I will definitely keep that in mind about the mana doublers, if I find them being blown up before i get to take advantage of them I will swap them.
The wild pair is there to take advantage of my replaying of creatures and allows me to get specific ones eventho I didnt build around it much, there is a lot of p + t = 4 in the deck ect
Genesis chamber has no real goal outside of having creatures come into play often to trigger it + clamp fodder. the slot could go to anything that will draw me cards really. I feel the deck overall is lacking draw.
Oh, and agreed on your comparison to clone which is both easier to recur and is another creature.
Started out as something else, changed my mind.
Making a bant blink deck. Jenera doesn't serve much of a purpose outside of an alt win, she might swap for rubina however i like the 3cmc of jenara.
any input is appreciated !
Making an enchantress deck with Jenara at the helm. Using the enchantresses to draw cards and hopefully gain advantage and win with general damage, looking for help building an enchantress deck any input is appreciated
I wanted to make a deck that made a lot of use out of Salvaging Station its pretty good at recurring my capsules or things i might lose or discard to artificers intuition.
I have purposely left out a means to benefit from sculpting steel + sharuum as I rather like using him for his ability to put something into play from the yard with my discard outlets (compulsion, artificers intuition, demonic collusion)and dont want him to be just another combo piece.
For some time I had wanted to make a deck that included salvaging station as a form of card advantage and used trinket mage effectively to give me access to a large toolbox. this has become much more now that treasure mage exists!
I want to make a deck showcasing the both of them.
I was thinking in esper colours because that gives me acess to the capsules and spellbombs.
That's kind of the main parts I wanted to include, getting reusable creature, artifact/enchantment removal, and yard hate from the station. ways to untap it, copy it.
I was looking for a strategy to build on that, I was thinking about proliferate and maybe adding more walkers? venser liliana come to mind maybe elspeth?
Thopter foundry combo cause it works well with skullclamp and helps untap my station.
Was thinking Sharuum as the general
made a spot for crystal shard and took out skullclamp/spawning pit.
still want to add treasure mage.
and looking for critiques on any bad cards.
will be adding a section for card choices soon.
I am interested in adding a crystal shard but i dont have any ideas on what to remove!
so any help there will be appreciated.
I have thought about adding such cards, this deck started cause my old mono u list was based off trying to make a soft lock work around cards like mists of stagnation temporal distortion trade embarrgo and had heidar temporal adept and time elemental but it just didnt work out. i intentionally left out stasis because its too brutal. i could get a copy and leave it in the board and only use it sometimes but its definitely something that would cause groans at first and then maybe killed later.
I may look to add stax/tangle wire but those are both cards that were more in consideration for if i build arcuum with a heavy proliferate theme in it. however if the next set has as much proliferate as this one it might not happen.
Overall i dont want prison to be the theme of the deck. I know i use port and then ward of bones is worse but they just set restrictions whereas stax/tanglewire/stasis are all crippling and non interactive.
however you do have a good point with clique i should try to find a spot for her to deal with problem perms.
The wild pair is there to take advantage of my replaying of creatures and allows me to get specific ones eventho I didnt build around it much, there is a lot of p + t = 4 in the deck ect
Genesis chamber has no real goal outside of having creatures come into play often to trigger it + clamp fodder. the slot could go to anything that will draw me cards really. I feel the deck overall is lacking draw.
Oh, and agreed on your comparison to clone which is both easier to recur and is another creature.
Making a bant blink deck. Jenera doesn't serve much of a purpose outside of an alt win, she might swap for rubina however i like the 3cmc of jenara.
any input is appreciated !
