One card that has saved me many a board wipe is Hurkyl's Recall Cheap way to save most your artifacts from board clearing effects. Situational but fun.
Ok so I'm looking to make an EDH deck that hopes to take advantage of the fact that changelings Moonglove Changeling can benefit from lords Scion of Oona. I am looking for some input on balance between lords and changelings.
The group I play with is pretty casual and we are out for good fun card synergy!
As far as lands go I have a good mana base from a Horde of Notions edh deck that I will be using.
I know there are tons of awesome power cards that would love this deck but my group tries to stay in the spirit of the deck instead of how can this crush (ie. please no Sensei's Divining Top)
see p 42 for a good deck with big guys and lots of synergy!
From knowledge of the esper builds there are a few things you want to keep in mind
- Acceleration is a must. Mind StoneEtherium Sculptor
- Card Draw is very nice. and Merfolk Looter doesn't do as much as you want, I use Esperzoa and "ElseWhere Flask"
-You need to survive the first few turns. Scourglass
-AHHH more lands, this needs to hit its first 5 land drops as it is, Lands up to 23 at least.
-Pick one (maybe 2) fattie to use as your win condition Magister Sphinx is the fastest.
-Master of Etherium is rediculous
-Makeshift Mannequin is hit and miss with me.
It seems like your deck relys on the discard fattie + mannequin but that engine has been iffy with my playing.
oh and Supine11, yes transmuter puts artifacts back to your hand without targeting, so you can even pick up leviathan. Cast manequin end of opponents turn, untap activate transmuter pick up, Mannequin counter disappears because you put a "new" transmuter into play
Now that the color has changed a bit any recommendations for changes to the mana base? or recommendations is general for hashing out the mana base? I'm horrible at getting it right.
Ok, So I have been playing my Elixir-Transmuter Deck and have been having some issues, specifically getting the deck to be consistent. I have a few budget issues. (commons or uncommons for additions)
To start with I don't have wraths so the scourglass will have to do.
I am getting 4 Condemn soon but arg what to drop?
I have Tidehollow Scullers but I didnt like how they played
I do not have an Ethersworn Adjudicator
The Scarscale Ritual is just a filler, getting Mulldrifters eventually.
1. If i were to get 3 Jace Beleren What should I replace?
2. Should I sideboard some of my big guys?
3. What about the Makeshift Manequin? I found that if Im playing heavy control that I need something more to get the cards out of my graveyard.
4. Any general guidance?
I think you might run into some problems with the aggro version. This deck is slow! It needs some protection to get rolling. I also see issues with having the multiple biggies. (ie, inkwell leviathan) You dont want those cards till turn 4 at least and the Sphinx Summoner should be able to pull the one you want. And sitting with an opening hand with 3 of those big spenders = immediate mulligan.
The problem that I see is that you are almost trying for 2 things.
Master of etherium to help your artifacts beat on the opponent.
and get the Master Transmuter + Thousand-Year Elixir engine running. For example if you have the cards to go aggro, you dont have the cards to use the engine, and i think the majority of the time you will get a mix of each. Which would could be detrimental.
I'm always leery about trying two tactics together. I think if you want to aggro this you maybe want to remove the Thousand-Year Elixir. It seems that there is no time for it.
Every time I play the Master Transmuter she is just a removal magnet and not having anything to protect (negate) it is a bit scary.
So I am tweaking my deck with advice from you guys and was wondering how you felt about Scarscale Ritual as a draw card. The B or U is easy to get and with all the bouncing from the Transmuter the -1/-1 counter is a negligible threat.
So I don't have to play an artifact? Why can choose to do the first part and not the second? Does the Colon signify that? Would it change if it were a comma or a semi-colon? Master Transmuter
And thank you so much Gorgias and Ameister818. And to whoever continues to contribute.
I would be correct in saying that the abilities of the creatures and artifacts happen independantly of the card itself. Destruction oof the card does not stop the activation of the ability?
