
Combos Browse all Suggest
- Teferi, Temporal Archmage + The Chain Veil + Thran Dynamo
- Brago, King Eternal + Strionic Resonator + Thran Dynamo
- Dramatic Reversal + Isochron Scepter + Thran Dynamo
Legality
Format | Legality |
1v1 Commander | Legal |
Canadian Highlander | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Premodern | Legal |
Vintage | Legal |
Casual | Legal |
Custom | Legal |
Quest Magic | Legal |
Thran Dynamo
Artifact
: Add
Orange+ on
Any Color You Like
4 days ago
Hey, Profet93.
Those cards, in addition to of course Rhystic Study, are great draw staples. Thanks for the suggestions.
Unfortunately, they are out of budget for this deck. I havent stated it very clearly, but I have added the budget tag, and the currently most expensive card is Thran Dynamo at about 5$ cardkingdom price.
I'll be more clear about the budget the next time I ask for suggestions :)
Lord_Grimm on
Xenegod
2 months ago
If this is indeed up to date, here are some thoughts (post Matty games): Since Xenny is 5 CMC, your ramp should be land based 2-3 cost spells only. With that in mind... Gruul Signet < Search for Tomorrow, Thran Dynamo < Rampant Growth, Talisman of Impulse < Harrow, Shadowspear < Hydra Omnivore, Swiftfoot Boots < Dragonborn Champion, Harmonize < Weaver of Harmony. Pretty sure that new red dragon is in the deck, but don't see it in this list... so I won't look at creatures yet. Hopefully these suggestions help.
clonalselection on
Spirit of the Night Demon tribal
2 months ago
Has this deck been in your rotation for 9 years? Awesome! I have my own love bug that just won't quit: The Red Terror: Akroma's Manifesto
Some tricks that might help:
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Geode Golem, Command Beacon, or Netherborn Altar could help get your commander onto the field faster (the latter two with things like Quicksilver Amulet).
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I rely on heavy mana rocks (Thran Dynamo & Gilded Lotus) for CMC-heavy decks; always nice when they stick!
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Similarly, Nirkana Revenant and Crypt Ghast seem to help with mono black ramp.
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Semblance Anvil can sometimes serve as a second Urza's Incubator if you can part with a demon from your hand.
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K'rrik, Son of Yawgmoth might be on theme, with cost reduction and lifelink.
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Big dumb pumpers Hedron Matrix, Hatred, Blackblade Reforged, and Commander's Plate make the commander threat outrageous. The latter also gives Spirit of the Night protection from all colors.
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Other than that, dirty mono black tricks like Imp's Mischief, Withering Boon, maybe Simulacrum always have a place!
carpecanum on
Kefnet, Worldslayer
2 months ago
Khalni Gem and Firemind Vessel so you have more ways to cast Reshape for Worldslayer. Maybe even Sisay's Ring to replace Thran Dynamo if you need to hit a lower budget.
Stardragon on Colorless Support Over 40 of …
2 months ago
Grubbernaut As for the two cards I think your talking about I understand your concerns and while not intended to be mixed (since they cost extra mana I mean yes they can be put into any deck by why pay for a lighting bolt when you can pay instead). I need as reiliably way to get mana you pure colorless deck. (Yes they the Tron lands and Temple of the False God. but thats it other color's have signets and the like to ramp up but for fast mana all colorless has is Sol Ring, Ik know thing like Thran Dynamo exist but it not fast mana.). and I am not the best at describing things so i may not make much sense
NV_1980 on
Vela The Darkness Comes For You
3 months ago
Hi,
I would have to second the suggestions of ajphisher, nagonjin and elgosu1337 when it comes to the availability of mana. In all honesty I would cut maybe 6 of your beaters for this. Also, you don't need the swords all that much; most of the creatures in your deck are inherently hard to block already and Vela makes it even harder. I would also get rid of Doubling Cube; in my view it doesn't work very well in color combinations that have low inherent mana availability anyway. So that's a potential 14 cards you could allocate to more mana and maybe some more draw too.
