You wouldn’t be wrong in claiming that Bruse Tarl, Boorish Herder and Tymna the Weaver don’t have a lot of direct synergy as partner Commanders. For all their lack of direct synergy however, they both care a lot about evasion. It’s on this fundamental commonality that I built the basis of my list.
In essence, Bruse wants to smash and Tymna wants to grab. An unlikely pair of robbers just looking for the right tools to do their job.
The easiest point to explain. Bruse Tarl is our win-con and Tymna provides gas, both need to connect. Bruse wins by either Voltroning up himself and smashing hard or granting his bonus to a creature like Soltari Guerrillas equipped with a Quietus Spike.
When’s the best time to pull a big heist? When your target least expects it and is least prepared. Normally Gemstone Caverns is a pretty bad card in a multiplayer game because the card disadvantage isn’t worth the extra speed.
In our case, this disadvantage is almost erased. Partner Commanders mean you effectively start every game with 10 cards to each of your opponents 9. With a faster start, it’s fairly easy to consistently see a turn 2 Tymna followed by a Turn 3 Bruse. Playing Tymna one turn earlier means it is highly likely you recoup the card disadvantage next turn and the earlier start means Bruse is pushing damage through as fast as possible.
Hall of the Bandit Lord in the starting hand can also lead to faster starts and highlights a small sub-theme in the list. I run all the haste lands I can, as post board wipe is another opportune time to capitalise and push through combat damage for both Commanders.
3) Other sub-themes:
To circumvent Commander tax issues, we run reanimation cards like Phyrexian Reclamation and Dawn of the Dead. Both Commanders have lifelink, so popping either Commander from the graveyard to hand with Reclamation is trivial and the haste lands ensure we can swing immediately.
Both Commanders also appreciate multiple combat steps, but only those that provide an additional main phase e.g. World at War. These allow Bruse to hit hard and Tymna to double dip on her draw ability.
My current list is 95 cards. Not because I couldn’t put together a 100 card list, but because I want to leave the opportunity for people to suggest cards without having to make cuts. Cut suggestions are welcome too of course!
The card you are missing from this list is Hatred. It's even on theme, since this list should get a metric tonne of life.
I am hoping to try this deck out this Wednesday (if the other players are fine with me proxying the generals for now) and I will see how much life the deck realistically gains. I have been meaning to pick up a Hatred anyway (just to have) but I never did as I never had a deck I really wanted to put it in. Maybe this is the deck. I will see what happens with the first couple play-throughs.
You only need to pay 8 life with Hatred to one shot people, provided Bruse uses his ability on himself or Ikra. If you connect, you gain back 22 life with Bruse and 36 life with Ikra.
Bruse Tarl, Boorish Herder might be boring from a R/W design perspective, but he is probably the fastest Voltron Commander ever printed. Just pair him with Tymna the Weaver and you get a insanely fast, resilient, and grunty list.
In regards to this, I don't think that focusing two players at once is usually a good move. You have to spread your resources too thin, leave yourself open to overextension, and make all of the players at the table know you're coming for them. What you're suggesting also requires a fair level of setup. Moreover, entombing a mediocre evasion type creature is much worse than entombing and then reanimating the Iona's and Elesh Norns of the world.
I think a better pairing here would be anything else that provides some level of CA without the stipulation of attacking. The other Orzhov legend allows you to still run the great black draw spells, and maybe get some creatures back. Also a mild anthem is relevant when you're double striking. Both Izzet legends allow you to draw some cards, run countermagic, and plenty of draw spells. Hell, even the Rakdos guy is at least fun and flavorful. I think all four of those options are better than stipulating that you hit multiple players at a time and spread yourself too thin.
No no, you misunderstand.
Tymna the Weaver, at minimum, is a Phyrexian Arena in the Command Zone for a Voltron list. Voltron lists attack and deal combat damage. That's how they win...
Running Filth (and Urborg) with Tymna the Weaver, just means cards like Lingering Souls are drawing you more cards... Saying I should be entombing Iona, Shield of Emeria instead of Filth is like saying I shouldn't play Voltron and at all, because Combo is more efficient. I'm not playing a list that wants to win via Iona, I'm playing a Voltron list that wants to win by Commander damage...