Follow up question. Is there an issue with the target of my Thousand-Year Elixir targeting the first transmuter not the second that is now in play?
I was under the impression that the targeting would change because the Master Transmuter is treated like a different card after it bounces to and from my hand.
Hope the question is clear.
And can I get another verification on the ruling? (the more the merrier)
Im having issues cutting any of the lords
I'm also going to cut the Kangee, Aerie Keeper but i think Higure, the Still wind could be fun.
+1 Gemhide Sliver
-Kangee, Aerie Keeper
Any thoughts on the changes?
I like the idea of adding
Coalition Relic and Darksteel Ingot but need help cutting!
The group I play with is pretty casual and we are out for good fun card synergy!
As far as lands go I have a good mana base from a Horde of Notions edh deck that I will be using.
I know there are tons of awesome power cards that would love this deck but my group tries to stay in the spirit of the deck instead of how can this crush (ie. please no Sensei's Divining Top)
Any input is greatly appreciated.
1 Reaper King
Lords
2 Greatbow Doyen
3 Kinsbaile Cavalier
4 Imperious Perfect
5 Incandescent Soulstoke
6 Scion of Oona
7 Sunrise Sovereign
8 Timber Protector
9 Sliver Legion
10 Undead Warchief
11 Lovisa Coldeyes
12 Higure, the Still Wind
13 Sachi, Daughter of Seshiro
14 Seshiro the Anointed
15 Lord of the Undead
16 Gemhide Sliver
17 Eladamri, Lord of Leaves
18 Death Baron
19 Joraga Warcaller
20 Knight Exemplar
21 Ezuri, Renegade Leader
22 Crucible of Fire
23 Mistform Warchief
24 Daru Warchief
25 Goblin Warchief
26 Krosan Warchief
Changeling/Scarecrow Tricks
27 Blades of Velis Vel
28 Crib Swap
29 Shields of Velis Vel
30 Wings of Velis Vel
31 Mimic Vat
32 Runed Stalactite
33 Horde of Notions
34 Scarecrone
35 Leaf-Crowned Elder
36 Mana Echoes
Draw/Search
37 Homing Sliver
38 Cateran Summons
39 Distant Melody
40 Conspiracy
41 Mystical Tutor
Mass Removal
42 Harsh Mercy
Changelings
43 Chameleon Colossus
44 Changeling Sentinel
45 Game-Trail Changeling
46 Moonglove Changeling
47 Mothdust Changeling
48 Taurean Mauler
49 War-Spike Changeling
50 Amoeboid Changeling
51 Cairn Wanderer
52 Changeling Berserker
53 Changeling Hero
54 Changeling Titan
55 Ghostly Changeling
56 Woodland Changeling
57 Skeletal Changeling
58 Shapesharer
59 Mirror Entity
60 Clone
61 Fire-Belly Changeling
62 Mistform Ultimus
63 -99 lands
100 Mutavault
-Captain of the Watch
-Sunrise Sovereign
-Sosuke, Son of Seshiro
-Aven Brigadier
-Zuberi, Golden Feather
-Cemetery Reaper
-Conflux
-Capivating Vampire
-Mistform Wakecaster
-Moblilization
+Scarecrone
+Horde of Notions
+Mimic Vat
+Mistmeadow Witch
+Equilibrium
+Mistform Ultimus
+Runed Stalactite
+Mistform Warchief
+Harsh Mercy
+Leaf-Crowned Elder
Fires of Yavimaya ruled the standard world when it was out. Way to powerful of an effect.
http://forums.mtgsalvation.com/showthread.php?t=149236
see p 42 for a good deck with big guys and lots of synergy!
From knowledge of the esper builds there are a few things you want to keep in mind
- Acceleration is a must. Mind Stone Etherium Sculptor
- Card Draw is very nice. and Merfolk Looter doesn't do as much as you want, I use Esperzoa and "ElseWhere Flask"
-You need to survive the first few turns. Scourglass
-AHHH more lands, this needs to hit its first 5 land drops as it is, Lands up to 23 at least.
