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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Highlander | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Wanderer's Twig
Artifact
(1), Sacrifice Wanderer's Twig: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
seshiro_of_the_orochi on
Affinity for Rubber Chickens (Chiss-Goria EDH)
1 month ago
Idoneity: Quick heads up, I decided to add in some more cheap artifacts like Wanderer's Twig. I decided to drop the dragon typal support instead
Idoneity on
Affinity for Rubber Chickens (Chiss-Goria EDH)
1 month ago
Love this list. It's very silly and it's very cool. That's enough for my +1.
However, what sort of commenter would I be if I were to abstain from imparted recommendations? Tribute to the Squeaky Mister.
Imma be mindful of budget. Welding Jar is a fantastic piece of utility that furthers your affinity plan. They do substantially less, but Mishra's Bauble and Ichor Wellspring each act the same in that regard.
It's no artifact, but Spiteful Banditry poops out treasure tokens when and after it wraths.
Something I did in my artifact list to increase artifact count is replace lands with Traveler's Amulet style effects. For the same reason, I also run Wanderer's Twig, Renegade Map, Mycosynth Wellspring, and Expedition Map
.
For your big squeakies, I couldn't recommend Ruin Grinder more. It's easy to slot in because it's secretly a Mountain, and it let's you draw in a pinch.
I'm sure you know Portal to Phyrexia, but I figured I'd mention it.
One of the best artifacts in the past few years is Brass's Tunnel-Grinder Flip. It's just good. I've never been displeased with one in hand, as it always minimally replaces itself and card filters.
A final recommendation that forgoes budget concerns is Memory Jar. It's one of the best draw effects an artifact deck can muster. A one-sided, one-turn wheel is as good as it gets, especially when it's cast with affinity.
Of course, all of these suggestions are brought about by a different mind, so employ only what you see fit. You know which squeakies he likes best, so not all of these may be up to snub.
Love the deck! Stay silly!
legendofa on
5 months ago
Ferropede and Thrull Parasite are a little fragile, but they're very good at keeping finality counters away. Magister Sphinx has a big mana cost, and it's a niche meta card, but can help reign in someone's life total if it's getting out of control, or just set up a lethal attack. Sharuum the Hegemon could be fun here.
I'm not sure you're getting full value out of Altar of the Wretched Flip. What's the intent here? You get one sacrifice, some draw, some self-mill, and a potentially big but not especially versatile creature. And the creatures in the deck are generally small to mid-sized, so you have to dump a lot of future value into what's basically a big-but-not-huge beater. Am I missing something?
With no Rooms, Keys to the House isn't any better than Wanderer's Twig or Traveler's Amulet. Armillary Sphere, Moonsilver Key or Wayfarer's Bauble might be better--a little more expensive to use, but more utility.
Stoic Rebuttal is on-theme, but Counterspell is just better.
There's kind of a Thopter token subtheme here. Does it feel like it's working?
TheBestMagicCard on
Emrakul, the Promised End
1 year ago
I took out Traveler's Amulet, and Wanderer's Twig, even though I LOVE these cards in this deck (see reasons above)...
Kept in Expedition Map, and Environmental Sciences (same reasons as see above)...
Expedition map searches for any land, which is super utility in this deck, and it's a colorless tutor, even if it is conditional... It also supports Manascape Refractor, which I'm hyped on, and trying out...
Environmental sciences is the same idea as the Amulet and Twig and Map (see above), it helps you have a land drop, but it's also 1 of only 7 sorceries as of now, which count towards casting Emrakul, the Promised End when in the graveyard...
TheBestMagicCard on
Emrakul, the Promised End
2 years ago
Hehe, I just took out Wanderer's Twig, and Traveler's Amulet, for a sec, I think to try and fit in both Abstruse Archaic and Lithoform Engine, since Roaming Throne doesn't work like I first thought it did, but I got excited to copy abilities...
I was also able to fit Wayfarer's Bauble back in, which I think is ultimately better then the Twig and Amulet, but still isn't really that great, but same arguments to include it as the Twig and Amulet...
Yeah, um Environmental Sciences is a p BAD card, and I would probably never play it any other deck... but it happens to be a colorless Sorcery, which is kind of rare, so it's actually a hard-to-get-discount on Emrakul's casting cost... and it's cheap, and it gets a land... It's not a good card, but in this deck it kinda does a lot... Sojourner's Companion is similar to Environmental Sciences, in that it cost 2 to get a land into hand, and is also a p BAD card... But it can count as two card types in the graveyard for Emrakrul, and even though I think it will be done sparingly in the future, there will be better artifact lands that have yet to be printed...
