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Format | Legality |
1v1 Commander | Legal |
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Vintage | Legal |
Reckoner Bankbuster
Artifact — Vehicle
This enters with three charge counters.
, , Remove a charge counter form this: Draw a card. Then if there are no charge counters on this, create a Treasure token and a 1/1 colourless Pilot creature token with "This crews Vehicles as though this creature's power was 2 greater."
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)



K4nkato on
Lock Em Down, Draw Em Out
4 months ago
Weekly Results:
Jund Sac: ✅✅
Oni Cult Sac: ❌✅❌
Mono B: ❌❌
Mono Green: ➖
Oof, I missed Temporary Lockdown this week. Game 3 against Oni Cult was tough bc their hand was 4 Anvils and 2 Shrapnel Blasts. Mono B had a creature heavy draw against my 2 Dovin’s Vetos.
Tonight had me wondering if Shark Typhoon is worth the investment or if I should swap onto Dream Trawler. The life gain looks more and more relevant every game I play. Additionally, someone recommended running 2 or 3 Reckoner Bankbuster in the sideboard just for post-board games and I’m very tempted to try it.
BirdieGirlie on
I wanna play Yu-Gi-Oh but WOTC doesn't let me
5 months ago
OMFG you're right, this is SO FUN!!! I've been playtesting this and have a few observations:
This deck needs more creatures. Citanul Stalwart and Fauna Shaman are your biggest MVPs. If you know of another card like Shaman, you should consider adding it it's fantastic imo. Shaman and Eldritch Evolution both require a sacrifice of a creature card and I found I was often lacking a creature to activate either ability. Stalwart and Springleaf Drum also require creatures (or artifacts) to provide you with emergency mana. If there was more material for those, this deck would be considerably faster.
I never saw The World Spell in any of my hands or draws while testing, and while it might theoretically be possible to hard cast it in a longer game, that just doesn't feel worth it to me. Reckoner Bankbuster is not a creature most of the time and that hamstrings the deck like I mentioned before. I'd get rid of both and add some combo of Jaspera Sentinel, Loam Dryad, or Saruli Caretaker. I'd also maybe get at least a couple copies of a less costed draw spell. Once you're set up with Omniscience, Harmonize is awesome, but not before, at least in my playtesting. Because you can't play it with Kona. Idk maybe I'm wrong.
Speaking ofOmniscience, for payoffs, might I suggest Jin-Gitaxias, Core Augur? It's not that expensive, I'd only get one or two at most because of the no blue mana thing, and it really fits the YGO theme because it prevents your opponents from playing the game so hard! It also refills your hand so that you can keep on casting spells from your hand for free!
I've been looking for a new 60 card deck to play - maybe this will be it!!!!!!
Crockosneef on Stop picking lands on a …
8 months ago
Sasaya is one of the first commanders I built around, so I would like to provide some advice! In my experience, I find that you can balance out the "drawing into lands" problem by giving yourself an abundance of card draw effects. This is becoming easier with cards like Reckoner Bankbuster and Endless Atlas being printed. With Sasaya, specifically, Book of Rass is pretty good, as you can almost always afford to draw multiple cards post-transformation.
Another thing I would strongly recommend is to run all the cycling nonbasic lands available in your colors, like Tranquil Thicket and Blasted Landscape. You can primarily use them as lands in hand which help Sasaya transform and then replace themselves after the fact. That way, you're able to have some utility in your land slots without taking away from the "land name matters" theme.
Final thing I want to say is that I noticed you have Rocket Launcher. If you like winning games like this, Goblin Cannon is almost entirely the same, functionally-speaking, so I would recommend running it alongside it!
DemonDragonJ on What Card Should Replace Otherworld …
9 months ago
sergiodelrio, among those cards, Reckoner Bankbuster simply does not interest me; Darksteel Reactor is a very nice card, but is too slow, and does nothing until its ability triggers; Vraska, Betrayal's Sting would raise the mana curve of my deck too much; and I actually very much would like to put Magistrate's Scepter in that deck, but it costs 4 mana to put one charge counter on it, so it is too expensive.
Given that I just put Zameck Guildmage into that deck, providing both an additional mana sink and an additional source of card advantage, I think that Empowered Autogenerator is very appealing, but I would like to receive further feedback from other users, before I make a decision, on that matter.
sergiodelrio on What Card Should Replace Otherworld …
9 months ago
Disclaimer: I'm not an EDH player
1) Vraska, Betrayal's Sting really does it all for you imho, more proliferate, card draw (which I specifically looked for since the card you want to replace was a card advantage slot), removal AND alt-wincon
2) Reckoner Bankbuster was so busted they banned it in Standard, this card is more lean and relies on other proliferators to recharge it, but it will draw you some cards over time
3) Magistrate's Scepter looks like it could go pseudo-infinite if you can stick a couple of reliable permanent-proliferators
I don't know if any of the above cards would be considered too unfair in the context of a social game, if that's something you have to consider in your playgroup
Swing4Lethal on
Esper Control 3.0
1 year ago
I am very excited to hear you have been playing my list and enjoying it! I still believe the deck is very powerful and consistently better than straight Azorius Control.
I'll address Oath of Kaya first - It is way too slow. You can't afford to be tapping out for a single target sorcery speed removal effect. Especially not with Sorin, Imperious Bloodlord + Vein Ripper dominating like it is. You need to have 2-3 mana available for counter spells the turn they can drop Sorin. Temporary Lockdown is good enough in the 3 mana removal slot and clears most of the things you care about early.
