Combos Browse all Suggest
- Mana Vault + Sol Ring + Tidespout Tyrant
- Dross Scorpion + Pentavus + Sol Ring
- Dramatic Reversal + Sol Ring
- Dramatic Reversal + Isochron Scepter + Sol Ring
- Everflowing Chalice + Sol Ring + Tidespout Tyrant
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
: Add .
1 day ago
Hey, you're welcome.
If you wanted to a couple of lesser lands here could be upgraded within the budget?
- Glimmervoid --> Skycloud Expanse
- Shipwreck Marsh --> River of Tears
- Path of Ancestry --> Evolving Wilds
Other options are to replace them for some less expensive utility lands?
- Phyrexia's Core --> Skycloud Expanse
- Tyrite Sanctum --> River of Tears
- Castle Vantress --> Evolving Wilds
The Talismans in the sideboard could replace some of the Signets?
- Talisman of Dominance --> Dimir Signet
- Talisman of Progress --> Azorius Signet
- Talisman of Hierarchy --> Orzhov Signet
You're light here with low mana cost ramp and have a pretty high mana curve. More ramp could help gameplay. These are better ramp options specifically with Urza as Commander than the other Signets/mana rocks. The 2 drop artifact creature mana dorks can be helpful to cast Urza quicker since they count towards his artifact creature affinity and can make colored mana.
- Ornithopter of Paradise, Silver Myr, Leaden Myr, Gold Myr
- Etherium Sculptor, Foundry Inspector
- Sol Ring, Arcane Signet, Liquimetal Torque
- Talisman of Dominance, Talisman of Progress, Talisman of Hierarchy
- Sculpting Steel
- Urza, Lord High Artificer, Forsaken Monument
- Tezzeret, Master of the Bridge
This is a ramp package to consider? It's 16 sources, most important 14 sources of low mana cost ramp with Urza, Monument and Tezz at high end. Thought Vessel is a good card, but it turns off discarding hand down to 7 cards which can fuel artifact reanimation. Solemn Simulacrum is another good card, but I think it's too much mana here since there's better 4 drops for power and/or help more Urza and Constructs. Sculpting Steel is excellent in multiplayer Commander and it can count towards ramp because it can become an artifact ramp source.
multimedia on Necros
2 days ago
Hey, good upgrades to the precon on a semi budget.
Staff of Domination in your graveyard is a card that breaks Trazyn the Infinite because it allows to repeatedly untap Trazyn for only 1 mana each time. Use this with any mana rock in your graveyard that can tap for more than one mana: Sol Ring, Basalt Monolith, Thran Dynamo, Worn Powerstone to make infinite mana. With infinite mana then use Staff to draw as much of your library as you want. Sceptre of Eternal Glory if you control three basic Swamps allows for infinite black mana + draw from Staff to draw and cast as many cards as you want.
Scarecrone is another excellent upgrade, you can take advantage of it with Imotekh + Wingrattle Scarecrow for repeatable draw + Necrons because Wingrattle is an artifact and a Scarecrow. It has persist, when it dies it returns to the battlefield after first entering the graveyard. A returned persist creature gets a -1/-1 counter, but you can remove the counter with a +1/+1 counter allowing the creature to persist again.
Thran Vigil enablers repeatable persist and it has other uses too because outside of the combo other artifacts are leaving your graveyard to trigger Imotekh. Steel Overseer can remove -1/-1 counter while also putting a +1/+1 on all other artifact creatures you control which can be a helpful repeatable effect with 2/2 Necrons.
Some changes to consider:
- Myr Battlesphere --> Technomancer
- Staff of Domination --> Plasmancer
- Wingrattle Scarecrow --> Necron Overlord
- Thran Vigil --> Haunting Voyage
- Steel Overseer --> Royal Warden
- Thran Dynamo --> Thought Vessel
- Basalt Monolith --> Temple of the False God
Technomancer is subpar for 7 mana, can only return artifact creatures and they all return at the same time only triggering Imotekh once. Plasmancer only gets a basic Swamp and it's only put into your hand not onto the battlefield, thats not very good for 4 mana.
Necron Overlord, for 4 mana and have to tap artifacts you would think it would hit all opponents, but it doesn't only one opponent makes this effect not worth it. Haunting Voyage, there's a lot of nonNecron creatures here making this inconsistent in what it can reanimate for 6 or 7 mana.
Thought Vessel gives you no max hand size, but that effect doesn't help you, you want to be able to discard hand down to 7 cards, that helps to get artifacts into your graveyard for Imotekh. Temple of the False God is a terrible land especially when you have none or very few land ramp effects, you don't need it. A land that can't tap for mana in the early game or even mid game is unplayable.
Good luck with your deck.
2 days ago
That said, there’s a lot good here but some not so good. You have a fairly good grasp on exactly what you want your deck to do, which is key, but I think some card choices don’t fit well in the greater scheme of things even if they possess theoretical utility.
