
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 |
Archenemy | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Thran Dynamo
Artifact
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DreadKhan on
The Quackening
1 week ago
I have a Quest for Ula's Temple deck which does some similar things, I liked Dreamscape Artist because it can reshuffle your library as needed, incase you don't have a relevant creature to work with on top. It's technically only 1 mana and a card to Harrow (you get back 2 untapped lands, so it can also helping mana fixing) Blue, and I could be wrong but I think your Commander wants the odd Discard outlet too. A worse (but still potentially useful) piece of Blue ramp is Apprentice Wizard, it's not as good as Dreamscape, it's like Worn Powerstone, which is a good rock if you want bigger ramp to potentially cast a big creature a bit sooner. Thran Dynamo and Gilded Lotus are big ramp rocks with decent ratios. Urborg, Tomb of Yawgmoth and Cabal Coffers are pretty good together, if you have a lot of devotion to a colour Nykthos, Shrine to Nyx can help, Deserted Temple can untap any land that makes extra mana. Less rampy and more of a big Scry effect, Soothsaying is a neat card if you care about your deck order. Scroll Rack is better but costs more.
Just a general idea, you might throw in things like Reconnaissance Mission, Bident of Thassa, and Coastal Piracy along with some Unblockable or Shadow creatures (Thalakos and Dauthi are the Blue and Black tribes). You can also throw in stuff like Sword of the Animist, Dowsing Dagger Flip, Prying Blade, Goldvein Pick, Grim Hireling, and any other attack payoffs you can find to generate more value over time. I understand you want a sea-monster theme, but you might want a way to draw some cards/get in some chip damage to soften people up. The only drawback to Shadows is that they can't chump block. If you really want your evasive creatures to be able to chump, there are some small flyers like Spectral Sailor and Thousand-Faced Shadow that have other upsides, these are risk free but are way less evasive than Shadows.
On that note, if you're worried about getting attacked you might look at Propaganda, War Tax, Flood, and Fatespinner are all great ways to make you hard to attack. Mass Diminish, Polymorphist's Jest, Sudden Spoiling, AEtherize, Aetherspouts are all great cards for people to fear.
Callous Oppressor is a funny repeatable theft effect, Ritual of the Machine and Helm of Possession can both steal stuff and are great with tokens, Thieving Skydiver can steal an artifact creature fwiw, Sower of Temptation is a so-so theft effect that shines bright if you can flicker or bounce it, Thalakos Deceiver is probably way better since he permanently steals whatever and can be reanimated, Inevitable Betrayal and Bribery are both pretty sweet.
The biggest (and perhaps best) theft effects are Mass Manipulation and Cultural Exchange, exchange requires bodies but can also be used aggressively to just ruin two players' boards.
Inkwell Leviathan, Lochmere Serpent, Spawning Kraken, Stormtide Leviathan, and Wrexial, the Risen Deep are some relevant creatures I use, some are better than others but there is nothing as bad as Sea Serpent or Bog Serpent, both cards I love but don't use.
If you like Whelming Wave, you might like Spectral Deluge as well.
Hope some of this helps, Big Dimir is a fun deck!
DreadKhan on Rune-Scarred Demon or Sidisi, Undead …
3 weeks ago
In part I think 7 was always 'too much', people just didn't notice how often the card left you screwed because other people were also screwed more often because the average player's heuristics are wildly better than they were 5 years ago, in addition to our pool of cards being much better stocked with pushed cards. 10 years ago most of the best cards were on the Reserved List (maybe even more than most), most of the Reserved list has better options now, meaning that for even the best decks, most of us are playing way more (potentially) Modern legal cards than we did. Combine most people being better at deckbuilding/playing and having access to better cards and we can expect to see cards like Rune-Scarred Demon plummet in play.
As a rough rule of thumb, to hit 7 mana a turn early, you need enough lands to not miss your drops and enough ramp that you actually have it to cast. If you want to see 1 piece of ramp reasonably early (by turn 3) most games you should run ~10 pieces, and to hit 6 land drops you'd need to play ~45 lands. If you are fine spending two turns ramping before casting you can run even more ramp and shave a few lands, but if you shave more than 5 you won't hit your 5th land drop very reliably. For the record, to hit your 4th land drop for Sidisi, you only need ~34 lands and 10 ramp effects, that sounds a lot like a deck people actually build!
If you run Demonic Tutor (which I consider the best tutor, since it puts the card into hand immediately and isn't card disadvantage, ymmv), you only need to hit 1B to cast it, meaning you can cast it turn 1 in competitive metas, and in non-competitive metas you can cast it turn 2 pretty often, if you even want the option to play your Rune-Scarred you're looking at turn 5 in a deck that's probably got too much ramp, and turn 6 for a deck that's still high in ramp while running more lands than most people run in Lands Matter decks. Note, if you're running a Demonic Tutor in a hypothetical deck that runs lots of lands, by the time you can literally cast the Rune-Scarred you could probably cast both Demonic Tutor and whatever it tutored up.
