Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
, Sacrifice Scourglass: Destroy all permanents except for artifacts and lands. Play this ability only during your upkeep.
8 months ago
Relic of Progenitus - Scourglass - Prodigy's Prototype - Mirrorworks - Welding Jar - Isochron Scepter - Mirage Mirror - Foreboding Statue Flip - Worn Powerstone - Efficient Construction - Mirrormade - Thirst for Knowledge - Dispatch - Path to Exile - Swords to Plowshares - Reality Shift
11 months ago
Nothing stands out much beyond what has already been said, I built a fairly similar deck. Only two cards I might suggest are Scourglass and Starnheim Courser but neither are necessary just something to think about. Keep in mind Scourglass acts like a Nevinyrral's Disk and will put a target on your back until you crack it and it doesn't help that it has a timing restriction.
For fun you can always throw in a Phyrexian Triniform or Triplicate Titan. You would get more value out of them with cards like Grinding Station and Blasting Station. But they can pair with Cathars' Crusade which if they die you get a net of three 6/6 creatures. You could also pair them with Arcbound Crusher + Animation Module.
1 year ago
Sorry I haven't been on to respond in a while. I've been busy with work and haven't been playing much as my LGS still hasn't opened tables up to Magic players. I may not know much about some of these new cards, but I'll still offer some advice on running artifacts in EDH. (Most of my experience is with Sydri, Galvanic Genius in A Pile of Cans so feel free to check that out.) First, I'd try to narrow down to a particular approach to build around. Osgir, the Reconstructor offers a range of options in this regard. Then, you can make swaps for cards that synergize more with that chosen approach.
One option I see is running as many low-cmc artifacts as possible to minimize how much you have to spend on your commander's activated ability. The best bet for this might be the new modular cards. They have small bodies that can be buffed by Osgir after combat and give extra benefits on being killed off themselves. Bonus points if you can afford Arcbound Ravager. Modular is not actually a triggered ETB so you can't get more benefit from Panharmonicon, but I'll touch on that more later. Other options include Bomat Courier, Epochrasite, Gingerbrute, and Sorcerer's Broom. Making lots of token creatures makes a go-wide plan with Steel Overseer, Chief of the Foundry, Signal Pest, and the like more viable. Anything else that produces thopters or servos fits too. Untapping Osgir is probably more mana efficient than copying his ability with this approach.
The exact opposite gameplan is also possible. Run plenty of ramp artifacts like Basalt Monolith, Thran Dynamo, Blinkmoth Urn, and Hedron Archive to play and duplicate overwhelming threats. Darksteel Forge, Soul of New Phyrexia, Platinum Angel, Platinum Emperion, Spine of Ish Sah, Bosh, Iron Golem, Phyrexian Triniform, and Summoning Station are the first options I can think of. Unfortunately, such cards do tend to be less budget friendly. I think it would also be worth distinguishing between a plan using death and entry triggers and one using taps and untaps. The former is where Panharmonicon comes back into play along with Mirrorworks, Prototype Portal, and the refurbish-ers like Goblin Welder. The latter is where Unwinding Clock is king along with its little brothers Clock of Omens, Voltaic Construct, and Voltaic Key. (Both choices can also apply to a more aggressive approach of course.) Here, copying Osgir's ability is likely to be more efficient than untapping him.
Some other artifacts I'm a fan of that are always useful are Mirage Mirror, Kuldotha Forgemaster, and Scourglass. Let me know if you have any questions and I'll try to get back as soon as I'm able. I apologize in advance if that means a few days.
1 year ago
1 year ago
I actually researched for A LOT of possible cards, I just can't realize wich path I should follow: control or creature focused. Since my intention isn't having a graveyard populated with artifacts (maybe with spells I used to control my opponent) I think Mirrodin Besieged doesn't fit, and Sai, Master Thopterist (as Academy Ruins ) don't match my intended budget.
To be fair: I gave it more thought and decided to focus more on control, so Ornithopter and Signal Pest are kind of redundant to add. Although, RIDDLE SMITH and Vedalken Archmage seem like viable drawing options besides Reverse Engineer . But there's a problem: Scourglass . That would make Riddle Smith and Vedalken Archmage a waste. Besides the fact that they're not artifacts so they don't benefit from my bonuses (both the +1/+1 and the casting reduction cost).
