I like all the card cuts. I think the land cuts are not the correct lands i would cut colorless utilty or non blue shock lands instead. I like all your adds though im not sure there is not a better card than snapcaster mage obviously imperial seal but barring that i kind of like the idea of hurk's recall which is great with winter orb and your draw 7s and could even be used on yourself for mana and or combo peice protection lim duls vault is also an option if you want another budget tutor snapcaster mage is not horrible here but i would still probably play something else. Overall it looks very good in that you have trimmed out alot of your weakest and otehrwise uneeded cards for much better ones.
Awesome! I appreciate the input! I'll test these changes online while I wait for the cards to arrive. (Of course, I'll play Imperial Seal over Lim-Dul's Vault online.)
I took out the lands as are curve ends at 5, and with the amount of mana rocks that are ran, it shouldn't be too difficult to get the mana that is needed. Grand Architect/Pili-Pala are cut as they are too slow to produce inifinte mana, and are easy to remove. Took out PtE/Utter End as the former has a drawback of ramping our opponents and the latter is too high costed for removal. Intution only fetches out a select few artifacts, so it isn’t the best option to run. Saheeli Rai doesn’t necessarily fit in here as we don’t run many things to copy. Clock is cut to make room for other things, and isn’t necessary to effectively run Winter Orb.
Added in Pact/Denial for more low-cost counters. Imperial Seal/Intution/Tezzeret as more tutors. Toxic Deluge as another sweeper to help control the board. Gilded Lotus as another mana rock to produce through a Winter Orb. Future Sight to help dig through our deck, and also combos with SDT and Etherium Sculptor. Ad Nauseam is another effective draw spell, and with having a small curve, should be able to get enough cards in hand to be able to combo off.
How does work Skullclamp for you? I don't play it, because I didn't think that it wroth a slot with the low creature count.
Skullclamp is a must include, the only creatures you need are the thopters your commander produces. Breya lets you reliably have sources to skullclamp for easy cards whenever you need them.
So I had a fun/interesting game tonight. I was against Kynaios and Tiro, Tana/Tymna, and Meren.
K&T plays Thalia, Heretic Cathar and also has an Authority of the Consuls out. Tana/Tymna are next and because of Thalia, they can't combo off, so he just plays Kitchen Finks, Nantuko Husk, Chords for Blood Artist and passes.
I Reshape an Etherium Sculptor into Krark-Clan Ironworks, and I already have Nim Deathmantle out. I kill off Blood Artist and proceed to go infinite, killing Tana/Tymna and Meren. Can't kill K&T as Consuls keeps him at the same life. Instead, I go infinite life, let's say 10 million. He gains a bunch of life as well. I have a Fabricate in hand but nothing that will take care of Consuls. He plays Minds Aglow adding 1, so I add 10 and we draw 11. End of his turn, I draw off K&T and BINGO! Mystical Tutor. Upkeep I Tutor for Rift, overload it, then proceed to kill him.
I definitely feel like the noncreature version is tough especially in my local store. I've opted the token route but using creatures who fabricate and make thopters
I definitely feel like the noncreature version is tough especially in my local store. I've opted the token route but using creatures who fabricate and make thopters
I can definitely see it being a problem, especially playing against creature-based decks. Breya can provide a couple chump blockers, but with the amount of tutors that are here, you should either be able to find a wipe of sorts, or a combo piece before things get out of hand.
The write up for this deck is finished. Just need to add some exclusions to the list. Once that's done and thirty days have passed since Breya's release, I will apply for Primer status.
Excellent write up. I'm making a hybrid between this and the r/cEDH Breya eggs list.
A couple notes:
You have Ad Nauseam listed in the sorceries.
What are your thoughts on running Grand Architect without pili-pala? He works as a redundant piece with Nim Deathmantle since the thopter tokens are blue as well as Breya.
Excellent write up. I'm making a hybrid between this and the r/cEDH Breya eggs list.
A couple notes:
You have Ad Nauseam listed in the sorceries.
What are your thoughts on running Grand Architect without pili-pala? He works as a redundant piece with Nim Deathmantle since the thopter tokens are blue as well as Breya.
For some reason I keep thinking it's a sorcery. Thanks for pointing that out!
I never thought about running Grand Architect alone. Tapping Breya and her two Thopters for six mana still allows me to sac her and a Thopter and bring her back with Deathmantle, or flicker with Displacer. I'm gonna have to think on that for a bit. Any suggestions as far as a cut?
