Really, in edh, you can do both of these at the same time. Refuse their big X spell, then Cooperate it after Refuse resolves. For 7 mana, deal 15, and genesis wave yourself before your opponent's resolves. Sounds great to me, especially in, let's say, that spiffy new The Locust God.
Hopefully with some nifty new partner cards, as I would like that to be a recurring mechanic in these sets.
The only one here I'm iffy on is Dragons, as the deck doesn't really need much to get out of hand for casual play.
If ANY of these guesses are correct, I really hope it's the Esper Zombies, as it would be a smart move with all the white zombies they are printing right now without a tribal home in EDH.
Yes, it's a free effect at that point. Exert states the creature does not untap on your next untap step, but nowhere does it state you have to tap the creature. So ya, shove some Always Watching in a deck and have fun. And you can exert twice in the same turn if you use Combat Celebrant to get a second attack step.
I haven't been able to get any testing done with it yet, but I think it could do good things. I slanted it more towards aggro in the main, and you can board into a more mid-range style deck for when speed just won't get you there.
An easy way to fix this card would be: Instant and Sorcery cards in your graveyard have Flashback equal to it's mana cost.
Rtap: Until end of turn, opponents can't cast spells from their graveyards. You may cast instant and sorcery cards from Opponent's graveyards as though they were in your hand. If you do, exile those cards.
Yes, when Joiner Adept enters the battlefield, it's static ability starts to affect the lands you control. so it enters the battlefield, then the trigger on conjuring happens, so at that point, you can tap a forest for red mana and pay for it's triggered cost and get another adept token.
One question, why are you not running Vandalblast? With Mycosynth Lattice it destroys every permanent you don't control and ends the game, but is also great by itself. Would just seem like an auto-include to me, or am I missing something here?
Hey, for all you wondering how to deal with Copter, try out Aether Meltdown as a 3 of in the board. It shuts down any creature or vehicle you want, and it's not a dead card after that, because you can bounce it back to your hand on your combo turn for an extra draw. I find it's a great way to slow down aggro because it has flash. Wait for them to crew the copter, then flash it in on the copter, and you basically incapacitated 2 creatures that turn.
I haven't tested it too much yet, but the little I have, I very much like it's performance. Let me know what you think!
Well, I've been testing this list on x-mage for a few days, and I have it at a spot where I like it. I'm not a fan of having Hedron Archive at 4, it just feels too clunky to draw multiples too early, so I have it at 2 for now. Also, I've found that if you aren't going to play the 0-cost artifacts, you really need the Metalspinner's puzzleknot to help dig faster. You need to find 2 cost reducers as fast as possible.
Anyway, I think I've found a good starting sideboard plan to start with, and it's been working wonders for me. The idea is, side out hearlds and res for Saheeli and Metalworks, and bring in the 4th Familiar against any kind of control/midrange to hedge against cheap artifact hate and negate. This plan can be much more resilient if they board for res combo. aggro is already a decent match-up, so I would just add the 4th familiar and flames.
This is my own brew, and I just threw together a rough draft together here. The idea is to get the three Modules on the board together, and combo off in whatever way works best against a given deck. Make 5 tokens and use Westvale Abbey, or go wide by making a bunch of 2/2 servo tokens at the end of your opponent's turn, add counters to your Planeswalkers with Animation Module and throw out an Emrakul, or even throw some counters on a needle spires or wandering fumarole and beat down.
I'm particularly excited about Collective Effort for the deck. Make your entire swarm of servos grow and remove a blocker pre-combat, and even blow up an enchantment all at the cost of tapping a few servo tokens.
Anyway, I know the deck needs some work, and probably needs some sort of early defense to not just get run over, but I really liked the synergy going on here, how all the modules work with the other cards in the deck, and the many different ways you can go about winning the game.
Well, let me know what you think, and how you would improve the deck!
Pokemon lightning energy cards can be purchased for about 10 cents each, or I'm sure most of you have a few laying around somewhere. They are a more colorful alternative until the tokens are printed.
Talk about a must answer limited card. 4/6 if you take the counters, and by the time you cast him, you probably have at least 3 servo tokens/ artifact creatures you can leverage with. Seems great, though too slow for standard I would think. Also works great with the puzzleknot cycle!
Fabricate 3
Whenever an artifact you control is sent to the graveyard from the battlefield, Target opponent loses life equal to Marionette Master's power.