I'm really trying to milk Emrakul's cost reduction in this deck, because I'm trying to ramp it out as soon as possible... I've won on turn 3 several times by casting Emy, because I had the ramp AND card types in the grave, to totally control the game state, mess everyones else up, and then just smash face... Getting infinite mana helps too... But yeah, the sooner you have the option to casy Emy the better, so that's why I'm still running bad colorless instants and sorceries...
I guess until there are more better colorless instants, sorceries, and tutors, I think I'm still going to run these jank cards, because they're still as good as it gets for now... But it does work! I rip face with this deck at the mall...
But heard! Thanks for the consideration and input!
TheBestMagicCard on
Emrakul, the Promised End
2 years ago
Hey Profet93, thanks for the comment!
I do think Rings of Brighthearth is a great card, but I've excluded it mostly because, on it's own, it doesn't do anything...
Forsaken Monument, for example, = infinite mana with Basalt Monolith, but is also an incredible ramp card on it's own. This is basically the same reason that I've also excluded it from my Atraxa - Planeswalkers-Poison-Proliferate-Turns, even though it seems like an auto-include in that deck as well, in my opinion. I like Rings of Brighthearth a lot, but I really don't like looking at it on the battlefield without a combo piece, it's just a dead card then.
Aside from infinite mana, there are a bunch of other abilities that it could copy, like Planar Bridge, etc... However, the Rings only copies activated abilities, and I would sooner include cards like Lithoform Engine or Abstruse Archaic, as these cards also copy triggered abilities, like the cast triggers on Eldrazi, specifically Ulamog and Emrakrul, or Unwinding Clock's untap. Lithoform Engine and Abtruse Archaic both have somewhat more utility than the Rings, but as of yet, I still haven't squeezed them in either, again because I still feel like they just aren't good enough on their own without another combo piece.
Voltaic Construct fits into this "doesn't really do anything on it's own" category as well, and arguably is an even worse include than the Rings, Engine, or Archaic, but it's a lot easier to tutor up with cards like Eye of Ugin, Sanctum of Ugin, and especially Scrapyard Recombiner. Voltaic Construct + Metalworker and two artifacts in hand = infinite mana, which is pretty easy to assemble, and Metalworker is just a house on it's own. Voltaic Construct can also count for towards Emrakrul's casting cost in the graveyard...
Ultimately, I would like to include any of these copy-an-ability cards, if not all of them, but when I have, it just feels bad to have them sitting around doing nothing. Also, I kind of don't really need to copy abilities like that, as it turns out. I've found this deck to be pretty strong, and copying abilities often seems kind of win-more and win-less at the same time. Copying doesn't always make as big of an effect as it might seem... although copying a Planar Bridge ability could put two combo pieces in, the Bridge can also chain out anyways that with Clock of Omens, which is also a really powerful card, even though it also fits into the "doesn't really do anything on it's own" category, but I think is still better than any of the afore mentioned cards ...
I haven't included Voltaic Key either, for the same reasons basically, although I think this is really a card that should be in here. I guess I've also partly not included Rings of Brighthearth because I haven't included Voltaic Key either. I would put the Key in before the Rings, but I'm still not sure about the Rings. I think I decided to include Unwinding Clock instead of Voltaic Key, because, even though it's more expensive, it is really really REALLY powerful!!! With Liberator, Urza's Battlethopter and mana rocks, this mimics Prophet of Kruphix, which I think is rightfully banned becuase it's way too powerful for one card...
The Top trick with the Rings is cool, and more card draw is definitely welcome in this deck. This combo ultimately reads, ": Draw a card", but... I guess I've just come to the conclusion that there are already kind of a lot of "doesn't do anything on it's own" cards in here, so I've had to really pick the most powerful ones, and I guess I feel like the Rings just aren't powerful enough even when they do work, as they can only be activated once per ability. Clock of Omens, for example, can untap something a bunch of times, effectively "copying" abilities by just untapping something and activating it again. Also, Sensei's Divining Top + Jhoira's Familiar and Mystic Forge combo to draw the deck out for no mana once assembled, and these two cards are powerful on their own.
I like Wayfarer's Bauble a lot, and still want to include it. I think it is ultimately much better than Wanderer's Twig and Traveler's Amulet, which are both admittedly kind of bad cards.
