Triplicate Titan

Triplicate Titan

Artifact Creature — Golem

Flying, vigilance, trample

When this dies (is put into the graveyard from the battlefield), create a 3/3 colorless Golem artifact creature token with flying, a 3/3 colorless Golem artifact creature token with vigilance, and a 3/3 colorless Golem artifact creature token with trample.

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Triplicate Titan Discussion

GrimlockVIII on Infinite Golem Potential (EDH)

3 months ago

Ah shiet, I didn't see that part.

It's okay tho cuz I found out that Triplicate Titan exists. The dream can still live.

legendofa on Plains/Water First deck

3 months ago

Welcome to the club, jojoevt!

Looks like you're working on a control deck, and you have a very good base for that. My first suggestion is to mark this deck's format as Casual, to get rid of all the red links.

I see five copies of Dispel in here, and deck building rules allow only four copies of a card.

Look for more general-use counterspells. The original Counterspell and Dovin's Veto are good choices.

The creature base is pretty loose, and can be streamlined and made more efficient. Zetalpa, Primal Dawn and Triplicate Titan in particular are very mana-heavy, and will likely sit in your hand for a long time before you can do anything with them. There are ways to get big creatures out at a huge discount, but unfortunately, white/blue control isn't really one of them.

How much money are you willing to spend here, and what sort of decks do you usually face?

What's the ideal victory condition for the deck? Do you want to attack with a swarm of Drake tokens, or a single powerful creature, or just completely lock your opponent out so that they can't do anything?

Above all, have fun!

unstable_anomaly on Full Metal Alchemy (Osgir, the Reconstructor)

4 months ago

AShadyZebra The whole point of this deck is to sacrifice/ discard artifacts and then recur them from the graveyard. With a total 45 artifacts in the deck there's almost never a shortage of disposable artifacts. Kuldotha Forgemaster also synergizes really well with token generators like Wurmcoil Engine / Myr Battlesphere / Triplicate Titan (especially if Anointed Procession is on the battlefield) giving us more than enough sac fodder. Adding a haste enabler or an untap effect makes Kuldotha Forgemaster even better, allowing us to use it's ability the moment it enters the battlefield/ multiple times per turn. Last but not least it'll allow us to tutor any artifact straight to the battlefield, which can be a huge advantage when cheating a high CMC spell into play. So in summary, yes. Kuldotha Forgemaster is very useful in this deck ;)

Thordagreat You make an excellent point... good thing math is for blockers. ;)

Thank you both for your comments and upvotes, much appreciated. Cheers.

unstable_anomaly on Full Metal Alchemy (Osgir, the Reconstructor)

5 months ago

Hey kuromadei, thanks for the comment and upvote, much appreciated.

Thanks for pointing out that Bronze Guardian 's ward ability does in fact stack. I actually just recently watched an episode of the command zone podcast where they point this out, and was going to update the primer today. Makes the card quite a bit better than I originally thought it'd be in the deck.

For your question about more than two copies: Anointed Procession will trigger anytime we create a token, which includes Osgir, the Reconstructor 's second ability. Illusionist's Bracers will trigger much in the same way when it's equipped to Osgir, and Rings of Brighthearth will allow us to pay to copy Osgir's second ability. Basically all these interactions will allow us to copy / double Osgir's second ability creating four token copies of whatever we're targeting. We can then increase the amount of tokens created by having multiples of Illusionist's Bracers / Rings of Brighthearth or adding Mirage Mirror .

For your question about the jank combos: I actually just discovered a new combo line while taking a second look at the janky ones, so HUGE thanks to you for helping me discover this line!! I'll be adding it to the primer shortly...

Eldrazi Displacer + Krark-Clan Ironworks + Myr Battlesphere + Goblin Engineer . Sacrifice all four myr tokens to Krark-Clan Ironworks generating 8 mana. Then use that mana to activate Eldrazi Displacer blinking Myr Battlesphere / Goblin Engineer . This will tutor an artifact to the graveyard and generate another four myr tokens. We can then repeat this an infinite amount of times generating infinite mana and tutoring every artifact to our graveyard.

Here's where the JANK comes in...

Once all of our artifacts are in the graveyard, and we have infinite mana, we can then use Umbral Mantle to continuously untap Osgir, the Reconstructor activating his second ability an infinite amount of times to reconstruct every artifact in the graveyard. We can then add Quicksmith Genius to the line to draw / discard the entire deck or Reckless Fireweaver to deal an infinite amount of damage to all our opponents.

