I dunno, depends on what the other artifacts are. If they have a high curve, then they may not help Mox Opal come online when it's most relevent in the early game. To up your artifact count, you may replace a plains and an island with Ancient Den and Seat of the Synod, or perhaps add a Fieldmist Borderpost if your manabase allows it. 25 seems to be a decent number to support the Mox as long as the curve also supports it. If you have a bunch of 5cc artifacts, its less good than if your artifacts are all 0-3 mana.
Many of the artifacts are mana rocks, like signets, and cheap equipment, like the sword cycle. I was just worried that I didn't have enough artifacts in general to even HOPE to get metalcraft.
On a related note, what should I cut for Opal? Should I just be running it instead of a land?
You realize that Mox Opal is also an artifact, and that you then only need 2 other artifacts, yes?
I do realize this, I just worried about drawing it early game and having it be a dead card as I was unsure how many artifacts would let me consistently turn it on. Thank you for the advice!
Hi everyone! So, I run a fairly degenerate Narset list. I've been trying to add more fast mana to it recently and I realize I happened to own a Mox Opal! (Sorry can't remember how to link cards) I'm reluctant to add it to my list though because I run about 25 artifacts and am unsure how reliably I can obtain metalcraft. I was wondering if anyone knew if Mox Opal was any good, and if anyone knew the amount of artifacts one needed to run in order to reliably turn it on. Thank you!
So I'm thinking of building Marath for my next commander. However, I'm kind of lost when it comes to what direction to take it. I want the deck to be focused on using Marath to his full potential, but I'm not sure if I should focus on tokens, +1/+1 counters, machine-gunning people, or what? I'm open to all ideas and would love some community feedback! Thanks everyone!
I've been running running dralnu for about a month now and while, yes, in duels he pretty much just locks the opponent down, in multiplayer he's still pretty strong. It's about knowing when to cast him. Just don't cast him unless you can protect him/sac him quick.
Opened three Thoughtseizes throughout the course of Theros block and didn't understand that they were excellent trade bait, ultimately trading them for utter crap. Needless to say when I opened a fourth I held on to it.
Hi Spell_slinger , could you tell us where we can find your deck or you can post it here. I would like to take some referents for my deck.
Another thing is , your deck is for a multiplayer parties or 1 vs 1?
Unfortunately I haven't gotten around to putting a deck list up but I would reccomend looking up the riku primer on this site if you're looking to build riku. It really helped give me a good base to build off of. And yes my deck is for multiplayer.
0 Draw spells, Spirit of the Labyrinth and dredgers in Karador, Ghost Chieftain. Lol, I can't really help you, because I have zero draw sources in my deck, instead opting to fill my graveyard as a source of card advantage.
For EDH, I am not a huge fan of one shot effects. I prefer constant sources of card advantage. I would be playing Soul of the Harvest. Jace Beleren, Prime Speaker Zegana... what kind of deck are you piloting? Would Greater Good be playable? If you need a mana sink, something like Azure Mage is good.
Greater Good is actually a card I'd love to run but has been quite hard to find. However I never considered running soul of the harvest...but at the same time that non-token clause would be a hinderance. In terms of how the deck is piloted, well, it's a pretty standard riku deck, abusing ETB effects and huge X spells like genesis wave
Thanks for all the suggestions everyone. I only run about 37 lands with a ton of ramp, the problem becomes drawing that ramp which never seems to happen. The feeling I'm getting from a lot of you is I should be running some more cheap, cantripping creature and cheap draw, backed up by tutors. The problem is I always have trouble deciding what to cut. Which is more valuable, smaller utility creatures, or midrange threats to keep the more aggressive players in check?
Also just for the record I've been playing the deck for a few months now, which is what made me realize how poor it's card draw actually is.
Many of the artifacts are mana rocks, like signets, and cheap equipment, like the sword cycle. I was just worried that I didn't have enough artifacts in general to even HOPE to get metalcraft.
On a related note, what should I cut for Opal? Should I just be running it instead of a land?
I do realize this, I just worried about drawing it early game and having it be a dead card as I was unsure how many artifacts would let me consistently turn it on. Thank you for the advice!
Unfortunately I haven't gotten around to putting a deck list up but I would reccomend looking up the riku primer on this site if you're looking to build riku. It really helped give me a good base to build off of. And yes my deck is for multiplayer.
Greater Good is actually a card I'd love to run but has been quite hard to find. However I never considered running soul of the harvest...but at the same time that non-token clause would be a hinderance. In terms of how the deck is piloted, well, it's a pretty standard riku deck, abusing ETB effects and huge X spells like genesis wave
Also just for the record I've been playing the deck for a few months now, which is what made me realize how poor it's card draw actually is.