Sorry about the last few blogs I was using my phone. Hopefully with me putting all my thoughts together in this one blog will help you understand what I'm trying to mean. I played all day yesterday and with all those matches I only lost 3 times. When I did lose I thought about why I lost and they all came down to one thing. I couldn't get Arcum in play and keep him safe. Best case scenario before I cast Arcum I have enough mana to cast him and have enough mana to counter anything they do in response and attach the greaves or boots to Arcum. End my turn and sit and wait to see what they do on their turn if nothing horrible happens search for Myr Turbine unless we have 3 other artifact creatures already in that case we go for Rings. Usually we go for the Turbine which isn't bad. After that we go for Possessed Portal for an attempt to make everyone scoop because if no one at the table can get rid of it you already won and everyone "should" scoop winning a turn faster than going for the Rings engine. Anyways that's how I've been playing it and with me playing this way I've noticed a few things that could help us make the deck better. Since this IS your deck TheTrueNub I'd like your opinion of course.
Replace Epochrasite for Myr Sire:
With the way I play when I attempt to win a turn earlier by assembling the Rings engine a turn faster by not even searching for Myr Turbine we need 3 artifacts for this to work. Myr Sire gives us 2 of the 3 artifact creatures we need. He works perfect. Epochrasite on the other hand doesn't help us accomplish this. True he's great for Possessed Portal lock and better than Myr Sire in this sense, but they never last long enough in my experience to benefit more with having a Epochrasite instead of the Myr Sire. Myr Sire can synergize with other things like Scarecrone which isn't a tutorable card either, but neither is Epochrasite. It's only happened once for me that I had 3 artifacts in play and I did this and I sacrificed Epochrasite and thought this could happen more often if I used Myr Sire instead.
Replace Memory Jar for Champions Helm
Like I said earlier my problem was trying to get Arcum to stay alive long enough to combo off. The reason I chose Memory Jar might seem strange, but I promise it makes sense. Although it's a broken card when used properly and was banned even before it got printed I don't think it works well with our deck. I say this because I've learned what you've been trying to tell me the hard way. It wasn't this card that I learned that which I'll explain later on the next suggestion. Ensnaring Bridge is our most powerful artifact against aggro decks. with the jar adding cards to doesn't help us, but they do discard and our original hand returns to us. Which doesn't really effect our Bridge, but also consider the Portal. We can't even draw cards. This is one of our main get cards. I've never searched for this card. I never had to I guess. Maybe could fall in the category of win more cards in this deck anyway. Probably the best case scenario I'd get the most out of this card is when I can't keep Arcum in play which is what I want to make almost impossible to stop.
Replace Timetwister for Mystical Tutor
Drawing cards is not always our friend. You tried to tell me that when I considered Time Spiral. One of the most powerful cards in the game. Maybe I'm a fool for even saying this, but I don't think this card works as well in our deck as we would assume. I mentioned the Bridge above and how the Portal don't synergize with it very well. I kid you not I killed myself with this card playing in a multiplayer game. I had a "god" hand and casted my whole hand and timetwisted hoping for boots or greaves. Next turn cast Arcum and what I did to myself I won't forget, but I gave the whole table at least one answer to preventing me from keeping him. Maybe I shouldn't have played it, but if I didn't that makes me question should I even play it at all in the deck entirely. I got locked out that whole game and not only did I die first just because I played Arcum, but that was my first loss with this deck. Lesson hard learned. I say Mystical Tutor because if we can get a hold of a instant or sorcery like Transmute Artifact or Fabricate we can get the greaves or the boots. Maybe the Champions Helm if we put it in the deck. Securing Arcum is the number one priority and having access to one counter with 3 players that want you to lose first isn't odds I like to risk unless it's turn 2. Turn 3 is very scary to try that. If Arcum has haste with the Hall of the Bandit Lord I'm definitely getting one of the boots and equipping it. That's a 1% chance of getting it in your opening hand.
Replace Thirst for Knowledge for Personal Tutor
It searches for a sorcery which just so happens to be all of our tutors we have except Mystical if we put her in the deck. We want the artifact searching ones anyway. Thirst is 3 mana it's not a lot mid-game, but at the beginning it's using one turn to do something which Personal Tutor can be used turn one way more easier than Thirst. Priority is to protect Arcum by getting the boots attached not to top deck and hopefully get something good.
I'd probably take out Fact or Fiction if were not going to go with any draw spells and switch with something like Brainstorm which is a draw spell, but can potentially help assemble stuff without delaying us a turn. With the priority to protect Arcum makes me consider Force of Will and Misdirection, but we have so little blue spells. I'll be thinking how I can improve. Let me know what you think TheTrueNub
I was one of the more active posters in the Arcum thread over at the source, but sadly the discussion over there has died down. I'll post my list if TheTruNub would allow it. First off, I'd like to suggest Aphetto Alchemist. A caveat though, as this is all theory, as I have yet to draw the card.
On to the card, it acts as a mana rock if you have one out, or could untap Arcum for a second activation (if you don't have fodder, go ahead and get Myr Turbine for the first activation). Aside from that, it could also fuel an infinite mana combo, with it + Rings of Brighthearth + any of the mana rocks that produce 3. I know Basalt Monolith does it by itself but some games, it gets destroyed/discarded and/or we already have a 3mana-producing rock in play, which means one less tutor for Arcum. Tap 3, tap AA to untap itself (copy the untap ability), after the first untap ability resolves, tap AA to untap the mana rock, let second untap ability resolve and you are back at the beginning, but with 1 mana net. You don't even need the initial 2 mana at the start like the Basalt-Rings combo. This opens up the infinite mana combo to other cards like Mana Vault, Grim Monolith, Thran Dynamo, Gilded Lotus. It's just a nice contingency to have, and by itself it's not really a bad card. Only downside is he is not an artifact creature but on the flip side he is blue, so he's good as FoW and MisD fodder for those who play it (like me).
Also, nice find with Null Brooch.
@BoPete, Personal Tutor is terrible in this deck as it only searches for 2 cards, plus it's a sorcery so you're basically telegraphing your play to your opponent. Mystical Tutor is great because it searches for instants (counters!) as well as being an instant itself, so you can play it on your opponent's EOT so he won't be able to plan for what you're going to do.
Memory Jar is awesome, it's almost always an asymmetrical draw 7, as you get to play with your new hand, and they won't (except instants), unlike other draw 7's like Time Twister/Spiral, which while admittedly are also good, may end up backfiring occasionally.