The whole having two Commanders attack thing is a option, not some sort of mandate I set down. Bruse will always be the more efficient Voltron attacker and should be focused on almost exclusively, but that doesn't mean if for whatever reason you smashed someone for 7 with a Lashwrithe equipped Tymna, that you cannot then just blink, attack or recast Bruse and grant her doublestrike instead to finish the job next turn herself.
If I add Ancient Tomb to all the fast mana, you are running 8 cards that can consistently allow a turn 2 Bruse or Tymna, followed by a turn 3 Bruse or Tymna. That is lighting quick Voltron speeds.
I've played Kalemne, Disciple of Iroas for a long time. Getting her down consistently turn 3 and attacking turn 4 is awesome for a Voltron list. Potentially a whole turn earlier for Bruse? Amazing.
Bruse Tarl, Boorish Herder might be boring from a R/W design perspective, but he is probably the fastest Voltron Commander ever printed. Just pair him with Tymna the Weaver and you get a insanely fast, resilient, and grunty list.
3) Instant speed Entomb for cards like Glory and Filth. Both are so sick with both Commanders.
4) Cards like Phyrexian Reclamation to bypass Commander tax. The life cost is irrelevant.
5) Hall of the Bandit Lord life payment is also irrelevant. Not only are you bypassing Commander tax with recursion, but red has access to Slayers' Stronghold, Hanweir Battlements & Flamekin Village. At this point, you don't care about sorcery speed removal anymore because you just put Bruse back on the battlefield via recursion with haste the next turn...
6) Urborg + Coffers as just another way to make Commander Tax irrelevant.
8) As a Voltron list, you have two Commanders. Tymna can carry the above Lashwrithe and focus on one opponent, while Bruse another. Commander damage doesn't stack, but Bruse transfers doublestrike to Tymna too.
Bruse is so strong. I think the above is fantastic, but he is also amazing with Reyhan, Last of the Abzan (think scavenge) and Silas Renn, Seeker Adept (almost for colours alone, but Silas himself will do work too, deathtouch is a good keyword with certain equipment to clear defenders) as well.
Sword of Body and Mind Trepanation Blade Fathom Feeder is a little rattlesnake.
Helps dig for fat for your processors.
Because this isn't an ideal/optimal decklist for the commander I doubt you get much help here, mostly spikes comment here.
Decklist seems alright, got ramp, draw power, tutors. Wrexial, The Risen Deep if you find a time walk while extracting....smack em, play the walk, process into grave for the next hit.
The best I can say is playtest it, write down here what works and what doesn't. Hopefully some others can see what your trying to do/set up. Write down the experience with the deck and how it performs.
Really appreciate the response, I have an updated decklist to post (though I am making more revisions now) and some playtesting feedback to share as well.
Shame that different lists don't get much attention around here anymore.
I've thought more on the direction I'd like to take this list. Namely, early-mid game I'd like it to function as a strong control list while slowly assembling the pieces I need to imprint whatever amazing bomb I can onto Lazav as a finisher. So any help in that direction on what sections of the list I could cut out and what I could do to beef up the early and mid game a bit would be fantastic.
Every time I've thought of building Lazav, I disliked the idea and randomness of mill strategies and really just wanted to Grinning Totem my opponent's best creature and get on with things.
With the printing of cards like Wasteland Strangler in conjunction with cards like Extract we can really up the ante on the stealing the opponent's best bomb, giving it hexproof and beating face strategy.
So far I think I have a good core to the list, but it is definitely lacking refinement and direction. I can't pin down why yet either... It kind of wants to be a theft deck, and it kind of wants to be a control deck that buys time until I can assemble Lazav + extract effect + processor combo, but everything feels a bit off.
It doesn't necessarily need to be a rule, but it should probably be something that is discussed as a group preference prior to starting any game. Part of advocating and maintaning a preference for the social contract aspect of Commander is you know, talking to the people you play with about how you like to play the game...
