Combos Browse all Suggest
- Aether Hub + Metallic Mimic + Oviya Pashiri, Sage Lifecrafter
- Altar of Dementia + Metallic Mimic + Murderous Redcap
|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.
1 week 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.
1 month 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!
1 month ago
Hi king-saproling! Thanks for the suggestions! I guess I'll give some thoughts in as orderly a way as I can.
1) Coat of Arms I love this card and play it in a couple of my decks. My thoughts are that, though a great tribal card, it caters more to pumping weenies. In this case Giada pumps our weenies just fine, and the card is a bit redundant. At 5 mana in mono-white its also a bit high for this deck, but it is a great card and I could see maybe someone having success with it.
2) Icon of Ancestry I really like this card on release, but didn't enjoy it too much in other decks in commander (it was a decent Brawl card when that was a thing). 3 mana is a lot to look for a card that you might never draw, and it can be unsatisfying to play it. The anthem could be good in other context, but this deck doesn't really need it.
3) Adaptive Automaton and other changelings. My general thought on these is that I'd rather just play real angels. While they changelings get counters, they don't fly, and flying makes them way more threatening. If there were a shortage of angels I'd consider putting them in, but I'd rather add Angelic Curator than Impostor of the Sixth Pride. That being said, Giada is weenie angels, and I could see a case for Universal Automaton and Metallic Mimic based on cmc value alone. I'm not sure I could fit them in here, but they are the better options of this group!
4) Slate of Ancestry is a really interesting draw option. Its a bit mana intensive to get going, but it could provide the burst draw this deck needs more of. I'll definitely consider it!
5) Urza's Incubator is a great card, there's no doubt about it. I wouldn't question it in anyone's list! As for me, three of my ramp cards discount creatures, and Giada can only ramp angels, so I need more ramp that can put lands in play or at least help me cast non-creature, non-white stuff. If I already had this in my binder and it wasn't $50 in real world money (I own all my decks in paper), I might consider it. But I think my ramp is working now. That being said, by all means play it because its great!
6) Cauldron of Souls This is good protection from sweepers, and the counters are effectively negated. Nice! I'll definitely consider it.
7) Adarkar Valkyrie This is a good effect, but Cauldron does it better, and Twilight Shepherd is probably a better option. That being said, its a halfway decent angel but I probably won't do it myself.
1 month ago
Thoughts on these? Metallic Mimic, Universal Automaton, Impostor of the Sixth Pride, Urza's Incubator, Slate of Ancestry, Cauldron of Souls, Adarkar Valkyrie, Adaptive Automaton, Icon of Ancestry, Coat of Arms
3 months ago
Thanks for the upvote HydraOoze! I did have a look at most of those, but the prices are a little out of budget (specially Mikaeus, the Unhallowed and Coat of Arms). I do have a Metallic Mimic and Door of Destinies somewhere, so those would definitely be considered. But more than adding cards, the problem is cutting cards, haha.
3 months ago
You could consider Gravecrawler, Coat of Arms , Relentless Dead , Metallic Mimic , Mikaeus, the Unhallowed and Door of Destinies. You might know about these already and they are somewhat expensive but they are very powerful in zombie lists.
3 months ago
Squirrelbacon - Thanks for all the information! I would love to read that article you mentioned. I will Google that and see if I can turn it up.
You are definitely right about Collected Company kinda being a double-edged sword with the utility knights, mostly the ones with Adventures. Reading between the lines, it seems you are recommending that I add additional creatures to the deck to limit dropping a utility knight when unwanted and also increase the probability of Collected Company being effective and flashing in two creatures. You are also recommended that maybe I spread the love a bit more with the creatures by dropping some of the numbers I have to get some variability. That capture your first two major points well?
Ironically, I do have almost all the creature recommendations you specified. I do really like the idea of adding in Acclaimed Contender as that would act similar to Collected Company on a lesser scale. Corpse Knight and Worthy Knight if added together would be a decent combo but not sure I want to remove enough creatures to make that a viable strategy. The only thing I do not like about Dauntless Bodyguard is that you have to get the protected creature out first. Making it so you have to wait to play it. That was actually the reason why I dropped it but if I add in more creatures, he may be brought back in. Metallic Mimic feels like a slightly weaker lord but considering the only 2 CMC knight lord is Inspiring Veteran, which cost red mana, this may be a good substitute. Great suggestions to the main and sideboards!
3 months ago
I like the idea of the deck and absolutely love Collected Company! However, I do have a few concerns -- that said, I have not played modern since pre Covid (mostly due to Monke) so take some of this with a grain of salt.
Firstly, running CoCo with only 24 hits seems a bit low, especially when you factor in the multi-purpose cards that may feel sloppy coming down such as Murderous Rider and Knight of Autumn. Frank Karsten wrote an article from CoCo standard era about his calculations, and basically it came down to (at 24 critters) roughly a 78% chance of having 2 hits--that number goes up to 87% (28 creatures) and 90% (30 creatures) with semi-diminishing returns. Just something to think about.
This leads into my second thought, creature value! Although I think having some flexibility in main deck creatures is important with CoCo, I would not be running more than 1-2 copies of those types of creatures unless there is an EXTREMELY compelling reason to do so (i.e., local meta game is full of (x) archetype so I am running (x-hate card) to counteract). I can go into more detail on this if you would like, however, that's not for me to decide!
Lastly, just a few card suggestions that might be extremely helpful! Most are budget, some are..... not.
Dauntless Bodyguard--> Great, versatile card. Need something on turn one, sure! Need something to protect an important threat/key card, you got it! Opponent aims a lightning bolt at your Knight Exemplar with a Wrath of God on the stack, so you spin the CoCo wheels so you can "flash" in a way to have indestructible for you indestructibility----unlikely and probably overkill, but you got it! Cheap, flexible, efficient. Probably worth taking a look at.
Corpse Knight--> Seems meh to me but might be a way to close out closer games against control, especially since that would stack on a CoCo hit. It works, but up to personally choice.
Metallic Mimic--> A knight lord that counts as a knight and can stack with several copies, generic
Acclaimed Contender--> Feels like you're cheated with CoCo and knights-galor, especially if you up the knight count by a few.