Trinket Mage

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Legality

Format Legality
1v1 Commander Legal
Block Constructed 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
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Tiny Leaders Legal
Vintage Legal

Trinket Mage

Creature — Human Wizard

When this enters the battlefield, you may search your library for an artifact card with converted mana cost/mana value 1 or less, reveal that card, put it into your hand, then shuffle your library.

Zheraan on Shorikai go vroom

1 month ago

Maybe you're overestimating the mana flood, usually about 39-40 is a better number unless you have lots of draw sources. Since there are 100 cards, that directly translates in chances to draw lands, so 40 lands would mean 40% chances to draw one, which is ideal for decks that really need consistant drops at least till turn 3-4, like it's the case here. Your chances of getting this with 35 lands or lower are meager, especially here as most of the card draw comes after the 4th mana. Thankfully, we've got rocks here to help us curve it out nicely and get some acceleration, so I think the current basis of 36 (+1 MDFC) lands is good.

As for my playgroup, well, it mostly consists of my own decks that since I recently moved to study abroad and I'm with new players or people that don't have their cards with them, so yeah no quadruple digits indeed ! The Omnath Deck I built (linked above) is probably going to be the strongest and most expensive, even if I didn't buy a Scapeshift + Valakut, the Molten Pinnacle for it!

Regarding Manifold Key, I really like it because it's a one-drop that allows us to reuse Shorikai's ability to draw/select, untaps vehicle for the eventual necessary defense, and in late game might allow us to close in on the win with Shorikai's fat ass (or even better, Reaver Titan) when other player's are too full of blockers. As for Trinket Mage, you named it, fetching Skullclamp is dope as it's probably one of our strongest cards, or some ramp (likely Sol Ring) if we need it.

So yes, now it's really have because of how nothing is actually bad in there ! Surprisingly it is harder than for the Omnath, Locus of Creation deck, which is in an archetype that has way more cards than vehicles. It's not gonna get easier when Brother's War comes out, as I expect it to have some cool artifacts and vehicles I'll want to use as well! That's why I'll wait for it before ordering this deck.

Max_Hammer on Shorikai go vroom

1 month ago

Yeah, I can see that. Being able to usually get away with 34-45 lands is still only usually. There's a solid chance you'll get droughted if you don't run 36-37.

As for the fetchlands... Yeah, I get it. Even the 20$ for a shockland is a bit too rich for my blood. If I'm dropping a lot of money on a card it should be more than a 0.07%~ chance for me to draw that, and you better believe it's going to be my wincon. I think that your mana setup is all you'll need, assuming your table isn't playing Magic in the quadruple digits.

The average guideline for ramp in Commander is about 7 cards, but I think this deck would actually really benefit from the extra ramp, seeing as how many cards you should be drawing with spells like Shimmer Dragon and Vedalken Archmage. Right now you have 10 (or 8, if you count Artificer Class as utility and Cultivator's Caravan as a regular vehicle), but you should be just fine with that.

I looked and only saw two more things that I think should be cut. There's Manifold Key. Just doesn't feel super necessary. You could use it to get an extra mana or give a vehicle pseudo-vigilance, but that's kinda meh. But there's also Trinket Mage. Granted, being able to tutor Skullclamp (or mana if you need it) isn't bad. He's a maybe and so it Manifold.

The way I see it, you don't have anything bad in this list, unfortunately enough for you, but you are over. It looks to me like you have more creatures + vehicles than anything, so maybe start there? Either take out the highest CMC cards (without taking out the crazy good ones), or just pull them at random and playtest it.

WarpedZerghead on Sen Triplets

3 months ago

What I found worked best for a Sen Triplets deck is using blue and white for control so you can have your artifacts do all the work getting combos into play.

Control

Stop players from stopping your fun: the match is yours and they simply haven't realized it yet. Dispatch quickly sets you up for a nasty rebuttal in between whichever counter-spell you choose to deploy. Vindicate, Mortify and Fracture (to name a few..) will help them learn that you mean business.

Land Fetch

Utilizing Esper colors, Black is the tutor-for-all, Blue is great artifact tutoring and White for some artifact but also enchantments. Good enchantments to have on hand are Paradox Haze (which you have) and Artificer's Intuition. Intuition is good because you can use it to get a Sol Ring in hand, another cost artifact you might have, or, any of the following "artifacts that cost :

This cards makes for great and tutoring in a non-green deck as it can be used again and again and there are quite a few you can fetch. Another option is Tezzeret the Seeker that can get you your lands by using the -X ability for 0 to put them into play, unless you want to get a different combo/ramp artifact instead.

