So out of the five Commander 2013 Precons, I ended up getting the Eternal Bargain deck. Oloro was pretty cool, but Sydri is easily my favorite of the new Comamanders. I have never tinkered with artifact decks too much (see what I did there?) except for a Karn, Silver Golem deck that I had built for a very brief time, and Sydri happens to be a very similar but almost universally better version of Karn. Getting to put in colored cards is a huge benefit over the completely colorless identity of Karn, and Sydri also gives the ability to grant lifelink and deathtouch to your artifact creatures, which plays very nicely with cards like Caltrops and Triskelion.
I recently put this list together and played a few games with it. It has a lot of fun interactions, but I felt like it was a bit lacking in aspects like card draw, removal, and counterspells. I have a nice Trinket Mage / Artificer's Intuition / Salvaging Station package with plenty of 1 CMC artifacts. I already cut Pili-Pala and Voltaic Construct from the deck because my playgroup is very anti-combo and I know they would complain about 2 card combos even if they didn't come up very often. Sydri does lend herself very well to combo decks though, so I am open to trying some 3 card combos (not including the Commander since it's a card I almost always have access to).
And now, here is my current list, along with a list of cards which I have considered adding. Many of them are auto-includes once I get ahold of them, and others are cards that I'm not quite sure about. I will of course be making a lot of edits as I play more games with this deck, as well as adding to the strategy and such. I think the deck has potential, but it has a long way to go. I'm looking forward to hearing about other peoples' experiences with Sydri and seeing what suggestions people have for this deck!
I don't run infinite combos in my build, but Sydri lends herself very well to a combo build, so I figured I would include a list of some of the strongest and most consistent combos that she can pull off. Here is what I have compiled so far. If you have any more suggestions, feel free to let me know and I can add them to the list.
Either Tezzeret would be good here. Tezz 1.0 allows you to tinker up artifacts and artifact lands are fun to tinker up. Tezz AoB, provides the ability to dig for threats/answers, turn random mana rocks/artifact lands/utility artifacts into 5/5 beaters which Sydri would love.
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For Lists, Click Here EDH: GW: Selvala, Let us help YOU. UB: Mirko Vosk, when outmatched cheat BW: Vish Kal, The Arbiter of Reanimation UG: Prime Speaker Zegana, the science of sorcery RB: Malfegor, Traitor's Haven UW: Daxos, Control-Fort-Tron BG: Pharika, Goddess of Stax RW: Gisela, Boros Control RG: Ruric Thar, a Primal Surge deck RU: Niv-Mizzet the Firemind, Spellslinger?!?! B:(Pauper) Mikaeus the Unhallowed R: Kurkesh, Onakke Ancient: The Power of Engineering
Either Tezzeret would be good here. Tezz 1.0 allows you to tinker up artifacts and artifact lands are fun to tinker up. Tezz AoB, provides the ability to dig for threats/answers, turn random mana rocks/artifact lands/utility artifacts into 5/5 beaters which Sydri would love.
Yes I have Tezzeret the Seeker in my list of cards that I want to try out, but I didn't think of Tezzeret, Agent of Bolas. He actually work pretty well here, and might be a nice one to try out if I can get my hands on one. Thanks for the reply.
I really like Tezzeret, Agent of Bolas. I've had a lot of success with with it in my Sydri deck. He draws cards, makes threats, and can easily fireball people to death in the late game.
Another card I like is Sun Titan. It seems obvious or goodstuff-ish but he recurs most of the cards in the deck.
I'm also testing Reshape which can provide a nice tutor and sac outlet.
I really like Tezzeret, Agent of Bolas. I've had a lot of success with with it in my Sydri deck. He draws cards, makes threats, and can easily fireball people to death in the late game.
Another card I like is Sun Titan. It seems obvious or goodstuff-ish but he recurs most of the cards in the deck.
I'm also testing Reshape which can provide a nice tutor and sac outlet.
Sun Titan is a card that I initially thought about using but he seemed too much live a goodstuff card, but thinking about it more, you are right that he brings back almost everything that I would need to recur. Reshape seems okay, but it is not the strongest artifact tutor and it is one of the harder ones to find due to Eggs in Modern, so it will probably be a card that I don't test until later on.
