Build-a-deck #1: Sydri, Galvanic Genius.
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- DocLawless
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Since a few infinite mana combos are on the table, I'll suggest a few ways to actually use that mana to win.
Oona, Queen of the Fae
Pros:
- 5/5 evasive body for 6 mana.
- Ability mills the table with infinite mana, and can do it the turn she drops.
Cons:
- She's as fragile as any other creature.
- Everybody knows what you're about to do as soon as they see her.
Oona, Queen of the Fae
Pros:
- 5/5 evasive body for 6 mana.
- Ability mills the table with infinite mana, and can do it the turn she drops.
Cons:
- She's as fragile as any other creature.
- Everybody knows what you're about to do as soon as they see her.
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There are better X spells I think. [card]Blue Sun's Zenith[/card] comes to mind immediately, as does Exsanguinate. I forget what the white zenith does (posting from my phone) but I bet that card works too.
I play Skyscribing, Prosperity, and Treasure Trove as my mana dumps in Azami. Debt to the Deathless is also a card for infinite mana.
Tl;dr: not huge on Oona personally.
Also not sold on Counterbalance, it seems pretty bad in a format where there is such a huge disparity in converted mana costs across the table, not to mention it's awful politics.
I play Skyscribing, Prosperity, and Treasure Trove as my mana dumps in Azami. Debt to the Deathless is also a card for infinite mana.
Tl;dr: not huge on Oona personally.
Also not sold on Counterbalance, it seems pretty bad in a format where there is such a huge disparity in converted mana costs across the table, not to mention it's awful politics.
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Counterspells are fine. I'm assuming the normal offenders are in demand here? Hinder, Dissipate, Forbid, Spell Crumple, Counterspell, etc?
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Exsanguine was my next suggestion. I went with Oona over BSZ because Zenith is target player mills out, while Oona can mill the whole table in one turn. I'm a huge fan of things that hit the whole table, especially if I win out of nowhere with them.
Exsanguinate
Pros:
- Table kill with infinite mana. Even if someone survives it somehow, you'll be so far ahead it won't make a difference.
- It's from Scars of Mirrodin, and has a cool looking vampire on it.
Cons:
- You get one shot and that's it. Gotta make it count.
Debt to the Deathless amounts to the same thing, I guess.
Exsanguinate
Pros:
- Table kill with infinite mana. Even if someone survives it somehow, you'll be so far ahead it won't make a difference.
- It's from Scars of Mirrodin, and has a cool looking vampire on it.
Cons:
- You get one shot and that's it. Gotta make it count.
Debt to the Deathless amounts to the same thing, I guess.
Last edited by DocLawless on Sun May 18, 2014 11:50 pm, edited 2 times in total.
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Sounds like a plan.Counterspells are fine. I'm assuming the normal offenders are in demand here? Hinder, Dissipate, Forbid, Spell Crumple, Counterspell, etc?
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I usually win the game via Laboratory Maniac with [card]Blue Sun's Zenith[/card], so it is always the first spell to come to mind when I think of infinite mana.
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- DroppinSuga
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If we're talking counterspells, it's a bit more expensive, but I enjoy Render Silent
Pros:
Counterspell
Stops their turn if it resolves
Cons:
3 cmc is a bit high for a counterspell
It's split second jr,
Pros:
Counterspell
Stops their turn if it resolves
Cons:
3 cmc is a bit high for a counterspell
It's split second jr,
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No one's suggested Arcum Daggson yet?
Pros: Obv
Cons: Requires artifact creatures, oh wait, the general does what?
Pros: Obv
Cons: Requires artifact creatures, oh wait, the general does what?
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Card: Arcum Dagsson.
Pros:
+Lets you tutor for stuff and puts it DIRECTLY INTO PLAY, which is pretty huge on its own.
+Is clearly a powerful wizard. (He's not even a wizard, what kind of shit is that?)
+It's really hard to populate this list because I think just being able to tutor for stuff is a very powerful ability on its own, but putting it into play is over the top.
+Can do insane stuff with Freed from the Real if we decided to include it.
Cons:
-He's a creature that has a tap ability and no haste.
-Makes you sac an artifact to tutor for one.
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Card: Transmute Artifact
Pros:
+ Tutor.
+ Easy to ramp into bigger artifacts with all the mana rocks.
Cons:
- Have to sacrifice an artifact to tutor.
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Card: Enlightened Tutor
Pros:
+ Tutor.
Cons:
- Card disadvantage.
- Can be hosed by shuffle effects from opponents.
