Combos Browse all Suggest
- Aether Hub + Metallic Mimic + Oviya Pashiri, Sage Lifecrafter
- Altar of Dementia + Metallic Mimic + Murderous Redcap
- Impact Tremors + Metallic Mimic + Murderous Redcap
- Impact Tremors + Metallic Mimic + Putrid Goblin
- Metallic Mimic + Murderous Redcap + Sling-Gang Lieutenant
- Goblin Bombardment + Metallic Mimic + Putrid Goblin
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
- Stacking CoCo hit ETB abilities
- Does Metallic Mimic trigger Thalia's Lieutenant?
- metallic mimic and zombies
- Metallic Mimic and Nebelgast Herald / Spirits
- If I cast Metallic Mimic while I have a Panharmonicon on the battlefield, name Human and Werewolf, and then cast Village Messenger, how many +1/+1 counters get put on the messenger?
Artifact Creature — Shapeshifter
As this enters the battlefield, choose a creature type.
This creature is the chosen type in addition to its other types.
Each other creature you control of the chosen type enters the battlefield with an additional +1/+1 counter on it.
3 months ago
Metallic Mimic might be a good add here.
4 months ago
You could run 4x Hardened Scales complete the branchwalkers, add more Deeproot Elite, Vineshaper Mystic and Metallic Mimic. Then you have somewhat a monoG merfolk counters list... also... swap your basics for snow covered forests and play blizzard brawl
4 months ago
Love a good cat deck! You should check out Kaheera Cats and Chariots :3 by NonetheWeisser for some additional inspiration. Definitely one of the most competitive tribal cat decks out there and if I could toot my own horn my version of cat tribal focuses more on token creation but it is fairly potent non the less as well (Feline Feelings). Lots of good discussion in the comments of those two decks as many of the cards you are either playing or considering are in those. Might help you make some educated decisions if you were on the edge of playing one cat versus another.
Otherwise, it almost feels a bit like you are going for some +1/+1 counter synergy with this deck. Collective Effort and Unbreakable Formation are something I have played in +1/+1 counter decks and Ajani, Caller of the Pride provides another way to get counters while having some finishing moves as well. If that is the direction you are wanting, I would definitely recommend adding in a full playset of Metallic Mimic to bring cats in with +1/+1 counters and Hardened Scales to double that effect. Adding a few copies of Gavony Township might give you late game options as well. If that is not the direction you are wanting, I might suggest Dromoka's Command over Collective Effort. Slightly less potent and upside but cheaper and a bit more flexible. I would also suggest Heroic Intervention over Unbreakable Formation for the same reasons.
Also, you may want to look at the lands a bit. You only have 10 ways to generate a mana. Loam Lion is a beast if could add something like Temple Garden. Wooded Bastion would be a cheaper alternative if cost is an issue.
Anyway, hope something there was useful and happy brewing!
4 months ago
DreadKhan - Utopia Sprawl has been on my wish list for a while but I feel like you are right this may be a good fit for it considering the abundance of high CMC dinos in the deck. If i can procure some in the new future I will need to test that out. Any thoughts on what you would cut to make room for 3-4? My first thought was 1xForerunner of the Empire and 1xTrapjaw Tyrant but after that things start getting tight!
Metallic Mimic and some of the other shapeshifters you mentioned have some merit...The +1/+1 counter ability is not exactly needed with how big most dinos are for their cost but it would give a cheaper option. Realmwalker wmight be a good addition to give me a "larger hand" as you mentioned and Masked Vandal would give me a decent artifact/enchantment removal option seeing how that is something dinos struggle with.
Good stuff and some ideas to try out! Thanks for your thoughts!
4 months ago
I feel like you could use more ramp, you could use enchantment ramp like Utopia Sprawl or even Trace of Abundance incase you're worried about your beefy land being targeted somehow. I also wonder if Pyrohemia is worth a look, this would 'solve' annoying decks with x/1 (and x/2, even x/3 probably is safe for most of your dinosaurs) creatures like Elves and Faeries, and it can Enrage your dinosaurs for you for only R, which seems like a lot of value.
Metallic Mimic might be a low mana 'dinosaur' that can help, Realmwalker is another that might help, it's a tiny advantage acutely, but having access to one more card at all times is pretty good. Masked Vandal might be worth a look if you think you can get creatures into your own graveyard to power it, exiling stuff is pretty strong.
Not sure if you ever get 'outmuscled', but Blasphemous Act does offer you a wipe that can trigger your Enrage abilities on the way out, which can be a nice perk that offsets the annoyance of wiping your own board.