I'd think you'd want to squeeze a Mycosynth Lattice into the list since it + your Commander or Karn = 1 mana: destroy target land.
Spellskite is a good way to screw up targeted removal and sometimes gives you the opportunity to really mess with something like Uril, the Miststalker.
Also, if you do run any of your Infinite mana combos, you should probably run Staff of Domination.
Finally, you can run a lot of tutors for Artifacts in those colors, so I'd consider maybe adding a few.
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"Of course you should fight fire with fire. You should fight everything with fire."
—Jaya Ballard, task mage
redthirst is redthirst, fifth Horseman of the Apocalypse. He was the leader of the Fires of Salvation, the only clan I'm aware of to get modded off the forums so hard they made their own forums.
Degenerate? Sure. Loudmouth? You bet. Law abiding? No ****ing way.
I'd think you'd want to squeeze a Mycosynth Lattice into the list since it + your Commander or Karn = 1 mana: destroy target land.
I must have forgot to mention that perhaps the one thing my group hates even more than combo is land destruction. This is a very powerful interaction for a more competitive deck, but it is too much for my playgroup.
Spellskite is a good way to screw up targeted removal and sometimes gives you the opportunity to really mess with something like Uril, the Miststalker.
I don't have a ton of voltron in my meta, but I was thinking about Spellskite initially and then forgot about him when I made the list. Thanks for reminding me of him, I will add him to the potential cards.
Also, if you do run any of your Infinite mana combos, you should probably run Staff of Domination.
Finally, you can run a lot of tutors for Artifacts in those colors, so I'd consider maybe adding a few.
Yeah obviously Staff of Domination is nuts with infinite mana, but it is a card I could see running anyway since being able to untap things is one of the most powerful effects in a deck like this.
redthirst is redthirst, fifth Horseman of the Apocalypse. He was the leader of the Fires of Salvation, the only clan I'm aware of to get modded off the forums so hard they made their own forums.
Degenerate? Sure. Loudmouth? You bet. Law abiding? No ****ing way.
Oh ok. Transmute Artifact, Imperial Seal, and Grim Tutor are a bit outside of my price range. I have Demonic and Vampiric, but they are both being used by my Mimeoplasm deck right now. I guess it would probably be okay with my group to proxy cards that I already have in another deck. Diabolic is just a bit too costly / weak in my opinion. Paying 4 mana for a tutor makes it difficult to tutor and play something in the same turn. I prefer most of tutors to be at 1 or 2 mana, and maybe 3 for Fabricate.
Yes. The counters just won't matter unless you animate the artifact again.
Also, go ahead and run Arcum Daggson in the deck. There's no reason not to.
Most of my hesitation was just because of the stigma attached to him as a broken combo commander. I'm not planning on doing anything like that with him, but I'm worried merely casting him may make me a big target for the rest of the board.
Maybe, but generally people only do that if they see him in your command zone. It sets the wrong tone for the opening turns. I have a pretty well tuned blue wizards EDH deck that I run Memnarch and Azami in simply because they're powerful and in theme, but no one bats an eye over it since Venser is leading the charge.
Besides, you need an option if Sydri ends up tucked or stolen, and the two of them work together very well (and also, as previously mentioned, Cauldron of Souls).
Yes. The counters just won't matter unless you animate the artifact again.
Also, go ahead and run Arcum Daggson in the deck. There's no reason not to.
Seconding this. With him and youre general out, its pay one blue, tap daggson, sac any artifact, search for an artifact and place it into play. That is killer and makes my inner johnny weep with joy.
Does anybody have any ideas for win conditions for this deck that don't include two card combos? Some three card combos might be okay, as long as the general is not one of the pieces. Four cards and up should be fine, even if they do include Sydri. They just can't be too easy to assemble or else my playgroup will hate this deck. Beating down with big artifacts hasn't really worked that well since most of the artifacts I run tend to be in the 1-4 mana range, rather than 6+ so they often can't beat down for much damage. Also, a lot of them have tap abilities, so I would often rather use those than attack. It doesn't have to be a combo win, but I figured that is a strategy that Sydri tends to lend herself well to, so I figured it would be nice to include a couple. Cards like Voltaic Construct and Krark-Clan Ironworks have had to be cut from my deck because they just go infinite with too many things.