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Card: Mirrorworks
Pros:
+ Plays well with mana rocks.
+ Makes your artifacts harder to answer since your opponent will need to deal with it twice (outside of a sweeper).
Cons:
- Relatively expensive for the effect.
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I don't play a ton of EDH but here's my contribution
Master Transmuter
Pros:
- Protects an artifact with option of not losing card advantage
- Turns your cheap artifacts into Hyper mana rocks
- Cycle ETB triggers
- Gives cards flash
Cons:
- Needs to untap before she can protect herself
- Bad if gassed on empty board
Master Transmuter
Pros:
- Protects an artifact with option of not losing card advantage
- Turns your cheap artifacts into Hyper mana rocks
- Cycle ETB triggers
- Gives cards flash
Cons:
- Needs to untap before she can protect herself
- Bad if gassed on empty board
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Another submission:
Etherium Sculptor
Pros:
Makes most of our cards cost 1 less
Cheap investment to make our spells cheaper
Cons:
Easily removed
1/2 leaves something to be desired
Etherium Sculptor
Pros:
Makes most of our cards cost 1 less
Cheap investment to make our spells cheaper
Cons:
Easily removed
1/2 leaves something to be desired
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Should the staple color-fixing lands be auto-includes? I mean, you need a good reason not to include them.
Command Tower
Reflecting Pool
[cards]Godless Shrine[/cards]
Hallowed Fountain
Watery Grave
Drowned Catacomb
Glacial Fortress
Isolated Chapel
[cards]Fetid Heath[/cards]
Sunken Ruins
Mystic Gate
And if we're not considering budget...
Underground Sea
Tundra
Scrubland
Specifically on the the ones that don't CIPT with no way around it, and don't do anything but generate mana. ([card]Forbidden
Orchard[/card] is an example of one that doesn't fit that description.)
Command Tower
Reflecting Pool
[cards]Godless Shrine[/cards]
Hallowed Fountain
Watery Grave
Drowned Catacomb
Glacial Fortress
Isolated Chapel
[cards]Fetid Heath[/cards]
Sunken Ruins
Mystic Gate
And if we're not considering budget...
Underground Sea
Tundra
Scrubland
Specifically on the the ones that don't CIPT with no way around it, and don't do anything but generate mana. ([card]Forbidden
Orchard[/card] is an example of one that doesn't fit that description.)
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Academy Ruins
Pros:
- Artifact recursion source.
Cons:
- Recurs to top deck, which is less preferable than to hand or directly into play.
- Only taps for colorless mana.
Pros:
- Artifact recursion source.
Cons:
- Recurs to top deck, which is less preferable than to hand or directly into play.
- Only taps for colorless mana.
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Let's just make a mana base now and not have it count as anyone's picks:
[deck]
1 Command Tower
1 Reflecting Pool
1 Arcane Sanctum
1 Godless Shrine
1 Hallowed Fountain
1 Watery Grave
1 Drowned Catacomb
1 Glacial Fortress
1 Isolated Chapel
1 Fetid Heath
1 Sunken Ruins
1 Mystic Gate
1 Azorius Chancery
1 Dimir Aqueduct
1 Orzhov Basilica
1 Bojuka Bog
1 Tolaria West
1 Stip Mine
1 Vesuva
1 Thespian's Stage
1 Academy Ruins
1 Dust Bowl
1 Seat of the Synod
1 Ancient Den
1 Vault of Whispers
6 Island
4 Plains
3 Swamp
[/deck]
38 land. Seem good? We can add fetches or scry lands if we want.
[deck]
1 Command Tower
1 Reflecting Pool
1 Arcane Sanctum
1 Godless Shrine
1 Hallowed Fountain
1 Watery Grave
1 Drowned Catacomb
1 Glacial Fortress
1 Isolated Chapel
1 Fetid Heath
1 Sunken Ruins
1 Mystic Gate
1 Azorius Chancery
1 Dimir Aqueduct
1 Orzhov Basilica
1 Bojuka Bog
1 Tolaria West
1 Stip Mine
1 Vesuva
1 Thespian's Stage
1 Academy Ruins
1 Dust Bowl
1 Seat of the Synod
1 Ancient Den
1 Vault of Whispers
6 Island
4 Plains
3 Swamp
[/deck]
38 land. Seem good? We can add fetches or scry lands if we want.
Last edited by Jack on Tue May 20, 2014 3:37 am, edited 1 time in total.