Second, Get Lost is a great catch all option that bridges the small gaps in utility amongst Fatal Push, Vanishing Verse, and Void Rend. The map tokens the opponent gets are mostly irrelevant with only the Amalia Combo decks caring about them. Theoretically you should be able to control the board enough that they never get to use them. With that said, Vein Ripper presents a threat with a protection ability this deck has not had to deal with before, so you could get away with a second copy of Void Rend over Get Lost you just lose an effect that can hit land creatures.
Third, I agree whether you like the card or not, Reckoner Bankbuster is a great card. It gives the deck extra reach that it desperately needs. Deduce is fine, if you absolutely do not want to play Bankbuster but you lose the imminent body and damage threat that Bankbuster gives. The token would give you revolt, but you'd need to run 4 copies for that to be consistent and casting a 3 mana Fatal Push feels not great. Mazemind Tome is far too little impact to make it in the list. Your life gain is handled by The Wandering Emperor and Shambling Vent. Search for Azcanta Flip is too slow and is really bad in Pioneer due to all of the graveyard exile effects being used.
Fourth, If you personally prefer to run 1 basic and 1 Otawara, Soaring City that's fine too. It's really just personal preference and relevant to your area's meta. I find that Dovin's Veto and Void Rend are good enough in the control match up that Otawara is not necessary. The biggest drawback is that Otawara always costs 4 mana game 1 and has a small chance to cost less in games 2/3. The very first iteration of the deck had both Otawara and Eiganjo, Seat of the Empire but I found I was being wastelanded by Field of Ruin too often and utilizing the channel abilities so rarely that I just cut them in favor of basics.
Finally, yes The End made it into the deck. It is the best possible removal option against so many creatures that decks rely on to win. Greasefang, Okiba Boss, Arclight Phoenix, Mayhem Devil, Vein Ripper (if you can pay the ward), and Amalia Benavides Aguirre are all game winning targets for it. Honestly I have even been considering cutting the Rest in Peace for a second copy of the end. I also swapped Make Disappear out for No More Lies. It is just a far better card in every way.
Swing4Lethal on
Esper Control 3.0
1 year ago
@R3l04d: Thanks for your feedback! I haven not updated since WoE. However, I did move a Supreme Verdict to the sideboard in place of 1 copy of Rest in Peace and cut the Censor. I added Cling to Dust and Jwari Disruption Flip to the main. I looked up The End. It certainly is powerful, and could easily replace the Vanishing Verse in the sideboard. I don't know about cutting Saw it Coming though, as you need a protected way to counter things in Thoughtseize decks that this list is susceptible too, such as Mayhem Devil, Omnath, Locus of Creation, Niv-Mizzet, Supreme, etc. Esper control has always been my go-to archetype and I believe it is much better positioned than UW control because of the premium removal black brings and of course Sheoldred, the Apocalypse. Also, Reckoner Bankbuster is probably the most valuable card in the deck. I have a 100% win rate in games that I have cast it.
K4nkato on
Tomb of Annihilation (Venture into the Dungeon)
1 year ago
I did some due diligence and looked into the dungeon mechanic & some lines to set it up. I think your best three cards are Varis, Silverymoon Ranger, Acererak the Archlich and Intrepid Outlander. Varis and Outlander push you in a creature-heavy direction whereas Acererak wants long games to accumulate value. I think it's important to focus on cards that let you grind and get those cast triggers & creatures. You can stay Black / Green for a solid two-color manabase with Castles and Eye Tyrants, or you could consider splashing white for some incredible creature cards like Wedding Announcement Flip. I think 2 colors is the way to go but an Abzan build opens a lot of great doors. It's worth a test.
For one-drops, I think 4 Thoughtseize and 4 Fatal Push is a good standard for a reason. It fights combo decks, aggro decks & control decks well. You can always swap out the Pushes and Thoughtseizes for matchups where they're irrelevant.
For two-drops, I think 4 Mosswood Dreadknight and 4 Intrepid Outlander are solid, along with 2 Reckoner Bankbuster. Maybe there's another 2 drop creature worth considering?
For three drops I think you want 4 Varis, Silverymoon Ranger for sure. It's important to remember a lot of "Venture Into The Dungeon" creatures are a bit too expensive for Pioneer & need to stick around to accrue that value. Varis gives you venture triggers for playing spell you already want to be playing so moving him up to four seems like an easy inclusion. Idk if you need 4 Murderous Rider for this deck if you include all the removal I suggested, but 2 or 3 is understandable. I honestly wonder if Acererak should be limited to 2 copies. He doesn't impact the board when you play him for several turns in a row but he's a 5/5 that attacks for 7 in the late game after you've completed Tomb of Annihilation.
A note on Glissa Sunslayer: She's amazing on boards where combat matters but awful against any opponent who doesn't care about getting attacked. Putting her in a shell where people have to fight her gets you the most value. If you disrupt your opponent's hand and force them to get into the red zone she'll take you far.
As weird as it sounds I don't think the Tomb of Annihilation -> Acererak should be the only focus of the deck. It's nice to set him up but it might be worth it to play a curve-out game into Lost Mine or Mad Mage. Something to think about perhaps.
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