Epochrasite and Myr Sire for me is a wash as I don't play either.
Private Mod Note
():
Rollback Post to RevisionRollBack
Vintage Workshops
Legacy:
Death and Taxes
EDH: Arcum DagssonMake Paradox Engine Great Again!
Urza, Lord High Artificer
That's a neat trick. Aphetto Alchemist unfortunately isn't tutorable making the likelihood of it being on the battlefield slim. I think I remember the blog you're talking about I think it's metalwalkers blog or something I read that too. Definitely prefer TheTrueNub's though.
As for memory jar I know how good of a card it is by itself I just don't know if it goes well in the deck me and TheTrueNub use. I say that because I never find myself needing cards in hand when Arcum is safe in play. In fact I'd prefer to have no cards with ensnaring bridge in play.
I don't think personal tutor is that bad because anyone who has played against me should know what I'm trying to do and that's protect him me using personal tutor to get fabricate to get the boots isn't surprising at all it just let's them know I'm delayed a turn because I don't have it. Maybe it's horrible I want to try it though
Wow! Yeah I think if it's in play it could potentionally be better than Master Transmuter. Usually I have no cards in hand and sometimes Arcum doesn't stick. Definitely would at the very least play test him.
I think if we added Buried Ruin and Intuition that'd be a good combo. Use Intuition and choose Crucible of Worlds, Buried Ruin, and Academy Ruins. Worst case scenario they choose for us to have Academy Ruins which delays us one turn to get Crucible in our hands and to play. With Buried Ruin we can keep recurring artifacts destroyed by our opponents every turn. With this engine working we can use Arcum to get Possessed Portal ASAP. We could also use Intuition to search for artifact creatures that are much harder to tutor for with blue being our only color. Mostly we'd search for two card combo cards. Like the cards to a combo that we couldn't search with Arcum. Examples: search for Power Artifact and use Arcum to tutor Grim Monolith or Basalt Monolith, search for Karn, Silver Golem and Arcum tutor Mycosynth Lattice, Strip Mine and tutor Crucible of Worlds with Arcum, and Master Transmuter and tutor for Sphine of Ish Sah with Arcum. If we have Intuition in hand we can potentially end the game one turn faster than creating our main engine (Rings, Basalt, and Staff) Not instantly if they don't conceed, but we definitely have a huge advantage. Unlimited colorless mana, one turn land destruction, one turn permanent destruction, or blow up lands with Karn. I think the last one would be the best choice in a multiplayer game which our deck is built for or if we had a game changing hand, but not enough mana go for Power Artifact. Of course we don't get to choose, but best case scenario I say the Karn would be our preference. The three cards I'd choose in this combo is Master Transmuter, Karn, Silver Golem and Power Artifact. If you want to secure Arcum, but can't protect him then you could search for Champions Helm, Swiftfoot Boots and Lightning Greaves. We only need one so the others being in the graveyard doesn't really matter. It's a instant as well. 3 mana the same as Thirst for Knowledge. If you need a artifact creature you could go for a similar combo like the first one just instead of Academy Ruins get Junk Diver or Myr Retriever. Sometimes you don't get any creatures, shroud/hexproof equipments, or even counters. You can tutor those as well. I think the ability to search for 1 of the two card combo pieces makes it a must in our deck TheTrueNub. Being able to win faster is always a plus.
Neurok Stealthsuit is nice because sometimes you gamble and try to win a turn faster by not wasting your first tutor to protect Arcum. In a multiplayer game you could search Null Brooch if Arcum has haste and counter most spells they try to get rid of Arcum or Torpor Orb if they use a creature. The only problem is if you go for Null Brooch you don't have anymore mana and it's tapped already also not to mention your hand is gone. If you use the Stealthsuit you protect him almost indefinately from all the rest of your opponents. Maybe we should look more into this card especially since we'll be playing multiplayer matches. Of course the only ways Arcum would have haste would be with Hall of the Bandit Lord used to cast Arcum or with Thousand-Year Elixir in play. If the Boots or Greaves were in play we wouldn't even consider getting the Stealthsuit. Also sometimes though we can get away with not getting targeted which makes us very lucky if this was the case. Which gives us a tutor for something else like Myr Turbine after that we could still search for the Stealthsuit if we needed it. I think it's worth looking at again.
Sculpting Steel, Phyrexian Metamorph, and Copy Artifact. I have not really used these to where they won me the game. They seemed to be win more cards to me. I usually used them to copy Sphine of Ish Sah or Myr Turbine. Eventually I got Possessed Portal in play and dominated, but I didn't need extras out there to seal the game that's why feel like they're win more cards. Maybe we could put some more silver bullets in the deck. I heard that edh doesn't have sideboards anymore. I'm not sure where I heard that from though.
Swithc Epochrasite for Myr Sire because we really need that extra artifact creature right then in were going to combo out with assembling our engine. If we have a Myr Sire all we need is one more artifact creature or man land and we have enough creatures just for Rings, Basalt, and Staff. No need to search for our artifact equipment or Myr Turbine if we have enough creatures to sacrifice and they do nothing to stop Arcum and we put Rings into play at the end of there turn. Our turn comes along and we can combo out right then.
If we keep Fact or Fiction I think we should absolutiely almost indefinitely add Impulse. It cost 2 less mana, but reveals one less card. Probably switch out for Thirst for Knowledge. I think the point of drawing cards for us to eventually find the right card something like a mana rock, artifact equipment that protects Arcum, something that gives Arcum haste, Cavern of Souls, pieces to our combo, or a counter spell. Not to draw cards. The more cards in hand the less Ensnaring Bridge works. Null Brooch discards out entire hand anyway. If drawing cards isn't what we want to do then maybe Timetwister isn't what we need in our deck. Memory Jar might be ok because it's tutorable by Arcum and can be rucurred with Academy Ruins and search our deck seven cards at a time till we get the right cards. This would only be neccessary if Arcum hasn't been sticking all game. My last tutor for Arcum might be Memory Jar if I had a way to recur it back to play each turn. Also at the end of usually our turn our opponents throw away their seven card hand and so do we and is cool when they Vampiric Tutor something to the top of their library.
Oboro, Palace in The Clouds is another blue mana source land that can bounce to your hand if someone tries to destroy it with Strip Mine or another land destruction spell. Syvelunite Temple is only best put to use when it's in your opening hand. This is also true when Lotus Petal is in your opening hand as well. Akroma's Memorial gives your creatures protection from black and red which are the two most dangerous colors for creature removal. If we tutor for this in a multiplayer game it'll protect us from all red and black spells until it comes back to our turn. Mystical Tutor is a nice one mana cost tutor. It's instant speed. It can search for a Mana Drain or Fabricate.