Another janky line to tutor every artifact to the battlefield, draw / discard the whole deck, or deal infinite damage to our opponents:

Krark-Clan Ironworks + Myr Battlesphere + Anointed Procession + Goblin Welder + Kuldotha Forgemaster + 2x Umbral Mantle . (This will require Kuldotha Forgemaster / Goblin Welder to both be equipped with a copy of Umbral Mantle . Myr Battlesphere entering the battlefield will trigger Anointed Procession creating 8 myr tokens. Sac three of them to Krark-Clan Ironworks to generate 6 mana. Then sac 2 more and Myr Battlesphere to Kuldotha Forgemaster to tutor an artifact to the battlefield. Use the 6 mana we still have floating to activate the umbral mantles equipped to Kuldotha Forgemaster / Goblin Welder untapping them both. Then sac one more myr token to Goblin Welder to get the Myr Battlesphere back out of the graveyard. When Myr Battlesphere re-enters the battlefield this will re-start the loop. Repeat as many times as necessary to tutor every artifact to the graveyard. There a few different ways to start this loop which just include different ways of getting the ETB trigger from Myr Battlesphere , but you'll have to forgive me for not diving deeeper into that. Again we can also add Quicksmith Genius to the line to draw / discard the entire deck or Reckless Fireweaver to deal an infinite amount of damage to all our opponents.

The above combo will also work if we swap Wurmcoil Engine or Triplicate Titan for Myr Battlesphere .

Thanks again for encouraging me to take a second look at the combo lines, and the comment / upvote! Hope this helps! Cheers!

GregariousG on Gonna Need A Bigger Playmat | *Primer*

5 months ago

To BloodDragon,

Thanks for stopping by my hot mesh of cards I like to call Naya Tron. I really appreciate when other players ask me in-depth questions about my deck. It makes me evaluate what I’m trying to do. In the midst of answering your questions, I found some flaws that I feel like I was able to correct.

How many Tokens/Treasures do you find you are actually getting it to play? In games are you actually closing it out with a Tall-Commanders, or just going wide with Thopters and Golems? Some combination of Tall-Golems thanks to Ich-T? Or are you closing games out more combo-style with the mentioned R.Fireweaver, Terror of the Peaks, or Alibou?

I am finding that I can produce a moderate amount of token. However, this deck is called “Gonna Need a Bigger Playmat”, not “This Can All Fit Just Fine on the Playmat.” I've been debating with myself if I need three token doublers. I think that answer might be no. Because of that, I added Servo Schematic to the main deck. This creates precious artifact creature tokens on ETB, LTB, and is an artifact itself. I thought about adding Pia Nalaar or Pia and Kiran Nalaar for the Thopter tokens. However, I wanted something that was loopable with things like Daretti or Goblin Welder . Tangent aside, this deck, generally, closes out the game with a combination of burning out the table and applied pressure with tokens. There is a line where Ich-T and all the golems get infinite +1/+1 counters, but I haven’t put that to use yet. Also, Chandra, Torch of Defiance is another burn outlet and gets ultimated more often than you think.

I feel like I am not understanding all the Pop-rocks you have (Lotus Petal, Chromatic Sphere, Etc) are you managing to get Teshar/Osgir consistently? Does this deck go in for the kill extremely fast? Or am I missing the point all together here?

This deck isn't a fast kill deck. It has more infinite combos than intended, but this build is meant for the mid-game. Like in Modern Tron, I want my mid-game much faster than everyone else at the table. For example, I've gone Ancient Tomb into Mana Vault , played Lotus Petal , then played Hour of Promise . Now, this was the absolute nut draw, but that was capable due to fast mana like Lotus Petal . The pop-rocks are like artifact-based cantrips. I can't count the numerous times I've played Ancient Stirrings off of a Tron land due to Chromatic Star or Chromatic Sphere .

For me, Teshar and Osgir play different roles. Teshar is more for recurring my low CMC creatures during the grindy mid-late game. With Teshar, I want to loop cards like Goblin Engineer and Blade Splicer for value. The exception to this rule is if I have a way to sacrifice or put Dockside Extortionist in the graveyard. If I have that setup, I'm going for that line of play immediately. Osgir, on the other hand, is more for explosive lines of play. This could be ramping hard with multiple Mana Vault s for Sol Ring s. For me, the synergy between the artifact lands and Osgir is too good to pass up, even without a token doubler. Though I save the bombs of this deck for Feldon of the Third Path , there are times when exiling them with Osgir is an option. For example, I don't need Wurmcoil Engine or Verdurous Gearhulk if I'm Feldon looping Triplicate Titan . I've gladly sac those options to get two token copies of those beaters. If Alibou, Ancient Witness is on the field, I'm more inclined to go for this option.

And between all the Land/Urza synergies you seem to be aiming for did Tireless Tracker or Crucible of Worlds end up not performing well? Have you considered Wrenn and Six for land recursion?

At one point, I consider using both Tireless Tracker and Crucible of Worlds in the 99. However, they both didn't make the cut for one core reason. This deck, besides Hour of Promise and Sad Robot, makes one land drop per turn. Thus, making one clue token per turn is ok, but there are better things I can be doing at three mana. As for Crucible, Eternal Witness is my answer if I need lands back.

