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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Artifact — Vehicle
, Exile this and four other artifact creatures and/or Vehicles you control: Create Mechtitan, a legendary 10/10 Construct artifact creature token with flying, vigilance, trample, lifelink and haste, that's all colours. When that token leaves the battlefield, return all cards exiled with this except this card to the battlefield tapped under their owners' control.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
6 months ago
Reading the title, I expected to find Mechtitan Core in here, but then I saw it was pauper! Fun deck nonetheless. +1
8 months ago
2ND ROUND OF CHANGES:
REMOVED: Temple of Deceit, Temple of Enlightenment, Temple of Silence, Tempered Steel, Liquimetal Torque, Scholar of New Horizons, Thopter Shop, Sphinx's Revelation, Bident of Thassa, Alela, Artful Provocateur, Etched Champion, Armix, Filigree Thrasher, Myr Battlesphere, Filigree Attendant, Vedalken Humiliator, Tawnos, Solemn Survivor, Losheel, Clockwork Scholar, Marionette Master, Teshar, Ancestor's Apostle, Ethersworn Adjudicator, Indomitable Archangel
ADDED: Glimmervoid, Power Depot, Forsaken Monument, Mind Stone, Darksteel Ingot, Hedron Archive, Dance of the Mance, Thoughtcast, Thirst for Knowledge, Master Transmuter, Lodestone Golem, Research Thief, Treasure Keeper, Mycosynth Golem, Myr Retriever, Sculpting Steel, Mechtitan Core, Mystic Forge, Dispeller's Capsule, Dispatch, Burnished Hart
COMMENTS: Deck feels powerful, but one dimensional in that it's just trying to pump out big dumb creatures asap; kinda cool. I've played 3-4 times with the current iteration and I'm looking to speed the deck up a little bit; lands coming in tapped, not quite enough draw, and too many non-artifact creatures being the two major areas of focus. I've actually reduced the amount of creatures with this round of changes so I need to check that this is OK.
Lands probably need more work, still too many tapped lands by far. Scholar of New horisons is fine, just doesn't fit in the deck, same with Tawnos (who likely needs his own deck, but I have done a few cool things with him). Tempered Steel, Indomitably Archangel and Ethersworn Adjudicator were hard cuts. But I've added removal, ramp in so I want to see if that's better. Tempered Steel with the thopters was particularly good and may get added in.
11 months ago
lcarl3035 Thanks for suggestion, but the Mechtitan Core used to be a part of this deck. I recently replaced it with Reaver Titan. Similar outcome, but I don’t need to meet extra requirements to summon it. Additionally, Mechtitan Core is being exiled when the token dies, so I cannot resurrect it back with Greasefang, Okiba Boss
11 months ago
You could add Mechtitan Core, that'd be funny.
1 year ago
I think the deck flows a lot more smoothly now. I never quite appreciated Mechtitan Core as a win condition until now.
1 year ago
Some mild potential from the new Kamigawa-
Goro-Goro, Disciple of Ryusei difficult to get that second ability in this deck but the first is always going to be great!
Hidetsugu, Devouring Chaos It's neat.
Mechtitan Core I dunno... It does give a way to get an advantage out of losing Mairsil if you pay for the effect in response to removal. Really though this is a rather causal gimmick.
Undercity Scrounger It's possible to have Mairsil make a treasure token every turn with this. Not just my turns but every turn. Curiosity is peaked.
Nothing else stood out as anything worth considering. Mechtitan is already pushing the bounds of "considerations" rofl.
1 year ago
I think your creature count might be a little low. If the opponent can kill the few creatures you cast you’re largely in a bad spot.
It feels like its going to be pretty hard to activate Mechtitan Core with your current land count. Without Sram, Senior Edificer surviving to give you card advantage, your land situation feels pretty slow in general. I would have thought 23ish would work better.
This deck feels like it needs Smuggler's Copter.
Your deck currently lacks any kind of interaction. That’s going to cause you a LOT of grief if your opponent is playing aggro or combo (as well as letting them largely do what they want, whatever deck they’re playing). Your deck won’t be fast enough to race people, so I think you need to ensure you have a way to disrupt them.
Blacksmith's Skill feels more like a situational sideboard card, than a mainboard one. Its going to be very awkward/slow to be having to always keep mana up for this spell (or, not and then be unable to cast it)
Your current sideboard just mostly feels like excess stuff you couldn’t fit mainboard. I think you need to retool it to actually help you in your bad matchups.
1 year ago
yaoster Yes, Mechtitan Core certainly fits the bill; its color identity makes it playable here, and it generates a five-color token that can satisfy HEA. However, with exactly zero artifact creatures and/or vehicles in the deck otherwise to satisfy its demanding sacrifice requirements, getting it to work would require quite an overhaul. While Mechtitan could certainly have a place in another HEA deck looking to get all its colors, it's not gonna work here. Good looking out though, thanks for the suggestion!
Mountainmammoth Thanks for all the suggestions! I did come across and consider Angel's Trumpet as this deck was forming. It's certainly a staple in a lot of pillow fort decks, and I hadn't considered how it could interact with a forcibly recruited hippo legion. It could be fun to play in this list and I think I'll stick in the maybeboard for now, but I'm finding that the games where this deck performs the best are ones in which attacking in general for all players is kept to a minimum. The trumpet definitely runs counter to that.
Angel of Destiny is interesting too, but I don't think will quite be on-theme here. I'm finding as I play that my best role is to sit back while the other three players drain each other out until I'm ready to finish everyone off. Some games certainly develop a clear problem player, but I've had success enabling the other players to take care of them rather than doing so myself. I'm not trying to single anyone out myself, which appears to be this angel's wheelhouse. I also don't attack nearly enough for the lifegain angle to help much.
Elixir of Immortality I'm definitely familiar with. I run it in my Windgrace deck to get my basic lands back in my library once I've fetched them all out. I still have yet to run into anyone playing a legit mill strategy to feel like I need to gear this deck to account for it. Mill is just what I feel is the least satisfying way to lose a game of Magic so I always keep it in mind, but is more or less moot so far. From a recursion angle, having a card I need in my library is definitely better than having it in my GY, but getting it into my hand or into play from there is still a challenge that elixir doesn't address. The couple of new cards from Neon Dynasty I'm including/going to include should help a lot in this regard.
Shyft, on the other hand, I kind of love. It does exactly what I want it to do for a HEA win, albeit very slowly. It would need to be in play at the start of two consecutive turns (one to change colors, a second to trigger HEA) to work, but it could get the job done. It has a truly unimpressive stat line: a 4/2 with no combat abilities for 5 mana? This card really is kind of awful, but it strangely fits in here, as long as I want to spare a slot for a card solely to enable HEA. A second slot, really, since Planewide Celebration is more or less in here just for that reason too, although it provides a lot more flexibility if I need it for something else. I'll probably pick up a copy and keep it on hand to slot in once in a while, if for no reason other than seeing my opponent's wondering why I'm playing this train wreck of a card. I dig the art too. Thanks a ton for all the suggestions, especially Shyft. I can't believe I didn't come across it while I was digging.