Generator Servant

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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
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Generator Servant

Creature — Elemental

, Sacrifice Generator Servant: Gain . If that mana is spent on a creature spell, it gains haste until end of turn. (That creature can attack and as soon as it comes under your control.)

capwner on "Master of Cruelties" - Budget but Strong?

5 months ago

As an x/4 in a no fury meta I think this card could potentially be good. The deck really wants Ragavan but yeah that's not very budget. Bowmasters too.

About 'understanding what to replace,' the way I think of it is, you know there are always more potential good cards than you can actually run in any deck, usually there are multiple good ways to build a deck. Every card should play into your synergy, except for sideboard cards which can attack something very specifically. And every card should be the best possible option for its slot (most versatility, most synergies with your other cards, most favorable in specific interactions vs. specific cards). Example, this is why I love Apostle's Blessing in here, it's versatile because it protects and evades, and these are both things your deck REALLY needs. And it's a cheap instant. Great card.

But now look at Goblin Tunneler, I see a card that is part of the gameplan, but it's also an x/1 non hasty creature and a 2 drop. This is going to fall short a lot of the time. Maybe a card like Wedding Invitation or Key to the City could be better in this slot. Generator Servant is great for the haste but it has the same weakness. Splitting that with artifact ramp like you did is good, maybe consider options like Pentad Prism but go with what you think plays the best. Molten Collapse is a strictly better Dreadbore and not expensive. Sunken Citadel might be a good land to combo with Rogue's Passage, maybe then Field of Ruin instead of Ghost Quarter? And Graven Cairns? On the lands topic I really like the idea posted above of adding Leechridden Swamp but you do need the fetches to really make it work.

Alesha, Who Smiles at Death has a nice effect but doesn't really synergize with anything besides bringing your Master back, which it can't even do vs. LB and Solitude. Maybe adding cards that combo with her like Fulminator Mage or Augur of Skulls could make her better. Lightning Greaves also makes her and a lot of your other creatures better too, this is a card I'd consider for a 1 or 2 of. But without adding more support, you might consider cutting Alesha and adding something along another angle.

I like Brainspoil, the tutor is nice because finding the Master is definitely a bottlneck in the deck. Grim Tutor is an option but a bit more expensive, Profane Tutor is affordable but has some problems. Having at least one other tutorable 5 drop would make your BS a lot better. 1 of Glarewielder would be kind of cute.

Hand disruption is another angle you might consider, it's really good for a slightly slower combo deck like this to nullify your opponent's big early plays and buy you a couple extra turns to combo them out. Collective Brutality is a pretty decent flexible card that also finishes your opponent.

In the end I think tuning your list and making cuts is about trying to make as many of these meaningful synergy connections between different cards as possible, getting the right amount of each type of effect you want (3 vs 4 of a specific effect like Dreadbore matters a lot vs some decks!), and then you cut either your lowest synergy cards, or effects you think you could safely go down a count on. Usually you want 6-8 ways of getting your key card in action, or 6+ of each combo piece/synergy if it involves multiple cards, and in a perfect world you want 4+ post board copies of HATE for particular meta decks, like 4 Leyline of the Void vs. Living End, or 8 killspells that can kill a Primeval Titan or Sheoldred. Your board cards should address aspects of other decks that really threaten you, no need to run those Leylines if you already beat that deck most of the time. It often comes down to having the right reactive cards, so you want good numbers of the ones you'll need the most.

Sorry for the whole ass book! It seemed like you wanted the help and I liked the concept/got into it a bit once I started looking. I think there's a lot of work and playtesting you could do to really optimize this, and maybe it could end up being pretty good+still affordable!

Azoth2099 on

10 months ago

toxicsunshine22

Hey dude! Gonna try to keep this brief and not go down a brewing rabbit hole lol.

Have you considered extra combat phases? Your Commander's strategy obviously hinges upon you being able to attack with it, so doing it multiple times a turn is the way to go imho.

Although I wouldn't go overboard with it, there are a few worth thinking over such as Aggravated Assault, Combat Celebrant, Breath of Fury (extra good if you're running creatures that want to be sacrificed on your way to drawing cards via your Commander, Cathodion for example), Seize the Day, Savage Beating & World at War.

