Thran Dynamo

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Thran Dynamo

Artifact

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Coward_Token on Gishath Spared No Expense!!!

1 month ago

While I'm normally a fan of 2 mana ramp, what you got here is an 8 mana commander in a 4.32 MV deck. I feel like this is the time to go big or go home.

Overgrowth Somberwald Sage Thran Dynamo Shadow in the Warp Semblance Anvil

You already mentioned Smothering Tithe but I don't see enough of a reason to skip it, it can easily let you get a turn 5 Gish

NV_1980 on Gyruda, Doom of Clones

1 month ago

Interesting build. Some more mana sources would do you some good though, as the average mana cost of spells in your deck is relatively high. Some ideas on this would be Coldsteel Heart, Fellwar Stone and/or Thran Dynamo. Next to the Animate Dead spell you've already included, I would recommend to add Dance of the Dead as well; it's almost as good.

NV_1980 on commander mill

3 months ago

Hi opencorners! Please consider adding some more mana-options to the deck. Right now, all you have for that are lands and compared to the average commander deck, this will make your deck painfully slow. Options I'd recommend include Arcane Signet, Dimir Signet, Fellwar Stone, Talisman of Dominance, Thran Dynamo and most especially Sol Ring. Dark Ritual can also be extremely useful at times.

You could also do with some more card-advantage (draw) to increase the deck's speed. Notion Thief, Phyrexian Arena, Ponder and Preordain could all be great additions for this.

Aside from this, I'd recommend giving the following cards a shot (I've tried to keep them budget):

  • Breach the Multiverse: strong mill-spell that's potentially game-ending in terms of the sudden advantage you can gain (especially if you play against multiple opponents).
  • Freed from the Real/Pemmin's Aura: allows you to untap your strongest millers (when Phenax is around) for next-to-nothing cost, and use them to mill again.
  • Memory Erosion: quite deadly against decks that try to overwhelm you with the amount of spells that can cast per turn (this card is the death of prowess and storm decks).
  • Mirko Vosk, Mind Drinker: great mill potential with every successful attack.
  • Nighthowler: a second Wight of Precinct Six.
  • Sphinx's Tutelage: an incredibly effective mill card as it's triggered by your draw (which makes having more draw in your deck even more beneficial).

Hope this helped. In case you need some more insights, have a look at my own Phenax deck. Good luck with the deck.

Veghelia on Combat Superiority

6 months ago

Hey Crow_Umbra, sorry for the radio silence. Become a bit more busy with non-MTG stuff, so I got less time for brewing, sadly.

"Support" suspicions are just going to be part of playing this deck, so I've accepted that's going to be something I'm gonna run into. I do mostly play with a relatively consistent group of friends (read: like 5 different groups, some with some overlapping players, but all with similar vibes), and they do look at me with suspicion, but are most of the time greedy enough that they'll take advantage of my almost-symmetrical support cards. If they ever choose to destroy them or otherwise turn them off for the others, that tends to draw the table's ire, so most of the time they don't unless everyone agrees they're becoming an issue, in which case I can hardly blame them. I'm currently still mostly feeling that I'm going to try to leave goad out of it as much as possible, safe for a few choice cards (Taunt from the Rampart hasn't shined yet, but I'm feeling it will at some point).

Alright, now on to the card discussions.

  • I'm leaving Xantcha, Sleeper Agentfoil and Emberwilde Captain in the maybeboard. Your arguments are very valid, but I do feel like the don't vibe enough with the "support" idea.

  • I had Nelly Borca, Impulsive Accuserfoil in my deck before and removed her, because she's an odd play. With my lack of goad or other ways to force attacks, I have very little control over the amount of cards I draw with her, if I draw any. I imagine she'd work great as a commander, since you can reliably have her on the field in the early to mid game, where plenty of people attack each other, but I think she does a lot worse as a late-game topdeck.

  • Kambal, Profiteering Mayor feels like a "one step too far" kinda card. If my entire point was to give my opponents tokens, then he'd be amazing, but I feel like he's going to not do anything far too often (although I will admit that I don't quite now how often my playgroups play tokens).

  • Master Warcraft has one mayor flaw that I'm pretty sure a good chunk of my playgroup will notice: I can force an attack, but I can't force them to not attack me, and my playgroups are spiteful enough that that is exactly what will happen :P

  • Batwing Brume is interesting. It's going on the maybeboard for now, since I'm not sure if the problem it fixes is one I run into all that often, but it does feel like a beautiful blindside.

Currently, Ghostly Prison and Brutal Hordechief are most likely going to be in the next version.

Besides that, I'm reviewing:

  1. The beaters I have in the deck, since they don't feel strong enough. It's not like I didn't know Skysovereign, Consul Flagship and Tajic, Blade of the Legion weren't the best in slot, but the little hope I had for them has been dashed.
  2. Different graveyard hate (I'm recently formed the opinion that Bojuka Bog really only works in a lands deck), and Kutzil's Flanker is currently my most considered option.
  3. Lands and ramp. Thran Dynamo was way better when Endbringer was going to be a part of the deck, and the deck feels too color-heavy to run it otherwise. Similar thoughts about the pain-lands. Also, I've adopted the "Chromatic Lantern is bad" position.

