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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
: This becomes a 2/2 Assembly-Worker artifact creature until end of turn. This is still a land.
: Target Assembly-Worker creature gets +1/+1 until end of turn.
1 month ago
A little out there, but how about they reprint the original dual lands in a commander set? Because the price tag creates a pseudo-ban, especially for newer players. The reprint of Mishra's Factory didn't tank prices of the old cards, but made it available, and they've even printed it into the ground now.
And while we are at it, maybe reprint a bunch of reserve list jank. Serious players won't use them and casual players won't buy them, so while they're not banned cards, they sit unplayed just the same.
: ) I mostly just want to make a Master of the Hunt deck, but can't wrap my head around making an expensive janky oldschool casual deck.
2 months ago
Leonin Arbiter is just too much of a non-bo. Mono-w just plays around the interaction with Stoneforge Mystic. Add to that Imperial Recruiter and arbiter is just too much messing with my own deck. I did play around with Aven Mindcensor but it didn't really seem so useful.
As far as Ghost Quarter... It's in there mostly for tron? I have been considering trading them out for man lands - maybe Mishra's Factorys. Against heavy removal it can help to just have something that can keep hitting
Even with 80 cards, it's hard to find any extra space!
(thanks for the CMPN tip ^^)
3 months ago
Bulldawg1310 I have 4 Urza's Saga and 3 Karn, the Great Creator which can fetch my 3 copies of The Rack in a timely fashion. That is effectively 9 The Racks with only having to commit 2 main deck and 1 sideboard slots to it. This deck does not lean on The Rack effects for its win cons. I have opted for diversified threats on the form of constructs from Urza's Saga, Mishra's Factory, and several Karn, the Great Creator fetch targets in addition to The Rack.
5 months ago
Really liking this deck, lots of fun and plenty of power in those small auras!
I think good old Mishra's Factory is a pretty good land creature in White, it can block as a 3/3 using only itself and another mana, which can help vs some decks. Inkmoth offering Infect is interesting though. You might consider Devoted Caretaker to protect a permanent, you can't really run Greater Auramancy to do it. Not sure if you find yourself double spelling all the time, but Archon of Emeria is very useful in a more cutthroat, combo-driven meta as a way to keep the game going until you can close.
A part of me thinks your land count is a tad low, but in testing it was rarely an issue, your average spell is quite low to the ground after all. Maybe keep an eye on MV 4 and up stuff, I suspect you'd need to see quite a few cards to hit your 4th land drop, but if this works for you it's probably not an issue. Thanks for posting!
5 months ago
Nice! That's definitely a lot of smash right there. The only thing that comes to mind is, I wonder if a few manlands might help to give you more targets for Transmogrify Things like Mishra's Factory or Inkmoth Nexus won't slow you down too much, and might get some bodies in the case where you don't have any tokens floating around.
It looks awesome. That's the only super minor thing I could think of.
6 months ago
Hey DreadKhan, thanks for the suggestion. Didn't know about Treasure Vault until just now. I'll give it a spin. I like Mishra's Factory for edict effects. But I think there are enough creatures in the deck now that it could be a safe cut.
6 months ago
6 months ago
WebbofLies Thanks for the suggestion! My initial build used them. However, I found that they were dead draws. They don't help fill the grave and they didn't provide an on field answer on their own. They definitely work with the spell slinging but this deck is super light on the mana. It's pretty hard to get them onto the field and have mana left over to cast spells. It's not uncommon to have 5 or fewer lands in play when you win the game.
To make the deck more dangerous I swapped out the creatures for the man-lands. It's a bit of a different style of play but I really like it! Inkmoth Nexus, Blinkmoth Nexus, Mishra's Factory, and Mutavault are low costed activations that play really well with this close-to-the-chest mana strategy. Plus, they create a huge problem for your opponents when they want to attack you. Since they are instant speed blockers you can animate during combat so your opponent cannot cast sorcery speed board wipes to get rid of them. Nothing feels better than animating them, declaring them as blockers, then tapping them for mana so that you can cast spells to buff them into 8/8's. The only reason I use Snow-Covered Islands is to get the man-land count up.