Guerte love the list so far looks super powerful but I have a question for you. In your Weakness tab you list creature based strategies, what would you change in this deck to adapt it more for a very heavy creature based meta?
Guerte love the list so far looks super powerful but I have a question for you. In your Weakness tab you list creature based strategies, what would you change in this deck to adapt it more for a very heavy creature based meta?
We hope to combo off before we have to worry about a mass of creatures coming for us.
In the event of unlucky draws, however, that's not the case. We can run more board wipes to help combat mass creature strategies. We can also run things like Silent Arbiter and Smoke to help slow things down a bit. I may end up finding a slot for Static Orb as well, as it will also help slow down attacking.
Etherium Sculptor really wasn't doing very much for the deck. The discount was negligible and often times unneeded. Future Sight was barely every played, and I feel like there are better ways to be able to go through your deck to get what is needed.
Dark Confidant will be a fine inclusion, as it will let us dig deeper into our decks at the cost of a little life. Our curve is low (and now a bit lower) so the loss of life won't hurt us badly. Lim Dul's Vault is the best way to dig through your deck and find what you need. It's cheaper to play than Future Sight, and can also set up the next few draws as well.
Guerte love the list so far looks super powerful but I have a question for you. In your Weakness tab you list creature based strategies, what would you change in this deck to adapt it more for a very heavy creature based meta?
We hope to combo off before we have to worry about a mass of creatures coming for us.
In the event of unlucky draws, however, that's not the case. We can run more board wipes to help combat mass creature strategies. We can also run things like Silent Arbiter and Smoke to help slow things down a bit. I may end up finding a slot for Static Orb as well, as it will also help slow down attacking.
I will have to try the Arbiter for sure and maybe even Static Orb to help hold off the beatdown decks I deal with all the time. Another question for you Guerte. I don't own all the fetches and OG dual lands what would you run in their place? Basics? I feel like the tap lands would slow down the deck to much if I just swapped them all one for one that way.
Guerte love the list so far looks super powerful but I have a question for you. In your Weakness tab you list creature based strategies, what would you change in this deck to adapt it more for a very heavy creature based meta?
We hope to combo off before we have to worry about a mass of creatures coming for us.
In the event of unlucky draws, however, that's not the case. We can run more board wipes to help combat mass creature strategies. We can also run things like Silent Arbiter and Smoke to help slow things down a bit. I may end up finding a slot for Static Orb as well, as it will also help slow down attacking.
I will have to try the Arbiter for sure and maybe even Static Orb to help hold off the beatdown decks I deal with all the time. Another question for you Guerte. I don't own all the fetches and OG dual lands what would you run in their place? Basics? I feel like the tap lands would slow down the deck to much if I just swapped them all one for one that way.
Basics would be fine. You could also do Check lands or even filter lands to make sure you still get the colors you need.
If you are willing to change your strategy a little bit, I've been using Era of Innovation and Consulate Surveillance to ward off attacks, once you have like 10 energy you can hold off quite a bit, and annoying things like Ruric Thar, the Unbowed I currently have been trying thin out some slots to deal with opposing players artifacts. I've been seeing a few cards that are bad against us and its key to be able to get rid of the problems when they occur. Specifically dealing with torpor orb and witchbane orb
If you are willing to change your strategy a little bit, I've been using Era of Innovation and Consulate Surveillance to ward off attacks, once you have like 10 energy you can hold off quite a bit, and annoying things like Ruric Thar, the Unbowed I currently have been trying thin out some slots to deal with opposing players artifacts. I've been seeing a few cards that are bad against us and its key to be able to get rid of the problems when they occur. Specifically dealing with torpor orb and witchbane orb
I feel like those cards would pollute the deck and cause it to be less consistent. The main strategy is to combo off as early as possible.
Its definitely worth the try, I find while I'm starting to assemble my combo pieces that those two cards can pull a lot of weight, I'm playing cheap artifacts and reducers so building up the energy to fog is easy, buys time until you get the tutor you need or draw the card you need to combo out. I personally do not have the LED/ Auriok Combo in my deck because I do not have those cards. I did include Aetherflux combos as well as few others, if it's not one combo, it's another. It really keeps opponents on there feet to because they aren't sure what combo could hit unless they are real magic junkies and know every combo.
