Mogg Salvage

Mogg Salvage

Instant

If an opponent controls an Island and you control a Mountain, you may cast this without paying its mana cost.

Destroy target artifact.

Latest Decks as Commander

Mogg Salvage Discussion

X-Factor11105 on Dragon Jesus (Bladewing the Risen EDH)

10 months ago

MeanLizard I agree on exploring a treasure subtheme, but I don't know if this shell is built to make the most use of them. I WISH Curse of Opulence made treasure, then we'd be on to something. Here's the relevant treasure cards I've previously identified and why I haven't previously added them:

  • Impulsive Pilferer : This is probably the closest for me. Perfectly fine to discard, but its four mana to get three 1/1s and we'll end the turn down one mana. No goblin or pirate synergies.
  • Glimmervoid : Not enough artifacts in tow to make this consistently valuable. I have the same hesitation for Spire of Industry .
  • Magda, Brazen Outlaw : Same issues as Feldon being too slow and being a target for removal once its online. If the package comes together in the next set or two, we'll have to re-visit Magda.
  • Pirate's Pillage : Probably not efficient enough to be included, but maybe?
  • Rapacious Dragon : Eh? The ETB aspect is nice for a heavier reanimation package, but this won't make a big enough impact on the game (I think).
  • Revel in Riches : I think there COULD be a case for this to be included, but 5 CMC is too expensive for my taste that doesn't pretty much win on the spot. I also worry about over-investing in a subtheme - Bladewing is already convoluted (draw dragons > discard dragons > revive dragons), so straying away from that too much puts the deck at risk of being diluted / durdling.

I'm perfectly content to have Gadrak, the Crown-Scourge not be able to attack - when I can finally snag and add in Toxic Deluge and/or Fire Covenant , we'll be packing such a heavy removal package that Gadrak becomes that much more likely to fall into value.

I like to look at Rakdos-color cEDH builds for ideas, and a few cards keep catching my attention: * Mindblade Render * Withering Boon * Mogg Salvage * Songs of the Damned

I keep seeing Necromancy so I think I have to take the plunge and add it...

TheOneKiko1337 on [cEDH] Krenko, Mob Boss [[PRIMER]]

1 year ago

Hey Fran_RuGu, when you''re in a control heavy meta I'd consider cards like: Stranglehold, Defense Grid, Blast Zone, Homeward Path, Sanctum of Eternity, Artifact Blast, Magus of the Moon, Mogg Salvage, Burnout even cards like Alpine Moon are an option if they're running things like The Tabernacle at Pendrell Vale or pillowfort cards like Glacial Chasm or get them with some poke damage with things like Mutavault. There are alot more cards that can go inside your 99 in control heavy metas.

Your suggestions with Deflecting Swat and Sudden Shock are quite viable. From my experience the card which gets countered the most is Krenko, Mob Boss and in this case the Deflecting Swat is kinda expensive but in a control heavy meta I'd say still viable.

MagicalHacker on Flash is innocent and i …

1 year ago

Caerwyn

Tutors are necessary for an entire archetype to function.

You didn't mention which archetype that is, but I'm assuming you are referring to combo. I completely disagree! I've built quite a few combos that win without worrying at all about whether or not the deck has access to combos (in fact, some times the decks are playing stuff like Mindlock Orb that restricts my ability to tutor as well). Here are three examples:

The Bloodhall Season 17 - Unesh, Criosphinx Sov...

The Bloodhall Season 25 - Sharuum the Hegemon

The Bloodhall Season 24 - Syr Carah, the Bold

That's on top of the deck I played in my stream last night, Nethroi Apex of Death: https://www.youtube.com/watch?v=5mlA0-agBDk

(And this is responding to GhostChieftain as well) Tutors aren't necessary for combos, at all. They are just necessary for the most mana efficient of combos (and having those around is why the higher the powerlevel you go, the more it kicks out the other archetypes). If we are worried about archetypes not being possible, then you would be arguing for nerfing combo since it is much more powerful that control, midrange, and especially aggro are nearly impossible to be viable.

Sure, you might find it more fun to win with the lack of consistency, but you should not ascribe that to every player.

Here's the problem... Knowing about game design gives insight about how fun is accomplished. I'm no expert, but I've made quite a number of games based on a few principles, one of which being "Gameplay experience repeating itself from game to game is one of the biggest killers of fun." In fact, this is exactly why Commander blew up in popularity in the first place: Going from 60-card decks with 4-ofs to 100-card decks with 1-ofs is a HUUUUGE drop in consistency, making games less repeating, and consequently more fun.

You also are treating tutors like there is no opportunity cost to using them--you have to burn mana to find your cards, and many of the best tutors put the card on top of your library, meaning you're wasting your next draw or have to use another method to get the card into your hand.

Well, then let's be honest about it, is the cost to search about 60 unique cards for one mana mechanically similar to searching about 15 unique cards for one mana? (Where did these numbers come from? There are about 60 1-ofs in a commander deck when you don't include lands and there are about 15 2-ofs, 3-ofs, and 4-ofs in a 60-card deck.) I think we can agree that they're not. In that way, tutors fall into the category of "Interact poorly with the format" quality of the banlist. Don't get me wrong, I'm not advocating for banning tutors, but that's only because I think there's a better way to fix the issue. Is it unprecedented? In application, yes, but the precedent for the reasoning is as old as the format itself.

