flier and a card. Some new cards that play well alongside the Trinket Mage are the Tribute Mage and Trophy Mage cards. Trinket gets you your Sol Ring or another artifact where Tribute and Trophy get you and , respectively.
Artifact-related lands you want to look into are Inventors' Fair for artifact tutoring and Buried Ruin to get something back into your hand from the graveyard.
With such a vast array of artifact-type cards - especially mana ramp - you'll want an Unwinding Clock to be sure to keep everyone on edge.
Steal their Kool Aid
Your Commander will lock a player out of your turn but it also allows you to play their hands. This is a good time to drop any lands they might have in their hands to keep them starved and likewise cast their good ramp spells to get you ahead or continue to lock them out. In the event they finally are able to cast something, you can respond with a Desertion counter-spell (mana permitting) and stick whatever creature/artifact they were trying to cast back in their Vault of Whispers. Thada Adel, Acquisitor and Daxos of Meletis are also nasty foes that puts an opponents deck against themselves. Bribery and Acquire are a malicious and personal jab that should only be used at every chance you get assert your dominance on the board and your opponents deck.
All these cards stand alone from what you can do to further abuse you opponents with just your commanders abilities: it is a multi-pronged deck that throws multiple threats at your enemies making them scramble to deal with one thing while still getting overrun by another.
3 months ago
Mana Drain is nice, but I am usually not a fan of it in a deck with 4 or more colors
With this being 5 color, I am trying to debate the best early game package
5 counterspells (from below)
4-5 board wipes
7 2 drop ramps (need all)
4 spot removal