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|Commander / EDH
|Commander: Rule 0
Ich-Tekik, Salvage Splicer
Legendary Creature — Phyrexian Human Artificer
When Ich-Tekik, Salvage Splicer enters the battlefield, create a 3/3 colorless Golem artifact creature token.
Whenever an artifact is put into a graveyard from the battlefield, put a +1/+1 counter on Ich-Tekik and a +1/+1 counter on each Golem you control.
Partner (You can have two commanders if both have partner.)
5 months ago
Thank you again for reaching out Tsukimi, and my bad for not taking a look sooner. It is very apparent that this deck is one of your favorites. I do have a few different suggestions, both for the deck and the primer itself. As someone that also enjoys writing primers, I think it can be helpful to add category tags in the edit feature, but not set it as the default view. I find it helpful for my personal organization as I make edits, but can also be helpful for anyone reading the primer that might enjoy that sorting feature.
I get that you can essentially get double triggers from some of your ETB Creature ramp with Brenard out, but I'm counting about 10 ramp/mana producing effects, and your average CMC is above 3.5. It could be helpful to get a couple of the 2cmc Sorcery stuff like Farseek & Three Visits, but isn't the biggest priority if you haven't felt this to be an issue during your IRL play.
Scapegoat could be a fun board protection effect in this deck. A fairly cheap pick up and is mana efficient for what it can do.
Ich-Tekik, Salvage Splicer could be a helpful means of buffing up your Golems, especially as your Gingerbreadified Golems die. I can understand the omission at 5 cmc.
In terms of fun ETB effects that would be worth re-using, I'd recommend checking out Druid of Purification. It's become an auto-include in pretty much all of my Green decks. While yes, your opponents can all technically select the same target to remove, I've found that in the games I've played, opponents tend to select 2-3 targets depending on the game. I think in the dozens of games I've played with it, there was only one occasion where all opponents selected the same target. Everyone has something around the table they don't like, and it puts the onus on your opponents to make their selections. This has sometimes lead to opponents making spite plays against each other afterwards lol. I get that you're already running Aura Shards with how creature heavy you're running the deck, but this could bolster that removal suite a bit more, and is a little less Feels Bad than Shards.
I've liked Soul Partition as a utility card that doubles as (temporary) removal, or a permanent saving effect.
This deck looks fun, and I look forward to reading your primer as you continue making updates and developments!
6 months ago
Throne of Eldraine: I appreciate the thought of giving mono-colored commanders some love, but four mana for five that you can't spend on activated abilities or artifacts feels a little excessive? The drawing ability is pretty nice, but mind you you're spending 5 + 3 mana for the first two cards, and you're probably casting the throne kinda late. I'd like it more if it cost but gave three mana instead.
Courts: I like that they're doing more cards that reward you for holding onto the monarch. Wish they'd specifically make more mono-white cards like this. (Also, is it just me or is the art for the red court the only one that doesn't use negative space?)
11 months ago
If Ich-Tekik, Salvage Splicer is a Golem and an artifact dies, it would get two +1/+1 counters. In this case, if the ability was worded as "... and a +1/+1 counter on each other Golem you control." or something similar, it would only get one. Since there's no exclusionary phrase in the second part, it sees Ich-Tekik as a Golem and treats it appropriately. Compare to Arcbound Overseer's or Indulgent Aristocrat's similar wording.
11 months ago
If Ich-Tekik, Salvage Splicer is on the battlefield along side Xenograft (naming Golem), and an artifact dies, how many counters get placed on Ich? is it one, since it's a single sentence giving a list of valid objects, or is it two, because Ich now is a golem, and gets one for being Ick, and one for being a golem? the ambiguity arises, in part because of Tolsimir Wolfblood, who grants a +1/+1 bonus to green OR white creatures, and a +2/+2 bonus to green AND white creatures, becuase he uses two sentences to grant his bonuses.
1 year ago
TheOfficialCreator Sick, I was just wanting to be cautious, in some Discord Servers and a Reddit forum prior I was asked about reducing post lengths. Just wanting to respect a precedent I suppose.
Grubbernaut The opposing view is just as valid, and more insightful than having mostly the same repeated points towards this subject.
Ideally, I'd imagine, in a game about playing cards and constructing decks with those products; to ban a card is never the company's motive. They want to sell every card they have and for us to buy them. When a card is banned, it's usually for the health of the specific format to preserve as many cards as possible while allowing player's to access the game.