Its definitely worth the try, I find while I'm starting to assemble my combo pieces that those two cards can pull a lot of weight, I'm playing cheap artifacts and reducers so building up the energy to fog is easy, buys time until you get the tutor you need or draw the card you need to combo out. I personally do not have the LED/ Auriok Combo in my deck because I do not have those cards. I did include Aetherflux combos as well as few others, if it's not one combo, it's another. It really keeps opponents on there feet to because they aren't sure what combo could hit unless they are real magic junkies and know every combo.
There's definitely nothing wrong with playing different cards. Everyone has their own play style. I personally prefer not to play those cards. I do appreciate your point of view so thank you for that.
Nice list might I suggest Meekstone for those seeking a bit more 'defence' vs creature decks, it doesn't help vs small creatures, but it costs 1, so easy searchable and can be returned also with Auriok's, etc... I always used that in Derevi and it was really a nice addition in that deck... (mind you it's not the same as this deck obviously). Crawlspace might also help if its more creature swarm decks you face...
Now I wished I didnt give Breya to my GF, cause I would have loved to test this list out... (even though I am missing quite a few additions, but have money to buy them if I really want to) ^^
That could definitely be an option. I'll have to keep a closer eye on my opponents' boards next time to see whether it is viable or not.
Ensnaring bridge should do fine against creature decks, since we actually can empty our hands pretty fast. And with aether revolt Neo trinket Mage, we can sereach it and ashnod's altar easily
Ensnaring bridge should do fine against creature decks, since we actually can empty our hands pretty fast. And with aether revolt Neo trinket Mage, we can sereach it and ashnod's altar easily
Bridge could be good in here. However, as easily as we can dump our hand, I like to have some way to refill it in case we aren't ready to combo off, so then it becomes counterintuitive to run Bridge. Meekstone would probably be the better option as we only need to replace one card instead of two, and anything that Meekstone doesn't stop, Breya should be able to chump easily.
After playing the deck, I’ve realized that going for the Displacer/Deathmantle + KCI combo is really clunky and mana intensive. We still want infinite combos to be the way to go, so I added the Worldgorger dragon combo back in, as well as Doomsday to help get the combo pieces faster. I’ve dropped the Signets in favor of Talismans so we don’t need to leave mana open to use them. Notion Thief + Winds of Change or any other Wheel effect will empty out everyone else’s hands and help us dig even deeper for our combo or some sort of protection. Angel of Glory’s Rise was brought in to make a better Intuition pile if you have a reanimation spell in hand (bin Angel, Salvagers, and Trinket Mage in order to combo off). Lowered the curve significantly so Dark Confidant and Ad Nauseam doesn’t hurt as much.
Last night I played a game on MTGO vs Jeleva, Rashmi, and 5c no rare deck. Jeleva was in the process of comboing out. He played Time Spiral and I was able to draw Dark Ritual and Necromancy off of it. He cast Windfall, retained priority, and flashed in Notion Thief. Thankfully, I had Breya out with enough mana out to kill Thief and Necromancy it back. He scooped after that.
Took out some more fluff to make room for LabMan combo and friends. Izzet Charm and Thirst for Knowledge digs us deeper into our deck, and can bin Worldgorger if we end up with him in our hand. Necromancy can let us combo off at end of turn if the need/opportunity arises. Pull from Eternity is really useful if one of our combo pieces happens to get exiled, or can be used in conjunction with Tainted Pact so we can flip past a combo piece and then bin it afterwards.
Maybe I should cut Exotic Orchard and Sacred Foundry instead of City of Brass and Mana Confluence?
Instead of Snapcaster Mage, maybe run Lim-Dul's Vault in it's place until I can afford Imperial Seal? Then it's an easy and pretty equal switch.
[EDH Non-Primers] Newzuri | Breya
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
Awesome! I appreciate the input! I'll test these changes online while I wait for the cards to arrive. (Of course, I'll play Imperial Seal over Lim-Dul's Vault online.)
[EDH Non-Primers] Newzuri | Breya
OUT:
IN:
I took out the lands as are curve ends at 5, and with the amount of mana rocks that are ran, it shouldn't be too difficult to get the mana that is needed. Grand Architect/Pili-Pala are cut as they are too slow to produce inifinte mana, and are easy to remove. Took out PtE/Utter End as the former has a drawback of ramping our opponents and the latter is too high costed for removal. Intution only fetches out a select few artifacts, so it isn’t the best option to run. Saheeli Rai doesn’t necessarily fit in here as we don’t run many things to copy. Clock is cut to make room for other things, and isn’t necessary to effectively run Winter Orb.