How has this deck worked out for you? I'm trying to make a Sydri deck myself. I'm trying to keep it light of creatures and use a large bit of mass removal and things like Tainted Aether since Sydri 'cheats' around things like that. I hate hate hate combos (synergies ok, not infinite combos).
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Sorry about any spelling mistakes, I'm typing on a phone most of the time.
How has this deck worked out for you? I'm trying to make a Sydri deck myself. I'm trying to keep it light of creatures and use a large bit of mass removal and things like Tainted Aether since Sydri 'cheats' around things like that. I hate hate hate combos (synergies ok, not infinite combos).
Yeah I am in basically the same boat with infinite combos. I am probably running too many creatures to make Tainted Aether a viable card in my build, but if it works well in your build, it seems awesome.
Making a lot of changes, and there will probably be more to come later. This deck is still very much in the development stages, so changes will probably be pretty frequent until I get a list that I am satisfied with.
I think the mana may need to be improved a bit since I've had a few instances where I needed more colored mana to cast Sydri and use her abilities. Adding Chromatic Lantern and / or Mycosynth Lattice should help with that, though I'm a little hesitant to add the Lattice because of the interaction of destroying people's lands with Sydri.
EDIT: What do you guys think about Masticore in this deck? The requirement to discard a card during your upkeep is annoying, but giving it deathtouch and lifelink turns it into a creature machine gun similar to Triskelion. This deck is hurting for card draw a bit right now so it might not be ideal, but I just though I would put the idea out there.
Anyone else playing Sydri? I played her in a few games tonight at my LGS and I've been continuing to notice the lack of a reliable win condition in a build that excludes combos. I got some of my big stuff like Spine of Ish Sah and Darksteel Forge going, but the got exiled long before I could take down a full table, and my Thopter Foundry + Sword of the Meek package was interrupted by an Elesh Norn, Grand Cenobite killing all of the Thopters as soon as they came into play. I'm starting to the combos are the only really viable way to win with a deck like this. It durdles an awful lot, but doesn't really end up doing very much to affect the game in a major way.
Trying these changes, not sure if all of them are good ones though:
Anyone else playing Sydri? I played her in a few games tonight at my LGS and I've been continuing to notice the lack of a reliable win condition in a build that excludes combos. I got some of my big stuff like Spine of Ish Sah and Darksteel Forge going, but the got exiled long before I could take down a full table, and my Thopter Foundry + Sword of the Meek package was interrupted by an Elesh Norn, Grand Cenobite killing all of the Thopters as soon as they came into play. I'm starting to the combos are the only really viable way to win with a deck like this. It durdles an awful lot, but doesn't really end up doing very much to affect the game in a major way.
I'm in the same boat as you. I recently built a Sydri deck and played a few games against my Intet deck and found that the deck just doesn't have an aggressive enough board presence. The problem is the deck relies on Sydri, who though cheap, gets bounced a lot, and even when you have her in play, it still takes time to set up any sort of play with here. My deck isn't really running combos, and it takes too long to fish around for all the cards that I need to make the deck have any board presence what so ever. I think the deck calls for a stronger balance between artifacts and creatures, so i boosted by creature count, but now I worry about the curve, since it's hard to ramp in these colors, and once again, it takes too long to set up the board state I need to start cheating creatures into play.
The deck tends to have explosive openings, like 3 mana turn 1, and then it keeps growing, but then I'm emptying my hand too early with cheap spells and I'm not finding any draw cards to big impact cards fast enough.
I have a Karn deck, and though I really like Sydri, I was afraid there would be too much similarity if I built an EDH deck around her. This list is really cool, though. I like the Cog theme, and having the chance to use Tezzeret is nice as well. Maybe I'll give it a try.
[CARD]
Tiskelavus[/CARD] could be another Triskelion for you, though not as powerful. Leonin Bladetrap is a pretty hilarious combat trick in this deck, too. Also, Goblin Cannon (this feels a little too mean, though.) Any of the Masticores work with deathtouch, too.