I think it's in this accessibility that cards get banned due to a perceived "power level" of the current "meta" that might have taken advantage of the card, or the effect of the product in question was so ill-received. Opposition Agent was one of the few cards I saw, and was rather excited about. Every player under the sun screamed "ban" and wizards didn't. I found this quite the impressive result because I'm skeptical that WotC tends to listen when their player's cry wolf; just look at the ban list.
It's obvious that certain gameplay strategies are favored. Feather, the Redeemed is obviously loved as shown by this forum, and that's super cool, but it's the player's choice to play that deck against an opponent they might not know and I believe accept the risk that their deck's strategy may be flat out exploited and shut down. I also believe that it is that deck's responsibility to have at least a couple of answers specific or otherwise to answer cards you, the deckbuilder expect to see shut you down.
I'm going to use Korvold, Fae-Cursed King as an example. I know plenty of people want him banned, and I can easily see why. Dude is sick, he's one of my prized commanders, but I enjoy how he plays. Of course I'm biased and don't want him banned, and he probably won't as up to this point they have yet to ban a preconstructed deck's face-card. I'm fairly certain that's by choice, otherwise WotC would have. But, is it unfair of me to ask that they ban Yasharn, Implacable Earth because it shuts down my deck's main strategy (I know not entirely, because you can still sac lands, and that's how I built my deck, but I did that because of this interaction. As a form of fail-safe and deck protection. Because my opponents counterplay every deck I bring because I even made Korvold). Is it fair, to counter a commander deck? I don't know. I'm not here to debate the ethics of playstyle entirely, but more the "legality" of rules as written, because otherwise why else would this discussion stand?
Commander should be casual in this sense, you should be allowed to play what you want, because if you don't, how much fun are you really having? I think this is why we have a rule 0. Excluding professional competitive environments (and there's a debate to how professional those really can be depending on the LGS or players) for the moment. To allow each player what they wish from the game, Rule 0 exists to please all parties with compromise if not mutual agreeable terms. "You want to play Feather, the Redeemed, I'd love to see how you built yours! Just letting you know, I have an Ivy, Gleeful Spellthief as my newest deck, are you alright with me playing this?" literally how every interaction before Casual play should begin, as dictating by the website and thousands of videos on the internet.
For the sake of peace at the table and respect for all players present, I'm entirely for this discussion. Like D&D (and I'll only reference this momentarily because it is also a WotC IP) it shows a sense of social courtesy to fellow players, that you do care about their deck, or cards, experience, or playstyle. That you are considering their participation at the table you joined, or the table they've come to play at. It's a game, and the first rule is "talk". This may be a touch rude, and absolute, but I've experienced a plethora of players too concerned over their commander and not being able to play it that I believe them sometimes at fault for gatekeeping their table from players building decks with the newest cards that have come out. I'm on occasion guilty of this (not wanting to have to switch out decks or else I'd get counterplayed, because my opponent didn't want to change commanders) but it's unfair to presume a player using a controversial commander like Jodah, the Unifier who I think is perfectly fine, would have ill intentions towards you the player, personally (in casual play).
Competitively. I feel like the game sports an entirely different flavor, one that is fast, calculated, and just as rich with players and their own method of interacting with this medium. When a player brings something like Urza, Lord High Artificer to a table to play for a prize. You've signed a social contract in a setting that'll require you to play. To counterplay. To out pace, out think, and like chess, determine your best route to seek victory. cEDH is a wonderful and freeing battlefield to be apart of, I think it's unfair to proceed as if both are the same formatted gamemode when they both interact quite differently. The ramp is different, the mana base is different, most of the spells will either be counterplay picks for decks you'd expect to see, and everyone there (or majority I'd expect) has literally signed up for this. Paid their LGS, and is wanting to win.
Now. Does that mean your neckbearded-odorous-shop-dwelling-compking is going to show up and try to sweep everyone with their 3,000. cEDH deck because they are compelled to win here, because they have short comings in life? And does this hobby support and enable this behavior? Kind of. It happens, sure, but no one wanting to have fun should care, and anyone trying to win now has a baseline to work off of. If it does happen, you literally know what they'll play, use, or at least what to expect. That's the magic to competitive play. To be (and this will be a wild example) Goku standing across from Cell at the Cell Games... is sort of how it feels in cEDH 1v1 shop comps. It's, really fun. I don't know, I'm not too experienced on this side of the format, I've literally lost every shop competition I've attended, but I see the value and joy it has and wish to respect it.
