This is yet another one of my guides; this time it's to a pair of really boss creatures called Trinket Mage and Treasure Mage.
Why did you make this?
The average player looks at these two creatures with a little bit of suspicion. A large number of targets for both of these creatures are things that just don't help out (Panic Spellbomb isn't very good, nor is Aladin's Ring). But the simple fact is both of the Mages have excellent targets for just about every situation you'll find yourself in.
It's really easy to build around Trinket Mage (the Pauper Players can back me up on this), since no one is going to suspect your 1-drops. Also, you can include Artificer's Intuition to have a backup Trinket Mage if you need it.
Treasure Mage is a bit more difficult; His targets are largely finishers that you wouldn't want to draw every other turn, so packing your deck to the brim with them is just bad deck design. However, he's still worth using because he can fetch such powerful beaters.
Ok, but why not just link us to an advanced search for both of them?
Because I feel like being nice. Having a quick-reference list is wonderful, and I like helping out the community.
How many of these should I use?
For Trinket Mage you can get away with a dozen or more targets since you can cast some of those targets in the same turn, but Treasure Mage is more difficult. Treasure Mage can hit the table far faster than any of his fetch targets, making him a mid-game spell. For him, I recommend around 5 or 6, although you can include more if you'd like. Just be careful because you'll draw them when you can't cast them every so often.
What about XXXXX? Why didn't you list it?
Largely because this isn't meant to be a full-blown list, it's just a list of targets that are worth looking into. Listing the full 10 Spellbombs would just be a waste of space since most people only run Nihil Spellbomb (and the occasional Origin Spellbomb), and I've never seen someone use Aladin's Ring in EDH (especially not with Tower of Calamities being better than it).
What I like about this part of the list is how surprisingly versatile it is. 0-drops can be played the same turn you cast Trinket Mage, and some of them provide an immediate boost. The Moxen are if you need a quick ramp spell, the Artifact Lands are there if you want to ensure a land drop, Shield Sphere is a wonderful blocker, Orochi Hatchery is great later on when you can funnel out an army of tokens, Tormod's Crypt is there for when you need to get rid of someone's graveyard ASAP, and Paradise Mantle can turn Trinket Mage into a Bird. You also have LED and Lotus Bloom if needed, which turns Trinket Mage into a combo tutor.
And this is why Trinket Mage is amazingly powerful: You have everything you need to kill someone right here. From innocuous spells like Slagwurm Armor to game-breakers like Candelabra, to the ubiquitous Sensei's Top, you have the definition of Toolbox. Barring a select few cards, these cards are ones you wouldn't care about having in your opening hand.
And this list alone is why Treasure Mage is a boss. You have powerful options here, ranging from mana fixing to a game-ender to a super tutor. You also have Mindslaver.
And here you have a huge arsenal of finishers. There's a couple of utility toys here (Forge, Spine, Station), but for the most part this is where the game-enders are.
Too much tutoring on going Ted. I see how people could love their tutoring, our playgroup has toned down our tutoring. Most of us have less than 4 to 0.
Isn't that weird? Less tutors in a control game of magic.
Too much tutoring on going Ted. I see how people could love their tutoring, our playgroup has toned down our tutoring. Most of us have less than 4 to 0.
Isn't that weird? Less tutors in a control game of magic.
Not odd at all. Raw consistent draw is far better in control. Hell just running more answers is probably also better than most tutors.
In anything besides combo most tutors are generally inefficient in my experience.
Too much tutoring on going Ted. I see how people could love their tutoring, our playgroup has toned down our tutoring. Most of us have less than 4 to 0.
Isn't that weird? Less tutors in a control game of magic.
But the Trinket Mage chain I posted isn't just a tutor - it's an engine. Once it's set up, you can gain steady CA off of Riptide Laboratory, never miss a land drop, never have to worry about graveyard abuse, always have Skullclamp available, and already be prepared for the late game.
Quote from Jivanmukta »
In anything besides combo most tutors are generally inefficient in my experience.
All of the mana costs can be played in small increments, and there is definitely raw power there. It's a perfect engine to grease whenever you have a few mana and nothing great to do with it.
It's also great if you can find Salvaging Station with Treasure Mage after digging up a few baubles with Trinket+Riptide.
Amazing guide, Trinket mage is the best tutor in my deck and I find myself often Vedalken aethermageing for him just to sol ring turn four consistently.