I like your playgroup. Mine has similar feelings towards land destruction and infinite/ lockdown combos. I really don't get why people build decks like that. If it were a tournament I would have no problem with "mean" strategies, but... okay, enough rant. Anyway, cool deck.
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I recently put this list together and played a few games with it. It has a lot of fun interactions, but I felt like it was a bit lacking in aspects like card draw, removal, and counterspells. I have a nice Trinket Mage / Artificer's Intuition / Salvaging Station package with plenty of 1 CMC artifacts. I already cut Pili-Pala and Voltaic Construct from the deck because my playgroup is very anti-combo and I know they would complain about 2 card combos even if they didn't come up very often. Sydri does lend herself very well to combo decks though, so I am open to trying some 3 card combos (not including the Commander since it's a card I almost always have access to).
And now, here is my current list, along with a list of cards which I have considered adding. Many of them are auto-includes once I get ahold of them, and others are cards that I'm not quite sure about. I will of course be making a lot of edits as I play more games with this deck, as well as adding to the strategy and such. I think the deck has potential, but it has a long way to go. I'm looking forward to hearing about other peoples' experiences with Sydri and seeing what suggestions people have for this deck!
Average CMC: 3.37
1 Sydri, Galvanic Genius
Card Draw (8)
1 Courier's Capsule
1 Memory Jar
1 Phyrexian Arena
1 Sensei's Divining Top
1 Skullclamp
1 Staff of Nin
1 Thirst for Knowledge
1 Vedalken Archmage
Counterspells (2)
1 Arcane Denial
1 Counterspell
Graveyard Hate (2)
1 Nihil Spellbomb
1 Tormod's Crypt
Mana Ramp (12)
1 Azorius Signet
1 Cloud Key
1 Darksteel Ingot
1 Dimir Signet
1 Etherium Sculptor
1 Gilded Lotus
1 Orzhov Signet
1 Semblance Anvil
1 Sol Ring
1 Talisman of Dominance
1 Talisman of Progress
1 Thran Dynamo
Recursion (4)
1 Myr Retriever
1 Open the Vaults
1 Salvaging Station
1 Sun Titan
1 Austere Command
1 Caltrops
1 Cyclonic Rift
1 Dispeller's Capsule
1 Duplicant
1 Executioner's Capsule
1 Nevinyrral's Disk
1 Spine of Ish Sah
1 Steel Hellkite
1 Supreme Verdict
1 Swords to Plowshares
1 Triskelion
Tutors (9)
1 Arcum Dagsson
1 Demonic Tutor
1 Enlightened Tutor
1 Expedition Map
1 Fabricate
1 Kuldotha Forgemaster
1 Planar Portal
1 Treasure Mage
1 Trinket Mage
Untap Effects (3)
1 Clock of Omens
1 Unwinding Clock
1 Voltaic Key
Utility (6)
1 Darksteel Forge
1 Karn, Silver Golem
1 Phyrexian Metamorph
1 Rings of Brighthearth
1 Torpor Orb
1 Trading Post
1 Sphinx of the Steel Wind
1 Sword of the Meek
1 Thopter Foundry
1 Wurmcoil Engine
Land (37)
1 Academy Ruins
1 Adarkar Wastes
1 Ancient Den
1 Arcane Sanctum
1 Bojuka Bog
1 Buried Ruin
1 Command Tower
1 Darksteel Citadel
1 Drowned Catacomb
1 Glacial Fortress
1 Godless Shrine
1 Hallowed Fountain
7 Island
1 Kor Haven
1 Phyrexia's Core
5 Plains
1 River of Tears
1 Seat of the Synod
1 Strip Mine
3 Swamp
1 Underground River
1 Urza's Mine
1 Urza's Power Plant
1 Urza's Tower
1 Vault of Whispers
1 Sydri, Galvanic Genius
Artifact (35)
1 Azorius Signet
1 Caltrops
1 Clock of Omens
1 Cloud Key
1 Courier's Capsule
1 Darksteel Forge
1 Darksteel Ingot
