Thousand Moons Smithy

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Pre-release Legal
Standard Legal
Standard Brawl Legal
Vintage Legal

Thousand Moons Smithy

Legendary Artifact

When this enters the battlefield, create a white Gnome Soldier artifact creature token with "This creature's power and toughness are each equal to the number of artifacts and/or creatures you control."

At the beginning of your precombat main phase, you may tap five untapped artifacts and/or creatures you control. If you do, transform this.

Svinstvo on Counters Ramos; Updated

6 days ago

Answering Belfore

Well, I have been avoiding all "mutation" cards because the mutate mechanic is just headache for me. But this one seems good enough and can get out of hand for opponents real fast. I will definitelly add it to the maybeboard. The only thing I'm little bit afraid of is the fact it turns all the creatures that come to play into a mutant on top. Isn't that unnecessary danger? Aren't there cards like "choose type destroy that type" or "choose type you get protection from that type" etc? But thanks anyway I still consider it.

Answering DreadKhan

Re: Lands: Ancient den is leftover from old times when I used to have more modular creatures and more artifacts in general and it felt like a cool theme and such and as a "cooler plains" while classmates had plain plains. Plus I had Seat of Synod and Great Furnace as well in the deck. But I guess it adds just unnecessary risk. The only purpose it can have rn is flipping Thousand Moons Smithy  Flip more easily. And makes Assert Authority cheaper. I also use some double lands other than Temple so including temple my 31 lands can produce 36 mana at the same time and the aforementioned Smithy flips into an another land. Plus 6 Ramp artifacts and 1 Ramp enchantment and Vedalken Engineer gives 2 mana as well. Should I really ditch Public Thoroughfare? It's just worse command tower with one turn setback. The temple needs only 4 other lands on board and it becomes the 5th and voila you can activate it. I don't remember last time it felt that bad.

Re: Creatures: Esper Stormblade is there just as a cheap starter. 2 mana for a potencial 3/2 flying on board. Plus it is an artifact so it can receive modular counters. But that is where it ends. Fortress Kin-Guard is there for similar reason. Just a solid thing to play in early game because the deck is mid-late. But I guess I could ditch it as well. Arcbound Overseer is from the artifact modular theme times where I used to have the other modular creatures that I have in sideboard. I was thinking should I maybe ditch literally all of the modular creatures to make space for other cards? Maybe keeping only Arcbound Shikari that one feels great. But if I ditch all modulars I might have less fun with Alela, Artful Provocateur as there will be less artifacts to trigger token. And I was considering ditching Akroan Horse I love that card so much. Everything about it. The Troyan horse mechanic the art and all. But I used to run it together with Pillory of the Sleepless making ultimate combo where enemy has a deadweight that gives me a token each turn and takes 1 life form said enemy each turn. But as I don't have the Pillory anymore and in commander it makes tokens for other enemies as well I might as well ditch it. Herd Baloth is pretty monocolor heavy. I have it there so when it enters with Juniper, Baloth gets +1/+1 counter creates the 4/4 token right away and the token gets +1/+1 while Juniper gets 2x +1/+1. Sounds like a good deal but maybe it is too conditional?

Regarding the suggestions. Strix goes into maybeboard as potencial. I love it. Evangel too. Witness is great for returning cards from graveyard so also goes into cards I want. All awesome suggestions.

Re: Instants: The counterspells I use are there simply because it is the ones I already have IRL. And Assert Authority works ok enough with the number of artifacts I have in deck. But I admit the multicolored ones you suggested are better and will eventually swap them for those.

Re: Sorceries: I'm not sure I follow in this one. Lingering Souls give me 4 1/1 tokens with flying (works well with Alela's passive) including the flashback cast for 5 mana and Spectral Procession gives me 3 1/1 tokens with flying for 3 mana which sounds like a good deal with Alela or boosted by the counters. The Visions of Glory sounds risky. It can be either extremely good casted right after Prossh, Skyraider of Kher *f-etch* so I know it makes at least 7 other tokens. But if opponents don't let me build board pressence and I have like 2-3 creatures then the Visions are not getting the value for it's cost. But it's own flashback builds on it's own first cast which can be ridiculous. So I will have to think that one through.


