|Have (3)||, metalmagic , PostContact|
|Want (16)||pheriannath , adam1floyd3 , YaDamnJerry , danleniumfalcon , 1Doogan1 , Zethos , Zondraxor , Rahmodonis , oegi , TheRaion , Kelcool , darksteelgiant , DamnGoodFood , widowlark , Morogrim , hk403|
Printings View all
|Mystery Booster (MYS1)||Uncommon|
|Commander 2019 (C19)||Uncommon|
|Iconic Masters (IMA)||Uncommon|
|Commander 2014 (C14)||Uncommon|
|From the Vault: Twenty (V13)||Mythic Rare|
|Urza's Destiny (UDS)||Uncommon|
Combos Browse all
- Teferi, Temporal Archmage + The Chain Veil + Thran Dynamo
- Brago, King Eternal + Strionic Resonator + Thran Dynamo
- Dramatic Reversal + Isochron Scepter + Thran Dynamo
|Commander / EDH||Legal|
Thran Dynamo occurrence in decks from the last year
Commander / EDH:
All decks: 0.15%
UR (Izzet): 0.79%
Thran Dynamo Discussion
3 days ago
Cool Deck! +1
However, I do have some suggestions. Marleaf Pixie and Mana Geode don't seem like very good mana ramp cards. Arcane Signet, Firemind Vessel, Thran Dynamo, Worn Powerstone, Prismatic Lens, Gilded Lotus, Mind Stone, Coldsteel Heart, Fyndhorn Elves, Beastcaller Savant and Birds of Paradise are much better options. Also, defiant elves could be replaced, as it is just a 1/1 with trample. Another mana dork might be better, or if you do want a cheap creature with trample, Pelt Collector or Almighty Brushwagg are better.
3 days ago
Hiya! Your deck has a few rather glaring issues, so let me spell them out.
1) Your mana-curve is absurdly top heavy. I suggest some heavy readjustment to your mana-curve. Otherwise, you'll find your deck is really, really clunky.
2) You have very few ways to consistently generate card advantage. Look into ways to generate card advantage in Boros that synergize with your deck.
3) Your ramp is lower than it probably should be considering how high your mana-curve is, and your ramp is quite inefficient. I recommend putting in more ramp and make your ramp either two-mana mana-rocks (Boros Signet, Talisman of Conviction, etc.) or big mana-rocks (Gilded Lotus, Thran Dynamo, etc.).
4) White has the best removal in the game, and you're missing out on a lot of it. Efficient removal like Swords to Plowshares and Path to Exile, Flexible removal like Generous Gift, some of the best board-wipes like Austere Command, both single-target removal and board-wipe in Winds of Abandon, and much, much more.
Boros is my favorite color combination, so let me know if you need help with card suggestions!
1 week ago
My recommendations :
I think most people will tell you that Oloro offers little competitive advantage to you compared to other esper commander like Zur (who can fetch Necropotence into play) or even Aminatou (who is a combo piece in the command zone). I think upsides for Oloro would be that he can do larger ad nauseam and possibly can even run Humility which few decks can win while it is on the board.
MANA COST TOO HIGH
I would first add better ramp, better draw, potential Stax, tutors and then other win cons.
Verity Circle (good against dorks)
Plunge into Darkness (a good Impulse)
CONSULT COMBO Demonic Consultation
AD NAUSEAM COMBO Angel's Grace
Ad Nauseam (draw whole deck, can Windfall and make everyone die while AG means you can't lose
Heliod Walking Ballista
Rocks that produce at least three mana total (outlet is extort with blind obedience or crypt ghast) If have pristine Talisman gain infinite life, which is infinite draw with commander
Didn't look at landbase
2 weeks ago
I have never found Pull from Tomorrow type cards to be very good, they need way too much mana. Speaking of too much mana, consider this! For everything 5 mana and more, to what extent does it help you to win you the game? How much of a threat will you be to the table? Will you be able to win that turn or the next turn, is there a clock? Maybe that Silumgar's Command isn't too good by these standards, and I'm not convinced The Mimeoplasm deserves a slot. Spelltwine is cool, but this deck doesn't strike me as one where this would help you achieve victory.
My major criticism is that you aren't ramping hard enough to pull this off in a devastating way. it seems to me that the way to getting more creatures out is to draw more from Damia, but of course you aren't getting her out early game, so you end up playing from the hand and running out of things. I am thinking of either Gilded Lotus, or Thran Dynamo. Are you aware of Nature's Lore and Farseek, they can pull up dual lands that have those land types i.e. Zagoth Triome. You probably also need some draw for before Damia, like maybe you could do Elemental Bond style effects to improve that? Of course there is also Mystic Remora. Also if there aren't enough creatures coming out, is the recursion you have that valuable; why not try to just draw more cards, it doesn't seem like you need any particular cards that badly or you would be running tutors?