1 Jenara, Asura of War
1 Privileged Position
1 Rhystic Study
1 Wild Pair
1 Equilibrium
1 Survival of the Fittest
1 Aura Shards
1 Sword to Plowshares
1 Path to Exile
1 Eladamri's Call
1 Ghostway
1 Bant Charm
1 Fact or Fiction
1 Chord of Calling
1 Green Sun's Zenith
1 Wargate
1 Idyllic Tutor
1 Life from the Loam
1 Tooth and Nail
1 Austere Command
1 Hallowed Burial
1 Rite of Replication
1 Bribery
1 Stonecloaker
1 Duplicant
1 Clone
1 Gilded Drake
1 Sunblast Angel
1 Acidic Slime
1 Woodfall Primus
1 Glen Elendra Archmage
1 Voidmage Husher
1 Mystic Snake
1 Draining Whelk
1 Karmic Guide
1 Reveillark
1 Mirror Entity
1 Body Double
1 Eternal Witness
1 Sun Titan
1 Mistmeadow Witch
1 Avenger of Zendikar
1 Trinket Mage
1 Primeval Titan
1 Wood Elves
1 Farhaven Elf
1 Solemn Simulacrum
1 Knight of the Reliquary
1 Fertilid
1 Spike Weaver
1 Forgotten Ancient
1 Oracle of Mul Daya
1 Elspeth, Knight-Errant
1 Sensei's Divining Top
1 Tawnos's Coffin
1 Skullclamp
1 Mimic Vat
1 Rings of Brighthearth
1 Cauldron of Souls
1 Crystal Shard
1 Scroll Rack
1 Misty Rainforest
1 Flooded Strand
1 Krosan Verge
1 Windswept Heath
1 Terramorphic Expanse
1 Evolving Wilds
1 Bant Panorama
1 Seaside Citadel
8 Forest
6 Plains
6 Island
1 Mystic Gate
1 Flooded Grove
1 Wooded Bastion
1 Oran-Rief, the Vastwood
1 Novijen, Heart of Progress
1 Tolaria West
1 Academy Ruins
1 Breeding Pool
1 Temple Garden
1 Hallowed Fountain
-spitting image + clone
tolaria west
expedition map+ dizzy spell/Trinket Mage
1 Jenara, Asura of War
1 Asceticism
1 Privileged Position
1 Greater Auramancy
1 Sterling Grove
1 Ancestral Mask
1 Sylvan Library
1 Back to Basics
1 Arcane Laboratory
1 Rule of Law
1 Enchanted Evening
1 Teferi's Care
1 Arenson's Aura
1 Rancor
1 Finest Hour
1 Aura Shards
1 Aura Fracture
1 Righteous Aura
1 Spirit Loop
1 Mirari's Wake
1 Mana Reflection
1 Sigil of the Empty Throne
1 Vanishing
1 Enchantress's Presence
10 Plains
10 Island
1 Misty Rainforest
1 Flooded Strand
1 Krosan Verge
1 Windswept Heath
1 Terramorphic Expanse
1 Evolving Wilds
1 Bant Panorama
1 Argothian Enchantress
1 Mesa Enchantress
1 Femeref Enchantress
1 Verduran Enchantress
1 Seedborn Muse
I have purposely left out a means to benefit from sculpting steel + sharuum as I rather like using him for his ability to put something into play from the yard with my discard outlets (compulsion, artificers intuition, demonic collusion)and dont want him to be just another combo piece.