Creatures that sacrifice themselves could also be great, stuff like Ball Lightning, Groundbreaker & Lightning Skelemental can do a lot of damage. Blood Pet, Goldhound, Reckless Barbarian, Generator Servant, Tinder Wall, Wild Cantor & Basal Thrull draw and ramp you at the same time, which is pretty neat. Eldrazi token generators like Sifter of Skulls, From Beyond & Awakening Zone can help you keep that engine running in longer games. Haywire Mite, Caustic Caterpillar &Cankerbloom draw, control the board and replace their presence on your own board for a great rate.

There are a few value pieces worth thinking about as well, like, Pitiless Plunderer & Korvold, Fae-Cursed King.

Lastly, you need a lot more mana dorks, my guy. As many as possible.

Sorry for being so long-winded! Cheers!

makarzorklin on Commander - Kaalia of the Vast - AD&D Stompy

1 year ago

jamiekingslayer,

Tempo is important with Kaalia since building an early game lead is her strength. So being able to swing hasty by turn 3-4 while interaction is down is fairly important.

I'd suggest 3-4 early game haste enablers with the best being:

  1. Lightning Greaves reusable haste with protection. Auto-Include for me.
  2. Generator Servant is an auto include for me since its both ramp and a haste enabling a turn 3 Kaalia with haste all on one card. Plus it can pay the commander tax later or for a hasty threat.
  3. Bloodlust Inciter was just the cheapest reusable haste enabler I found, plus it can be used politically since you can make a deal to give an opponent's creature haste.
  4. Torch Courier is a good one time use effect since it can be used the turn it comes into play. This also makes it a little better late if you have a threat in hand and an extra mana.

Greaves is good throughout early and late game. The rest fall off in the late game as you would rather draw into gas, but landing an early threat is important enough I wouldn't go below 3 total.

Also I don't like board wide haste effects like Fervor as it offers too much advantage to the opponent.

Last_Laugh on Your Cheap Obscure Overperformers?

1 year ago

StopShot - Vengeful Dreams looks awesome. White has been getting a lot of card draw options lately... I need to try this out.

DrukenReaps - Shifting Shadow is a fun card. I hate to sound like a broken record... but this this is arguably better than Sneak Attack in Marchesa.

FormOverFunction - Roiling Vortex seems amazing in a meta with commanders like Narset and Etali.

GoldenAgeBatman - Yeah, in the right deck Archfiend of Ifnir will pull in some work.

griffstick Thank you for a reminder this card exists. I used to have a foil... but I need to toss this in my Alela deck now.

Gleeock/Suns_Champion - I like a lot on both those lists. I've eyeballed Prosperous Partnership but haven't found a spot for it. Generator Servant was the only creature I ran in my Narset deck.

Tyrant-Thanatos - I always liked Deglamer. I didn't even know their was a functional reprint.

Anyways, keep em coming. Remember, a little context on who you run it in and why go a long way though.

Suns_Champion on Your Cheap Obscure Overperformers?

1 year ago

Bolt Bend. For 1 mana more and $60 less, you get a deflecting swat.

Humble Defector + "I'll give it to you if you give it right back to me." it's the offer people can't refuse. I rarely get fewer than 8 cards if he's played early enough.

Generator Servant. for when you want that big cmc commander 2 turns early, with haste.

Blood-Chin Fanatic in my Korlash, Heir to Blackblade deck. Absolutely blasts people and has become the main win-con.

Canoptek Wraith, the new and second copy of Burnished Hart, another cheap favorite.

Hostile Negotiations. If you're messing with your yard at all, this is like drawing 6 cards.

Fraying Line. Weird little board wipe, can be slow unless you flash it in before your turn...

Medomai's Prophecy. solid lil value engine, draw to cards for casting what you would have anyway, your commander.

Bestial Fury. on anything that wants to deal combat damage, this card presents a tricky choice to your opponents.

sergiodelrio on Master of Cruelties

1 year ago

Generator Servant could be good in this deck

RinceRaven on krenko

1 year ago

Alright alright so I got asked to give a bunch of suggestions so here we go. Hoo boy. Gonna try to keep most suggestions low on budget but will include the best slightly expensive cards. Should also mention I got a lot of things I know from this primer, cheers. https://deckstats.net/decks/82803/752805-competitive-krenko/en

First the draw pieces you missed: Rundvelt Hordemaster, Dark-Dweller Oracle, Skullclamp, Subira, Tulzidi Caravanner, Reforge the Soul, Conspicuous Snoop, You Find Some Prisoners. The only actual good ones you got in this draft are Idol of Oblivion and Wheel of Misfortune imo, though most are servicable.