1 Dimir Signet
1 Dispeller's Capsule
1 Executioner's Capsule
1 Expedition Map
1 Gilded Lotus
1 Memory Jar
1 Nevinyrral's Disk
1 Nihil Spellbomb
1 Orzhov Signet
1 Planar Portal
1 Rings of Brighthearth
1 Salvaging Station
1 Semblance Anvil
1 Sensei's Divining Top
1 Sol Ring
1 Spine of Ish Sah
1 Staff of Nin
1 Sword of the Meek
1 Talisman of Dominance
1 Talisman of Progress
1 Thopter Foundry
1 Torpor Orb
1 Thran Dynamo
1 Tormod's Crypt
1 Trading Post
1 Unwinding Clock
1 Voltaic Key
1 Arcum Dagsson
1 Duplicant
1 Etherium Sculptor
1 Karn, Silver Golem
1 Kuldotha Forgemaster
1 Myr Retriever
1 Phyrexian Metamorph
1 Sphinx of the Steel Wind
1 Steel Hellkite
1 Sun Titan
1 Treasure Mage
1 Trinket Mage
1 Triskelion
1 Vedalken Archmage
1 Wurmcoil Engine
Enchantment (1)
1 Phyrexian Arena
Instant (6)
1 Arcane Denial
1 Counterspell
1 Cyclonic Rift
1 Enlightened Tutor
1 Swords to Plowshares
1 Thirst for Knowledge
Sorcery (5)
1 Austere Command
1 Demonic Tutor
1 Fabricate
1 Open the Vaults
1 Supreme Verdict
Land (37)
1 Academy Ruins
1 Adarkar Wastes
1 Ancient Den
1 Arcane Sanctum
1 Bojuka Bog
1 Buried Ruin
1 Command Tower
1 Darksteel Citadel
1 Drowned Catacomb
1 Glacial Fortress
1 Godless Shrine
1 Hallowed Fountain
7 Island
1 Kor Haven
1 Phyrexia's Core
5 Plains
1 River of Tears
1 Seat of the Synod
1 Strip Mine
3 Swamp
1 Underground River
1 Urza's Mine
1 Urza's Power Plant
1 Urza's Tower
1 Vault of Whispers
Potential Additions
1 Cauldron of Souls
1 Chromatic Lantern
1 Howling Mine
1 Oblivion Stone
1 Sculpting Steel
Creature (8)
1 Blightsteel Colossus
1 Disciple of the Vault
1 Grand Architect
1 Inkwell Leviathan
1 Master Transmuter
1 Masticore
1 Shimmer Myr
1 Spellskite
1 Copy Artifact
Instant (3)
1 Dispatch
1 Hinder
1 Spell Crumple
Planeswalker (2)
1 Tezzeret, Agent of Bolas
1 Tezzeret the Seeker
Sorcery (1)
1 Reshape
Land (4)
1 Ancient Tomb
1 Caves of Koilos
1 Isolated Chapel
1 Watery Grave
Change Log
Roar of Reclamation -> Sun Titan
Artificer's Intuition -> Planar Portal
Aether Spellbomb -> Duplicant
Solemn Simulacrum -> Skullclamp
Blinkmoth Urn -> Phyrexian Arena
Elixir of Immortality -> Swords to Plowshares
Temple of the False God -> Kor Haven
Junk Diver -> Sphinx of the Steel Wind
12/3/13
Crawlspace -> Courier's Capsule
Meekstone -> Arcum Dagsson
Mirrorworks -> Wurmcoil Engine
Burnished Hart -> Demonic Tutor
Plains -> Hallowed Fountain
Island -> River of Tears
Orzhov Guildgate -> Academy Ruins
11/27/13
Eye of Ugin -> Temple of the False God
Sun Titan -> Meekstone
Spell Crumple -> Supreme Verdict
Shimmer Myr -> Blinkmoth Urn
Grand Architect -> Memory Jar
Disciple of the Vault -> Torpor Orb
Skullclamp -> Mirrorworks
Sphinx of the Steel Wind -> Counterspell
Wurmcoil Engine -> Arcane Denial
Mana Vault -> Elixir of Immortality
11/24/13
Island -> Adarkar Wastes
Swamp -> Drowned Catacomb
Plains -> Orzhov Guildgate
Sharuum the Hegemon -> Phyrexian Metamorph
Myr Battlesphere -> Sun Titan
Dross Scorpion -> Vedalken Archmage
Basalt Monolith -> Rings of Brighthearth
Lightning Greaves -> Spell Crumple
Swiftfoot Boots -> Austere Command
Elixir of Immortality -> Expedition Map
Mirrorworks -> Staff of Nin
Krark-Clan Ironworks -> Fabricate
Potential Combos
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
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EDH:
GW: Selvala, Let us help YOU.