I do believe there is an argument to removing Sol Ring, I think it's a crutch of a card. Though I just count it with my lands at this point. It's the first card in a deck 99% of the time without it being said. Printed in every preconstructed product, the card makes the format what it is, and that's kinda dumb. No one (I'd hope) wants to play the same deck, but here we have staples, and Sol Ring is sort of one of them. It's our Ki-Blast, our standard poke-ball, it's the Ash Blossom & Joyous Spring, it's literally engrained into the game with so many printings and secret lairs. I'm baffled to suggest if we got rid of it, would it be just as "necessary" as any of the other cards on the ban list? I don't think so, most of them could probably see play with that Rule 0 in a casual game, but the ban list, is upheld for competitive players and that's kind of baffling.
That Casual players can scream to High Hrothgar and back about something like Hullbreacher or Opposition Agent and be bummed that both didn't see the same fate. But someone who plays cEDH now has to suffer the consequences of players who want to play competitions at their LGS but don't realize that their preconstructed product might not hold up. Sad to say (and I do realize this is an extreme variable based on literally whoever shows up, it's that random whenever you're new to the game until you notice who plays, what they play, and how they tend to play. Then you learn what to expect, and the fun of cEDH or what I enjoyed personally arises to the surface.) but most preconstructed products now, seem to sell a concept with the intention of being improved by the player and encouraging they buy more cards to do so. (I enjoy this aspect of encouraging the player to deck-build instead of relying on what they purchased, they can rely on creativity or the advice of their closest friend or the player across from them)
I've no rational experience in regards to having specific cards banned that I wished to play, unless Korvold sees the hammer, but even then, I'm not taking him apart. I'm just going to continue with Rule 0 and play him casually. I wish the game wasn't so ambiguous that these sorts of topics had clear and defined answers so that all could just agree on a single experience, but that's so restrictive and against the nature of the format. Perhaps Modern and Legacy see this, Standard certainly does (and I believe that's what makes Standard a rather fascinating format due to the fact that none of their rules are as ambiguous as EDH's Rule 0, which is necessary but rather counter productive when compared to cEDH. You can't argue Rule 0, but you can't abuse it either. More ambiguity.) and Draft as well.
I don't believe by having a ban list, you're helping, solving, or relieving a problem. I'm very much a casual, and believe you should be able to play what you want. "I'll suffer the wrath of Braids?" Cool. I want to see what you built that represents you, how you play, how you have fun. It's going to be my job to do likewise and hope it's a fun game for both sides. Now being mana flooded, mana screwed. It feels like more of a personal issue across all players, sometimes you hit a pocket because you over shuffled and all your lands have ended up together, I feel like not enough people take into account some players face this problem and blame a card, a player, a format and take that personally when mathematically they've added too many lands, not enough, over shuffled, didn't have enough protection, removal, boardwipes. The requirements for a "good" deck, in cEDH sounds excessive, but that's that format. Casually I think you should be able to build what you want and move on.
Also, apologies if it sounds hypocritical by the end, but I'm pro-Sol Ring for the simple fact that it enables some exciting combos with Salvaging Station & Ich-Tekik, Salvage Splicer. But that's just extreme biased, anyone could say the same about Flash, Tolarian Academy, or my favorite Panoptic Mirror. I'm certain they all had really cool interactions, I'm certain with the latter; and I'd understand why WotC could ban Sol Ring or be encouraged to, and I wouldn't be mad. I'd just adapt, it's all we do as players. Communicate, adapt, play/build, repeat.
1 year ago
Boxfish It was a wonderful weekend, thank you!
I love all of these changes, they look quite well-decided. Viscera Seer is a monstrous card when you can use them. They've the ability to just help you dig for answers, like your Crypt Rats or Gray Merchant of Asphodel.
It's a touch rude for a solution, but for token producers like Scute Swarm, Krenko, Mob Boss, Myr Battlesphere, Thopter Assembly, or even Blade of Selves; Pestilence, Withering Wisps, Toxic Deluge; Cheap solutions that can get expensive, that can wipe your own dudes (but it's not like you're unable to bring them back).
