Return all artifacts you control to their owner's hand.
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|Commander / EDH||Legal|
Latest Decks as Commander
6 days ago
Nice deck (+1), kinda reminds me of a storm deck my friend played with Brain Freeze as the win condition. Do you think some bounce cards such as Retract and Hurkyl's Recall would work well here with Altar of the Brood/Grinding Station?
3 weeks ago
I like the concept. I noticed you're splashing in green to play Sylvan Scrying, have you considered Ancient Stirrings instead? It doesn't guarantee pulling a piece of tron into your hand, but it is cheaper and can also be more versatile mid/late game by pulling other artifacts to your hand.
Would you consider leaving green out altogether for blue to add in cards such as Hurkyl's Recall and Retract? These two can help you replay the cheap equipment you have in your deck to double the draws from Sram and the Paladin. Hope this helps.
4 months ago
I would maybe up lands to 35, but that's just me since it is the lowest I'm normally comfortable with going for lands.
Using cards like Rebuild and Retract with a lot of mana artifacts like Welding Jar , Paradise Mantle , Zuran Orb , Ornithopter , etc. will make a pretty insane near storm levels of card draw combo to just go digging through your entire deck. Other low or cmc artifacts can be used as well like Alchemist's Vial and other 'egg' cards.
6 months ago
I think no matter what Dramatic Scepter can have a place in a competitive Emry build, the nature of the combo is simply that strong. If some one wants to run that set up I don't really think it's a poor choice by any means, it simply means the deck will have to be tuned differently to make optimal use of the combo. I've disliked it's performance in the iterations I've had it in so far mostly because I had difficulty in one of two areas: consistently getting Emry out and active as early as possible due to the number of additional tutor elements that feel required to reliably find Dramatic Scepter combo, and consistently hitting quality artifact targets for Emry to recur for value or a win (also due to increased tutor density and decreased artifact density). There is very likely some ideal balance where these issues can be resolved well, but I've had much better luck with the approach that eschews Dramatic Scepter altogether so far for increased consistency playing around Emry value. I'm interested in finding the optimal set up for both approaches in due time and figure the best way to do that is constantly check out other interesting Emry lists for the spicy tech that might make the difference.
When it comes to the keys in Emry I'm not quite sure how much value they would hold given typical play patterns for a number of different approaches. There's nothing wrong with having a nice artifact untap ability or two hanging around to generate extra value from Mana Vaults, Sensei's Divining Tops and the like but I don't think these pieces offer a whole lot as combo elements so they'd likely be pieces that only offer value generation. Makes less sense to run pieces that exclusively provide value without offering combo potential when those slots can potentially do both with something like Chromatic Sphere or Golden Egg. I think if an Emry list wants to get into Urza, Lord High Artificer packages with bounce elements like Paradoxical Outcome and Retract while running perhaps some stax elements like Trinisphere they have more merit as the keys would provide a lot more utility in these situations (particularly Manifold Key letting big constructs swing for 20 to the face). I did initially give an iteration including an Urza package with a key a try but it felt like the deck was pulling in too many directions to perform consistently. Again, with optimized tuning this might be pretty viable competitively, but it feels hard to make it work just right.
Scrap Trawler has been a wonderful performer for me so far. It's definitely going to be a card that Emry variants running a KCI package want to include as it opens up some seriously powerful lines (particularly the Intuition line to tutor for a full infinite combo with a single card at instant speed), but I've had a coupe of games now where Scrap Trawler chains simply for value led to a developmental advantage that secured my ability to win a turn or two later. The important thing to consider with a Scrap Trawler inclusion is that the deck will then really want artifacts in the 0, 1, 2, and 3 slots that can consistently sacrifice themselves for value of their own accord. I had one turn that I recall quite clearly where I had a fair amount of mana available to me and a Semblance Anvil plus Etherium Sculptor in play paired with the Trawler and some random Emry enablers when I drew into Memory Jar. I got to play the Jar, defend it with countermagic, sac Lotus Petal, sac Chromatic Star getting back the Petal, sac Mind Stone getting back the Star, tap and sac Eye of Ramos getting back the Stone, play all my returned artifacts for free plus a new one I had drawn, then sac the Jar getting back and exiling the Eye for later and draw a new grip without even using an Emry activation that I would then later use on a second Jar drop and activaton. I wound up drawing into 2 different engines that I was able to play and subsequently won the game. The value Trawler can generate can be pretty nutty at times when it leads to wins out of nowhere, and the combination of Scrap Trawler, Magewright's Stone, Krark-Clan Ironworks, any 0 cmc artifact, and any 1 cmc artifact as an outright infinite engine for mana (and often draw at the same time) is a solid capstone.
6 months ago
wow i didnt even know Painter's Servant was modern legal... coulda swore that was a banned one.!
Maybe adding more cantrips like Opt and Remand with aditional means to achieve an infinite combo could help with speed/consitency? Palladium Myr + 2 Myr Galvanizer.... Retract is also worth considering when relying on artifacts to stave off an Abrade.
7 months ago
Thanks for the support! I also really appreciate the time you took to choose the cards and explain their suggestions.
Of these I like Soul-Guide Lantern, Crystal Vein, Riddlesmith, and Retract. I do want the deck to function as smoothly as possible and there's so many ways to assemble combos and get synergy that I don't want to add too many cards that deter from that. The deck might run clunkily and that's something I want to avoid.
7 months ago
Suggestions: Elixir of Immortality Grim Monolith Staff of Domination Winter Orb Rings of Brighthearth Ambassador Laquatus Etherium Sculptor Aphetto Alchemist Seat of the Synod Power Artifact Transmute Artifact Capsize Deadeye Navigator Peregrine Drake Grand Architect Pili-Pala Cyclonic Rift Curse of the Swine Psychosis Crawler Command Beacon Paradoxical Outcome Retract Paradise Mantle Sai, Master Thopterist Just thought you could use some of my 2 cents. Let me know if i was helpful or not