Cards to consider adding: Impulse, Oboro, Palace in The Clouds, Champions Helm, Neurok Stealthsuit, Intuition, Buried Ruin, Mystical Tutor, Akroma's Memorial, and Myr Sire.
Cards to consider replacing: Sculpting Steel, Copy Artifact, Phyrexian Metamorph, Thirst for Knowledge, Timetwister, Syvelunite Temple, Lotus Petal, and Epochrasite.
Personally, I don't see Muzzio fitting into a Dagsson deck. The strategy with Dagsson is probably too linear and fast to want to sink 4 mana into maybe hitting something worthwhile. That's not to say he isn't playable though, I just think he belongs at the helm of his own deck; one which is perhaps less combo oriented. He seems like he is basically a more "fair" version of Dagsson since his ability is much less conducive to going all-in on assembling combos and is instead more about accumulating value over time. I'm guessing he'll probably end up being less competitive than Dagsson, but he is also less prone to getting horribly blown out by hate. Honestly he might make for more interesting games (more variance).
^With all the mana the deck has, not to mention the number of artifacts, his ability just screams value to me, which is highlighted when Arcum gets killed numerous times or is tucked. Plus he's a U card with upside for decks with FoW and MisD, like mine.
Possible cuts: Mind Over Matter (UUUU is just hard, reason why I cut the Futuresight/Magus of FS), Null Brooch, Sculpting Steel
Possible additions: Muzzio, Thousand-Year Elixir, Myr Moonvessel, Torpor Orb
Plus I think I need more U spells to fuel FoW and MisD (I'm currently at 18).
I like what Morzanth said about Muzzio. I think him being a general would be awesome. Can you imagine all your favorite colorless artifact creatures in a deck. The mana dorks aren't my favorite of course, but with a Master of Etherium, Blightsteel Collossus, Wormcoil Engine, Myr Battleshpere, and Steel Overseer. Being a mono blue aggro deck lol would be pretty cool to see. If he was a general then we'd have to run lots of artifact ramp so maybe we would use mana dorks still. Arcum is definitely better as far as I can predict.
I'd keep Null Brooch if I was you Mrjumbo. It's helped me countless times sure you lose your hand in the process, but if you can tinker it into play with Arcum to save him it's totally worth it because it's just a matter of time before it's all over and you've won the game. As for your other cuts I agree as of right now. I don't think you should keep the FoW or the MisD though because in most edh matches the more powerful stuff comes out around turn 3 or 4 just like us lol. I don't look at Arcum being a control type deck that blue can be for example Azami. I love the way that deck runs too. Arcum can play control if you play Possessed Portal, but I think trying to play him as a control deck makes the deck weaker. I know it's important to stick Arcum and protect him, but once you get him out and attach the boots/greaves have null brooch and torpor orb in play there is very little your opponent can do to get rid of him. Once the greaves/boots are on him they're on the clock and him the try to stop him you can instantly tutor a answer. If they play Damnation search for Null Brooch. If they play Acidic Slime search for Torpor Orb. If one opponent plays Wrath of God and another plays Day of Judgment if you have Null Brooch in play search for Clock of Omens or Voltaic Key to untap Null Brooch. You lost your hand, but you win anyway. Which is why Timetwister hasn't helped me win games I end up in this situation a lot or I use Ensnaring Bridge. For sure keep Null Brooch and think about dropping FoW and MisD because if you don't your going to have to add twice that many cards just to have them work consistantly. Or you could pay there converted mana cost lol. I'm not trying to tell you how to build your deck though I just see that it's really similar to the one I got from TheTrueNub. It looks like it runs with the same concepts as well. If I was you that's what I'd do though.
Anyone think Standstill, Diplomatic Immunity, Oboro, Palace in the Clouds, Impulse, Mystical Tutor, Personal Tutor, Vanishing, Myr Sire, Champions Helm, and/or Neurok Stealthsuit a good addition to TheTrueNub's current decklist?
FoW and MisD are there for protection when Arcum is still sick, more of a necessity really. I can see value with the Null Brooch play but it sucks when you draw it naturally, plus I'm not too concerned of Arcum dying if I could get an activation off. 1 Arcum-tinker gets you ahead of your opponent, whereas 2-3 wins you the game. But I can see keeping the Null Brooch in.
Private Mod Note
():
Rollback Post to RevisionRollBack
Vintage Workshops
Legacy:
Death and Taxes
EDH: Arcum DagssonMake Paradox Engine Great Again!
Urza, Lord High Artificer
Arcum Dagsson is my favorite EDH deck to use. My group has adjusted to its presence and starting including specific cards that help them against the deck (especially cards that exile artifacts). I followed suit, adding some redundancy to the list, and so far it seems like the only time it has trouble is when everyone gangs up against me from the start in 4+ player games. My favorite thing about the deck is that it can toolbox nearly any artifact for the situation, which is why I've included so many silver bullets.
Welcome MannyPhresh! My play group has adjusted to Arcum's presence as well. I've won every EDH tournament at my local card shop despite there adjustments I normally see Pithing Needle and it is very crippling, but just when they don't think I'm a threat anymore I always make a comeback any underdog would appreciate. In EDH matches where it's more than 4 people it gets pretty tough though. I've been tweaking with TheTrueNub's decklist. I suppose I'll post it soon. I'm just not completely satisfied with it just yet. Trying to get the number of lands and creatures at a consistent number. With Arcum getting targeted with Pithing Needle very consistently has forced me to rely on stalling the game as much as possible and draw as a lot of cards.
Chief Engineer: I don't think he's better than Etherium Sculptor. With most of our low mana cost artifact creatures being mana dorks giving our artifacts convoke doesn't really do much for us in my opinion. I think he'll be great in modern though! Imagine dropping 0 drop artifact creatures and tapping them at instant speed and playing your whole hand.
Alright, I'm back for a bit. You've been busy! Let's talk.
Firstly I'll respond to BoPete's comments, assuming he's still around to read them. I'm very glad to hear you've enjoyed the deck, BoPete, and that with your continued practice you have achieved a level of mastery with it. Well done! You've clued into some important intricacies of the deck, and imo your head is in exactly the right place with most of your switches--you're tuning the deck for your metagame, and that's exactly what you should be doing to play Arcum to his fullest potential.