5 months ago
I am by no means an expert but I can offer up my two cents. Looking at the deck, looks like a Myr tribal build and while I do have experience with tribal, I have not ventured into artifact heavy decks but most the concepts should still apply. It also looks like your main wincon is token creation...
There are a lot of Myr that can fill the roll of dorks and a lot of synergy with Myr Superion, Myr Galvanizer, and Myr Battlesphere. I am surprised you are building around those a bit more. I just envision getting out 3-4 dorks in combo with Galvanizer, using the dorks to supplement your mana, then untapping them only to tap them again for Myr Battlesphere. Battlesphere can do some serious damage even when fully blocked and you have lots of cards available to regenerate it, bring it back to the field, or return it to your hand. One of the things I actually hate about playing against artifact decks is how easy it is for them to bring stuff back!
You have 74 cards in the deck, I would strongly encourage you to get it back down to only 60. Running more than 60 cards when not needed is a trap that just makes the deck less efficient as most decks are built around a particular card or combo and running additional cards just makes it less likely you will get the cards you actually want.
You are running a lot of very expensive artifacts. Many of them have some very nice abilities but I think you could remove a lot of them from the deck and it would still function well.
I would highly encourage you to find some draw options for this deck. I know there are some cards that provide draws that have "affinity for artifacts" so that would be a good option or splashing some .
Speaking of adding some color, adding in a splash or two would give you some options in terms of interaction. I do not think you are running any removal at the moment so have no way to really deal with any thing your opponents might put up in your way that you may not be able to deal with.
If you really want the token creation to be a big factor, you might consider something like Anointed Procession. You might also consider Metallic Mimic or something similar to boost your Myr forces while still giving you something that provides a body on the field.
6 months ago
That being said, some helpful pushback and discussion here are leading me to qualify my thoughts that there are some changelings which can be good in this deck and be correct play options, so I wanted to talk about which ones and why.
The first of these and the clear strongest option is Metallic Mimic. The reason for this is because it is a 2 drop "angel" that anthems every other angel you cast by increasing the number of counters that are put on it. This is amazing because unlike a Thraben Watcher whose anthem leaves the battlefield when it is removed, the extra counters will remain unless a board wipe happens. Regardless of whether I end up playing this card or not I think it is probably "correct" to play it in an optimal list.
The second of these cards is Irregular Cohort. Phule451 made a good point that this card is a two-for-one that we can cast turn three consistently. If we cast it then from turn four on we are putting at least three counters on everything, which is pretty great. Two-for-ones are great for goldfishing and provide efficiency, so this does that. There are still some downsides to this card since the angels don't fly and as four cmc is the slot where we need to get more choosy since there is more competition for slots, but I think it is a valid and very playable choice in this deck.
The third card is the weakest but is still playable and that is Universal Automaton. The "sole" reason for this is that it costs solely to cast it, and there is only one other angel we get for that rate. Again, low cmc angels don't have to do as much to justify their slot in this deck- cmc is almost good enough on it's own!
Any of the above cards can be "correct" to play in this deck, so if you want to play them, by all means do! All of that being said, I don't think that I personally will be playing any of these cards for two main reasons. The first of these is pretty much what I said before about the flying piece, but perhaps I should elaborate more. I have a lot of experience playing flyer decks across multiple formats in magic and it's something I have a strong feel for. When I've had non-flyers in decks that are built around flying, they've always felt bad, and I've wished they weren't in my deck every time. This already happened to me with Mirror Entity in this deck, and I don't want to really have much of a desire to experiment with them more. The only card I could maybe see myself playing is Metallic Mimic, but if I did play that card it would take the place of a support piece and not an angel, and I would justify it by considering it a support piece and not take a slot from an angel proper. The other reason I don't see myself playing these is more about flavor. This is an angels deck, and I want to play big flying angels with cool art, not creepy shapeshifters masquerading as the real thing. Changelings may be considered angels mechanically, but they also are not truly angels, and it feels wrong for the angel tribe in particular. I love some of the changelings I play in my Yuriko, the Tiger's Shadow deck because it seems like ninjas and changelings go together perfectly, but not so much here. Of course, this latter reason is entirely subjective, and in general I try to build my decks as optimally as possible, but where it doesn't hurt the deck's strategy I like to keep my decks as flavorful as possible as that makes it more fun in my book! That being said, I don't want to rain on anyone's parade who likes these cards and prefers them to other angels, as I think they are all playable here. I hope this helps some of you as you plan and play the deck!