1/3
So, has anyone looked at the interaction between this and Reflector Mage? Esper control could be a thing. Bounce a creep with reflector mage, and Pick the Brain them all away? And Remand in Modern? I think this card could actually be a thing, even if only as sideboard tech.
Esper Zombies
Jund Dragons
Naya Beasts
Bant Humans
Hopefully with some nifty new partner cards, as I would like that to be a recurring mechanic in these sets.
The only one here I'm iffy on is Dragons, as the deck doesn't really need much to get out of hand for casual play.
If ANY of these guesses are correct, I really hope it's the Esper Zombies, as it would be a smart move with all the white zombies they are printing right now without a tribal home in EDH.
3 Combat Celebrant
4 Bloodrage Brawler
4 Glory-Bound Initiate
4 Honored Crop-Captain
3 bomat courier
3 Sin Prodder
Spells
2 Tormenting Voice
2 Insult / Injury
3 Consuming Fervor
3 Magma Spray
4 Fiery Temper
2 Throne of the God-Pharaoh
Lands
4 Inspiring Vantage
1 Hanweir Battlements
4 Aether Hub
2 Needle Spires
9 Mountain
3 Plains
2 Blessed Alliance
2 By Force
2 Declaration in Stone
3 Gideon, Ally of Zendikar
3 Glorybringer
3 Harsh Mentor
I haven't been able to get any testing done with it yet, but I think it could do good things. I slanted it more towards aggro in the main, and you can board into a more mid-range style deck for when speed just won't get you there.
Rtap: Until end of turn, opponents can't cast spells from their graveyards. You may cast instant and sorcery cards from Opponent's graveyards as though they were in your hand. If you do, exile those cards.
I haven't tested it too much yet, but the little I have, I very much like it's performance. Let me know what you think!
Anyway, I think I've found a good starting sideboard plan to start with, and it's been working wonders for me. The idea is, side out hearlds and res for Saheeli and Metalworks, and bring in the 4th Familiar against any kind of control/midrange to hedge against cheap artifact hate and negate. This plan can be much more resilient if they board for res combo. aggro is already a decent match-up, so I would just add the 4th familiar and flames.
anyway, this is the list:
4 Aetherflux Reservoir
2 Hedron Archive
4 Metalspinner's Puzzleknot
4 Prophetic Prism
Reducers 8
4 Foundry Inspector
4 Herald of Kozilek
Creatures 7
4 Glint-Nest Crane
3 Filigree Familiar
4 Anticipate
4 Paradoxical Outcome
Land 23
11 Island
3 Mountain
4 Aether Hub
4 Spirebluff Canal
1 Inventors' Fair
1 Filigree Familiar
4 Metalwork Colossus
4 Negate
3 Radiant Flames
3 Saheeli Rai
Well, That's the idea, take a look, see what you think, and test it out a bit!
I'm particularly excited about Collective Effort for the deck. Make your entire swarm of servos grow and remove a blocker pre-combat, and even blow up an enchantment all at the cost of tapping a few servo tokens.
Anyway, I know the deck needs some work, and probably needs some sort of early defense to not just get run over, but I really liked the synergy going on here, how all the modules work with the other cards in the deck, and the many different ways you can go about winning the game.
Well, let me know what you think, and how you would improve the deck!
1 Emrakul, the Promised End
Spells 10
4 Collective Effort
2 Fumigate
3 Revolutionary Rebuff
1 Warping Wail
Planeswalkers 10
2 Chandra, Torch of Defiance
1 Dovin Baan
2 Gideon, Ally of Zendikar
2 Nahiri, the Harbinger
3 Saheeli Rai
4 Animation Module
2 Deadlock Trap
4 Decoction Module
4 Fabrication Module
Lands 25
4 Aether Hub
1 Geier Reach Sanitarium
3 Inspiring Vantage
1 Inventor's Fair
3 Needle Spires
2 Plains
2 Port Town
3 Prairie Stream
2 Westvale Abbey
2 Spirebluff Canal
2 Wandering Fumarole
Fabricate 3
Whenever an artifact you control is sent to the graveyard from the battlefield, Target opponent loses life equal to Marionette Master's power.
1/3
https://www.youtube.com/watch?v=0IODgv-zRNM
Edit:Formatting, thanks Imovefasteronmyown