DemonDragonJ on Which is More Important: Total …

8 months ago

I often wonder which is more important for a card: its overall cost or its cost-to-effect ratio (i.e., its mana efficiency); for example, there is no question that Lightning Bolt is superior to both Shock and Searing Spear, but, between the other two cards, I would choose Shock over Searing Spear in the majority of situations, because Shock has a ratio of 2 damage for 1 mana, whereas Searing Spear has a ratio of 1.5 damage for 1 mana.

For a slightly more complicated example, compare Eladamri's Call to Shared Summons; the former card can find a creature for a mere 2 mana, which is very efficient, but it simply replaces one card in its controller's hand with another, whereas the latter card can search for two creatures, which leaves its caster with an additional card in hand, compared to before it is cast, but it is less efficient, costing 2.5 mana per creature found, so it is not as clear which card is superior, there.

Opportunity is literally a double version of Quick Study, as they both have the same ratio of cost to effect, but which is the superior card? Is it really better to spend six mana to draw four cards, as doing that would leave the caster with less mana to cast the spells that they draw? Also, Quick Study is strictly better than is Inspiration, as it costs 1 less mana to cast, but, between Concentrate and Tidings, I am not certain which is superior, since they both allow a player to draw one less card than their mana values.

On the subject of card drawing, in the realm of repeatable card drawing, Arcane Encyclopedia is strictly better than is Jayemdae Tome, as it costs only 3 mana to draw a single card, compared to 4, but Tower of Fortunes can draw four cards for 8 mana, which is a ratio of 2 mana per card, but that ability costs 8 mana, overall, so the question is if it is worth 8 mana to draw four cards.

Continuing that theme, there are numerous creatures (and one enchantment) that allow a player to repeatedly draw cards, such as Azure Mage, Spectral Sailor, Faerie Mastermind, Triskaidekaphile, or Treasure Trove, a ratio of 4 mana for one card, but Mystic Archaeologist can draw 2 two cards for 5 mana, a ratio of 2.5 mana per card, which is definitely far superior, in my mind.

Hedron Archivefoil is literally two Mind Stones put together, and Dreamstone Hedron is literally a triple Mind Stone, so they all have the same cost-to-effect ratio, but I prefer the original Mind Stone, since the existence of Thran Dynamo and Gilded Lotusfoil makes it difficult to justify using the other mana rocks, at least, for me.

To use the example of Skyward Eye Prophets, a 1/1 creature for 2 mana is perfectly acceptable, a 2/2 creature for 4 mana is slightly expensive, but nothing outrageous, but a 3/3 creature for 6 mana is simply too much, although, as a side note, I have a copy of that creature, in one of my decks, because I really like its ability.

For a further example, I would choose Mantis Rider over Lightning Angel in the majority of situations, since it provides a better rate than does the angel, and, similarly, I would choose Wilt-Leaf Cavaliers over Vernadi Shieldmate, since the former creature is more efficient for its cost.

I believe that I have provided a sufficient number of examples, for this discussion, so which trait do you believe is more important: overall mana cost or cost-to-effect ratio/mana efficiency? I certainly am interested to hear your thoughts on this matter.

multimedia on Brew my deck for me

9 months ago

Consider High Tide for ramp and/or with spells that can untap your Islands Turnabout, Frantic Search, Snap? Just Tide + Turnabout + you control 4 Islands could give you 10 mana turn 4. Mystic Sanctuary is a fantasic land that's an Island. Castle Vantress isn't an Island, but it's a good land for instant repeatable scry.

Consider Thought Vessel and/or Decanter of Endless Water? Mana rocks for ramp that can also potentially give you no max hand size before you control Nezahal. Reliquary Tower is a land for no max hand size.

Consider Forensic Researcher, Kelpie Guide, etc.? They can untap a land or a land that can make more than 1 mana Arid Archway, Guildless Commons even the same turn the land ETB. They can also untap a mana rock or even better a mana rock that can make more than 1 mana Sol Ring, Worn Powerstone, Palladium Myr, Thran Dynamo, Hedron Archivefoil, Gilded Lotusfoil, etc. They can also untap Nezahal to be a blocker.

A spell advantage blue has are instants that let you look at top X cards of your library and put one or more of any of them into our hand (any card(s) into hand is the advantage). Consider Impulse, Memory Deluge, Dig Through Time, Supreme Will, Thassa's Intervention, etc.? When you're casting instants on opponents' turns then Wavebreak Hippocamp is repeatable card draw. Being a 3 drop you can more safely play it and leave up mana for instant opponent interaction.

Last_Laugh on Rhadamanthus

9 months ago

Small follow-up question re: Marchesa/Thran Vigil. If the creature re-entering from Marchesa has an etb, do I choose what order its' etb and Thran Vigil's trigger resolve?

Thanks for answering earlier btw.

KingKilvas on Geometric shapes tribal

1 year ago

Some missing shapes you could include! Nova Pentacle Pentagram of the Ages Thran Dynamo (as the Hexcore) Mana Prism Prism Array Prophetic Prism

Potentially shape-enough could include the various Fractals from Strixhaven, and the Hedrons from Zendikar

Fun deck idea!

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