That said, if it was a rule, those of you screaming "well it can't be, people should be allowed to pick up their cards and leave anytime!" can also be rational and realise that no sane person is going to hold you hostage to a card game if you have to leave for an emergency.
So basically, in both scenarios, as long as you are playing with human(e) beings, the outcome or change either way is sort of benign.
Don't like tactical scooping? Ask if any given game you play allows it and decide to play before the match starts. Don't ask and start the game? Don't complain.
Often leave games of Commander part way through for emergencies? Apologise to your opponents and leave. Visit a Voodoo Doctor and get checked for any family curses.
Do the above and you don't even need to have the discussion about whether or not its tactical scooping or spite scooping. Just play to your groups preference.
Saying that, the polls speak for themselves though, and I am firmly in the spite scooping camp. I don't see spite scooping as a legitimate tactic outside of rules lawyering. Commander would be a very different format if we followed every rule as written. That's just my preference though.
Odric, Lunarch Marshal is a improved Concerted Effort. Both these cards pass all the buffs I stack on Kalemne to all my other creatures and would also often pass flying onto Kalemne.
Elesh Norn fills the same role as Caldera Hellion, but also buffs. Higher CMC, but keeps chump blockers off permanently.
Artisan would be fetchable by Conduit of Ruin, and if I added either Kozilek, I'd suddenly have another sweet tutor package in Conduit -> Sandstone Oracle/Kozilek/Artisan of Kozilek (or Breaker of Armies).
As said though, I'm not sure if Bruna or Artisan are worth it. Conduit of Ruin keeps looking amazing, but still feels like I would be forcing in other colourless creatures that aren't Sandstone Oracle to make it worthwhile (none of the other colourless choices are amazing cards, I deem them just "ok").
The combined package possibilities of Thalia's, Bruna, Conduit, Kozilek, and Artisan loop basically amounts to a tonne of potential card advantage though...
Last card I am considering is Sigarda's Aid. Probably insane and dangerous in this list.
Ya Sen Triplets gets a nice boost, but since people hate having their stuff taken (especially ripping it right out of their hand), its almost a nerf to Triplets instead. Now the R and G players are going to dogpile on Triplets as soon as she hits battlefield as well.
I already made a SCD about it, but I am curious about Etched Oracle as a source of CA in recursion or R/W lists.
Engineered Explosives also becomes decent removal in colours that need it for certain card types.
I think you'll still be limited to mostly three color decks. In order to pay 4 different colors, you'll need 2 sources of "any color" in a 2 color deck, which gets a bit more difficult to swing, let alone mono-colored. On the other hand, I already run it in Marath, where dumping extra counters on it was easy enough; with a few changes to mana rocks, it gets even easier.
This is the list of playable 5 colour generators I quickly searched up that are relatively harmless to play (IMO):
So to me, it would be relatively painless to adjust a mana base if you wanted to, but I haven't decided if it's worth doing so yet (for R and/or W specifically). It is solid CA on a body for these colours and great with things like Sword of Light and Shadow.
The recent set of changes makes this look like a potentially playable card now.
It possibly needs a adjusted manabase to support it, but how much so would be up for debate...
My immediate reaction is any list with a good amount of recur to hand effects would consider it and it is another decent source of card advantage for any Boros lists as well.
I think you should refine your ramp package a little, cutting stuff like Basalt Monolith and Grim Monolith for Dreamstone Hedron and Hedron Archive respectively. You have a lot of high cost cards, and these also draw you cards, which I feel you are light on.
Both Monoliths might be a bit more explosive, but I think consistency will do you better overall.
Grim Monolith is fine for me, Basalt can be Hedron Archive. So far, my ramp game hasn't really been lacking. I've always found myself with a decent amount of mana.
@Fountain Watch - Shroud isn't that great if you have a lot of swords to equip on something that's not Fountain Watch. I prefer Leonin Abunas even if they are 4CMC.