1 Crucible of Worlds
1 Mycosynth Lattice
1 Meekstone
1 Thopter Foundry
1 Journeyer's Kite
1 Rings of Brighthearth
1 Dispeller's Capsule
1 Darksteel Forge
1 Voyager Staff
1 Oblivion Stone
1 Sword of the Meek
1 Skullclamp
1 Trinket Mage
1 Sol Ring
1 Mana Vault
1 Sensei's Divining Top
1 Expedition Map
1 Nihil Spellbomb
1 Origin Spellbomb
1 Elixir of Immortality
1 Salvaging Station
1 Sculpting Steel
1 Executioner's Capsule
Creatures
1 Sun Titan
1 Treasure Mage
1 Leonin Abunas
1 Dimir Infiltrator
1 Ethersworn Adjudicator
1 Reveillark
1 Mulldrifter
1 Solemn Simulacrum
1 Mistmeadow Witch
1 Vedalken Aethermage
1 Karmic Guide
1 Master Transmuter
1 Tezzeret the Seeker
1 Liliana Vess
1 Elspeth, Knight-Errant
1 Jace Beleren
1 Duplicant
1 Tezzeret, Agent of Bolas
1 Wrath of God
1 Damnation
1 Fabricate
1 Demonic Tutor
1 Austere Command
1 Recurring Insight
1 Demonic Collusion
1 Transmute Artifact
1 Compulsion
1 Artificer's Intuition
1 Honden of Seeing Winds
1 Phyrexian Arena
1 Swords to Plowshares
1 Muddle the Mixture
1 Shred Memory
1 Condemn
1 Spin into Myth
1 Capsize
1 Enlightened Tutor
1 Mistveil Plains
1 Academy Ruins
1 Godless Shrine
1 Hallowed Fountain
1 Tundra
1 Watery Grave
1 Terramorphic Expanse
1 Esper Panorama
1 Evolving Wilds
1 Flooded Strand
1 Polluted Delta
1 Marsh Flats
1 Thawing Glaciers
9 Island
4 Swamp
5 Plains
1 Dimir Aqueduct
1 Arcane Sanctum
1 Underground Sea
1 Scrubland
1 Orzhov Basilica
1 Volrath's Stronghold
1 Azorius Chancery
1 Sharuum the Hegemon
Some combo's that I am running
Thopter Foundry + Sword of the Meek 1/1 flying token 1 mana
Skullclamp + Salvaging Station + Origin Spellbomb 2 cards 2 mana
Sol Ring / Mana Vault + Salvaging Station + Thopter Foundry + skullclamp the only 'infinite' combo in the deck
Leonin Abunas + Mycosynth Lattice All my stuff has shroud
Darksteel Forge + Mycosynth Lattice All my stuff indestructible
tho he might not get u any friends
the dreamweaver costs too much to compete with him.
artificers intuition is a great idea.
steel hellkite is excellent, i only recently discovered him and he slipped my mind.
and Necrogen Mists" target="blank">Necrogen Mists
was recently thinking about making the same change myself
from savra to nath that is
I want to make a deck showcasing the both of them.
I was thinking in esper colours because that gives me acess to the capsules and spellbombs.
what i have so far :
1 Treasure Mage
1 Engineered Explosives
1 Nihil Spellbomb
1 Origin Spellbomb
1 Dispeller's Capsule
1 Skullclamp
1 Executioner's Capsule
1 Elixir of Immortality
1 Expedition Map
1 Chimeric Coils
1 Sol Ring
1 Mana Vault
1 Salvaging Station
1 Duplicant
1 Steel Hellkite
1 Spine of Ish Sah
1 Master Transmuter
1 Sculpting Steel
1 Mirrorworks
1 Rings of Brighthearth
1 Voltaic Key
1 Sword of the Meek
1 Thopter Foundry
1 Mistmeadow Witch
1 Fabricate
1 Demonic Tutor
1 Diabolic Tutor
1 Beseech the Queen
1 Enlightened Tutor
1 Scroll Rack
1 Drift of Phantasms
1 Perplex
1 Muddle the Mixture
1 Dimir Infiltrator
1 Tezzeret, the Seeker
1 Tezzeret, Agent of Bolas
I was looking for a strategy to build on that, I was thinking about proliferate and maybe adding more walkers? venser liliana come to mind maybe elspeth?
Thopter foundry combo cause it works well with skullclamp and helps untap my station.
Was thinking Sharuum as the general
still want to add treasure mage.
and looking for critiques on any bad cards.
will be adding a section for card choices soon.
so any help there will be appreciated.
I have thought about adding such cards, this deck started cause my old mono u list was based off trying to make a soft lock work around cards like mists of stagnation temporal distortion trade embarrgo and had heidar temporal adept and time elemental but it just didnt work out. i intentionally left out stasis because its too brutal. i could get a copy and leave it in the board and only use it sometimes but its definitely something that would cause groans at first and then maybe killed later.
I may look to add stax/tangle wire but those are both cards that were more in consideration for if i build arcuum with a heavy proliferate theme in it. however if the next set has as much proliferate as this one it might not happen.
Overall i dont want prison to be the theme of the deck. I know i use port and then ward of bones is worse but they just set restrictions whereas stax/tanglewire/stasis are all crippling and non interactive.
however you do have a good point with clique i should try to find a spot for her to deal with problem perms.