Steven89 on Sneaky Purphy B. [Primer I guess]

6 months ago

Hello Benemortal1 :)

Thanks for your questions! Regarding Warstorm Surge , Where Ancients Tread and Electropotence : Those are expensive "win-more" cards and you can play only so many of them and I chose to play with Fiery Emancipation (and to a certain degree Homura, Human Ascendant  Flip). Fiery Emancipation fits better with the gameplan of this deck (right before your turn, you cheat several creatures into play and in your beginning turn you just slam Fiery Emancipation and hope to win). This is not possible with Warstorm Surge and Where Ancients Tread. Those two enchanments need to be played first to have an effect thus telegraphing your opponents that you just entered the "From now on, my game actions are more explosive, so save all your interactions for me" gamestate. This is not good, this deck wins by choosing the right time to battle without your opponents knowing how much damage you can pull off. Electropotence seems even worse as you need extra 2R.

Homura, Human Ascendant  Flip has really suprised me and with the recent additions from Stryxhaven ( Triplicate Titan ) I plan to further play with this "win-more" card. This decklist has a subtle "go wide" theme regarding tokens so Homura fits very well, Homura's continous abilities seem on the first glance weak compared to the potential damage output of Warstorm Surge. However, while warstorm surge triggers only once for each creature, Homura's pumps your team by +2/+2, grants flying (do not underestimate flying; flying - in a sense - can accomplish the same damage output warstorm surge would do, for example in the not-so-rare cases in which your non-evasive threats like Etali, Phyrexian Triniform, Wurmcoil Engine etc cannot connect to your opponents because of ground blocker, with flying and that +2/+2 your creatures would even do more damage by connecting than they would do with warstorm surge and not being able to connect) AND shivan breath ability thus turning a every single creature (even 1/1's) of yours into very deadly threats. In the long run, Homura's damage output is at least the same but I feel the ceiling is way higher for the reasons I just stated :D Dont get me wrong, both enchantments you were suggesting obviously fit very well in what Purphy B. does and you should definetly play them, if you want to. But for me and the philosophy/gameplan of this deck, they just dont work that well :)

Braid of Fire . I tried that one, it looks good on paper, you generate more and more mana every turn and you could even use that mana. But to properly use that mana in your upkeep, you need to actually cheat your dudes into play during your turn. This very thing (cheating the fatties into play during my turn) is something that this deck only does, when I go for the alphastriking win (pass the turn with open mana, cheat stuff into play just before my turn and then drop even more fatties during my turn). In all other cases, where I do not want to alphastrike, it is usually better to be reactive and not proactive by passing with open mana and cheating the creatures into play just before my turn. My point is: Braids of Fire is only relevant for those alphastriking turns, at least for my playstyle, and the times I alphastrike should preferentially be only once during my games. Thats why I passed on that one.

Another point worth considering: It is usually better to use your card slots for cards that provide value in form of extra cards, not extra mana (to add on that: Our commander already provides a huge discount on mana by cheating fatties). Being monored means, we dont have that many tools of getting extra cards. There are a lot of games, where I just dont draw my wheels even though I play many of them. My hand in those games is usally quite empty and having braids of fire is then extra bad, because I dont have the cards to use that mana for. This is why I would strongly recommend playing cards that actually give you more cards, e.g. more wheel effects instead of Braid of Fire, or interactive cards ;)

It got a bit lengthy, woopsie

Steven89 on Sneaky Purphy B. [Primer I guess]

6 months ago

Hey CaptainToll! Yes the new spoilers are looking awesome.

Cursed Mirror will always be a relevant card and just copying the best creature on the board is awesome for 3 mana. Purphy B. costing 5 cmc makes the normal use of Cursed Mirror still relevant as it allows us to play Purphy B. on turn 4.

Ruin Grinder also seems good, especially because of its versatility with mountain cycling. And it's an artifact. Having an optional wheel though is kind of a bummer. Forcing a new hand for the opponents is always better. Funnily enough, the mountain cycling makes me want to include this guy, the other features of the card are kind of replaceable (there are a few other creatures with build in wheel effects and some with even better evasion). Granted, those other options like Dragon Mage or Runehorn Hellkite cannot be abused with Goblin Welder and others but this bonus is unfortunately not that likely because there aren't enough graveyard-artifact shenanigans in red. Having the wheel effect as a die-trigger can be troublesome. It is not that unlikely, that you need a new hand and that you also have the mana to hardcast Ruin Grinder but hardcasting him won't trigger the wheel. Also, in the rare case that you really need a new hand on your own turn, you can only profit partially from the wheel the turn you play Ruin Grinder, because you would get the new hand earliest at your endstep. My point is: it is hard to wheel before you start your own turn to maximize the impact of your new hand. The only way to do so with Ruin Grinder is to cheat this card into play in the second main of your right opponent so that it will die on their endstep. But then you miss out the damage and you actually played an instant, optional wheel for 2R, which seems.... still good? considering all the other aspects of the card. Definitely needs testing^^

Triplicate Titan is an auto include and will most likely never leave the deck :D This card makes the inclusion of Homura, Human Ascendant  Flip even better, jeez.

Rionya, Fire Dancer is interesting, this card has its advantages compared to Flameshadow Conjuring . However, costing 5 mana just like Purphy B. really hurts because given the choice, it is usually better to play your commander. Being a creature is the most neck breaking feature, at least in my meta. Many board wipes (even in my own list), sacrifice effects etc.