What you propose is to to make a card not work as written--that's a huge problem. In fact, it violates what is literally the first of "Magic's Golden Rules": Rule 101.1.

So does the commander replacement rule. Because of that, casting a Murder on a commander doesn't cause it to die in almost all situations.

GhostChieftain In addition, your response to me exemplifies the principle of "loss aversion" in psychology, which can be summarized as "A loss of the same magnitude as a gain is felt by human brains to be much larger in magnitude." You are only looking at the change in terms of how it would affect your decks, but remember, it affects three times as many decks in your games: your opponents. No one complains about one of their opponents' decks being too inconsistent, but people are commonly infuriated playing against decks that can consistently fulfill their gameplan. Personally, I understand it's a part of the game currently, but I can also understand that it's an area of the game that is ripe for improvement.

Gleeock

The banlist could just go away completely & if players cannot exhibit deck-building control & want to win the same way every time, then that is their problem to deal with. My playgroup knows how to self-regulate.

You are missing a huge portion of the playerbase if you are only considering players with playgroups. Many players (myself included) play the game in such a way in that the majority of our games are with people with whom we have never played a game before. In my situation, I play with strangers on MTGO, but I have friends who play mostly on Discord and I have friends who play Commander mostly at side events.

Getting rid of the banlist because playgroups can deal with it means that people with no playgroups gets a huge problem, resulting in their probable exit for the game. Why? Just to make it so that playgroups decide on their own bans INSTEAD OF DECIDING THEIR OWN UNBANS? That's definitely a poor idea, not to mention how many people play with multiple playgroups. Are they just going to have some decks for one playgroup and other decks for the other playgroup? No, they'd just stop playing with one group of people.

rubix215 My favorite answers in Gruul are Force of Vigor, Nature's Claim, Beast Within, Return to Nature, Mogg Salvage, Chaos Warp, Abrade, and Harvest Pyre. If there any of those cards that you aren't playing, I would start of with trying a few of those! :)


Overall, I am really enjoying our discussions! Hopefully, I didn't hijack the thread, but time and time and time again I see problems that people are having issue, and to me it seems obvious that there is a single solution that fixes it all! On top of that, it doesn't actually make cards unplayable at the same time! What I'm suggestion would turn Demonic Tutor into a way better Anticipate, which makes it still hugely playable. It just takes away it's ability to find watchlist cards game after game after game.

mariowen on [cEDH] Krenko Combo [[Primer]]

2 years ago

crowned thanks for your comments man, appreciate your feedback! I did run Anger in an earlier build but couldn’t consistently get it in the bin so had to part with it in the end.

The list contains 3 ‘flex’ slots, these are Goblin Welder , Pashalik Mons and a Mountain . For my meta, I run Homeward Path , Abrade and Mogg Salvage . My playgroup all run Gilded Drake to shut off my reliance on the commander to combo and a lot of artifact stax.

The list as presented is what I see as the playgroup agnostic build and people can find their flex slots to what is more appropriate to their meta.

Thanks again dude!

blazingscout on Grenzo Doomsday Dash

2 years ago

By Force 's relevancy depends on your meta, if there are alot of powered Urza decks or artifact based stax decks, By Force and Meltdown are great additions, jury's still out over Meltdown vs. By Force but my consensus is that if you care about your rocks, By Force is for you. If you don't, Meltdown is your best bet.

If you find yourself in each game with a lot of red mana, or a lot of control players, Shattering Spree is all around better than the alternatives because it copies itself rather than being a single spell, want something gone with your opponents having open mana, target it twice to make them burn 2 interaction spells.

In blind meta's Abrade Mogg Salvage Chaos Warp is where you want to be at, just as a contingency against any cards that will ruin your day.

Ender666666 on Grenzo Doomsday Dash

2 years ago

Mironzitos thanks for the suggestions. Many of them are either outclassed by faster cards, or just not on target for this build, or are just not in right now cause I'm testing other stuff. I really appreciate them though, so please keep them coming.

blazingscout I agree with a lot of what you suggest and thank you for your ideas. I've been toying with replacing Shattering Spree with either Mogg Salvage or By Force . Thoughts on By Force ?

blazingscout on Grenzo Doomsday Dash

2 years ago

Heya, I like the list alot, just have a few suggestions and thoughts

I don't hate Overmaster , I think it's a perfectly valid addition to the deck since were all in on doomsday, and this forces your opponent's hand without giving up your doomsday.

I like Imp's Mischief over Fork , it allows you to have an answer to an Abrupt Decay or any removal spell, while also having answers to counter magic.

You should mention the piles with Soldevi Adnate , I know they'r off plan but its good to give some direction for when things go wrong and how to assess your outs.

Example being a pile requiring 4 generic to work, and consisting of

  1. Soldevi Adnate
  2. Kiki-Jiki, Mirror Breaker
  3. Skirk Prospector
  4. Murderous Redcap
  5. Metallic Mimic

Similar to the non conscripts pile except we make a copy of Adante to make 5 mana off of Kiki-Jiki to power into redcap combo.

Mogg Salvage and/or Slaughter Pact should make it's way into the list, probably in the sideboard as meta dependant. They give you outs to things like Torpor Orb and Containment Priest . I like Mogg Salvage over Shattering Spree but its more of a meta decision, I just play against alot of blue and stax decks in my meta.

Other than that, deck looks really solid, well done!

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