The fact of the matter is that most your switches are in fact metagame decisions, as I will explain. Some I agree with, some I disagree with--but at the end of the day, your meta is different than mine, and only you can decide what adjustments are necessary for your particular meta.
Replace Epochrasite for Myr Sire:
With the way I play when I attempt to win a turn earlier by assembling the Rings engine a turn faster by not even searching for Myr Turbine we need 3 artifacts for this to work...
As I mentioned earlier in this thread, Myr Sire is an acceptable switch for Epochrasite, particularly if your playstyle trends more toward a fast combo, as the Sire does indeed yield significantly faster tempo in the opening turns (allowing you to complete your combo without even searching for Turbine, as you mentioned, thereby saving you a valuable turn).
I stick with Epochrasite in my list because with the way my meta's developed these past months I've ended up rushing Possessed Portal in most of my games as an opener rather than speeding directly into a win-combo like rings/monolith/staff, and Epochrasite makes a Portal lock roll so much smoother.
Replace Memory Jar for Champions Helm
This one I don't agree with as much--Memory Jar really is an outstanding card when used properly, and in this deck it basically adds "Tap Arcum to Draw 7," which is huge. I personally consider Memory Jar part of my core.
I realize that you had a bad experience with 'twister, whereby you ended up giving your opponents answers when they had none otherwise. And that's really just bad luck. It happens, and we try to work around it as best we can with adequate protection and smart playing, but sometimes things just don't go our way. That said, I'll bet that, in the long run, the games you'll win from having draw 7s like Jar and 'twister in your deck will outnumber the games you lose from a Draw 7 gone wrong. There's a reason that just about every EDH deck runs all the Draw 7s they can.
It's important with Draw 7s that you're playing them at the right time. Ideally use Memory Jar only on your turn. Ideally use Timetwister only in the first few turns, preferably on T1-2.
As a reminder, Time Spiral isn't as good in this deck because of its high mana cost. With its 6 cmc, by the time we have enough juice to hardcast it, we should already be in a position to win the game outright.
But the decision is ultimately yours. At very least, Champion's Helm is a worthy silver bullet.
Replace Timetwister for Mystical Tutor
I mentioned the Bridge above and how the Portal don't synergize with it very well...I had a "god" hand and casted my whole hand and timetwisted hoping for boots or greaves. Next turn cast Arcum...
OK, well, first thing's first, bridge synergizes beautifully with portal, dunno where you're going with that one. Above you mentioned that Memory Jar doesn't synergize with portal, if that's what you were referring to--that's true, but if portal's out we shouldn't need to draw any more cards anyway.
Secondly, I'd argue that loss wasn't the fault of Timetwister, but rather your strategy. If you start with a fast hand, dump a ton of rocks, and accelerate into an early Twister, you've just drawn a lot of table hate. The next turn, everyone will surely do everything in their power to stop you, seeing as you just gained a massive lead. At that point you should slow down, spend a turn or two under the radar, let your opponents tap out or blow their control spells on each other. Save your hand. You should NOT drop Arcum in that situation unless it is guaranteed that you will be able to protect him, for example if you have boots + counterspell or Neurok Stealthsuit ready and waiting.
Imo, the "lesson learned" wasn't that Timetwister doesn't work in this deck, but that when you open with a fast hand into 'twister, you need to be extra-vigilant regarding Arcum's safety, biding your time if you have to for a few turns rather than plopping him down earlier but unprotected.
Replace Thirst for Knowledge for Personal Tutor
It searches for a sorcery which just so happens to be all of our tutors
Tutoring for artifact tutors at sorcery speed is HUGE telegraphing, and you can guarantee people will go out of their way not to let you cast whatever you find with p-tutor. If you had to add another tutor, Mystical Tutor would be your go-to; as a poster above mentioned, she fetches your card at instant speed, meaning you can surprise opponents with a quick fetch at the last opponent's End step before your turn, when they're tapped out etc. and can't do anything about it.
Lastly, I'd prioritize running FoF or Thirst over Brainstorm any day.
I was one of the more active posters in the Arcum thread over at the source, but sadly the discussion over there has died down. I'll post my list if TheTruNub would allow it. First off, I'd like to suggest Aphetto Alchemist. A caveat though, as this is all theory, as I have yet to draw the card.
You are not only allowed but encouraged to post your decklist. Again, I apologize that it's taken so long for my reply--hopefully you're still visiting MTGS once in a while to see this.
Aphetto Alchemist is nice, but his potential is limited by two important factors:
1. "Untap target creature" won't work on Arcum too often as he'll typically have Shroud.
2. He's not an artifact, and therefore cannot be tutored nor sacrificed as fodder.
Ultimately, he's a pretty neat creature in this deck, but I think we'd get more milage with another comparably good artifact creature simply for having that synergy.
I took a look at your decklist. I don't really like Mind Over Matter because a) enchantment b) high CMC and c) prohibitive UUUU in the cost. I also don't like LED, Thran Dynamo, or Guardian Idol; if you wanted to make swaps (Null Brooch is a great card here, as is Torpor Orb) I'd start there. Lastly, you're running Phyrexian Revoker, so watch out for Bribery stealing that Revoker and naming Arcum.
This dude might be playable.
Playable, sure. In this deck I think not. He's not an artifact, and you're shelling out 4 mana to "maybe" put something worthwhile on the field. He'd make an interesting commander, though Arcum is obviously much more powerful.
[quote]
Anyone think Standstill, Diplomatic Immunity, Oboro, Palace in the Clouds, Impulse, Mystical Tutor, Personal Tutor, Vanishing, Myr Sire, Champions Helm, and/or Neurok Stealthsuit a good addition to TheTrueNub's current decklist?
In order: No, No, No, Acceptable, Acceptable, No, No, Yes (meta decision), Yes (it's in my sideboard), Yes (it's in my sideboard).
BoPete, I know you're trying to max out on "boots" effects. If you'd really like to try running the ones you listed then I encourage you to do so and get back to me on how they work out, because I for one can't wrap my head around resorting to enchantments in this deck. We cannot manipulate or tutor for them in any way, and that to me just seems no good.
In EDH matches where it's more than 4 people it gets pretty tough though...With Arcum getting targeted with Pithing Needle very consistently has forced me to rely on stalling the game as much as possible and draw as a lot of cards.