The only reason I really include these at all is to get an artifact in the graveyard for Emrakrul's mana cost reduction, and to ensure land drops. Notably, multiple cards of one type still only count for , so often times it's redundant anyways. I think the reason I kept the Twig and Amulet in instead of Wayfarer's Bauble, is I kind of see the Bauble as a mana rock that adds but costs, which I do not think is acceptable. The only rock that cost and makes which is included is The Celestus because it also has card draw attached to it, and it can be tutored for with Moonsilver Key, for the card draw.
Even though the Twig and Bauble aren't technically ramp, they do help ensure a land drop every turn, which is think is important. There's already 36 lands in the deck, which is a lot for how many mana rocks are included, but I really want a land drop every turn if I can help it. I've tried to minimize high mana cost cards, even though there's so much mana in here, because it's still possible to get mana screwed if you have just a bunch of expensive cards in hand and not enought mana! Technically there's 38 lands in here currently, but I've put Eye of Ugin and City of Traitors in their own "Special" category, as I consider them to act more like artifacts then lands, as they don't always do what just a land that taps for mana does. They're unreliable for just basic mana, I guess. I'm thinking of putting Temple of the False God in, and I would also include this in the "Special" category for the same reason, being that it can't always be relied upon for mana like a regular land...
The most recent addition has been The Irencrag, which I myself think is funny to fit in over any of these other cards, but the consistency of early ramp is too important. Assuming that mana rocks will continued to be printed, I wonder what the limit to include will be! I actually took out Foundry Inspector to do this, which I don't like doing, and I might try to fit the Inspector in again first. But I think Karn, Legacy Reforged is on the top of the list for inclusions. Even though the mana he makes can't be used to cast Eldrazi, he'll be a huge beater, and will help cast and activate all those expensive artifacts.
My ideas are just what I've found to work playing the deck, and are by no means like, the way the deck should be built though!
Thanks for the comment!!! Very relevant, and totally valid. I will definitely try to fit Voltaic Key in again though, and reconsider Rings of Brighthearth, but actually I'll try Manifold Key first!
I hope that provided some interesting insight into my cards choices...
multimedia on
Kaalia's My Life(gain) with Dragons
4 years ago
Hey, what you have so far is fine with many good cards, but also quite a few cards that look out of place or could be replaced with better even budget options. I see that you're not finished yet with your first version since have only 18 lands as well as missing Command Tower.
I want to mention that if you want to gain life then a good way is playing flying Angels who have lifelink who you can cheat onto the battlefield with Kaalia or even cast. Gaining life from attacking Angels goes well with the overall game plan of cheating creatures onto the battlefield attacking.
After you add more lands to get 35-38 then also consider adding more ramp?
Cards such as Wanderer's Twig and Armillary Sphere are not ramp since they don't put the land you get onto the battlefield, it goes into your hand for a land drop. These types of cards are quite bad when there's actual mana rock ramp that could be added. Weathered Wayfarer also isn't ramp, but the difference is it can be a repeatable effect to get a land which is worth it from a one drop. A reason to add more ramp is as a backup plan to be able to cast high CMC creatures if and when Kaalia gets disrupted since don't count on having/controlling Kaalia all game.
I offer more advice. Good luck with your deck.
Grubbernaut on
Aces in Exile
4 years ago
If you're willing to deviate from the Angel plan, this deck is screaming for Squadron Hawk. Stalwart is decent, but the rest of the angels here are pretty behind the curve for pauper; you could consider Guardian of the Guildpact, but even that is probably more of a sideboard card. If you're going to stick to angels, I'd strongly advise going mono white; the splash just isn't worth it for a 4-mana 2/2 flyer that you can dump extra mana into to give protection temporarily, generally.
Also: Journey to Nowhere is going to be a better card most of the time over O-ring.
Potion of Healing isn't doing a whole lot, either; it replaces itself, but the deck doesn't have a method of taking advantage of the lifegain. If you're going to stick to a high mana curve, I'd suggest something like Traveler's Amulet, Wanderer's Twig, or Renegade Map - or better yet, just up the land count. 20 is very low with the amount of 4-drops you've got.
Some other random cards that might fit the general idea: Doomed Traveler, Sunlance, Battle Screech, and Holy Light for the sideboard.
There's not really any other good real angels in pauper, but there are some changelings you could consider, like Impostor of the Sixth Pride, or Avian Changeling.
Cheers!