Either way this was really helpful and wonderful brainstorming and I would really really appreciate feedback on the possible ditching of creatures I listed and if I should ditch them. What cards from sideboard I should replace them with if I ditch them?

Thanks.

Aexislord on Emmara, Soul of the Tapped (EDH - Optimized)

1 year ago

Hackbrett I am SO sorry that it took me this long to respond! Thank you so much for your kind words words, and I am very happy to learn that someone else built the deck and is seeing success with it.

I am definitely noticing that multiple people are seeing success with Boromir, Warden of the Tower. I think I need to playtest this card more to see if the effect comes into play enough to offset the higher mana cost compared to Selfless Spirit.

Thousand Moons Smithy  Flip is a card that got my attention a while back, although my initial impression was that it felt a bit too "win-more"-ish. Regardless, I am in the process of playtesting it, along with Delney, Streetwise Lookout, Wylie Duke, Atiin Hero and a couple of other cards. I think that Delney, Streetwise Lookout will almost certainly make the list because it is both a tapping outlet AND a token doubler for this deck (although it is a shame that it cannot double Welcoming Vampire and similar cards). However, I still don't know what it will replace. One thing I will say is that long-time "staples" of the deck, such as Paradise Mantle and Springleaf Drum have started to feel less and less essential now that we have so many toys to play with.

I will keep everyone updated in the coming months. Hopefully MH3 gives us some more goodies!

rckclimber777 on Build a Deck with Me …

1 year ago

First a quick introduction. I've been playing magic off and on for years. When this site first started out, I was super active and then I stopped playing. I recently got back into it and plunged deep into the Commander format. I love building decks around interesting concepts and often trying to break cards.

My slightly ambitious goal is to create a series of threads that show my thought process as I build a commander deck. I figure it will serve two purposes: First, it will aid newer players who have some precon decks and perhaps are looking to upgrade them or they see a commander and want to build it, but aren't sure how. The second is purely self-motivated in that more experienced players can fine tune my own logic and make suggestions for my own improvement.

So with that, the first commander deck I'm going to build here is Ghired, Mirror of the Wilds. This is a card that begs to be broken and creates for interesting and powerful decks. There are also several different lines you can choose to go with. You can make it go infinite if you like degeneracy or don't like the people in your playgroup, or you can decide to go the way of building lots of tokens quickly and then turning them sideways and swinging. (Spoiler alert we are going infinite)

So first things first, we need to think about what the commander actually does and what it is going to need to do that effectively. First, it allows all nontoken creatures to tap and create tokens that I control that entered the battlefield this turn. So a couple things to point out: First is that it is tokens not creature tokens specifically, so treasures, clues, food, etc. are fair game. Secondly, it doesn't have to be my turn that the tokens came in, you can activate the ability at instant speed if you create a token on your opponent's turn. Now Ghired also is only 3 mana in Naya colors with Haste which means he's going to come down early in the game, so we'll want some other creatures out there when he comes down to start building up tokens right away.

With his abilities in mind, there are a couple things that we want to think about: Cards that create tokens, cards that double tokens, cards that untap things, and cards that do interesting things when they're tapped, example Wylie Duke, Atiin Hero, who comes down early as well, and when she is tapped I gain life and draw a card. We will obviously need to consider interaction, ramp, and card draw, but those are secondary in my thoughts. Every deck needs those, but what items you add often depends on what your deck is trying to do. In this case, we want to make tokens, tap creatures, make more tokens.