In big games, Portal is nuts. Rush it if you can, discard your hand/sac whatever permanents you have to in order to last another 1-2 turns to assemble Unwinding Clock + Myr Turbine (depending on whether or not you fetched turbine before portal), and watch as your opponents scoop to having to deal with 5+ permanent sacrifices/discards before their next turn, all while being unable to draw any cards.
Chief Engineer: I don't think he's better than Etherium Sculptor.
Me neither, for the reason you mentioned. At the end of the day, we don't need to ramp into artifact spells, we need to ramp into Arcum. Etherium Sculptor does the job better while also being an artifact to fuel Arcum when her use has expired.
Hope these comments help a little bit, assuming you guys are still around to read them. Glad to hear you're enjoying and finding success with the decklist. I'll be tweaking the primer a little bit soon, but there's no significant changes, as recent blocks have brought us very little (if anything) in the ways of competitive-level artifact cards.
Replace Epochrasite for Myr Sire:
With the way I play when I attempt to win a turn earlier by assembling the Rings engine a turn faster by not even searching for Myr Turbine we need 3 artifacts for this to work. Myr Sire gives us 2 of the 3 artifact creatures we need. He works perfect. Epochrasite on the other hand doesn't help us accomplish this. True he's great for Possessed Portal lock and better than Myr Sire in this sense, but they never last long enough in my experience to benefit more with having a Epochrasite instead of the Myr Sire. Myr Sire can synergize with other things like Scarecrone which isn't a tutorable card either, but neither is Epochrasite. It's only happened once for me that I had 3 artifacts in play and I did this and I sacrificed Epochrasite and thought this could happen more often if I used Myr Sire instead.
Replace Memory Jar for Champions Helm
Like I said earlier my problem was trying to get Arcum to stay alive long enough to combo off. The reason I chose Memory Jar might seem strange, but I promise it makes sense. Although it's a broken card when used properly and was banned even before it got printed I don't think it works well with our deck. I say this because I've learned what you've been trying to tell me the hard way. It wasn't this card that I learned that which I'll explain later on the next suggestion. Ensnaring Bridge is our most powerful artifact against aggro decks. with the jar adding cards to doesn't help us, but they do discard and our original hand returns to us. Which doesn't really effect our Bridge, but also consider the Portal. We can't even draw cards. This is one of our main get cards. I've never searched for this card. I never had to I guess. Maybe could fall in the category of win more cards in this deck anyway. Probably the best case scenario I'd get the most out of this card is when I can't keep Arcum in play which is what I want to make almost impossible to stop.
Replace Timetwister for Mystical Tutor
Drawing cards is not always our friend. You tried to tell me that when I considered Time Spiral. One of the most powerful cards in the game. Maybe I'm a fool for even saying this, but I don't think this card works as well in our deck as we would assume. I mentioned the Bridge above and how the Portal don't synergize with it very well. I kid you not I killed myself with this card playing in a multiplayer game. I had a "god" hand and casted my whole hand and timetwisted hoping for boots or greaves. Next turn cast Arcum and what I did to myself I won't forget, but I gave the whole table at least one answer to preventing me from keeping him. Maybe I shouldn't have played it, but if I didn't that makes me question should I even play it at all in the deck entirely. I got locked out that whole game and not only did I die first just because I played Arcum, but that was my first loss with this deck. Lesson hard learned. I say Mystical Tutor because if we can get a hold of a instant or sorcery like Transmute Artifact or Fabricate we can get the greaves or the boots. Maybe the Champions Helm if we put it in the deck. Securing Arcum is the number one priority and having access to one counter with 3 players that want you to lose first isn't odds I like to risk unless it's turn 2. Turn 3 is very scary to try that. If Arcum has haste with the Hall of the Bandit Lord I'm definitely getting one of the boots and equipping it. That's a 1% chance of getting it in your opening hand.
Replace Thirst for Knowledge for Personal Tutor
It searches for a sorcery which just so happens to be all of our tutors we have except Mystical if we put her in the deck. We want the artifact searching ones anyway. Thirst is 3 mana it's not a lot mid-game, but at the beginning it's using one turn to do something which Personal Tutor can be used turn one way more easier than Thirst. Priority is to protect Arcum by getting the boots attached not to top deck and hopefully get something good.
I'd probably take out Fact or Fiction if were not going to go with any draw spells and switch with something like Brainstorm which is a draw spell, but can potentially help assemble stuff without delaying us a turn. With the priority to protect Arcum makes me consider Force of Will and Misdirection, but we have so little blue spells. I'll be thinking how I can improve. Let me know what you think TheTrueNub
On to the card, it acts as a mana rock if you have one out, or could untap Arcum for a second activation (if you don't have fodder, go ahead and get Myr Turbine for the first activation). Aside from that, it could also fuel an infinite mana combo, with it + Rings of Brighthearth + any of the mana rocks that produce 3. I know Basalt Monolith does it by itself but some games, it gets destroyed/discarded and/or we already have a 3mana-producing rock in play, which means one less tutor for Arcum. Tap 3, tap AA to untap itself (copy the untap ability), after the first untap ability resolves, tap AA to untap the mana rock, let second untap ability resolve and you are back at the beginning, but with 1 mana net. You don't even need the initial 2 mana at the start like the Basalt-Rings combo. This opens up the infinite mana combo to other cards like Mana Vault, Grim Monolith, Thran Dynamo, Gilded Lotus. It's just a nice contingency to have, and by itself it's not really a bad card. Only downside is he is not an artifact creature but on the flip side he is blue, so he's good as FoW and MisD fodder for those who play it (like me).
Also, nice find with Null Brooch.
@BoPete, Personal Tutor is terrible in this deck as it only searches for 2 cards, plus it's a sorcery so you're basically telegraphing your play to your opponent. Mystical Tutor is great because it searches for instants (counters!) as well as being an instant itself, so you can play it on your opponent's EOT so he won't be able to plan for what you're going to do.
Memory Jar is awesome, it's almost always an asymmetrical draw 7, as you get to play with your new hand, and they won't (except instants), unlike other draw 7's like Time Twister/Spiral, which while admittedly are also good, may end up backfiring occasionally.
Epochrasite and Myr Sire for me is a wash as I don't play either.
WorkshopsLegacy:
Death and Taxes
EDH:
Arcum DagssonMake Paradox Engine Great Again!Urza, Lord High Artificer
As for memory jar I know how good of a card it is by itself I just don't know if it goes well in the deck me and TheTrueNub use. I say that because I never find myself needing cards in hand when Arcum is safe in play. In fact I'd prefer to have no cards with ensnaring bridge in play.
