Creature — Dwarf
(Red), Sacrifice Liberated Dwarf: Target green creature gets +1/+0 and gains first strike until end of turn.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Liberated Dwarf Discussion
3 months ago
1x Tangle Wire
1x Bolt Bend Is this ever reduced for your commander?
1x Taurean Mauler It's okay but sort of unnecessary. Can have an artifact dwarf instead.
1x Torbran, Thane of Red Fell Useless in your deck, replace with a 1 mana dwarf.
1x By Force
1x Wheel of Misfortune Really unreliable, especially if all 4 players still playing.
1x Akroma's Memorial You shouldn't win by combat.
1x Illusionist's Bracers One use of commander should be more than enough to win.
1x Dwarven Thaumaturgist His effect is irrelevent.
1x Mycosynth Lattice Mana fixing for opponents, how generous.
1x Rings of Brighthearth see Illusionist's Bracers above
1x Clock of Omens Primary wincon, and at instant speed.
1x Dwarven Grunt 1 mana dwarves
1x Dwarven Scorcher 1 mana dwarves
1x Dwarven Trader 1 mana dwarves
1x Enslaved Dwarf 1 mana dwarves
1x Liberated Dwarf 1 mana dwarves
1x Proteus Machine Artifact dwarf, slotted for consistency. Unnecessary really, can be replaced with whatever.
1x Feldon of the Third Path Can create an artifact dwarf or maybe pull out a dragon that was discarded/played if game went too long.
1x Possessed Portal Use if winning and clock of omens has been dealt with or you don't have an artifact dwarf.
1x Daretti, Scrap Savant Good for rummaging or returning an artifact, since you always have a treasure in play. Can be replaced with good card draw.
1x Mystic Forge 1/4 of deck is artifacts. Can also fix dead draws to a certain extent. Can be replaced with good card draw.
1x Herald's Horn Call dwarves every time. Can be replaced with good card draw.
1x Final Fortune Can win out of nowhere. Use only if you are certain you can win. Be careful, highly recommended only if opponents appear tapped out.
Other worthy mentions I don't feel like figuring out how to slot in right now:
Outpost Siege Solid red card draw.
Commune with Lava Playable red card advantage.
Maze of Ith Use this as a spell slot, not a land slot. Can untap your own dwarves, or be used defensively.
Scrying Sheets all your lands are snow for whatever reason, so could be okay if you have nothing else to cast in a turn.
Valakut, the Molten Pinnacle with all these mountains, why not?
Command Beacon In case people kill your 1 toughness commander too many times.
Darksteel Citadel More artifacts. ONLY PUT IF you don't have color problems.
Flamekin Village Not sure if haste is important enough, but something to consider.
Inventors' Fair gives you health, but more importantly can tutor an artifact.
Madblind Mountain If you end up with a lot of top deck shenanigans.
Labyrinth of Skophos If you're being attacked.
Kher Keep Chump blockers.
Shinka, the Bloodsoaked Keep Might help seem more intimidating early game?
Sequestered Stash Can return an artifact to your DECK, and then commander can grab it.
Sea Gate Wreckage If you run out of cards and have colorless mana sources.
Quicksand Can dissuade attackers
Nykthos, Shrine to Nyx Big mana
Myriad Landscape Ramp
Mouth of Ronom If you still have too many snow lands.
4 months ago
Hey there! Thanks for the insights on my list! Here, I'll give some of my own:
-I understand what you mean when you point out that I should have Seven Dwarves on my list simply for the low CMC. But have you thought about using those slots for 1 CMC dwarves? On this deck, 2CMC 2/2's are worst than 1 CMC 1/1's simply because you can curve'em into Magda on T2 and start generating treasures. I'm only trying to remove the seven dwarves from list because I consistently get a 1 drop dwarf on T1 into Magda T2 into a 3 drop (or a 1 drop + a 2 drop) on T3. This way you can often enough get 5+ treasures by T4 (If no one removes Magda, ofc).
-Your list seems to have a lot of payoffs both for Dragons and Artifacts/Equipments. Thats not bad, but you must remember: Magda's abillity is quite strong when you can pop it early. In my experience, if I pop it by T4-5 with the correct tutor I will snowball the game really fast and win the game with 3-4 more activations tops (normally I'll have 1 available per turn by then). My point beeing, with 10-12 payoffs you should be more than ready to kick it off. I, personally, prefered the artifact road since I can play dwarf tribal with a few dragons to bring some value. But if you want to play heavy on two tribes, thats also fine!
What I'd suggest to you is to try at least a few of those 1CMC dwarves and try to take away a few of the payoffs for a smoother mana curve.
A few good 1 drops to look for: Universal Automaton , Dwarven Grunt , Dwarven Trader , Dwarven Scorcher , Bloodfire Dwarf , Dwarven Armorer , Enslaved Dwarf and Liberated Dwarf . Honestly they're all better than Seven Dwarves , even if you manage to have more than one in the board, since you dont care for their size but for how many activations each managed to get from your commander.
6 months ago
Hey, try the old 1CMC dwarves... I'd bet they cost less than .79 and they would make your Magda more consistent, look for cards like Enslaved Dwarf , Liberated Dwarf , Dwarven Scorcher , Universal Automaton and other cards like that... they arent strong by themselves, but they surely help magda create more treasure faster, and they get a little bigger thanks to her lord abillity.
Take a look at my list, maybe it can help you! Also, I'd love some feedback to make it better!
Commander / EDH
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