If you're ever looking for ways to wipe the board without playing Mass Removal which Indestructable can dodge. Dictate of Erebos, Grave Pact, Urborg Justice, Killing Wave, Torment of Hailfire can access more than one target in a turn, and remove them without the need for targeting and benefit you in the ability to just bring a dude back with your commander or any other spell. Though I can't deny that this is a rather rude option, especially with cards like Tergrid, God of Fright Flip, who would just give you control of all creatures your opponent's could sac. You'll gain control of most any board with just Tergrid alone. Then you've got little dudes like Fleshbag Marauder, Demon's Disciple, Plaguecrafter, Merciless Executioner, Gravelighter, Slum Reaper, which all had triggered abilities that react to the formerly listed removal, your commander, Ayara, First of Locthwain, and is prone to getting your targeted even harder, but does result in a powerful and satisfying resolve once you carry the reputation of dishing out a challenge. Depending on overall deck-composition. I don't necessarily recommend all of these; but... just saying Pestilence will get your table's attention every time, draw every bit of removal, and can you activated in response to any cast that isn't a counter. With a single Dark Ritual or Cabal Coffers cast/activation... your table will weep. Sorta.
I don't know if you can directly link decks, but my Halana and Alena, Totally Just Roommates, and my Atla Palani deck's all feature cards printed in their respective planes if not, cards printed in extra supplementary sets like how Odric, Master Tactician was first printed in (M13) but is unable to planeswalk to other planes, and resides on Innistrad; technically the coresets were the base and all else added to their printings and materials, but in reality it felt like the other way around (in my experience), the story blocks made the "core" sets feel like additional content to add to your lore; this being a factor I consider when building some decks. Sacrificial Splicer is a similar case (Except I kept my favorite artifacts from other planes in the deck, I have Ich-Tekik, Salvage Splicer as a partner to Rebbec, Architect of Ascension who are respective enemies in a sense to the Phyrexian cause, one directly influencing the Praetors while the other for a time was using Powerstones to make a barrier strong enough to keep Phyrexia out, and have constructed the deck around ''Compleating'' Rebbec, which locks the board down.
The Lore in magic, is an entire rabbit hole I highly recommend exploring. Pick a plane and start from there. Find a character from that plane and follow their journey. If not by card, by flavor text. If you're into it enough, there are a series of comics out there printed by ARMADA. The Shadow Mage and Dakkon Blackblade are some of my favorite printed stories in magic, which just recently received cards. Likewise was true a couple of years ago for Yawgmoth and Urza who didn't really see their official name's on legendary cards until 2020 (despite having story presence since the beginning). The Weatherlight Crew, new and old, feel like a group of avengers, using their ship to planeswalk because they don't have a spark, and are simply putting together this weapon to stop the ultimate evil, and you can almost feel the stakes mounting as you scroll through the sets they were released in. From Urza's Sage to Invasion, to Time Spiral, to Dominaria. Now Dominaria United. I believe the story of the cards makes the deck that much more meaningful, but there's something to be said about finding the most fun cards and constructing something nuts out of them.
2 years ago
@Dam0: Like we already said, we rate commanders on their own abilities. Ich-Tekik, Salvage Splicer tries to do too many things... Golem-, ETB-, artifact- and +1/+1-counter synergies on a green commander is just bad. The best golem synergy cards are also white/red or blue... The green ones are over costed and even worse than Ich-Tekik. But yes, Mirri the Cursed isn't that great either, but she has at least haste + evasion, to play her as a bad black voltron commander.
2 years ago
Great deck! +1. I have a Ich-Tekik, Salvage Splicer + Rebbec, Architect of Ascension golem tribal, "regular" Commander deck, which is cool and all, but you using Toggo, Goblin Weaponsmith makes me jealous anyway, lol! =D
I like a lot of your card choices, but I feel that I should point out a few things I noticed in your description, if you don't mind:
- In the "About Rocks" section, you mentioned planeswalkers, but there are no planeswalkers in pauper, or pEDH, iirc.
- In that same section you also mentioned letting your commanders use the rocks, however, that will unfortunately NOT generate Commander damage. Commander damage is dealt via combat damage only, therefore any damage your commander does otherwise is just considered regular, boring old damage. Even if that damage is dealt by your Commander during the combat phase, it still wouldn't be Commander damage unless it was dealt to a blocker/player during the "Damage Resolution Step" of the combat phase.
- In the "Golems" section, you said that you usually move Modular counters from your Arcbound creatures to Itchy-Tekky, but unfortunately that also does not work. Arcbound creatures can only put their counters on another artifact creature when they die, and Itchy is not an artifact creature, and therefore cannot be the recipient of those counters.
Beyond that, I like what I see here! Nice first attempt at PDH! If you want to dig deeper into Pauper EDH, check out the Pauper EDH Primer, the Compendium (both of which are maintained by PDH legends Podkomorka and Ruffigan) and my own List of Lists (which contains resources for PDH and every other format).