
Combos Browse all Suggest
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 |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Worn Powerstone
Artifact
Worn Powerstone enters the battlefield tapped.
: Add .
nuperokaso on
Jupiiii
1 week ago
Cards to think about: Zalto, Fire Giant Duke, Marauding Raptor, Into the Maw of Hell, Mana Tithe, Flame Slash, Sin Prodder, Pyrohemia, Solphim, Mayhem Dominus, Golden Guardian Flip, Goblin Matron
Bad cards to remove: Wild Magic Surge, Intimidation Bolt, Guardian Idol, Prismatic Lens, Everflowing Chalice, Thought Vessel, Worn Powerstone, Maskwood Nexus, Angelfire Ignition
DreadKhan on Rune-Scarred Demon or Sidisi, Undead …
1 week 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.
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.
DemonDragonJ on Will Worn Powerstone and Fractured …
2 months ago
Now that "powerstone" is an artifact subtype, I wonder if Worn Powerstone and Fractured Powerstone shall be given that type, since they have the word "powerstone" in their names.
What does everyone else say about this? Will Worn Powerstone and Fractured Powerstone be given the powerstone subtype? What about Powerstone Shard?
PickleNutz on Should I Put Talisman of …
3 months ago
Budget friendly has a wide meaning, what is budget friendly to some isn’t for all. Typically when I reply to people I do try to be respectful and realize that everyone’s views on something can differ. But even before that I fed the original post where they didn’t specify the budget or ask for budget friendly specific cards at all. I do agree though, Worn Powerstone is bad. That’s why the comment above my last one said I avoid enter tapped effects.
PickleNutz on Should I Put Talisman of …
3 months ago
Budget friendly cards Mind Stone, Commander's Sphere, Arcane Signet, Sol Ring, Thought Vessel, Worn Powerstone, Basalt Monolith, Lotus Petal, and any signets of the color combos you want are affordable mana sources that slot into anything. Some of the aforementioned rocks aren’t expensive. Some definitely are though. Again, I look for net positive sources and they tend to be expensive because I play in a highly competitive group most times. Net positive doesn’t always mean more mana than CMC or instant activation though. I like mana sources that fix, provide card draw, or fit into the scheme. A 1 drop mana fixing rock with a card draw ability is net positive. Arcum's Astrolabe is a great one that is inexpensive that only requires your basic lands be snow lands. Which is a great idea anyways because of land effects in commander.
multimedia on
Necros
3 months ago
Hey, good upgrades to the precon on a semi budget.
Ashnod's Altar + Nim Deathmantle are excellent upgrades. If you add Myr Battlesphere it's an infinite combo to create infinite Myrs and infinite Necrons with Imotekh.
Staff of Domination in your graveyard is a card that breaks Trazyn the Infinite because it allows to repeatedly untap Trazyn for only 1 mana each time. Use this with any mana rock in your graveyard that can tap for more than one mana: Sol Ring, Basalt Monolith, Thran Dynamo, Worn Powerstone to make infinite mana. With infinite mana then use Staff to draw as much of your library as you want. Sceptre of Eternal Glory if you control three basic Swamps allows for infinite black mana + draw from Staff to draw and cast as many cards as you want.
Scarecrone is another excellent upgrade, you can take advantage of it with Imotekh + Wingrattle Scarecrow for repeatable draw + Necrons because Wingrattle is an artifact and a Scarecrow. It has persist, when it dies it returns to the battlefield after first entering the graveyard. A returned persist creature gets a -1/-1 counter, but you can remove the counter with a +1/+1 counter allowing the creature to persist again.
Thran Vigil enablers repeatable persist and it has other uses too because outside of the combo other artifacts are leaving your graveyard to trigger Imotekh. Steel Overseer can remove -1/-1 counter while also putting a +1/+1 on all other artifact creatures you control which can be a helpful repeatable effect with 2/2 Necrons.
Some changes to consider:
- Myr Battlesphere --> Technomancer
- Staff of Domination --> Plasmancer
- Wingrattle Scarecrow --> Necron Overlord
- Thran Vigil --> Haunting Voyage
- Steel Overseer --> Royal Warden
- Thran Dynamo --> Thought Vessel
- Basalt Monolith --> Temple of the False God
Technomancer is subpar for 7 mana, can only return artifact creatures and they all return at the same time only triggering Imotekh once. Plasmancer only gets a basic Swamp and it's only put into your hand not onto the battlefield, thats not very good for 4 mana.
Necron Overlord, for 4 mana and have to tap artifacts you would think it would hit all opponents, but it doesn't only one opponent makes this effect not worth it. Haunting Voyage, there's a lot of nonNecron creatures here making this inconsistent in what it can reanimate for 6 or 7 mana.
Thought Vessel gives you no max hand size, but that effect doesn't help you, you want to be able to discard hand down to 7 cards, that helps to get artifacts into your graveyard for Imotekh. Temple of the False God is a terrible land especially when you have none or very few land ramp effects, you don't need it. A land that can't tap for mana in the early game or even mid game is unplayable.
Good luck with your deck.
Have (4) | metalmagic , reikitavi , sachiel2nd , sepheroth119 |
Want (9) | C0LDE , Erlander , mwsharrock , Barakana , vandeath762 , Amaterasu312 , Yahtzee55 , Phyrexian_Negotiator , IrateBovine |