UB: Mirko Vosk, when outmatched cheat
BW: Vish Kal, The Arbiter of Reanimation
UG: Prime Speaker Zegana, the science of sorcery
RB: Malfegor, Traitor's Haven
UW: Daxos, Control-Fort-Tron
BG: Pharika, Goddess of Stax
RW: Gisela, Boros Control
RG: Ruric Thar, a Primal Surge deck
RU: Niv-Mizzet the Firemind, Spellslinger?!?!
B:(Pauper) Mikaeus the Unhallowed
R: Kurkesh, Onakke Ancient: The Power of Engineering
Yes I have Tezzeret the Seeker in my list of cards that I want to try out, but I didn't think of Tezzeret, Agent of Bolas. He actually work pretty well here, and might be a nice one to try out if I can get my hands on one. Thanks for the reply.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Another card I like is Sun Titan. It seems obvious or goodstuff-ish but he recurs most of the cards in the deck.
I'm also testing Reshape which can provide a nice tutor and sac outlet.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
Sun Titan is a card that I initially thought about using but he seemed too much live a goodstuff card, but thinking about it more, you are right that he brings back almost everything that I would need to recur. Reshape seems okay, but it is not the strongest artifact tutor and it is one of the harder ones to find due to Eggs in Modern, so it will probably be a card that I don't test until later on.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Spellskite is a good way to screw up targeted removal and sometimes gives you the opportunity to really mess with something like Uril, the Miststalker.
Also, if you do run any of your Infinite mana combos, you should probably run Staff of Domination.
Finally, you can run a lot of tutors for Artifacts in those colors, so I'd consider maybe adding a few.
—Jaya Ballard, task mage
I must have forgot to mention that perhaps the one thing my group hates even more than combo is land destruction. This is a very powerful interaction for a more competitive deck, but it is too much for my playgroup.
I don't have a ton of voltron in my meta, but I was thinking about Spellskite initially and then forgot about him when I made the list. Thanks for reminding me of him, I will add him to the potential cards.
Yeah obviously Staff of Domination is nuts with infinite mana, but it is a card I could see running anyway since being able to untap things is one of the most powerful effects in a deck like this.
What artifact tutors are referring to? I have Enlightened Tutor, Kuldotha Forgemaster and Fabricate listed. XeroxedFool mentioned Reshape as another potential option. The only others I can think of are conditional ones like Trinket Mage, Treasure Mage, etc, some of which I am already running.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Do they come back with a -1/-1 counter if they're no longer a creature? I assume they would, but that's sort of a weird interaction.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Reshape and Transmute Artifact are two good ones, but I was thinking more of the Black tutors that get anything: Vampiric Tutor, Demonic Tutor, Diabolic Tutor and possibly Imperial Seal and Grim Tutor if you just happen to have infinite monies or your group lets you proxy things you have no intention of ever getting.
—Jaya Ballard, task mage
Oh ok. Transmute Artifact, Imperial Seal, and Grim Tutor are a bit outside of my price range. I have Demonic and Vampiric, but they are both being used by my Mimeoplasm deck right now. I guess it would probably be okay with my group to proxy cards that I already have in another deck. Diabolic is just a bit too costly / weak in my opinion. Paying 4 mana for a tutor makes it difficult to tutor and play something in the same turn. I prefer most of tutors to be at 1 or 2 mana, and maybe 3 for Fabricate.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Yes. The counters just won't matter unless you animate the artifact again.
Also, go ahead and run Arcum Daggson in the deck. There's no reason not to.
Most of my hesitation was just because of the stigma attached to him as a broken combo commander. I'm not planning on doing anything like that with him, but I'm worried merely casting him may make me a big target for the rest of the board.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Besides, you need an option if Sydri ends up tucked or stolen, and the two of them work together very well (and also, as previously mentioned, Cauldron of Souls).