True, I just assumed you'd be primarily equipping non-artifact based creatures mostly. A lot of your artifact creatures are utility that I don't see you risking in combat as as such and you run enough non-artifact creature that I don't think you'd struggle too often.
I think you should refine your ramp package a little, cutting stuff like Basalt Monolith and Grim Monolith for Dreamstone Hedron and Hedron Archive respectively. You have a lot of high cost cards, and these also draw you cards, which I feel you are light on.
Both Monoliths might be a bit more explosive, but I think consistency will do you better overall.
You wouldn’t be wrong in claiming that Bruse Tarl, Boorish Herder and Tymna the Weaver don’t have a lot of direct synergy as partner Commanders. For all their lack of direct synergy however, they both care a lot about evasion. It’s on this fundamental commonality that I built the basis of my list.
In essence, Bruse wants to smash and Tymna wants to grab. An unlikely pair of robbers just looking for the right tools to do their job.
The decks goals are:
1) Evasion. Evasion and more evasion.
Hallmark cards are:
Key to the City
Dauthi Embrace
Spirit en-Dal
Explanation:
The easiest point to explain. Bruse Tarl is our win-con and Tymna provides gas, both need to connect. Bruse wins by either Voltroning up himself and smashing hard or granting his bonus to a creature like Soltari Guerrillas equipped with a Quietus Spike.
2) Lightning fast starts.
Hallmark cards are:
Mox Diamond
Gemstone Caverns
Hall of the Bandit Lord
Explanation:
When’s the best time to pull a big heist? When your target least expects it and is least prepared. Normally Gemstone Caverns is a pretty bad card in a multiplayer game because the card disadvantage isn’t worth the extra speed.
In our case, this disadvantage is almost erased. Partner Commanders mean you effectively start every game with 10 cards to each of your opponents 9. With a faster start, it’s fairly easy to consistently see a turn 2 Tymna followed by a Turn 3 Bruse. Playing Tymna one turn earlier means it is highly likely you recoup the card disadvantage next turn and the earlier start means Bruse is pushing damage through as fast as possible.
Hall of the Bandit Lord in the starting hand can also lead to faster starts and highlights a small sub-theme in the list. I run all the haste lands I can, as post board wipe is another opportune time to capitalise and push through combat damage for both Commanders.
3) Other sub-themes:
To circumvent Commander tax issues, we run reanimation cards like Phyrexian Reclamation and Dawn of the Dead. Both Commanders have lifelink, so popping either Commander from the graveyard to hand with Reclamation is trivial and the haste lands ensure we can swing immediately.
Both Commanders also appreciate multiple combat steps, but only those that provide an additional main phase e.g. World at War. These allow Bruse to hit hard and Tymna to double dip on her draw ability.
My current list is 95 cards. Not because I couldn’t put together a 100 card list, but because I want to leave the opportunity for people to suggest cards without having to make cuts. Cut suggestions are welcome too of course!