Tutors: these beauties can find your best wincons or draw pieces or whatever else you might need most of the time. Goblin Engineer, Goblin Matron, Goblin Recruiter. And are surprisingly affordable.

Next up ramp: Mana doublers are too slow for a deck as fast as Krenko, and you don't have the card draw to support such cards in mono-red. Not really. Also with the 4 mana commander having 2 mana ramp becomes much, much more valued. Cheering Fanatic, Liquimetal Torque, Generator Servant, Wily Goblin, Infernal Plunge, Fire Diamond (Yes I know, I think it's fine here).

Haste: Giving Krenko (and his tokens) haste literally puts you a turn ahead over not having it. Crashing Drawbridge, Ashling's Prerogative (Even gives tokens haste too), Generator Servant (multipurpose? Whoa), Goblin Chieftain, Goblin Motivator, Lightning Greaves, Mass Hysteria, Thousand-Year Elixir (tad pricey but repeatable Krenko seems good) Bloodlust Inciter.

Wincons: gotta end the game somehow. Combo's are good: Breath of Fury, Staff of Domination, Thornbite Staff, Umbral Mantle are the best combo lines for Krenko afaik. If not/next to combo, we have good old damage: Coat of Arms, Eldrazi Monument, Impact Tremors, Obelisk of Urd, Skirk Fire Marshal, Purphoros, God of the Forge, Shared Animosity, Devilish Valet, Quest for the Goblin Lord, Throne of the God-Pharaoh.

If we let our opponents do whatever they want we'll have trouble winning, even with our speed. Luckily red has quite some options. Don't forget Liquimetal Torque can turn things into artifacts so we can shoot them easier. Abrade, Chaos Warp, Gempalm Incinerator (great removal spell, terrible creature), Goblin Assassin (wipes the floor with creature decks), Goblin Bombardment, Goblin Cratermaker, Goblin Sharpshooter, Goblin Trashmaster, Goblin Welder (hits opponents too), Mogg Salvage, Pashalik Mons, Skirk Fire Marshal (your board survives this with Coat of Arms or Eldrazi Monument), Furystoke Giant, Shattering Spree, better than Vandalblast, Wild Magic Surge.

Best Utility Lands: Great Furnace, Buried Ruin, Path of Ancestry, Castle Embereth.

I'm tired and my brain is dying so here's a dump of things I forgot or for didn't have a place to mentioned yet :)

Heirloom Blade, Chandra, Torch of Defiance, Blood Moon, Brash Taunter, Impulsive Pilferer, Jeska's Will, Goblin Chirurgeon, Goblin Sledder, Mogg Raider, Pyroblast, Red Elemental Blast, Tibalt's Trickery, Mogg War Marshal, Legion Loyalist, Legion Warboss, Brash Taunter, Fable of the Mirror-Breaker  Flip, Hobgoblin Bandit Lord, Muxus, Goblin Grandee (idk at what math this is good I'm sure someone did it already somewhere on the internet), Siege-Gang Commander, Zo-Zu the Punisher, Goblin Ringleader, Goblin Piledriver, Arms Dealer, Grotag Night-Runner, Goblin King (get 5th or 6th edition art btw).

Good luck on figuring things out. I'm off to bed

king-saproling on Intet's grand entry

2 years ago

Component Pouch, Worn Powerstone, Palladium Myr, Somberwald Sage, Overgrowth, Coalition Relic, Pentad Prism, Generator Servant, Eye of Ramos, Heart of Ramos, and Horn of Ramos would all ensure that Intent comes out on turn 4 assuming you've drawn your 4th land by then. Your land count is too low to reliably achieve this though. Would need to be at least 39 lands.

Personally I would cut thought vessel, farseek, rampant growth, wood elves, yavimaya dryad, and utopia sprawl in favor of some of the aforementioned cards.

Also these might interest you: Lightning Greaves, Bloodsworn Steward, Blood Mist, Berserkers' Onslaught, Brass Knuckles, Fireshrieker, Embercleave, Lizard Blades

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