Protean Thaumaturge and Copy Enchantment are questionable. There are too few Enchantments in the deck to make either viable; Protean Thaumaturge is essentially useless unless you successfully resolve an Enchantment, of which there are only 12–and your opponent is likely going to view this possibility as a distinct threat, holding counter magic in reserve (particularly if they’ve already cast a powerful creature threat of their own).
At 4 copies, Copy Enchantment is already in and of itself a full third of your total Enchantment count, which make the odds of effectively utilizing it diminished. If you can fulfill the criteria to cast it and have it resolve, all well and good, but if not you’re stuck holding a dead card. Imagine an opening hand with one or even two copies.
Ensoul Artifact and Arcane Flight are both great choices that offer immediate, tangible results. I’d recommend cutting the other cards I mentioned earlier and replacing them with with something else. Good countermagic comes to mind, as since you’re in and in the format with arguably the best countermagic, there really isn’t a good reason not to run it. It’ll create opportunities to stop the opposing player from removing your own key pieces, as well as open the door for you to preemptively eliminate big plays on their side.
1 week ago
Would you consider Nature's Will, Command Tower, Sol Ring, Bala Ged Recovery Flip, Khalni Ambush Flip, Kazuul's Fury Flip, Malakir Rebirth Flip?
Anyway just some thoughts, cheers and have fun!!!
1 week ago
kremsers Transmute Artifact is just used in this deck as an overall very veratile tutor, so what I go fetch with it really depends on the game. For exemple, early in the game I could go get my Sol Ring if i am lacking in mana, or maybe even Mana Vault if I have Manifold Key on the board - which is kind of a best case scenario, because not only can the key untap the vault, but the mana from the vault can also render my commander unblockable. If my opponents have huge graveyards, getting the Soul-Guide Lantern can be great to boost Umbris, and as a last example, if i'm feeling quite behind, I could even grab Nevinyrral's Disk to blow-up the board.
3 weeks ago
Hey, you've moved on from snow :) Nice version on budget, interesting strategy of proliferate. Unique combination of Muldrotha with Elementals and proliferate.
Consider less basic Forests? Get more green sources from budget dual lands to help color fixing? Command Tower is a staple land in Commander for multicolored decks. Exotic Orchard in multiplayer Commander will rarely not make the color of mana you need. Path of Ancestry is a Tri land that also provides repeatable scry when used to cast an Elemental.
The Pain lands ETB untapped and in my opinion they're among the best budget dual lands in Commander. Wastes and River have just been reprinted in the latest Standard set Brother's War.
Even cutting some basic Forests for dual lands you'll still have many basic lands therefore consider some dual lands that care about basic lands? The Snarls care about basic Forest in hand and you'll have many of them.
These are staple budget mana rocks in Commander. Sol Ring can be really helpful to cast Muldrotha.
Improving color fixing from lands can also help to cast the five drop budget Cavalier Elementals who have nice ETB trigger and die trigger, that's good with Muldrotha. Cavalier of Night is also a sac source to sac a creature you control to cast it again with Muldrotha.
These are excellent budget cards with Muldrotha and have synergy. The creature you get with Neoform ETB with a counter, ready for proliferate. Jarad's Orders can tutor for Witness and another creature.
Good luck with your deck.
3 weeks ago
Nice angel beat down deck! I'd probably swap Aurelia, the Warleader into the command zone and trade a few of the low mana creatures for some mana rocks Sol Ring, Arcane Signet, Heraldic Banner. Command Tower is also always good in multicolor decks.
4 weeks ago
Maybe you're overestimating the mana flood, usually about 39-40 is a better number unless you have lots of draw sources. Since there are 100 cards, that directly translates in chances to draw lands, so 40 lands would mean 40% chances to draw one, which is ideal for decks that really need consistant drops at least till turn 3-4, like it's the case here. Your chances of getting this with 35 lands or lower are meager, especially here as most of the card draw comes after the 4th mana. Thankfully, we've got rocks here to help us curve it out nicely and get some acceleration, so I think the current basis of 36 (+1 MDFC) lands is good.
As for my playgroup, well, it mostly consists of my own decks that since I recently moved to study abroad and I'm with new players or people that don't have their cards with them, so yeah no quadruple digits indeed ! The Omnath Deck I built (linked above) is probably going to be the strongest and most expensive, even if I didn't buy a Scapeshift + Valakut, the Molten Pinnacle for it!
Regarding Manifold Key, I really like it because it's a one-drop that allows us to reuse Shorikai's ability to draw/select, untaps vehicle for the eventual necessary defense, and in late game might allow us to close in on the win with Shorikai's fat ass (or even better, Reaver Titan) when other player's are too full of blockers. As for Trinket Mage, you named it, fetching Skullclamp is dope as it's probably one of our strongest cards, or some ramp (likely Sol Ring) if we need it.
So yes, now it's really have because of how nothing is actually bad in there ! Surprisingly it is harder than for the Omnath, Locus of Creation deck, which is in an archetype that has way more cards than vehicles. It's not gonna get easier when Brother's War comes out, as I expect it to have some cool artifacts and vehicles I'll want to use as well! That's why I'll wait for it before ordering this deck.
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