In conclusion I think the numbers were never very kind to Rune-Scarred, you need to build a weird deck that's using weird ramp sources for a card that clunky to make sense, stuff like weird Storage lands from FE and MM, which most people openly laugh at afaik, I suppose you might run lots of weird ramp that ramps you more than 1 pip, Worn Powerstone and Thran Dynamo coming out on curve will get the casting done sooner, but those are the only cards I can think of that make it reasonable to cast the Demon early or to cast it later and still have mana to cast something else.
Optimator on
Terror of the Deep
3 weeks ago
Personally, I think Quest for Ula's Temple is a total trap. It only gets a counter roughly 1/3 of turns. They payoff is nice, but not as nice as in a 60-card format where the payoff is proportionally larger and it's easier to have a deck be 2/3 creatures and get the counters up faster.
I had it in my sea monster deck for a long time and it always disappointed. Coral Capers -- (Budget Seamonsters) and Tidal Trouble. Check 'em out!
You'd be far better off with Monster Manual or Elvish Piper, or a big ramper like Traverse the Outlands, Gilded Lotus, etc. Or just another card-draw card.
NV_1980 on
Decepticons and Necrons and Phyrexians, Oh My!
1 month ago
Not sure what kind of feedback you're looking for here, so I'll just wing it. To me, in its current form the deck seems a bit slow and very, very mana-hungry. You've added some ramp and draw, but after play-testing 5 times I couldn't do much (other than summon Megatron, which the deck allows for pretty consistently by turn 4) until turn 6-7.
You could increase your speed somewhat by maybe adding some more effective rocks (Mana Vault, the talismans, Worn Powerstone, Thran Dynamo) or maybe some options to generate Treasure tokens.
ASalesman on
Unesh, Ultimate Guide (Tribal)
2 months ago
Alright I realize why Helm of Awakening isn't as good as I thought it was. The helm makes ALL spells including your OPPONENTS spells less mana, which IMHO is undesirable. I am going to swap Thran Dynamo back in.
Arrzarrina on
Roon Shenanigans
2 months ago
19/01/2023 changes: There have been a few rounds of changes. Removed counterspells to attempt to make the deck to make more fun to play against, sold the Mox Diamond because it's become worth a mint in the last 7 years, added more draw and refocused the deck on creature ETB based interaction instead of something like Oblivion Ring. It's a good card but I don't get the value that I could get out of a Fiend Hunter. You know where I'm going with this. I've also added more mana fixing to the land base and adjusted colours for the new balance.
Removed:
- - 1x Akroma, Angel of Wrath
- - 1x Azorius Signet
- - 1x Detention Sphere
- - 4x Forest
- - 1x Force of Will
- - 1x Isochron Scepter
- - 1x Land Tax
- - 1x Martial Coup
- - 1x Mirrorweave
- - 1x Mox Diamond
- - 1x Oblivion Ring
- - 4x Plains
- - 1x Polymorphist's Jest
- - 1x Prototype Portal
- - 1x Pyxis of Pandemonium
- - 1x Pestermite
- - 1x Spell Crumple
- - 1x Strionic Resonator
- - 1x Treachery
- - 1x Temple of the False God
- - 1x Thran Dynamo
- - 1x Time Spiral
- - 1x Tinker
Added:
- + 1x Arcane Signet
- + 1x Adarkar Wastes
- + 1x Blue Sun's Zenith
- + 1x Barkchannel Pathway Flip
- + 1x Brokers Hideout
- + 1x Consider
- + 1x Deserted Beach
- + 1x Dreamroot Cascade
- + 1x Echoing Truth
- + 1x Evolving Wilds
- + 1x Fading Hope
- + 1x Hengegate Pathway Flip
- + 1x Joint Exploration
- + 1x Mind Stone
- + 1x Overgrown Farmland
- + 1x Preordain
- + 1x Relic of Progenitus
- + 1x Repopulate
- + 1x Stonehorn Dignitary
- + 1x Terramorphic Expanse
- + 1x Temple of Mystery
- + 1x Temple of Enlightenment
- + 1x Wilt
DemonDragonJ on
Waste Not
2 months ago
I have replaced Gilded Lotus and Thran Dynamo with Commander's Sphere and Decanter of Endless Water, which reduced the average converted mana cost of this deck from 3.92 to 3.87, which is very good, because, as awesome as were the previous artifacts, they were simply too expensive to be reliable.
DemonDragonJ on
Reap what is Sown
2 months ago
I have replaced Gilded Lotus and Thran Dynamo with Commander's Sphere and Decanter of Endless Water, which, for some unexplained reason, increased the average converted mana cost of this deck from 4.00 to 4.02, but I hope that it was a good decision, since the previous artifacts were to expensive to be reliable.
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