You've been a ton of help on my toshiro deck, and now I find this. I'm building a deck based around Artificers intuition (fetched by Zur general) so this is a big help.
Amazing guide, Trinket mage is the best tutor in my deck and I find myself often Vedalken aethermageing for him just to sol ring turn four consistently.
I've always loved both Mages (particularly Treasure Mage but that's more because the full-art version is so cool). I wish I had more decks up and running right now that could make good use of them lol.
Possessed Portal for Treasure Mage CMC 7+, it's a game ender. Great post BTW. I always play Trinket Mage at least for the artifact land 'fetchability'.
I've updated both lists. Unfortunately, Treasure Mage only got 1 target with Theros and Trinket Mage's 2 new goodies aren't that good (Witches' Eye is a budget alternative to Top if needed, while Pyxis isn't that useful outside of exiling the top cards or if you have really good deck manipulation).
If running Salvaging Station, in addition to the spellbombs (Aether, Necrogen, Origin, Lifespark and Nihil being the better options, at least in my opinion), there is also Dispeller's Capsule and Executioner's Capsule, executioner's allowing you to wrath (expensively) at will, and dispeller's takes out a lot of nasty problems.
Also, a lot of people grab Sol Ring lategame, and nothing else. This seems foolish. In comparison, look at Explorer's Scope. This will ramp you more, and will get rid of lands from your deck. All it requires is that you swing. Not deal damage. Just attack. So, going at the guy with the fog bank is perfectly ok. Combined with Sensei's Divining top, it allows you to filter through the lands a lot faster.
This is yet another one of my guides; this time it's to a pair of really boss creatures called Trinket Mage and Treasure Mage.
Why did you make this?
The average player looks at these two creatures with a little bit of suspicion. A large number of targets for both of these creatures are things that just don't help out (Panic Spellbomb isn't very good, nor is Aladin's Ring). But the simple fact is both of the Mages have excellent targets for just about every situation you'll find yourself in.
It's really easy to build around Trinket Mage (the Pauper Players can back me up on this), since no one is going to suspect your 1-drops. Also, you can include Artificer's Intuition to have a backup Trinket Mage if you need it.
Treasure Mage is a bit more difficult; His targets are largely finishers that you wouldn't want to draw every other turn, so packing your deck to the brim with them is just bad deck design. However, he's still worth using because he can fetch such powerful beaters.
Ok, but why not just link us to an advanced search for both of them?
Because I feel like being nice. Having a quick-reference list is wonderful, and I like helping out the community.
How many of these should I use?
For Trinket Mage you can get away with a dozen or more targets since you can cast some of those targets in the same turn, but Treasure Mage is more difficult. Treasure Mage can hit the table far faster than any of his fetch targets, making him a mid-game spell. For him, I recommend around 5 or 6, although you can include more if you'd like. Just be careful because you'll draw them when you can't cast them every so often.
What about XXXXX? Why didn't you list it?
Largely because this isn't meant to be a full-blown list, it's just a list of targets that are worth looking into. Listing the full 10 Spellbombs would just be a waste of space since most people only run Nihil Spellbomb (and the occasional Origin Spellbomb), and I've never seen someone use Aladin's Ring in EDH (especially not with Tower of Calamities being better than it).
Anyway, here's the lists (sorted by CMC):
What I like about this part of the list is how surprisingly versatile it is. 0-drops can be played the same turn you cast Trinket Mage, and some of them provide an immediate boost. The Moxen are if you need a quick ramp spell, the Artifact Lands are there if you want to ensure a land drop, Shield Sphere is a wonderful blocker, Orochi Hatchery is great later on when you can funnel out an army of tokens, Tormod's Crypt is there for when you need to get rid of someone's graveyard ASAP, and Paradise Mantle can turn Trinket Mage into a Bird. You also have LED and Lotus Bloom if needed, which turns Trinket Mage into a combo tutor.
And this is why Trinket Mage is amazingly powerful: You have everything you need to kill someone right here. From innocuous spells like Slagwurm Armor to game-breakers like Candelabra, to the ubiquitous Sensei's Top, you have the definition of Toolbox. Barring a select few cards, these cards are ones you wouldn't care about having in your opening hand.
