As an additional cost to play Reshape, sacrifice an artifact.
Search your library for an artifact card with converted mana cost X or less and put it into play. Then shuffle your library.
|Have (2)||, Beware|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
2 months ago
Seeing how huge an advantage Krark's Thumb is, I was thinking about cards that will help you have it more often. You may not want all these but just thinking out loud...
Tutor it out of your library:
- Fabricate, probably the best
- Tribute Mage, also the best
- Reshape, drawback: you have to sacrifice an artifact (probably a mana rock)
- Inventors' Fair could work if you have enough other artifacts in the deck
- Goblin Engineer can tutor it to your graveyard, then bring it back to the battlefield. It's a few hoops to jump through but also an option to bring it back from the graveyard if someone's destroyed it.
Get it back from the graveyard:
2 months ago
Hey, for a first deck on a low budget well done. I haven't seen this partner pairing before.
When you're first starting to deck build in Commander it can be helpful to have some guidelines for a casual basic deck structure.
- 36-38 lands (Command Tower, Sunken Hollow)
- 20-25 creatures (Baleful Strix, Master of Death)
- 10 ramp sources (Sol Ring, Arcane Signet)
- 10 tutor/draw sources (Riddlesmith, Reshape)
- 10 removal/board wipes/counterspells (Bone Shards, Resculpt, Crux of Fate)
This structure is meant to be a starting point for a deck in Commander. It's just a basic structure to follow, not all areas of your deck are covered and you may end up with different numbers of each area. For example you might have more ramp from mana rocks because artifacts are important cards here. Silas is quite fragile and he wants to attack therefore having some protection and evasion for him such as Zephyr Boots and Swiftfoot Boots would be helpful.
In Commander there's some budget staples to consider adding:
Both your Commanders care about cards in your graveyard, but you don't have very many effects that can get cards into your graveyard or get them out of your graveyard. Here's some budget card suggestions to consider adding to build around to improve synergy with your Commanders.
Baleful Strix is an artifact creature who you want to keep recurring with Silas as a way to draw and more deathtouch. Master of Death can keep returning from your graveyard to your hand for the cost of 1 life at your upkeep. He also has surveil 2 (self-mill) where you look at the top two cards of your library and choose to keep them there in any order or put one or more of them into your graveyard.
Pair Master and Strix with Tortured Existence as a way to discard to then return another creature in your graveyard to your hand (recursion). With Existence you don't ever have to cast Master instead keep discarding it and returning it to your hand which each turn to create a 2/2 Zombie with Tormod for one mana and 1 life.
Riddlesmith is repeatable draw/discard (loot) when you cast an artifact and you choose which card you discard which is helpful. Wonder is a powerful effect when it's in your graveyard, it's a good card to discard, since then if you control just one Island all creatures you control gain flying. Silas has deathtouch which makes it likely he will not be blocked in combat, but flying is actual evasion to make it more consistent that Silas will do combat damage to a player. Wonder can give all 2/2 Zombies flying for big attacks.
I can continue with more advice in another comment. Would you like me to continue?
Good luck with your deck.
3 months ago
Reshape can grab the thumb and put it straight onto the battlefield.
5 months ago
Transmute Artifact and Reshape are both great! The only reason I didn't include them (except price for Transmute Artifact ) is because I'm trying to not rely too much on tutors. Maybe I could replace Tribute Mage but I don't like the idea of needing an artifact in play for tutoring... It's definitely something worth testing.
5 months ago
I recently acquired Copy Artifact and the somehow costier Transmute Artifact for one of my other decks and am certainly considering to implement both in my list. Same goes for Reshape , they utility is just awesome.
5 months ago
Update for 2021:
Stonework Packbeast ? hmmm
6 months ago
My guess is that Urza's Saga was worded that way to prevent it from accidentally breaking something in the future, not because it's broken now. Reshape can find an artifact with a null mana cost, and artifact interactions and cheating around mana costs tend to be monitored very closely these days. (Say "I love Ravager and Hogaak " in a crowded room and see what happens.) I think they're afraid having two of this kind of effect would restrict what null-cost artifacts they might print a few years down the road.
For the second question, I'm going to say it's a test case, and should not be considered a definite precedent. Five of the six artifact lands are still banned in modern, again because they're essentially null-cost artifacts. Enchantments don't have the same stigma, but the potential for abuse is still there.
Alos, putting additional permanent types onto lands creates some rules headaches and unintuitive play. Does it count as casting a spell, since it's an enchantment? Can Dryad Arbor tap for mana the turn it comes out, or does it have summoning sickness? Does it count as the land drop for the turn? How does it work if given flash? (For the record, no, it has summoning sickness, yes, and you still can't play a land on an opponent's turn or play more than one land per turn.) Adding more multi-permanent-type lands would start to normalize these rules for experienced players, but it's another barrier for what's already a complex and complicated game to learn.
6 months ago
I like this, put a single dragon in.
This makes searching for thrumming feel a lot better- it gives you two win conditions; cast a thrumming stone or see 5 approaches with Seasoned pyromancer.
While I'd love to reccomend Lightning Shrieker for this spot as this is likely the only deck that likes its drawback, Thundermaw Hellkite , Velomachus Lorehold or Bogardan Hellkite , with sideboard Chromium, the Mutable or Steel Hellkite is going to feel better to play.
In terms of consistently ramping to 5, there are a few budget red green lists that use the 'ramp to Stormbreath Dragon or Glorybringer ' plan to look at for ideas. Generally speaking its some combination of elf, sprawl, Mind Stone (which dodges a lot of removal), and various Elvish Mystic variants.
The trick is going to be filtering and lands - If this is to be a budget deck, I'd go all in on mono red - elf/sprawl is great but just casting Skirk Prospector , Wild Cantor Desperate Ritual and mana rocks will work. Red green will mean moving more heavily into green - looking at casting things like Harrow or Search for Tomorrow , but much of red/green mana is balanced around silly cards like Wrenn and Six or Scapeshift , making a competing mana base tricky to judge - elves' dorks aren't just good because they make mana, they are good because they also are creatures to give stats and trample to.
You are going to want to look really carefully at the balance between land/approach/other - I'm not sure what the most space efficient way to ramp to 5 is with that in mind - I could see this being blue artifact ramp, where you Reshape for thrumming (functionally getting 8+ copies of your combo piece)- it'd take some testing.
Finally, the biggest hurdle and oppertunity. Surgical Extraction . If you are in a meta where it is sideboarded, you need it yourself. You can extract the thing they extract to deny a target, and can set up a transformative 'exile all approaches' sideboard where you are suddenly a 40 card stompy ramp deck with a high proportion of answers.