Added in Pact/Denial for more low-cost counters. Imperial Seal/Intution/Tezzeret as more tutors. Toxic Deluge as another sweeper to help control the board. Gilded Lotus as another mana rock to produce through a Winter Orb. Future Sight to help dig through our deck, and also combos with SDT and Etherium Sculptor. Ad Nauseam is another effective draw spell, and with having a small curve, should be able to get enough cards in hand to be able to combo off.
[EDH Non-Primers] Newzuri | Breya
Skullclamp is a must include, the only creatures you need are the thopters your commander produces. Breya lets you reliably have sources to skullclamp for easy cards whenever you need them.
~Modern~
BGURWhiteless Death's ShadowRUGB
GWRUSaheeli BlinkURWG
RGBUGood Ole' DredgeUBGR
~Commander~
URWNarset, Enlightened Time-TravelerWRU
UBRWBreya, Etherium ArchitectWRBU
A Prolific Loser To Blood Moon
MantisRider is correct. Breya gives you all the bodies you need. You can even equip her and sac her to herself.
[EDH Non-Primers] Newzuri | Breya
K&T plays Thalia, Heretic Cathar and also has an Authority of the Consuls out. Tana/Tymna are next and because of Thalia, they can't combo off, so he just plays Kitchen Finks, Nantuko Husk, Chords for Blood Artist and passes.
I Reshape an Etherium Sculptor into Krark-Clan Ironworks, and I already have Nim Deathmantle out. I kill off Blood Artist and proceed to go infinite, killing Tana/Tymna and Meren. Can't kill K&T as Consuls keeps him at the same life. Instead, I go infinite life, let's say 10 million. He gains a bunch of life as well. I have a Fabricate in hand but nothing that will take care of Consuls. He plays Minds Aglow adding 1, so I add 10 and we draw 11. End of his turn, I draw off K&T and BINGO! Mystical Tutor. Upkeep I Tutor for Rift, overload it, then proceed to kill him.
[EDH Non-Primers] Newzuri | Breya
I can definitely see it being a problem, especially playing against creature-based decks. Breya can provide a couple chump blockers, but with the amount of tutors that are here, you should either be able to find a wipe of sorts, or a combo piece before things get out of hand.
[EDH Non-Primers] Newzuri | Breya
[EDH Non-Primers] Newzuri | Breya
A couple notes:
You have Ad Nauseam listed in the sorceries.
What are your thoughts on running Grand Architect without pili-pala? He works as a redundant piece with Nim Deathmantle since the thopter tokens are blue as well as Breya.
For some reason I keep thinking it's a sorcery. Thanks for pointing that out!
I never thought about running Grand Architect alone. Tapping Breya and her two Thopters for six mana still allows me to sac her and a Thopter and bring her back with Deathmantle, or flicker with Displacer. I'm gonna have to think on that for a bit. Any suggestions as far as a cut?
To me, the weakest cards in the list are Etherium Sculptor and Future Sight.
[EDH Non-Primers] Newzuri | Breya
We hope to combo off before we have to worry about a mass of creatures coming for us.
In the event of unlucky draws, however, that's not the case. We can run more board wipes to help combat mass creature strategies. We can also run things like Silent Arbiter and Smoke to help slow things down a bit. I may end up finding a slot for Static Orb as well, as it will also help slow down attacking.
[EDH Non-Primers] Newzuri | Breya
A slight update for everyone:
OUT:
Etherium Sculptor
Future Sight
IN:
Dark Confidant
Lim-Dul's Vault
Etherium Sculptor really wasn't doing very much for the deck. The discount was negligible and often times unneeded. Future Sight was barely every played, and I feel like there are better ways to be able to go through your deck to get what is needed.
Dark Confidant will be a fine inclusion, as it will let us dig deeper into our decks at the cost of a little life. Our curve is low (and now a bit lower) so the loss of life won't hurt us badly. Lim Dul's Vault is the best way to dig through your deck and find what you need. It's cheaper to play than Future Sight, and can also set up the next few draws as well.