-Pick one (maybe 2) fattie to use as your win condition Magister Sphinx is the fastest.
-Master of Etherium is rediculous
-Makeshift Mannequin is hit and miss with me.
It seems like your deck relys on the discard fattie + mannequin but that engine has been iffy with my playing.
oh and Supine11, yes transmuter puts artifacts back to your hand without targeting, so you can even pick up leviathan. Cast manequin end of opponents turn, untap activate transmuter pick up, Mannequin counter disappears because you put a "new" transmuter into play
Does "cannot be played" stop "put into play"?
Thanks in advance.
I really like the idea of using the Elsewhere flask instead of Jace. I also will try out the condemn in place of the Etherium sculptors
Now that the color has changed a bit any recommendations for changes to the mana base? or recommendations is general for hashing out the mana base? I'm horrible at getting it right.
4 Etherium Sculptor
4 Sphinx Summoner
4 Master Transmuter
1 Grim Poppet
1 Platinum Angel
1 Magister Sphinx
1 Sharuum the Hegemon
1 Sanctum Gargoyle
1 Inkwell Leviathan
Spells 8
4 Negate
3 Makeshift Manequin
1 Scarscale Ritual
4 Mind Stone
3 Scourglass
Lands 23
4 Arcane Sanctum
1 Fetid Heath
3 Vivid Creak
1 Vivid Meadow
9 Island
2 Plains
3 Swamp
2 Celestial Purge
3 Oblivion Ring
3 Infest
3 FlashFreeze
1 Bottle Gnomes
I am getting 4 Condemn soon but arg what to drop?
I have Tidehollow Scullers but I didnt like how they played
I do not have an Ethersworn Adjudicator
The Scarscale Ritual is just a filler, getting Mulldrifters eventually.
1. If i were to get 3 Jace Beleren What should I replace?
2. Should I sideboard some of my big guys?
3. What about the Makeshift Manequin? I found that if Im playing heavy control that I need something more to get the cards out of my graveyard.
4. Any general guidance?
I think you might run into some problems with the aggro version. This deck is slow! It needs some protection to get rolling. I also see issues with having the multiple biggies. (ie, inkwell leviathan) You dont want those cards till turn 4 at least and the Sphinx Summoner should be able to pull the one you want. And sitting with an opening hand with 3 of those big spenders = immediate mulligan.
If i understand your objective you want to:
Turn 1. Ornithopter, Land
Turn 2. Land, Mind Stone or Etherium Sculptor which ever you have.
Turn 3. Land, (you now have 4 mana effectively) Master Transmuter? or if you played the Scupltor Master of Etherium + Thousand-Year Elixir
This is obviously assuming perfect draw.
The problem that I see is that you are almost trying for 2 things.
Master of etherium to help your artifacts beat on the opponent.
and get the Master Transmuter + Thousand-Year Elixir engine running. For example if you have the cards to go aggro, you dont have the cards to use the engine, and i think the majority of the time you will get a mix of each. Which would could be detrimental.
I'm always leery about trying two tactics together. I think if you want to aggro this you maybe want to remove the Thousand-Year Elixir. It seems that there is no time for it.
Every time I play the Master Transmuter she is just a removal magnet and not having anything to protect (negate) it is a bit scary.
Just my thoughts!
But yes I did assume that the Mind Stone could not be tapped (since it is in my hand)
Master Transmuter
And thank you so much Gorgias and Ameister818. And to whoever continues to contribute.
I would be correct in saying that the abilities of the creatures and artifacts happen independantly of the card itself. Destruction oof the card does not stop the activation of the ability?
Your next response answered this thanks
I was under the impression that the targeting would change because the Master Transmuter is treated like a different card after it bounces to and from my hand.
Hope the question is clear.
And can I get another verification on the ruling? (the more the merrier)