And this list alone is why Treasure Mage is a boss. You have powerful options here, ranging from mana fixing to a game-ender to a super tutor. You also have Mindslaver.
I hate Mindslaver.
And here you have a huge arsenal of finishers. There's a couple of utility toys here (Forge, Spine, Station), but for the most part this is where the game-enders are.
Driving Stick with Isochron Scepter.
Trinkets and Treasure: An Artificer's Toolbox.
Proc Drops: Playing with One Drops.
Deck Primer: Toshiro Umezawa
Hakim, Loreweaver
Autumn Willow
Yomiji, Who Bars the Way
Hanna, Ship's Navigator
Chromium
Skyfire Kirin
amazingly epic sig courtesy of DarkNightCavalier at Heroes of the Planes.
1) Trinket Mage -> Expedition Map
2) Expedition Map -> Academy Ruins
3) Academy Ruins -> Expedition Map
4) Expedition Map -> Riptide Laboratory
5) Riptide Laboratory -> Trinket Mage
After this chain of small interactions you are left with an Academy Ruins and a Riptide Laboratory in play, Trinket Mage back in your hand, and Expedition Map sitting in your graveyard until you want it again.
My favorite part of this chain is that each of the steps only takes a few mana, so you can pay for it over a few turns whenever you have extra mana.
The combination of Academy Ruins and Riptide Laboratory is a really nice setup for a late-game Treasure Mage strategy.
Mono Red's Strengths and Mono White's Strengths
Subtle, yet powerful. I do like.
Too much tutoring on going Ted. I see how people could love their tutoring, our playgroup has toned down our tutoring. Most of us have less than 4 to 0.
Isn't that weird? Less tutors in a control game of magic.
EDH
BWG Doran Suicide Tempo BWG
BUW Sharuum Midrange Control BUW
Not odd at all. Raw consistent draw is far better in control. Hell just running more answers is probably also better than most tutors.
In anything besides combo most tutors are generally inefficient in my experience.
But the Trinket Mage chain I posted isn't just a tutor - it's an engine. Once it's set up, you can gain steady CA off of Riptide Laboratory, never miss a land drop, never have to worry about graveyard abuse, always have Skullclamp available, and already be prepared for the late game.
All of the mana costs can be played in small increments, and there is definitely raw power there. It's a perfect engine to grease whenever you have a few mana and nothing great to do with it.
It's also great if you can find Salvaging Station with Treasure Mage after digging up a few baubles with Trinket+Riptide.
Mono Red's Strengths and Mono White's Strengths
Great list.
If you're not already running Drift of Phantasms, you probably should.
Mono Red's Strengths and Mono White's Strengths
yep running Drift of Phantasms as it searches for Ophidian eye (guess my general I dare you :p) as well as it haveing 16 targets besides the 2 mages.
Driving Stick with Isochron Scepter.
Trinkets and Treasure: An Artificer's Toolbox.
Proc Drops: Playing with One Drops.
Deck Primer: Toshiro Umezawa
I've always loved both Mages (particularly Treasure Mage but that's more because the full-art version is so cool). I wish I had more decks up and running right now that could make good use of them lol.
Whatever I build from my Box-o-EDH stuff
Legacy
Sneak and Show
UR Delver
Scapeshift Nic Fit
Modern
Merfolk
Driving Stick with Isochron Scepter.
Trinkets and Treasure: An Artificer's Toolbox.
Proc Drops: Playing with One Drops.
Deck Primer: Toshiro Umezawa
Driving Stick with Isochron Scepter.
Trinkets and Treasure: An Artificer's Toolbox.
Proc Drops: Playing with One Drops.
Deck Primer: Toshiro Umezawa
EDIT: Nevermind, I see it now. Well done!
Aether Spellbomb is likewise extremely powerful, as are many other spellbombs. Horizon Spellbomb for example.
Wayfarer's Bauble is also useful for a ramp option, and can be recurred via many ways.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
Also, a lot of people grab Sol Ring lategame, and nothing else. This seems foolish. In comparison, look at Explorer's Scope. This will ramp you more, and will get rid of lands from your deck. All it requires is that you swing. Not deal damage. Just attack. So, going at the guy with the fog bank is perfectly ok. Combined with Sensei's Divining top, it allows you to filter through the lands a lot faster.
That would be Tezzeret 1.0, who is arguably the best planeswalker in this format.