Onto the list:
1 Bruse Tarl, Boorish Herder
1 Tymna the Weaver
Buffs & Evasion:
1 Key to the City
1 Boros Charm
1 Dauthi Embrace
1 Fallen Ideal
1 Spirit en-Dal
1 Quietus Spike
1 Champion's Helm
1 Sword of Feast and Famine
1 Sword of War and Peace
1 Anger
1 Iroas, God of Victory
1 Filth
1 Lashwrithe
1 Nightmare Lash
1 Scytheclaw
1 Hatred
1 Glory
1 Herald of Torment
1 Celestial Archon
Combat steps:
1 Relentless Assault
1 World at War
1 Waves of Aggression
Disruption:
1 Vandalblast
1 Rakdos Charm
1 Stronghold Rats
1 Soltari Visionary
1 Vindicate
1 Anguished Unmaking
1 Soltari Guerrillas
1 Utter End
1 Order // Chaos
1 Merciless Eviction
1 Austere Command
1 Phyrexian Reclamation
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Malevolent Awakening
1 Xiahou Dun, the One-Eyed
1 Dawn of the Dead
Tutors:
1 Entomb
1 Vampiric Tutor
1 Demonic Tutor
1 Stoneforge Mystic
1 Dimir House Guard
1 Sidisi, Undead Vizier
1 Godo, Bandit Warlord
Ramp:
1 Chrome Mox
1 Mox Diamond
1 Mox Opal
1 Mana Crypt
1 Sol Ring
1 Mana Vault
1 Rakdos Signet
1 Boros Signet
1 Orzhov Signet
Lands:
1 Command Tower
1 Badlands
1 Plateau
1 Scrubland
1 Blood Crypt
1 Sacred Foundry
1 Godless Shrine
1 Bloodstained Mire
1 Arid Mesa
1 Marsh Flats
1 Graven Cairns
1 Rugged Prairie
1 Fetid Heath
1 Smoldering Marsh
1 Battlefield Forge
1 Caves of Koilos
1 Urborg, Tomb of Yawgmoth
1 Bojuka Bog
1 Flamekin Village
1 Mistveil Plains
1 Phyrexian Tower
1 Gemstone Caverns
1 Ancient Tomb
1 Vault of the Archangel
1 Slayers' Stronghold
1 Hanweir Battlements
1 Hall of the Bandit Lord
1 Rogue's Passage
1 Strip Mine
1 Command Beacon
1 Homeward Path
3 Swamp
2 Plains
2 Mountain
Cards I'm considering:
Eidolons provide buffs to Bruse and bodies for equipment/Tymna if Bruse dies and are easily recurred and re-used.
Notable Eidolons are:
Draw and recursion:
All quality cards. Vulturous Aven is gross with Dawn of the Dead and is a evasive body. Flamerush Rider provies multiple attacking bodies and works surprisingly well with Bruse Tarl, Boorish Herder.
Removal
Removal with bodies.
Planeswalkers:
Body producers:
Protection:
You only need to pay 8 life with Hatred to one shot people, provided Bruse uses his ability on himself or Ikra. If you connect, you gain back 22 life with Bruse and 36 life with Ikra.
Trust me, you run enough life gain.
No no, you misunderstand.
Tymna the Weaver, at minimum, is a Phyrexian Arena in the Command Zone for a Voltron list. Voltron lists attack and deal combat damage. That's how they win...
Running Filth (and Urborg) with Tymna the Weaver, just means cards like Lingering Souls are drawing you more cards... Saying I should be entombing Iona, Shield of Emeria instead of Filth is like saying I shouldn't play Voltron and at all, because Combo is more efficient. I'm not playing a list that wants to win via Iona, I'm playing a Voltron list that wants to win by Commander damage...
The whole having two Commanders attack thing is a option, not some sort of mandate I set down. Bruse will always be the more efficient Voltron attacker and should be focused on almost exclusively, but that doesn't mean if for whatever reason you smashed someone for 7 with a Lashwrithe equipped Tymna, that you cannot then just blink, attack or recast Bruse and grant her doublestrike instead to finish the job next turn herself.
If I add Ancient Tomb to all the fast mana, you are running 8 cards that can consistently allow a turn 2 Bruse or Tymna, followed by a turn 3 Bruse or Tymna. That is lighting quick Voltron speeds.
I've played Kalemne, Disciple of Iroas for a long time. Getting her down consistently turn 3 and attacking turn 4 is awesome for a Voltron list. Potentially a whole turn earlier for Bruse? Amazing.
1) Hatred
2) The ability to run Mana Crypt, Sol Ring, Mana Vault, Mox Diamond, Chrome Mox, Mox Opal and Gemstone Caverns for a very high chance of a turn 2 & 3 Commander play in any order you wish. A opening 10 card hand and Tymna the Weaver means the card disadvantage is recuperated lightning quick.
3) Instant speed Entomb for cards like Glory and Filth. Both are so sick with both Commanders.
4) Cards like Phyrexian Reclamation to bypass Commander tax. The life cost is irrelevant.
5) Hall of the Bandit Lord life payment is also irrelevant. Not only are you bypassing Commander tax with recursion, but red has access to Slayers' Stronghold, Hanweir Battlements & Flamekin Village. At this point, you don't care about sorcery speed removal anymore because you just put Bruse back on the battlefield via recursion with haste the next turn...
