Combos Browse all Suggest
- Grand Architect + Staff of Domination + Tezzeret, Agent of Bolas
- Grand Architect + Pili-Pala
- Grand Architect + Pili-Pala + Profane Command
- Grand Architect + Pili-Pala + Staff of Domination
- Dramatic Reversal + Grand Architect + Isochron Scepter
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Vedalken Artificer
Other blue creatures you control get +1/+1.
: Target artifact creature becomes blue until end of turn.
Tap an untapped blue creature you control: Gain . Spend this mana only to cast artifact spells or activate abilities of artifacts.
1 month ago
No worries at all! I’m terrible at the game sometimes too, which is why I turn to you guys for help! :)
So after generating infinite mana with Pili-Pala and Grand Architect one can then summon and sacrifice Breya and one of her thopters infinitely to either deal infinite damage, -4/-4 to creatures or gain 5 life infinitely.
I think Phyrexian Altar could be great if an only if I include Training Grounds so I can pull off the combos. I thought about Training Grounds and decided not to include it since it can’t reduce the costs to less than one; therefore only affecting Breya and reducing the cost by 1. Do you think it’s worth it to include Phyrexian Altar given that the combo can’t go off without Training Grounds? I suppose at worst, it’s still a great way to get mana out of thopters to get through the deck.
Lastly, when I have the time, I’ll try to turn this page into a Primer with instructions and possible combos to make it easier for others to follow and provide suggestions.
1 month ago
You know what my problem was? I was thinking at Sorcery speed. I'm sometimes bad at the game, lol.
Also, what do you think of adding Phyrexian Altar? I think having another sac outlet would probably be beneficial to kick off your combos more easily. Plus, colored mana!
3 months ago
To give you some math from here
you’re not going to see Grand Architect in 60% of your opening hands. As far as I can see your hands are completely unplayable without this card.
on average & being on the play, 1/3rd of your games you’re going to miss your 3rd land drop, meaning you can’t do much of anything towards enacting your plan. Even if you do reach 3 lands, there is a small but not insignificant chance (~10%) that you don’t have thev2-blue pips required to cast your architect.
even if the odds align perfectly fir you the opponent having any form of interaction and using it on your architect is really bad news
3 months ago
Veryon you seem to be very defensive in my suggestions here.
I understand that Grand Architect can make mana, and is copyable, but you can’t rely on drawing that every game. Furthermore, any opponent with an inkling of your gameplan will just kill it when it enters play (you won’t have the mana up to protect it), leaving you in a terrible situation. Thirdly, 21 lands isn’t even high enough to reliably hit 3 lands on-curve, so there’s reasonable odds you’re going to struggle even getting this card into play to begin with. It’s a really bad idea to base your entire gameplan on assuming you draw this one card and get to resolve it.
Try goldfishing this deck yourself with the assumption your opponent is holding up a single Lightning Bolt. Your current gameplan both is incredibly fragile and unreliable, and leaves you being unable to do much of anything.
Veryon on wallisface
3 months ago
First let me begin by asking you to read Grand Architect third skill. Tapping is also not "targetting" so it does not trigger the illusion sack. Out of the 24 available creatures (excluding artifacts) not one is above a 3 cast (mostly 1s and 2s) so it is not uncommon to field a creature every turn if not two, making mana req fairly low, so by turn 4-5 that's a possible 8+ mana (no less than 6+ in most cases) to field an artifact. On a bad draw you are generally sitting behind a wall of hex proof guys (thank you Lord of the Unreal + Phantasmal Image) waiting for GA, on a good one you field two 6-7 cost artifacts by turn 5 with the potential to copy them the same turn essentially making them hex proof on summon. Last I checked any of the artifacts except maybe Contagion Engine is pretty rude turn 4 lol, especially if your holding counter spells for field wide return to hand cards like Devastation Tide that do not "target" which gets you around hex proof. Jace, Memory Adept however IS a very high-cost card for this deck but you didn't mention him.....
3 months ago
Expedition Map pairs well with Academy Ruins in a janky kind of ramp. Retraced Image is also a handy T1 ramp spell providing that you have two islands in your starting hand. Walking Atlas also helps with ramp in mono-blue if you don't mind breaking your tribal concept. Pili-Pala pairs with your Grand Architect to give you infinite colored mana.
6 months ago
I feel like Farm-IKraum would make a better shell for a cEDH Thoracle-consulation list, at least in my opinion. Obviously there is nothing wrong with doing things differently.
Breya wants to run more artifact combos, especially anything that can make infinite mana ( Pili-Pala + Grand Architect, Isochron Scepter + Dramatic Reversal + mana rocks, Dockside Extortionist + Deadeye Navigator, etc) with a sac outlet to do infinite damage with her. that infinite mana can also use Urza, Lord High Artificer to combo off and cast your deck basically (with thoracle to finish).