Token Generators

So a couple really good token generators here to start would be things that keep making them rather than one offs. In my playtesting Oltec Matterweaver is hard to beat. It comes in early (turn 2 if you can get a sol ring). When you cast a creature spell you can copy a target artifact or bring out a 1/1 gnome. Turn 1 you play a plains and a sol ring. Turn 2 you bring this out, turn 3 you bring out Ghired, creating a copy of sol ring, tap your Oltec Matterweaver and create another sol ring. You now have 3 sol rings on the field on turn 3... You are now the archenemy, congrats? EDIT: So as it was pointed out in the comments Oltec only creates copies of TOKEN artifacts. We could use Molten Duplication to create a copy of an artifact, but still Oltec still does great at producing consistent tokens.

Some other standouts are Emmara, Soul of the Accord who when tapped creates a 1/1 soldier with lifelink. So tapping will actually create two tokens. Also if you need a token for Sunstrike Legionnaire to go infinite you can tap her down (she's only 2 mana) create your 1/1 soldier, untap sunstrike, with Ghired on the field, tap Sunstrike to create infinite lifelink 1/1 soldiers. (actually happened in playtesting)

Generous Plunderer deserves a mention as you really need consistent tokens every turn and this does that. It gives you treasure tokens which is great and is likely to stick around since your opponents like the possibility of getting a treasure token as well. Dockside Extortionist can take the deck to new levels of degeneracy depending on when you play it/number of times you copy it with things like kiki jiki and jaxis.

Selvala, Eager Trailblazer is also great as you get 1/1 creatures every time you cast a creature spell. Her ramp also goes surprisingly well in the deck. I highly recommend it.

Thousand Moons Smithy  Flip is another beast of a card. It comes down turn 4, Ghired is already out along with any other low cost creatures. Let's say you have a Birds of Paradise and Ghired when this comes down and maybe a mana rock. You create a 5/5 Gnome (2 creatures, 2 artifacts, and the gnome itself). Now you tap the bird and Ghired and create two more Gnomes. You now have 3 7/7s, on turn 4...

Honorable mentions here are things like Smothering Tithe who will create treasures each opponent's turn, tap a creature and create another. Rain of Riches, create some treasures, copy them, cast something, and get cascade.

Also, populate is a thing, I like Growing Ranks and Nesting Dovehawk for that.

Doublers

Ok, so doublers is a pretty easy topic, there are quite a few out there, they are expensive and honestly for this deck you don't need much. I chose a couple that I particularly like for this and by like I mean I own them and didn't have to go out and spend $50-60. Examples are Ojer Taq, Deepest Foundation  Flip, Mondrak, Glory Dominus, Primal Vigor (careful as this one applies to everyone not just you).

I ended up starting out with 3 of these and then cut it down to just the two creatures mondrak and ojer taq. Both are still great and can quickly overwhelm the opponent. I found myself holding onto the enchantments in preference to playing token creators and creatures.

Untapping Abilities

Untapping abilites can make it even worse as time goes on. If you have a Seedborn Muse you untap each upkeep so they draw a card, Smothering Tithe creates a treasure, during their end step you tap your creatures creating more treasures. Untap on the next opponent's untap step, rinse and repeat.

This is also where infinite combos begin to happen. Sunstrike Legionnaire untaps everytime a creature enters the battlefield. Make a creature token, tap sunstrike legionnaire, create another creature token, sunstrike legionnaire untaps, rinse and repeat, gg. Midnight Guard works too for one more mana. Other options include making copies of your own creatures that untap creatures when they enter the battlefield like Hyrax Tower Scout, Zealous Conscripts, Sparring Mummy. Mix that with notable salty cards like Kiki-Jiki, Mirror Breaker, Molten Duplication, Splinter Twin, Jaxis, the Troublemaker and you're off to infinite again. (Jaxis uses his ability targeting sparring mummy, sparring mummy comes in untaps him, now Jaxis just taps to make a copy of the sparring mummy token (from Ghired) which has haste, it comes in untaps Jaxis, rinse and repeat, swing with a legion of sparring mummies)

Don't got too heavy on these or you won't have enough tokens to copy.