6) Urborg + Coffers as just another way to make Commander Tax irrelevant.
7) Lashwrithe + Nightmare Lash.
8) As a Voltron list, you have two Commanders. Tymna can carry the above Lashwrithe and focus on one opponent, while Bruse another. Commander damage doesn't stack, but Bruse transfers doublestrike to Tymna too.
Bruse is so strong. I think the above is fantastic, but he is also amazing with Reyhan, Last of the Abzan (think scavenge) and Silas Renn, Seeker Adept (almost for colours alone, but Silas himself will do work too, deathtouch is a good keyword with certain equipment to clear defenders) as well.
Really appreciate the response, I have an updated decklist to post (though I am making more revisions now) and some playtesting feedback to share as well.
Shame that different lists don't get much attention around here anymore.
I've thought more on the direction I'd like to take this list. Namely, early-mid game I'd like it to function as a strong control list while slowly assembling the pieces I need to imprint whatever amazing bomb I can onto Lazav as a finisher. So any help in that direction on what sections of the list I could cut out and what I could do to beef up the early and mid game a bit would be fantastic.
With the printing of cards like Wasteland Strangler in conjunction with cards like Extract we can really up the ante on the stealing the opponent's best bomb, giving it hexproof and beating face strategy.
So far I think I have a good core to the list, but it is definitely lacking refinement and direction. I can't pin down why yet either... It kind of wants to be a theft deck, and it kind of wants to be a control deck that buys time until I can assemble Lazav + extract effect + processor combo, but everything feels a bit off.
Help wanted for sure.
1 Lazav, Dimir Mastermind
Extract:
1 Extract
1 Rootwater Thief
1 Praetor's Grasp
1 Sadistic Sacrament
1 Grinning Totem
1 Jester's Cap
1 Bribery
1 Nightmare Incursion
Processors:
1 Wasteland Strangler
1 Cryptic Cruiser
1 Murk Strider
1 Ulamog's Nullifier
1 Ulamog's Reclaimer
1 Oracle of Dust
1 Blight Herder
Bounce:
1 Cyclonic Rift
1 Crystal Shard
1 Erratic Portal
1 River's Grasp
1 Venser, Shaper Savant
1 Cryptic Command
1 Mystic Confluence
Discard:
1 Seer's Vision
1 Nightmare Void
1 Distended Mindbender
Draw & Recursion:
1 Snapcaster Mage
1 Notion Thief
1 Sire of Stagnation
1 Muddle the Mixture
1 Counterspell
1 Mana Drain
1 Hero's Downfall
1 Glen Elendra Archmage
1 Damnation
1 Noxious Gearhulk
1 Duplicant
1 Life's Finale
1 Deadly Tempest
Graveyard hate:
1 Tormod's Crypt
1 Planar Void
1 Shred Memory
1 Agent of Erebos
Copy & Theft:
1 Memory Plunder
1 Body Double
1 Spelltwine
1 Diluvian Primordial
1 Chancellor of the Spires
Tutors:
1 Mystical Tutor
1 Vampiric Tutor
1 Demonic Tutor
1 Dark Petition
1 Rune-Scarred Demon
Ramp:
1 Mana Crypt
1 Sol Ring
1 Dimir Signet
1 Talisman of Dominance
1 Darksteel Ingot
1 Chromatic Lantern
1 Coalition Relic
1 Thran Dynamo
1 Gilded Lotus
1 Command Tower
1 Underground Sea
1 Watery Grave
1 Sunken Hollow
1 Polluted Delta
1 Bloodstained Mire
1 Flooded Strand
1 Drowned Catacomb
1 Tainted Isle
1 Sunken Ruins
1 Darkwater Catacombs
1 Urborg, Tomb of Yawgmoth
1 Bojuka Bog
1 Tolaria West
1 Rogue's Passage
1 Volrath's Stronghold
1 Dust Bowl
1 Strip Mine
1 Ghost Quarter
1 Myriad Landscape
8 Island
8 Swamp
That said, if it was a rule, those of you screaming "well it can't be, people should be allowed to pick up their cards and leave anytime!" can also be rational and realise that no sane person is going to hold you hostage to a card game if you have to leave for an emergency.