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Card: Maze of Ith
Pros:
-you get to fuck with everyone's combat step
-people are less likely to attack you in general
-doesn't cost any mana
Cons:
-you basically miss a land drop the turn you play it
Pros:
-you get to fuck with everyone's combat step
-people are less likely to attack you in general
-doesn't cost any mana
Cons:
-you basically miss a land drop the turn you play it
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Anyway, I know Sydri kind of already does this, but redundancy is a good thing, and this will spell insta-scoop from most opponents because of their inability to play lands while Mycosynth Lattice is on board.
Card: March of the Machines.
Pros:
+Saves you mana in the long run.
+Combos with Mycosynth Lattice to keep opponents from playing lands.
+Harder to remove than Sydri due to being an enchantment.
+Having redundancy in your effects is powerful in Commander.
Cons:
-You also cannot play lands with Mycosynth Lattice on board.
-Some opponents can benefit from this as well.
Card: March of the Machines.
Pros:
+Saves you mana in the long run.
+Combos with Mycosynth Lattice to keep opponents from playing lands.
+Harder to remove than Sydri due to being an enchantment.
+Having redundancy in your effects is powerful in Commander.
Cons:
-You also cannot play lands with Mycosynth Lattice on board.
-Some opponents can benefit from this as well.
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Master of Etherium
Pros:
- Potentially a great, big ass.
- Buffs other artifact creatures.
Cons:
- Value is only worth your current board state.
[x] Tallied.
Pros:
- Potentially a great, big ass.
- Buffs other artifact creatures.
Cons:
- Value is only worth your current board state.
[x] Tallied.
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Ethersworn Canonist
Pros:
- 2cmc set of brake pads for your opponents.
Cons:
- Potentially dead vs. certain other decks.
Pros:
- 2cmc set of brake pads for your opponents.
Cons:
- Potentially dead vs. certain other decks.
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Gonna throw in some pillowfort cards. Why? They're artifacts and they help the deck smooth over bad draws.
Card: Crawlspace.
Pros:
+Not getting clubbed like a baby seal by Prossh players.
+Helps smooth out the early game while you're gassing up.
Cons:
-You still get mutilated by tron players.
-Not an amazing topdeck.
Card: Crawlspace.
Pros:
+Not getting clubbed like a baby seal by Prossh players.
+Helps smooth out the early game while you're gassing up.
Cons:
-You still get mutilated by tron players.
-Not an amazing topdeck.
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Card: Silent Arbiter.
Pros:
+Keeps you safe, giving you plenty of time to gas up.
+Excellent card in tandem with Planeswalkers.
+Pretty good political card depending on the table.
Cons:
-Can also be a bad political card depending on the table.
-Keeps you from alpha'ing.
-Dies to board wipes.
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I like this guy, and I like his scarier brother... (especially with deathtouch and lifelink...)Master of Etherium
Pros:
- Potentially a great, big ass.
- Buffs other artifact creatures.
Cons:
- Value is only worth your current board state.
Card: Darksteel Juggernaut
Pros:
+Huge guy.
+Indestructible.
+Doesn't afraid of anything.
+Pretty good thing to tutor for with Arcum Daggson.
Cons:
-Only as good as your board.
[
x] Tallied.
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Card: Scourglass
Pros:
+ Board wipe that doesn't destroy our artifacts.
+ Can be tutored with Arcum Daggson, Enlightened Tutor, etc.
Cons:
- Can only be activated during our upkeep.
[x] Tallied.
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Card: Trading Post
Pros:
+ Can recur artifacts in our graveyard.
+ Can make chump blockers.
+ Can buffer our life total.
+ Can prevent our artifacts and creatures from being exiled by sacrificing them in response to those effects.
Cons:
- Effects can be relatively low impact early in the game.
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As long as we're on the subject of beaters...
Cranial Plating
Pros:
- B-b-b-broken
- Equip for at instant speed.
Cons:
- Could be called win-more.
- Potentially underwhelming in EDH.
Cranial Plating
Pros:
- B-b-b-broken
- Equip for at instant speed.
Cons:
- Could be called win-more.
- Potentially underwhelming in EDH.
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Sword of Feast and Famine
Pros:
- Untaps all your lands, letting you tap out to cast creatures and spells while still having plenty of mana open for counters.
- Pro green and pro black are very relevant.
Cons:
- Equipped creature has to connect.
- Draws a lot of hate.
Pros:
- Untaps all your lands, letting you tap out to cast creatures and spells while still having plenty of mana open for counters.
- Pro green and pro black are very relevant.
Cons:
- Equipped creature has to connect.
- Draws a lot of hate.
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