Cards that do cool things when tapped aren't super plentiful, but the two I've mentioned already are great for this deck. (Wylie and Emmara).

Interaction, ramp, card draw

Now for the ramp, interaction, and card draw. Ramp is fairly straightforward, since we have the Oltec Matterweaver, I opted to put in some signets, but left some other stones out. Normally when I'm in green I go heavy on green ramp. I opted for cheap ramp spells like Rampant Growth, Farseek, Three Visits and Birds of Paradise (could maybe use more mana dorks since having a body later will help in producing larger tokens).

Interaction is super important in this one. Board wipes are coming, targeted removal is coming, so need to prepare, but we also need to be flexible in taking out our opponents. So to save us from board wipes, we have Heroic Intervention, the ubiquitous and hopefully soon to be reprinted (one can dream) Teferi's Protection, Boros Charm, and Smuggler's Surprise (which is heroic intervention in disguise).

Getting rid of threats is crucial, so Path to Exile, Swords to Plowshares are useful, but not as useful as Beast Within, Generous Gift, and Stroke of Midnight. These obviously target more than just creatures, but also produce tokens. There are situations where a well-timed beast within on your own treasure token to create a 3/3 beast that you can copy a bunch of times is the right play. That make it not just removal, but also a token generator.

Finally, we come to card draw. Since we are producing tokens (hopefully most turns) we can include things like Bennie Bracks, Zoologist and Idol of Oblivion. I also like Welcoming Vampire for this deck. It is creature heavy so Guardian Project is great, so is Beast Whisperer and Garruk's Uprising. Esper Sentinel is always good. We already have Wylie from earlier. Getting card draw is vital to the survival of any deck and particularly this one as we need to be producing tokens regularly and you need cards to produce them. I chose to run about 11 card draw engines in the deck to ensure I'm drawing regularly.

Lands... I mean... make sure you have dual lands in the deck and triomes if you can. One noteworthy utility land is Grove of the Guardian which can have a nice payoff when you create an 8/8 with a few creatures out along with Ghired.

I'll post the deck that I built from this thought process on my page in case you want to see the final product. And if you made it this far thanks for joining me on this, I hope it was helpful. Feel free to comment on how you would do it differently or cards that should have been mentioned. Also feel free to mention commanders you want to see built. I have a couple in mind to start but want to see suggestions as well.

Here is the final decklist: Ghired the infinite outlaw

gzusvictory on Halvar, Divine Voltron

1 year ago

CrimsonWings3689

Codsworth, Handy Helper

I would run it. It’s got the bottom effect of Forge Anew, which is nice since our commander doesn’t help with the initial equip and only passes the equipment around for free. Codsworth is still Reanimate-able. I like that it ramps out our equipment with the second ability. Codsworth helps synergize with our commander by simultaneously protecting it some and speeding up the game plan of equip+kill.

The question really is what would we take out? Probably take out Loyal Warhound or Thousand Moons Smithy  Flip for it?

Loyal warhound is the second iteration to Knight of the White Orchid which is both played in this deck understandably for ramp, but Codsworth ramps out equipment every time while the warhound may miss if you have the greatest or tie the greatest land count.

I haven’t given Thousand Moons Smithy  Flip a shot yet. Seems like a good alternate win con of going wide and synergizes well with the artifact theme, but has nothing to do with helping our equipments get equipped outside of becoming a land.

NensouHiebara on Halvar, Divine Voltron

1 year ago

@Spyrechild

Thousand Moons Smithy  Flip has been fine. It can be tricky to transform sometimes when I need specific creatures left untapped or need to attack with.


@gzusvictory

Definitely replacing Stroke of Midnight with Unexplained Absence.


@CrimsonWings3689

I really like Codsworth and I'll try to find a spot for it. A big improvement over cards like Brass Squire.

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