One card I love that is pretty nutty with all the Spellbombs (and other arrtifacts) is Vedalken Archmage.
And I'll second the Tezz 2.0 idea. He wins games. Nice deck!
Never knew that card existed. That is super nice. I need some more draw and that is an awesome way to do it.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Seconding this. With him and youre general out, its pay one blue, tap daggson, sac any artifact, search for an artifact and place it into play. That is killer and makes my inner johnny weep with joy.
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Gahiji, Token Politician
Rakdos, Lord of Riots; or a Dead Sprint to the Finish Line.
Zirilan of the Claw; or Dragon Toolbox of Hatred
Yeah I am in basically the same boat with infinite combos. I am probably running too many creatures to make Tainted Aether a viable card in my build, but if it works well in your build, it seems awesome.
Making a lot of changes, and there will probably be more to come later. This deck is still very much in the development stages, so changes will probably be pretty frequent until I get a list that I am satisfied with.
Island -> Adarkar Wastes
Swamp -> Drowned Catacomb
Plains -> Orzhov Guildgate
Sharuum the Hegemon -> Phyrexian Metamorph
Myr Battlesphere -> Sun Titan
Dross Scorpion -> Vedalken Archmage
Basalt Monolith -> Rings of Brighthearth
Lightning Greaves -> Spell Crumple
Swiftfoot Boots -> Austere Command
Elixir of Immortality -> Expedition Map
Mirrorworks -> Staff of Nin
Krark-Clan Ironworks -> Fabricate
I think the mana may need to be improved a bit since I've had a few instances where I needed more colored mana to cast Sydri and use her abilities. Adding Chromatic Lantern and / or Mycosynth Lattice should help with that, though I'm a little hesitant to add the Lattice because of the interaction of destroying people's lands with Sydri.
EDIT: What do you guys think about Masticore in this deck? The requirement to discard a card during your upkeep is annoying, but giving it deathtouch and lifelink turns it into a creature machine gun similar to Triskelion. This deck is hurting for card draw a bit right now so it might not be ideal, but I just though I would put the idea out there.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Trying these changes, not sure if all of them are good ones though:
Eye of Ugin -> Temple of the False God
Sun Titan -> Meekstone
Spell Crumple -> Supreme Verdict
Shimmer Myr -> Blinkmoth Urn
Grand Architect -> Memory Jar
Disciple of the Vault -> Torpor Orb
Skullclamp -> Mirrorworks
Sphinx of the Steel Wind -> Counterspell
Wurmcoil Engine -> Arcane Denial
Mana Vault -> Elixir of Immortality
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
I'm in the same boat as you. I recently built a Sydri deck and played a few games against my Intet deck and found that the deck just doesn't have an aggressive enough board presence. The problem is the deck relies on Sydri, who though cheap, gets bounced a lot, and even when you have her in play, it still takes time to set up any sort of play with here. My deck isn't really running combos, and it takes too long to fish around for all the cards that I need to make the deck have any board presence what so ever. I think the deck calls for a stronger balance between artifacts and creatures, so i boosted by creature count, but now I worry about the curve, since it's hard to ramp in these colors, and once again, it takes too long to set up the board state I need to start cheating creatures into play.
The deck tends to have explosive openings, like 3 mana turn 1, and then it keeps growing, but then I'm emptying my hand too early with cheap spells and I'm not finding any draw cards to big impact cards fast enough.
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
Mimic Vat with cards such as Sharuum, wurmcoil engine, sun titan + any strong creatures oponents may lose
Sweepers such as as scourglass, all is dust and Disk + darksteel forge may clear a path to an easy win.
BSmallpoxB
Edh
BSmallpoxB
Edh
[CARD]
Tiskelavus[/CARD] could be another Triskelion for you, though not as powerful. Leonin Bladetrap is a pretty hilarious combat trick in this deck, too. Also, Goblin Cannon (this feels a little too mean, though.) Any of the Masticores work with deathtouch, too.
I like your playgroup. Mine has similar feelings towards land destruction and infinite/ lockdown combos. I really don't get why people build decks like that. If it were a tournament I would have no problem with "mean" strategies, but... okay, enough rant. Anyway, cool deck.