1 year ago
Dramatic Reversal is kind of weak as it would really only be used to double up on Glacian's activated ability once. Come to think of it, maybe replacing that with something like Rings of Brighthearth or Lithoform Engine would be a better replacement for that?
Lux Cannon and Scourglass are some of the deck's only means of removal, so I'd like to try and keep them in. They're not in any sort of danger from removal most of the time, though, because once Rebbec is out, both will more than likely be immune to targeted removal.
1 year ago
Oops, I totally spaced and meant Blinkmoth Urn which makes way more sense!
My first cuts for Duplicant and Urn if you want it would probably be Lux Cannon and Scourglass , because your opponents have a lot of time to respond or deal with them; if you want to keep one of them, maybe Dramatic Reversal .
2 years ago
I've been absent from the topic for a while, I find it best to let the thoughts at the time of writing settle down and then revisit with a fresh mind.
Gidgetimer First of all I don't agree about white's lack of card draw in the Commander format is a content creator conjured issue. Content creators are just a very broad place I can refer to as a common platform where people share their beliefs. And I wanted to not only resort to the anecdotal experiences of me and my play group. Although for reference, most players in my play group agrees that white is the weakest singular color in Commander and one of those reasons is lack of card draw.
It may be a slight miscommunication but the thread could easily be about card advantage and not specifically card draw. I've made several of the suggestions in the OP not be direct card draw but rather an ability to access more card resources (like through the graveyard). So feel free to post ideas about mechanics that enables card advantage but not strictly through card draw.
This got rather lengthy Show
One of the major problems I find in white's card advantage pool is that white doesn't use many mechanics that effectively enables alternative card advantages. I mentioned they don't do draw-discard, they don't self-mill, they don't discard their own hand or in pretty much any capacity put their own cards into other zones other than the battlefield. From the battlefield they may put cards back into their hand if they die or self-bounce or flicker. They do have a selection of cards that resurrects permanents from the graveyard. However in recent times this has mainly been reduced to target low CMC permanents and their unconditional resurrections costs 4+ CMC, first of all that hardly cheats the mana cost and often it's a 1-for-1 trade, so no card advantage and no inherent mana value. White usually has to hard cast their big stuff to put them on the field and THEN it has to die and THEN they can use their recursion effects to get mana value. It's very clunky.
You point to the fact that white likes to equalize the board, mostly through board wipes. Although black seems to do the job just as well or better with Toxic Deluge, Mutilate, Languish, Black Sun's Zenith, Killing Wave, or Damnation. Most of these working around indestructible which can be a big factor if the opponent run cards like Heroic Intervention or one of the variants.
Red has cards like Blasphemous Act or Chain Reaction that works as damage board wipes. Blasphemous Act might even be considered better than white board wipes due to the mana reduction but generally white is better than red at wiping the board.
Green is kinda at a loss because their color doesn't really do board wipes and usually just resorts to taking out problems with Fight or the occasional Whirlwind, Hurricane, or the odd Ezuri's Predation. Green usually "fixes" the problem by applying enough pressure through their own creatures to require board wipes.
Blue has gained a lot of soft board wipes like Inundate, Evacuation, River's Rebuke and the all time favorite Cyclonic Rift. While not a final removal choice, the tempo and flexibility it provides can be more than enough for blue to pull ahead or win.
And after a board wipe, unless the white player has been planning or specifically played up to a board wipe, they lose a lot of resources themselves to a board wipe. But where other colors have access to good and fast card draw or equivalent, white is kinda stuck with the cards they have. They have a harder time rebuilding.
I wont go into the topic of mass land destruction, for one because of the social aspect of Commander and secondly because WotC haven't printed a new white mass LD spell since the early phases of the game - a point where the does and don'ts of the game was not quite established (looking especially at you Time Walk). There's one exception being Fall of the Thran which may just be a callback to the Urza block, and it has a soft-remedy. Cards that blows everything sky high usually includes "Nonland permanents" or in the cases of Elspeth Tirel and Scourglass exclude lands from their destruction.
This kinda sums up my point:
Overall I don't see white always coming out of a board wipe having equalized the card access/advantage. And even if that was true it reads like white is always behind up until the point that they equalize. That doesn't seem like a good position to be in.