WorkshopsLegacy:
Death and Taxes
EDH:
Arcum DagssonMake Paradox Engine Great Again!Urza, Lord High Artificer
Neurok Stealthsuit is nice because sometimes you gamble and try to win a turn faster by not wasting your first tutor to protect Arcum. In a multiplayer game you could search Null Brooch if Arcum has haste and counter most spells they try to get rid of Arcum or Torpor Orb if they use a creature. The only problem is if you go for Null Brooch you don't have anymore mana and it's tapped already also not to mention your hand is gone. If you use the Stealthsuit you protect him almost indefinately from all the rest of your opponents. Maybe we should look more into this card especially since we'll be playing multiplayer matches. Of course the only ways Arcum would have haste would be with Hall of the Bandit Lord used to cast Arcum or with Thousand-Year Elixir in play. If the Boots or Greaves were in play we wouldn't even consider getting the Stealthsuit. Also sometimes though we can get away with not getting targeted which makes us very lucky if this was the case. Which gives us a tutor for something else like Myr Turbine after that we could still search for the Stealthsuit if we needed it. I think it's worth looking at again.
Sculpting Steel, Phyrexian Metamorph, and Copy Artifact. I have not really used these to where they won me the game. They seemed to be win more cards to me. I usually used them to copy Sphine of Ish Sah or Myr Turbine. Eventually I got Possessed Portal in play and dominated, but I didn't need extras out there to seal the game that's why feel like they're win more cards. Maybe we could put some more silver bullets in the deck. I heard that edh doesn't have sideboards anymore. I'm not sure where I heard that from though.
Swithc Epochrasite for Myr Sire because we really need that extra artifact creature right then in were going to combo out with assembling our engine. If we have a Myr Sire all we need is one more artifact creature or man land and we have enough creatures just for Rings, Basalt, and Staff. No need to search for our artifact equipment or Myr Turbine if we have enough creatures to sacrifice and they do nothing to stop Arcum and we put Rings into play at the end of there turn. Our turn comes along and we can combo out right then.
If we keep Fact or Fiction I think we should absolutiely almost indefinitely add Impulse. It cost 2 less mana, but reveals one less card. Probably switch out for Thirst for Knowledge. I think the point of drawing cards for us to eventually find the right card something like a mana rock, artifact equipment that protects Arcum, something that gives Arcum haste, Cavern of Souls, pieces to our combo, or a counter spell. Not to draw cards. The more cards in hand the less Ensnaring Bridge works. Null Brooch discards out entire hand anyway. If drawing cards isn't what we want to do then maybe Timetwister isn't what we need in our deck. Memory Jar might be ok because it's tutorable by Arcum and can be rucurred with Academy Ruins and search our deck seven cards at a time till we get the right cards. This would only be neccessary if Arcum hasn't been sticking all game. My last tutor for Arcum might be Memory Jar if I had a way to recur it back to play each turn. Also at the end of usually our turn our opponents throw away their seven card hand and so do we and is cool when they Vampiric Tutor something to the top of their library.
Oboro, Palace in The Clouds is another blue mana source land that can bounce to your hand if someone tries to destroy it with Strip Mine or another land destruction spell. Syvelunite Temple is only best put to use when it's in your opening hand. This is also true when Lotus Petal is in your opening hand as well. Akroma's Memorial gives your creatures protection from black and red which are the two most dangerous colors for creature removal. If we tutor for this in a multiplayer game it'll protect us from all red and black spells until it comes back to our turn. Mystical Tutor is a nice one mana cost tutor. It's instant speed. It can search for a Mana Drain or Fabricate.
Cards to consider adding: Impulse, Oboro, Palace in The Clouds, Champions Helm, Neurok Stealthsuit, Intuition, Buried Ruin, Mystical Tutor, Akroma's Memorial, and Myr Sire.
Cards to consider replacing: Sculpting Steel, Copy Artifact, Phyrexian Metamorph, Thirst for Knowledge, Timetwister, Syvelunite Temple, Lotus Petal, and Epochrasite.
Personally, I don't see Muzzio fitting into a Dagsson deck. The strategy with Dagsson is probably too linear and fast to want to sink 4 mana into maybe hitting something worthwhile. That's not to say he isn't playable though, I just think he belongs at the helm of his own deck; one which is perhaps less combo oriented. He seems like he is basically a more "fair" version of Dagsson since his ability is much less conducive to going all-in on assembling combos and is instead more about accumulating value over time. I'm guessing he'll probably end up being less competitive than Dagsson, but he is also less prone to getting horribly blown out by hate. Honestly he might make for more interesting games (more variance).
For reference here's my list:
1 Arcum Dagsson
[35 LANDS]
13 Island
1 Misty Rainforest
1 Scalding Tarn
1 Flooded Strand
1 Polluted Delta
1 Oboro, Palace in the Clouds
1 Minamo, School at Water's Edge
1 Hall of the Bandit Lord
1 Cavern of Souls
1 Mishra's Factory
1 Blinkmoth Nexus
1 Inkmoth Nexus
1 Academy Ruins
1 Buried Ruin
1 Seat of the Synod
1 Tolaria West
1 Strip Mine
1 Wasteland
1 Mishra's Workshop
1 Ancient Tomb
1 City of Traitors
1 Saprazzan Skerry
1 Crystal Vein
[34 ARTIFACTS]
1 Lotus Petal
1 Mox Opal
1 Mox Diamond
1 Mana Crypt
1 Lion's Eye Diamond
1 Sol Ring
1 Mana Vault
1 Guardian Idol
1 Grim Monolith
1 Basalt Monolith
1 Thran Dynamo
1 Gilded Lotus
1 Voltaic Key
1 Clock of Omens
1 Sensei's Divining Top
1 Expedition Map
1 Lightning Greaves
1 Swiftfoot Boots
1 Crucible of Worlds
1 Rings of Brighthearth
1 Sculpting Steel
1 Staff of Domination
1 Memory Jar
1 Myr Turbine
1 Planar Portal
1 Pithing Needle
1 Ensnaring Bridge
1 Null Brooch
1 Possessed Portal
1 Mycosynth Lattice
1 Darksteel Forge
1 Oblivion Stone
1 Nevinryal's Disk
1 Spine of Ish Sah
1 Manakin
1 Millikin
1 Plague Myr
1 Silver Myr
1 Scuttlemutt
1 Palladium Myr
1 Etherium Sculptor
1 Myr Retriever
1 Junk Diver
1 Spellskite
1 Phyrexian Revoker
1 Phyrexian Metamorph
1 Kuldotha Forgemaster
1 Karn, Silver Golem
1 Aphetto Alchemist
1 Trinket Mage
[14 NON-ARTIFACT]
1 Pact of Negation
1 Swan Song
1 Muddle the Mixture
1 Mana Drain
1 Force of Will
1 Misdirection
1 Mystical Tutor
1 Transmute Artifact
1 Fabricate
1 Intuition
1 Artificer's Intuition
1 Power Artifact
1 Mind over Matter
1 Tezzeret the Seeker
Possible cuts: Mind Over Matter (UUUU is just hard, reason why I cut the Futuresight/Magus of FS), Null Brooch, Sculpting Steel
Possible additions: Muzzio, Thousand-Year Elixir, Myr Moonvessel, Torpor Orb
Plus I think I need more U spells to fuel FoW and MisD (I'm currently at 18).