Sorry for the long post! I like the deck, I always thought copying other people's stuff would be a cool way of playing!!
2 weeks ago
I would go with a static CMC. It seems leaning a bit too heavy if you need multiple colors on board to actually play it effectively and for it to pay itself back. Seems like a multicolor double-dip.
I would probably go something like
: For each color among permanents you control, add one mana of that color.
At first I had it enter tapped, so as to mimic the summoning sickness of the creature equivalents, but figured it would be too high a price if you never even got to use it once - and it doesn't add colors by itself. You're still unlikely to have many colors by 4 mana, so it can mostly only tap for 1-2, at the very best 3 mana - unless you use cheap hybrid cards just for the sake of adding loads of colors quickly, at which point I think it's fine if you delude your deck to use such cards just for the advantage it brings this Lotus.
It will suffer some of the same issues that Thran Dynamo does. It's not really ramp, it's mana explosion or tools to be manipulated/abused with untaps. It works more like a Mirari's Wake or Mana Reflection than it does a Mind Stone. It is unlikely to see play outside 3+ color decks, as it still hinges on having colors on the battlefield to tap for anything.
I added the tap for 1, just so it at the very least can tap for mana regardless of your board state. Both the creature equivalents can always tap for mana. Unless there's a Mycosynth Lattice on the field.
2 weeks ago
A couple thoughts... Mnemonic Betrayal can be amazing if you have enough mana.
Speaking of mana i would consider another rock like Worn Powerstone or Thran Dynamo over, for example, profane memento as idk if incidental lifegain is as valuable as more mana.
Another thought is a card like Mission Briefing or Twincast could let you get double value out of one of your mvp mill spells like mind funeral or traumatize.
Anyway just some ideas, cheers and keep having fun!!
2 weeks ago
Sol Ring is a great way to get mana faster. Maybe play four of it. Thran Dynamo can also get a lot of mana. With blue draw spells are good such as: Preordain, and Ponder. To slow the game down until you cast a huge creature Counterspell is awesome. For lands maybe cut 1 or 2 and play some duels such as Watery Grave.
2 weeks ago
Hiya! Long time Aurelia player here, hope I can help out!
The first thing I see- you have 15 pieces of hard ramp in your deck, but only 31 lands. Especially considering your mana-curve, 31 lands is not enough. I suggest upping your land count to 38 and cutting a handful of ramp cards as you have so many. In particular, I don't think you need Seer's Lantern, especially considering you already have a copy of Sensei's Divining Top. I also don't think you need Walking Atlas as you don't have enough lands to support it consistently. In addition, if you want to pump out big angels, you'll want to have ramp that really puts you ahead. In particular, Thran Dynamo is an excellent choice to get you from 4 mana to 8 (provided you hit you land drop, which you want to do every turn).
The next thing- your deck's ways of generating card advantage aren't very consistent, they generate it typically in ways like getting lands to your hand, tutoring, making tokens, etc. Only 3 of them actually increase the amount of cards in general you have access to. You do have some of the best ones though like Mask of Memory, Magus of the Wheel, and Tectonic Giant (I typically count impulsive draw, the exile and you can play for the next turn as card draw since it practically increases your hand size). Mask of Memory is one of the best ways to draw cards in any aggressive deck- the problem is, you need smaller creatures to stick it on early so you don't have to wait- and the cmc of your creatures is really high. If you want to go angel reanimator with your deck, wheel effects is the best card draw for your deck. You already have a copy of Magus of the Wheel, you might also want to include Reforge the Soul and Wheel of Fate. The caution with Wheel of Fate is that it's awful late game. And of course, when you can afford it, Wheel of Fortune is the best- it's the original after all.
I would also balance your mana-curve. It's high in some places and really low in others.
Last of all, some cards I recommend. Winds of Abandon is one of the best pieces of removal for EDH that has been printed in a while. I definitely recommend adding it in. Heliod's Intervention is also incredible. If you need more tutors for equipment, Steelshaper's Gift is the best you can get. Lyra Dawnbringer is a great angel for angel tribal. Blasphemous Act is one of the best boardwipes in Boros colors for EDH.
Let me know if you need any more help! I also recommend DespairFaction. He has a YouTube channel known as Commander Replay and also has plenty of great decks here on tappedout.