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  • posted a message on Transmuter Elixir
    Yeah, the faery mechanist really skips all your spells and lands... I don't like it.

    Also, I'm starting to think that the elixir takes to much space in the deck and I'd rather use that space for a second win-con/combo.... the transmuter is still good without the elixir because it is a must deal with creature, although easy to deal with...

    So I don't know if I should keep posting my builds here because I'll drop the elixir.
    Posted in: Standard Archives
  • posted a message on Transmuter Elixir
    Here is my most successful version so far.



    So the difference is the sanctum gargoyle. I like it because it makes me not to stress discard and counterspelling so much. Also, the sanctum gargoyle is a nice chump blocker that flies and can have interaction with the transmuter as well. With the 4 sculpters and mind stone, it's really not that hard to cast and helps a lot.

    I'm planing to drop a transmuter and add another Sharum to have even more recursion. Also, maybe include the new hulk for a second combo in case the transmuter plan gets foiled. Also, the beatdown capacity of the deck with the master of etherium and the adjudicator (easy to cast big dude with flying) is pretty satisfying. Need to get some of the borderposts as well. This is the deck with the current cards I own.

    What I really need help is on what to take out when sideboarding !!!

    Let me know what you guys think !!
    Posted in: Standard Archives
  • posted a message on Transmuter Elixir
    I've tried the aggro version against my friends rafiq deck and did much much better than with the control version. The rafiq deck can kill turn 4 if he had a perfect hand and you don't block anything. With the control version, *** was the only possible delay. With the aggro version, you can block\waste his cards enough to get the combo online and from then on cruise control to victory. The drawing engine is esperzoa-flask which is extremelly powerful.
    Posted in: Standard Archives
  • posted a message on Transmuter Elixir
    Quote from Lionheart17
    I have been playing a version of Transmuter/Elixir that is doing quite well. It has many options to win without depending solely of Master Transmuter. This deck is also extremely fast. Here it is and if you have any constructive criticism, I'm all ears!

    Land
    8 Island
    3 Swamps2 Plains
    4 Arcane Sanctum
    2 Sunken Ruins
    2 Mystic Gate
    2 Terramorphic Expanse

    Creatures
    4 Etherium Sculptor
    4 Master of Etherium
    4 Master Transmuter
    4 Sphinx Summoner
    3 Eserzoa
    2 Sharuum the Hegemon
    1 Magister Sphinx
    1 Grim Poppet

    Others
    3 Mind Stone
    3 Elsewhere Flask
    3 Thousand-Year Elixir
    3 Scourglass
    2 Sculpting Steel

    Sideboard
    4 Negate
    4 Path to Exile
    3 Pithing Needle
    3 Relic of Progenitus
    1 Platinum Angel

    As I said before this deck doesn't rely solely on Transmuter wich is good. Elsewhere Flask is great card draw, either being transmuter eot or bounced with esperzoa. By the time you do get Transmuter into play, opponent has wasted all their removal on your other threats. Master of Etherium keeps your artifacts out of Volcanic Fallout range. Transmuter/Scourglass is golden. I know I don't have any removal maindeck except Scourglass. I usually have enough threats online to keep the opponent on defense. With all the artifacts here, I can see Filigree Angel being a welcome addition. The sideboard could be altered to a Artifact Toolbox also, with Sen Triplets for the control matches, Sphinx of the Steel Wind vs problematic g/r decks. In final, I have read here how people don't like the Elsewhere Flask in the deck. I found before in my control build that I lacked a target to start using Transmuter. I would have to bounce a valuable creature in play instead. Now, with Flask, you can transmute eot for card draw twice if you need it or transmute flask for a better target, putting it back into play for either 1 mana or free with a couple of Etherium Sculptors in play, which happens quite a bit. Anyway, try this, you will see that it is a great version with excellent results. I have been following this entire thread form the start and have tried every way there was to make this deck viable Lark/Wrath, total control with counters and removal etc. After many matches this deck has proven good and has many tricks. Try it, see what you think. Thanks for your Time!


    I have been leaning more towards a build like yours since I don't really like the lack of threats in the beginning. The revillark build seems solid but I don't hava any of those so I'm not going that way.
    The question I have is about tidehollow sculler. Do you think that the acceleration given by the sculpter is better than the spped bump and possible tricks of the sculler ?!?!
    Posted in: Standard Archives
  • posted a message on Transmuter Elixir

    About the Outlander: Not a chance while Burrenton Forge-Tender is still in standard.



    Great point !!! Even if I cant recur him like you, it's a one drop and the fact that I can transmute the outlander is not a big advantage anyways.

    Thank you for the advice !
    Posted in: Standard Archives
  • posted a message on Transmuter Elixir
    Quote from kaevyn
    I've already argued that SS should be an automatic 4 of...



    I really like the idea of the sculpting steel, but wouldn't know what to take out....
    I'm running more of a board control/combo deck. This is too slow to go for mid range since you need the elixir to stick first and then play the transmuter with a U mana open.

    I also find that the sculler is one hell of a speed bump that gives you information about their hand (important since I only have 4 counters), draws removal or fire that won't be used in the transmuter and can be used with the transmuter to remove cards from their hand as long as you have mana available.

    Regarding the lands, terramorphic expanse is worse than a slightly of color triple-land because it is also a CiP tapped land in the end.
    The vivds are better but can't get hold of them.


    Also, I guess this deck might be highly impacted by some of these new cards from reborn, but I'll wait a bit before I make any changes.

    Also, what do you think about the outlander in the sideboard ? Is it a good option against red decks ?!!?
    Posted in: Standard Archives
  • posted a message on Transmuter Elixir
    Quote from NewAddictions
    I'm wondering what you guys think if sphinx summoner was taken out of the deck completely? I would replace them with bombs instead so that I way I don't have to waste a turn tutoring.


    Wouldn't that slow down the deck even more ?! And wouldn't it make it weaker when the transmuter is online !? I say this because a transmuter online and a summoner is what allows us to play the big dudes as 1-ofs.
    Posted in: Standard Archives
  • posted a message on Transmuter Elixir
    Hi all,

    So, I'm also going to try a build of this deck.

    Here is my current list:


    The mana base is iffy but that's the lands I got...
    The sideboard needs work but I don't really know better and I don't know the meta, all I know is that it will be a big event so I'm likely to face anything.
    A sideboard option I'm considering is plumeveil, but not sure.
    Also, how is the match up against elves ? Anyone knows !?

    This is my first post here and it will be the first time I'm competing. I'm pretty sure I know how to play the deck though.

    Thank you in advance !!!
    Posted in: Standard Archives
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