WorkshopsLegacy:
Death and Taxes
EDH:
Arcum DagssonMake Paradox Engine Great Again!Urza, Lord High Artificer
I'd keep Null Brooch if I was you Mrjumbo. It's helped me countless times sure you lose your hand in the process, but if you can tinker it into play with Arcum to save him it's totally worth it because it's just a matter of time before it's all over and you've won the game. As for your other cuts I agree as of right now. I don't think you should keep the FoW or the MisD though because in most edh matches the more powerful stuff comes out around turn 3 or 4 just like us lol. I don't look at Arcum being a control type deck that blue can be for example Azami. I love the way that deck runs too. Arcum can play control if you play Possessed Portal, but I think trying to play him as a control deck makes the deck weaker. I know it's important to stick Arcum and protect him, but once you get him out and attach the boots/greaves have null brooch and torpor orb in play there is very little your opponent can do to get rid of him. Once the greaves/boots are on him they're on the clock and him the try to stop him you can instantly tutor a answer. If they play Damnation search for Null Brooch. If they play Acidic Slime search for Torpor Orb. If one opponent plays Wrath of God and another plays Day of Judgment if you have Null Brooch in play search for Clock of Omens or Voltaic Key to untap Null Brooch. You lost your hand, but you win anyway. Which is why Timetwister hasn't helped me win games I end up in this situation a lot or I use Ensnaring Bridge. For sure keep Null Brooch and think about dropping FoW and MisD because if you don't your going to have to add twice that many cards just to have them work consistantly. Or you could pay there converted mana cost lol. I'm not trying to tell you how to build your deck though I just see that it's really similar to the one I got from TheTrueNub. It looks like it runs with the same concepts as well. If I was you that's what I'd do though.
Anyone think Standstill, Diplomatic Immunity, Oboro, Palace in the Clouds, Impulse, Mystical Tutor, Personal Tutor, Vanishing, Myr Sire, Champions Helm, and/or Neurok Stealthsuit a good addition to TheTrueNub's current decklist?
WorkshopsLegacy:
Death and Taxes
EDH:
Arcum DagssonMake Paradox Engine Great Again!Urza, Lord High Artificer
Possible addition, but personally, unlikely for me.
WorkshopsLegacy:
Death and Taxes
EDH:
Arcum DagssonMake Paradox Engine Great Again!Urza, Lord High Artificer
1x Arcum Dagsson
Creature (15)
1x Aphetto Alchemist
1x Blightsteel Colossus
1x Etherium Sculptor
1x Hangarback Walker
1x Kuldotha Forgemaster
1x Manakin
1x Metalworker
1x Millikin
1x Palladium Myr
1x Phyrexian Metamorph
1x Plague Myr
1x Silver Myr
1x Solemn Simulacrum
1x Spellskite
1x Trinket Mage
Artifact (39)
1x Akroma's Memorial
1x Basalt Monolith
1x Clock of Omens
1x Crucible of Worlds
1x Darksteel Forge
1x Defense Grid
1x Elixir of Immortality
1x Ensnaring Bridge
1x Expedition Map
1x Gilded Lotus
1x Grim Monolith
1x Guardian Idol
1x Lightning Greaves
1x Mana Crypt
1x Mana Vault
1x Memory Jar
1x Mindslaver
1x Mycosynth Lattice
1x Myr Turbine
1x Nevinyrral's Disk
1x Null Brooch
1x Orbs of Warding
1x Pithing Needle
1x Possessed Portal
1x Rings of Brighthearth
1x Sculpting Steel
1x Sensei's Divining Top
1x Sol Ring
1x Spine of Ish Sah
1x Staff of Domination
1x Swiftfoot Boots
1x Thousand-Year Elixir
1x Thran Dynamo
1x Torpor Orb
1x Trading Post
1x Unwinding Clock
1x Veilstone Amulet
1x Voltaic Key
1x Winter Orb
1x Copy Artifact
1x Mind Over Matter
1x Mystic Remora
1x Power Artifact
1x Rhystic Study
Sorcery (2)
1x Fabricate
1x Transmute Artifact
Instant (1)
1x Cyclonic Rift
Planeswalker (2)
1x Teferi, Temporal Archmage
1x Tezzeret the Seeker
Land (35)
1x Academy Ruins
1x Ancient Tomb
1x Arcane Lighthouse
1x Blinkmoth Nexus
1x Buried Ruin
1x Cavern of Souls
1x Darksteel Citadel
1x Flooded Strand
1x Foundry of the Consuls
1x Hall of the Bandit Lord
1x Homeward Path
1x Inkmoth Nexus
10x Island
1x Minamo, School at Water's Edge
1x Mishra's Factory
1x Mishra's Workshop
1x Misty Rainforest
1x Myriad Landscape
1x Phyrexia's Core
1x Polluted Delta
1x Scalding Tarn
1x Seat of the Synod
1x Strip Mine
1x Tolaria West
1x Urza's Factory
1x Winding Canyons
1x Aligned Hedron Network
1x Brittle Effigy
1x Champion's Helm
1x Grafdigger's Cage
1x Jester's Cap
1x Master Transmuter
1x Neurok Stealthsuit
1x Nuisance Engine
1x Planar Portal
1x Ugin's Nexus
Chief Engineer: I don't think he's better than Etherium Sculptor. With most of our low mana cost artifact creatures being mana dorks giving our artifacts convoke doesn't really do much for us in my opinion. I think he'll be great in modern though! Imagine dropping 0 drop artifact creatures and tapping them at instant speed and playing your whole hand.