So basically, in both scenarios, as long as you are playing with human(e) beings, the outcome or change either way is sort of benign.
Don't like tactical scooping? Ask if any given game you play allows it and decide to play before the match starts. Don't ask and start the game? Don't complain.
Often leave games of Commander part way through for emergencies? Apologise to your opponents and leave. Visit a Voodoo Doctor and get checked for any family curses.
Do the above and you don't even need to have the discussion about whether or not its tactical scooping or spite scooping. Just play to your groups preference.
Saying that, the polls speak for themselves though, and I am firmly in the spite scooping camp. I don't see spite scooping as a legitimate tactic outside of rules lawyering. Commander would be a very different format if we followed every rule as written. That's just my preference though.
Anya, Merciless Angel -> Thalia's Lancers
Easy update, massive no brainer. Fetches:
Umezawa's Jitte
Tenza, Godo's Maul
Aurelia, the Warleader
Godo, Bandit Warlord
Iroas, God of Victory
Hall of the Bandit Lord
Insane utility, has me looking at a selection of legendary creatures, but mostly:
Odric, Lunarch Marshal
Elesh Norn
Bruna, the Fading Light
Kozilek, Butcher of Truth
Kozilek, the Great Distortion
Odric, Lunarch Marshal is a improved Concerted Effort. Both these cards pass all the buffs I stack on Kalemne to all my other creatures and would also often pass flying onto Kalemne.
Elesh Norn fills the same role as Caldera Hellion, but also buffs. Higher CMC, but keeps chump blockers off permanently.
Bruna, the Fading Light has a surprisingly large amount of targets, but I am not sure if it is better or worse then Artisan of Kozilek. Thalia's Lancers are also a Human, so you get some extra strong synergy between these two.
Artisan would be fetchable by Conduit of Ruin, and if I added either Kozilek, I'd suddenly have another sweet tutor package in Conduit -> Sandstone Oracle/Kozilek/Artisan of Kozilek (or Breaker of Armies).
As said though, I'm not sure if Bruna or Artisan are worth it. Conduit of Ruin keeps looking amazing, but still feels like I would be forcing in other colourless creatures that aren't Sandstone Oracle to make it worthwhile (none of the other colourless choices are amazing cards, I deem them just "ok").
The combined package possibilities of Thalia's, Bruna, Conduit, Kozilek, and Artisan loop basically amounts to a tonne of potential card advantage though...
Last card I am considering is Sigarda's Aid. Probably insane and dangerous in this list.
I still want to fit in Spirit en-Dal as well.
I already made a SCD about it, but I am curious about Etched Oracle as a source of CA in recursion or R/W lists.
Engineered Explosives also becomes decent removal in colours that need it for certain card types.
This is the list of playable 5 colour generators I quickly searched up that are relatively harmless to play (IMO):
If desperate:
Then you have all the viable 5 mana rocks along with cards like Fellwar Stone and Coldsteel Heart.
So to me, it would be relatively painless to adjust a mana base if you wanted to, but I haven't decided if it's worth doing so yet (for R and/or W specifically). It is solid CA on a body for these colours and great with things like Sword of Light and Shadow.
The recent set of changes makes this look like a potentially playable card now.
It possibly needs a adjusted manabase to support it, but how much so would be up for debate...
My immediate reaction is any list with a good amount of recur to hand effects would consider it and it is another decent source of card advantage for any Boros lists as well.
What does everyone else think?
True, I just assumed you'd be primarily equipping non-artifact based creatures mostly. A lot of your artifact creatures are utility that I don't see you risking in combat as as such and you run enough non-artifact creature that I don't think you'd struggle too often.
Both Monoliths might be a bit more explosive, but I think consistency will do you better overall.
Don't forget Fountain Watch.