I would recommend adding Arcane Signet, Gilded Lotus, Mana Vault and Thran Dynamo. In order to filter through your deck quicker, I would also add Sensei's Divining Top. For additional draw, I would really consider Mystic Remora and Rhystic Study. I think Mana Drain also fits your strategy. The remainder of the space you've got left I would fill with more draw, counterspell and cheap removal opportunities. Some ideas would be Brainstorm, Ponder, Preordain, Counterspell, Feed the Swarm, Pongify and Rapid Hybridization.
Good luck.
NV_1980
Wuzibo on Questioning the Iona Banning
3 months ago
Thanks man. I think more cards in the card pool is usually a good thing, and for a social format it's best to leave as much up to the players as possible. She doesn't also protect herself besides disabling removal from that spell type. You could always have board based removal, like a Karn Liberated. Or you could do like you said and have a strategy that doesn't work off casting and use her high cost to get it in before she is in.
I think her most egregious example would be a kaalia player dropping her turn 2 by having an opening hand with Sol Ring and a Rakdos Signet, Mountain, Plains, Lightning Greaves and Iona, Shield of Emeria. This lets your 7th card be whatever, and it doesn't matter what you draw. i don't know if there is some unholy strategy that lets you cast her turn one with greaves. You would be hard pressed to get iona out from the command zone turn 3 unless you start the game with most of your ramp. 3 plains, Sol Ring Mind Stone, Thran Dynamo. That's best case scenario, and it probably won't be until later. It is doable, though. But those are extreme. I don't think you'd see either of those situations in most games involving those two.
To ban it for every player is why i don't like it.
plakjekaas on Questioning the Iona Banning
3 months ago
Wuzibo Buy some Chaos Warps
I'm getting a lot of "I get locked out playing my favorite deck so I wanna lock out players too"-vibes. The one difference between Iona and all other problematic cards you named, is that Iona can be your commander, making sure you still have access to it after Oblivion Stone etc. That's where it differs from Leyline of the Void which, yes, can be in play from turn 0, but there's going to be a lot of games where it won't, and it probably won't return after the O-stone.
Iona's also a creature, making sure cards like Ephemerate will customize the color chosen to whatever you need whenever you need it, protecting it from removal in the process.
If you want to lock people out of casting spells, there's still plenty of ways to do it, but it's by combining cards together, not 1 card that does the entire thing for you. With Palinchron you need a mana doubler, with Heartless Hidetsugu you need a damage doubler and a way not to die, with Lavinia, Azorius Renegade you need Knowledge Pool, with Decree of Silence you need Solemnity.
With Iona, Shield of Emeria you need nothing. With Paradox Engine you basically need anything, it's not restrictive enough in its synergies to not be overpowered, while leading to 20 minute turns where one player gets to play all the magic while the others get to watch.
If you're scared of Mindbreak Trap, just play Rule of Law. If your deck doesn't function because of a single card in play, it's badly built. You could still go Sol Ring into Thran Dynamo for Wurmcoil Engine t3 and kill the leyline player. That also stops it from being a problem. Those are all cards that would be amazing in a Daretti deck and doesn't need to break the color pie to get you out of a sticky situation. If you can only do Junk Diver Scrap Trawler loops, that's way more of a restriction on your deck and way easier to devise a backup strategy for than "playing a monocolor".
The rationale for banning Iona is that it leads to a play experience the rules committee wants to discourage, which is locking people out of playing the game. That's paraphrased from the ban article. Not locking out from winning, which is what you're talking about. Also, discourage, not prevent. You can still do it, but a flagship commander for that strategy that, no matter how you build her, it's gonna cause that bad time, that gets banned. Braids, Cabal Minion is banned for the same reason.
Your rationale of "they can now ban cards because they lead to unfun gameplay? They should ban every card that ever blocked my fun then" sounds very entitled, and hard to agree with. It makes you sound as much of a salty bad player as you blame the RC to be.
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