Firstly I'll respond to BoPete's comments, assuming he's still around to read them. I'm very glad to hear you've enjoyed the deck, BoPete, and that with your continued practice you have achieved a level of mastery with it. Well done! You've clued into some important intricacies of the deck, and imo your head is in exactly the right place with most of your switches--you're tuning the deck for your metagame, and that's exactly what you should be doing to play Arcum to his fullest potential.
The fact of the matter is that most your switches are in fact metagame decisions, as I will explain. Some I agree with, some I disagree with--but at the end of the day, your meta is different than mine, and only you can decide what adjustments are necessary for your particular meta.
As I mentioned earlier in this thread, Myr Sire is an acceptable switch for Epochrasite, particularly if your playstyle trends more toward a fast combo, as the Sire does indeed yield significantly faster tempo in the opening turns (allowing you to complete your combo without even searching for Turbine, as you mentioned, thereby saving you a valuable turn).
I stick with Epochrasite in my list because with the way my meta's developed these past months I've ended up rushing Possessed Portal in most of my games as an opener rather than speeding directly into a win-combo like rings/monolith/staff, and Epochrasite makes a Portal lock roll so much smoother.
This one I don't agree with as much--Memory Jar really is an outstanding card when used properly, and in this deck it basically adds "Tap Arcum to Draw 7," which is huge. I personally consider Memory Jar part of my core.
I realize that you had a bad experience with 'twister, whereby you ended up giving your opponents answers when they had none otherwise. And that's really just bad luck. It happens, and we try to work around it as best we can with adequate protection and smart playing, but sometimes things just don't go our way. That said, I'll bet that, in the long run, the games you'll win from having draw 7s like Jar and 'twister in your deck will outnumber the games you lose from a Draw 7 gone wrong. There's a reason that just about every EDH deck runs all the Draw 7s they can.
It's important with Draw 7s that you're playing them at the right time. Ideally use Memory Jar only on your turn. Ideally use Timetwister only in the first few turns, preferably on T1-2.
As a reminder, Time Spiral isn't as good in this deck because of its high mana cost. With its 6 cmc, by the time we have enough juice to hardcast it, we should already be in a position to win the game outright.
But the decision is ultimately yours. At very least, Champion's Helm is a worthy silver bullet.
OK, well, first thing's first, bridge synergizes beautifully with portal, dunno where you're going with that one. Above you mentioned that Memory Jar doesn't synergize with portal, if that's what you were referring to--that's true, but if portal's out we shouldn't need to draw any more cards anyway.
Secondly, I'd argue that loss wasn't the fault of Timetwister, but rather your strategy. If you start with a fast hand, dump a ton of rocks, and accelerate into an early Twister, you've just drawn a lot of table hate. The next turn, everyone will surely do everything in their power to stop you, seeing as you just gained a massive lead. At that point you should slow down, spend a turn or two under the radar, let your opponents tap out or blow their control spells on each other. Save your hand. You should NOT drop Arcum in that situation unless it is guaranteed that you will be able to protect him, for example if you have boots + counterspell or Neurok Stealthsuit ready and waiting.
Imo, the "lesson learned" wasn't that Timetwister doesn't work in this deck, but that when you open with a fast hand into 'twister, you need to be extra-vigilant regarding Arcum's safety, biding your time if you have to for a few turns rather than plopping him down earlier but unprotected.
Tutoring for artifact tutors at sorcery speed is HUGE telegraphing, and you can guarantee people will go out of their way not to let you cast whatever you find with p-tutor. If you had to add another tutor, Mystical Tutor would be your go-to; as a poster above mentioned, she fetches your card at instant speed, meaning you can surprise opponents with a quick fetch at the last opponent's End step before your turn, when they're tapped out etc. and can't do anything about it.
Lastly, I'd prioritize running FoF or Thirst over Brainstorm any day.
You are not only allowed but encouraged to post your decklist. Again, I apologize that it's taken so long for my reply--hopefully you're still visiting MTGS once in a while to see this.
Aphetto Alchemist is nice, but his potential is limited by two important factors:
1. "Untap target creature" won't work on Arcum too often as he'll typically have Shroud.
2. He's not an artifact, and therefore cannot be tutored nor sacrificed as fodder.
Ultimately, he's a pretty neat creature in this deck, but I think we'd get more milage with another comparably good artifact creature simply for having that synergy.
I took a look at your decklist. I don't really like Mind Over Matter because a) enchantment b) high CMC and c) prohibitive UUUU in the cost. I also don't like LED, Thran Dynamo, or Guardian Idol; if you wanted to make swaps (Null Brooch is a great card here, as is Torpor Orb) I'd start there. Lastly, you're running Phyrexian Revoker, so watch out for Bribery stealing that Revoker and naming Arcum.
In order: No, No, No, Acceptable, Acceptable, No, No, Yes (meta decision), Yes (it's in my sideboard), Yes (it's in my sideboard).
BoPete, I know you're trying to max out on "boots" effects. If you'd really like to try running the ones you listed then I encourage you to do so and get back to me on how they work out, because I for one can't wrap my head around resorting to enchantments in this deck. We cannot manipulate or tutor for them in any way, and that to me just seems no good.
In big games, Portal is nuts. Rush it if you can, discard your hand/sac whatever permanents you have to in order to last another 1-2 turns to assemble Unwinding Clock + Myr Turbine (depending on whether or not you fetched turbine before portal), and watch as your opponents scoop to having to deal with 5+ permanent sacrifices/discards before their next turn, all while being unable to draw any cards.
Me neither, for the reason you mentioned. At the end of the day, we don't need to ramp into artifact spells, we need to ramp into Arcum. Etherium Sculptor does the job better while also being an artifact to fuel Arcum when her use has expired.
Hope these comments help a little bit, assuming you guys are still around to read them. Glad to hear you're enjoying and finding success with the decklist. I'll be tweaking the primer a little bit soon, but there's no significant changes, as recent blocks have brought us very little (if anything) in the ways of competitive-level artifact cards.
Legacy: GWR Enchantress <--That's my banner! (lol tinypic removed it)
Casual: WB [[Primer]]Clerics Tribal; BU Affinity
EDH: ...U [[Primer]]Arcum Dagsson; BG Legal Stax; B Illegal Stax
Proxy: .WX TriniStax
Other stuff: [[Official]]Shuffling, Truth + Maths
BUT we do get Metalworker as it gets unbanned finally.
WorkshopsLegacy:
Death and Taxes
EDH:
Arcum DagssonMake Paradox Engine Great Again!Urza, Lord High Artificer
<.<