Artifact Creature — Human Artificer
, , Return an artifact you control to its owner's hand: You may put an artifact card from your hand onto the battlefield.
|Have (3)||IcyLightning , , ophios|
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|Commander / EDH||Legal|
Latest Decks as Commander
Master Transmuter Discussion
1 week ago
Super dig the Vega suggestion, that will make its way in on the next round of edits.
Eddy presents some interesting lines, though I've never owned a copy. I'll likely proxy this for some testing in the future.
Yikes, I should probably build in some protection beyond a few pairs of boots. Is Master Transmuter the right kind of thinking or does that lean too hard into the artifact vulnerability? Not sure either if the answer is simply more swords of X & Y or if there is more synergistic options I should be considering.
1 month ago
Hey, some changes to consider:
- Master Transmuter --> Replicating Ring
- Grand Architect --> Commander's Sphere
- Notion Thief --> Rewind
Replicating and Sphere are not really needed here because all the other two drop mana rocks are better/faster. Not a fan of Ingot or Relic either, but at least they're indestructible which has protection from Nevinyrral's Disk .
The Artifact lands are helpful with Transmuter, but they are destroyed by Disk unless you control Forge.
- Seat of the Synod --> Port Town
- Ancient Den --> Shineshadow Snarl
- Vault of Whispers --> Choked Estuary
Not enough basic lands or other dual lands that are two different land types that could be in your hand to support the Reveal lands from not ETB tapped. Can't really support the two Tango lands or Check lands either, but at least these dual lands rely on lands that are already on the battlefield not in your hand.
Other cuts could be the Bounce lands that always ETB tapped, the two Tango lands since only have six basic lands or the Scry/Cycling lands since they always ETB tapped.
1 month ago
Hey, nice version, but please get rid of Temple of the False God :) It's not a good land here because you don't have any land ramp thus it can't make mana until your turn five or six at earliest which is unplayable.
There's a strong artifact sub theme here consider Master Transmuter and artifact lands especially Seat of the Synod ? Transmuter can cheat big artifacts onto the battlefield by first bouncing an artifact land or another artifact such as a mana rock. Sen is an artifact creature which makes Transmuter another way to protect by bouncing Sen back to your hand.
The way Transmuter's ability works is the artifact that you bounce can then be put onto the battlefield right after from your hand because the bounce is part of the cost of the ability. You can bounce Sen even at instant speed and then just put right back onto the battlefield.
Notion Thief is good opponent disruption especially towards the opponent who's turn you control. Getting to cast their draw spells for you to draw instead of opponent. Grand Architect is a good mana dork with artifacts especially when your Commander is an artifact and blue. It can tap the turn you play it to make 2 colorless mana to cast or activate artifacts.
Good luck with your deck.
1 month ago
zapyourtumor - Thanks for the feedback! I get what you mean, however the deck actually uses the Living Weapon mechanic pretty efficiently. The Living Weapon mechanic distinguishes itself from other cards by giving us a token along with the permanent equipment. To make full use of Living Weapons efficiently, we need utilize both of those aspects -- the token and the equipment itself. This deck utilizes the token for various things such as burn/ping, card draw, mana acceleration/color fixing, and of course basic combat offenses and defenses. Once the token has been removed, the equipment still persists, not becoming useless, but rather a tool for us to buff other creatures, such as Dreadhorde Butcher , or Fireblade Charger , for example, which can set up for some devastating damage, especially if equipped with a Lashwrithe or Batterskull . A normal permanent with an ETB doesn't really do this. It's not the most 2000-IQ strategy, but it does accomplish the goal of fully utilizing the Living Weapon mechanic.
When I was trying to figure out how to update the deck, Master Transmuter was a fun option, but (at the time) not as budget friendly, and also there just aren't enough actually good Living Weapons to warrant her play unless you start running tutors like Steelshaper's Gift . That being said, with the newly revealed "Kaldra Compleat" being released in the upcoming Modern Horizons 2 set, there's now a much stronger argument to play her and I'll very likely be updating the decklist again when that card drops, haha.
1 month ago
3 months ago
Master Transmuter is hot (however she is making me think of the Borg Queen).
I always thought Tavern Swindler was smiling, now I can see it's... something else.
Sage of Mysteries has a chain in the water.
3 months ago
Mana Drain is not modern legal, so you shouldn't be running that :)
I would personally drop the large cmc cards, as modern is quite a fast format and they won't get a chance to see play a lot of the time - also they appear to be sucking up a lot of places in your deck by requiring you to run mana rocks. I'd ditch Darksteel Forge , Doubling Cube , Manalith , Vedalken Orrery , Mastermind's Acquisition and Master Transmuter here, as all of them are either too slow, or not doing enough (or both). You want to plan to have won the game on turn 5 or sooner (in a goldfish situation), and none of these cards help to make that dream consistent.
I feel like Mirrormade is probably also not strong enough, as i'm not sure what you'd target with that that'd be worthwhile?
As you're in blue and black, I would highly recommend some early game disruption to make sure that your pieces get to stay in play happily. Stuff like Thoughtseize and Inquisition of Kozilek would do wonders here.
As far as strengthening your ability to grab cards and solidify your board, stuff like Whir of Invention and Emry, Lurker of the Loch both help you get everything going a lot faster. They also let you run more of a toolboxy build where you can run a bunch of 1-ofs in the deck and fish them up for any given situation (i'm thinking single copies of Ensnaring Bridge , Relic of Progenitus , Welding Jar ), as well as being able to recur stuff like a playset of Mishra's Bauble for constant gain with Emry.
I think given the above suggestions, there is really strong odds that you can win faster without Time Sieve than with it (by just swinging with a bunch of thopters). Maybe drop down to a single copy of that card also, so you can toolbox for it in the rare times where it provides a faster clock.