[EDH Non-Primers] Newzuri | Breya
I will have to try the Arbiter for sure and maybe even Static Orb to help hold off the beatdown decks I deal with all the time. Another question for you Guerte. I don't own all the fetches and OG dual lands what would you run in their place? Basics? I feel like the tap lands would slow down the deck to much if I just swapped them all one for one that way.
Basics would be fine. You could also do Check lands or even filter lands to make sure you still get the colors you need.
[EDH Non-Primers] Newzuri | Breya
I feel like those cards would pollute the deck and cause it to be less consistent. The main strategy is to combo off as early as possible.
[EDH Non-Primers] Newzuri | Breya
There's definitely nothing wrong with playing different cards. Everyone has their own play style. I personally prefer not to play those cards. I do appreciate your point of view so thank you for that.
That could definitely be an option. I'll have to keep a closer eye on my opponents' boards next time to see whether it is viable or not.
[EDH Non-Primers] Newzuri | Breya
Bridge could be good in here. However, as easily as we can dump our hand, I like to have some way to refill it in case we aren't ready to combo off, so then it becomes counterintuitive to run Bridge. Meekstone would probably be the better option as we only need to replace one card instead of two, and anything that Meekstone doesn't stop, Breya should be able to chump easily.
[EDH Non-Primers] Newzuri | Breya
OUT:
Academy Ruins
Arcane Denial
Azorius Signet
Basalt Monolith
Chromatic Lantern
Daretti, Scrap Savant
Dimir Signet
Eldrazi Displacer
Fabricate
Fact or Fiction
Gilded Lotus
Goblin Welder
Inventors' Fair
Izzet Signet
Krark-Clan Ironworks
Mox Opal
Muddle the Mixture
Nim Deathmantle
Reshape
Rings of Brighthearth
Scrap Mastery
Seat of the Synod
Skullclamp
Tezzeret the Seeker
Thirst for Knowledge
Trading Post
Transmute Artifact
Vindicate
Winter Orb
IN:
Ancient Tomb
Angel of Glory's Rise
Animate Dead
Buried Alive
Cabal Ritual
Chain of Vapor
Dance of the Dead
Tainted Pact
Dark Ritual
Dispel
Doomsday
Entomb
Grand Abolisher
Impulse
Jace, Vryn's Prodigy
Merchant Scroll
Mystic Remora
Notion Thief
Reanimate
Recruiter of the Guard
Snapcaster Mage
Tainted Pact
Talisman of Dominance
Talisman of Progress
Talisman of Indulgence
Thought Scour
Wear / Tear
Urborg, Tomb of Yawgmoth
Winds of Change
Worldgorger Dragon
After playing the deck, I’ve realized that going for the Displacer/Deathmantle + KCI combo is really clunky and mana intensive. We still want infinite combos to be the way to go, so I added the Worldgorger dragon combo back in, as well as Doomsday to help get the combo pieces faster. I’ve dropped the Signets in favor of Talismans so we don’t need to leave mana open to use them. Notion Thief + Winds of Change or any other Wheel effect will empty out everyone else’s hands and help us dig even deeper for our combo or some sort of protection. Angel of Glory’s Rise was brought in to make a better Intuition pile if you have a reanimation spell in hand (bin Angel, Salvagers, and Trinket Mage in order to combo off). Lowered the curve significantly so Dark Confidant and Ad Nauseam doesn’t hurt as much.
[EDH Non-Primers] Newzuri | Breya
========================================
1/5/17:
OUT:
Angel of Glory's Rise
Anguished Unmaking
Chaos Warp
Counterspell
Grim Monolith
Impulse
Lim-Dul's Vault
Negate
Recruiter of the Guard
Vandalblast
Winds of Change
IN:
Frantic Search
Gitaxian Probe
Izzet Charm
Laboratory Maniac
Mental Misstep
Mox Opal
Necromancy
Night's Whisper
Pull from Eternity
Silence
Thirst for Knowledge
Took out some more fluff to make room for LabMan combo and friends. Izzet Charm and Thirst for Knowledge digs us deeper into our deck, and can bin Worldgorger if we end up with him in our hand. Necromancy can let us combo off at end of turn if the need/opportunity arises. Pull from Eternity is really useful if one of our combo pieces happens to get exiled, or can be used in conjunction with Tainted Pact so we can flip past a combo piece and then bin it afterwards.
[EDH Non-Primers] Newzuri | Breya