Artifact Tutor

Besides the obvious Vampiric Tutor an Demonic Tutor for your get-anything option, there are many options still available for finding the cards you need that are artifact type.

If you are ok with losing a few artifacts, Kuldotha Forgemaster is the ticket as I will sometimes even sac my artifact lands to get better beef on the ground. Otherwise, Sphinx Summoner will get you something in hand and provide you with a flier and a card. Some new cards that play well alongside the Trinket Mage are the Tribute Mage and Trophy Mage cards. Trinket gets you your Sol Ring or another artifact where Tribute and Trophy get you and , respectively.
Artifact-related lands you want to look into are Inventors' Fair for artifact tutoring and Buried Ruin to get something back into your hand from the graveyard.

Ramp Boost

With such a vast array of artifact-type cards - especially mana ramp - you'll want an Unwinding Clock to be sure to keep everyone on edge.

Combo

Combos? We've got combos!
This is my new favorite infinite trigger set using Dross Scorpion + Myr Turbine + any of the following sacrifice outlets:



Steal their Kool Aid

Your Commander will lock a player out of your turn but it also allows you to play their hands. This is a good time to drop any lands they might have in their hands to keep them starved and likewise cast their good ramp spells to get you ahead or continue to lock them out. In the event they finally are able to cast something, you can respond with a Desertion counter-spell (mana permitting) and stick whatever creature/artifact they were trying to cast back in their Vault of Whispers. Thada Adel, Acquisitor and Daxos of Meletis are also nasty foes that puts an opponents deck against themselves. Bribery and Acquire are a malicious and personal jab that should only be used at every chance you get assert your dominance on the board and your opponents deck.

Conclusion

All these cards stand alone from what you can do to further abuse you opponents with just your commanders abilities: it is a multi-pronged deck that throws multiple threats at your enemies making them scramble to deal with one thing while still getting overrun by another.


Have fun...

NoopyNolife on Pirates

5 months ago

You might want to include Trinket Mage to find that strionic resonator, actually.

DarthSeatb3lt on Barrin, Master Wizard

7 months ago

The synergy with Induced Amnesia is fantastic!

I like the idea of the deck - seems very unique and fun. A couple suggestions you could consider: it looks like you're dabbling in the wizard synergy but you could go a bit deeper for even more synergy with cards like Cyclone Summoner, Docent of Perfection  Flip, Minn, Wily Illusionist,Patron Wizard, Trophy Mage,Tribute Mage, Trinket Mage, Jace's Archivist and Azami, Lady of Scrolls

I think the above additions would help you keep the theme of your deck while offering more synergies all around. If you take this approach, you could also look to include Stonybrook Banneret as a budget medallion.

fetch your token fodder generators with: Trophy Mage,Tribute Mage, Trinket Mage create more fodder with: Docent of Perfection  Flip, Minn, Wily Illusionist

and bounce more with: Cyclone Summoner Stern Proctor & Equilibrium

The rest are just decent control/draw.

Additionally, in keeping with the bounce theme you may want to consider Into the Roil, Blink of an Eye, Disperse, and maybe even Capsize or Snap the former three will let you bounce your own targets for more ETBs/protection and in a pinch they can bounce those pesky enchantments blue has so much trouble dealing with.

For counterspells, the lower the mana cost, the better the counter. there are some great budget options if you find you've always got a handful of cards for free counters (Misdirection Disrupting Shoal) but one of the classics that isn't too pricey isArcane Denial but I'm quickly growing to loveAn Offer You Can't Refuse and Swan Song

For removal, the bounce theme is always great but for those pesky indestructible creatures I auto-include Resculpt in every blue deck I make.

Overall your deck looks like a ton of fun to play already, just adding in my thoughts.

Optimator on Ellie and Becky's Box of Tinker Toys

8 months ago

Since you have a blink subtheme, you should note Trinket Mage, Tribute Mage, Trophy Mage, and Treasure Mage

thijmnesoy on Pauper Illusions

9 months ago

can I ask why exactly Trinket Mage is in here?

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