They are bonkers with Rings of Brighthearth. Every Onslaught cycle land turns into an instant speed divination. If you have Life from the Loam, they can protect it at instant speed: someone nukes your grave, you cycle and dredge. Any deck with green has Life From the Loam and all available onslaught cycle lands.
Edit: Removed info regarding Champions instead of Faceless Butcher. Re-reading "champion" pointed out that it has a may clause and will not indefinitely lock the game as you can choose to not repeat the process.
What price range are you looking at? You could look at some of the new judge promo's or older rare Land that are always in demand for an EDH player. If they didn't get any of them, a FTV box would be nice as well. FTV legends isn't that expensive currently.
With the links above you have a full list of everything a Trinket Mage tutors for. I recently added it Voyager Staff/Trinket Mage as an enabler for my Salvaging Station engine. Being able to re-tutor for any 1 CMC artifact is incredibly powerful. Not to mention the ability to search for artifact lands/Top/Sol Ring.
I have it in a Progenitus Planeswalker deck and being able to double activate a planeswalker on a turn is very valuable. This card's value depends on how reactionary your deck is. If it needs to be tapping out each turn for threats it isn't that great.
Isn't mono white board control (similar to Stax) also vialbe in Commander?
Mono white is really strong, the biggest problem it runs into is card advantage. It works best when people over extend, dumping their hand on onto the field. then wiping them all away with a Wrath of God. It is a game of bidding your time till you can stick some really big threat when the other players are tapped out or have no more threats. The biggest threat combo my deck runs is Ulamog + Cataclysm or Sacred Mesa/Mobility/Luminarch Ascension + Leonin Sun Standard.
If someone is running discard and graveyard hate your are in for a really tough fight. Politic the group into hating out the discard deck and then wipe the board and start over.
This is an older version of the deck i mentioned above, it hasn't been updated recently, i'll look into doing that later.
This guys is great in my Kresh deck where I use him to bring back some other large creature, then sac Artisan to give a huge boost to Kresh. With eternal witness, this becomes a sick combo.
Are you trying to loop Artisan into bring back e-witness into sac artisan into return artisan with e-witness trigger? Because the e-witness trigger resolves prior to the Artisan being on the battle field.
Without any other interactions it looks like this: You cast Artisan, announce e-witness as target for the on cast trigger, Artisan is still on the stack, e-witness is brought back to the battlefield, then you announce targets for e-witness, you get a card back, then you put artisan on to the field.
I have built and playtested a Jhoria deck over the last two years. I do not have any infinite combos in the deck, however there is Decree of Annihilation and Obliterate for the game winning play. I use these as win conditions, not to stop bleeding.
To not be hated out you have to pilot it politically until you can jump on top and win. I believe I have 12-15 counter spells in the deck, these are used to stave off (selective removal--not board lock) the crazy stuff till one or more other players can be removed from the game.
The way to not get hated out is to not suspend crazy stuff on turn 4, suspend acceleration and good quality 6-8 cmc creatures, (duplicant, phyrexian ingester, Niv Mizzet, the Firemind. Give them reason to NOT play a turn 6 Primeval Titan, Avenger of Zendikar or Consecrated Sphinx so that your counter spells can be saved for later. Conservative players will see that removal suspended and not play their recur-able threats into exile effects.
Timmy will just play through it though, and the table will have to deal with him, he will drop his hand, over extend and in a 4 player game it will be 3 vs 1.
Your goal piloting Jhoria is to keep 2 players equal in power so that they are fighting each other and weakening each other until you can suspend 3-4 pieces of acceleration or threats and then blow up everything. If your suspended cards are high quality most players will just scoop at that point.
I'll post my list here later today to give some ideas.
Washington, Burien, Dtwenty Games: Coreman, Tuesdays after 5
I'm normally playing at Shane's Big League Sports Cards in Renton on Fridays and Dtwenty Games in Burien on Tuesdays.
Are there other places to regularly play EDH in the area?
Body Double's Reveillark trigger gets itself and Karmic Guide back, Karmic Guide gets you any creature in your grave.
Faceless butcher + 2 clones.
Add a City of Solitude and the game is a locked in draw.
Edit: Removed info regarding Champions instead of Faceless Butcher. Re-reading "champion" pointed out that it has a may clause and will not indefinitely lock the game as you can choose to not repeat the process.
1. Wrath of God
2. Wrath of God
3. Wrath of God
Rafiq of the Many
1. Get all the card value.
2. Bring back all the dead creatures.
3. Your Graveyard is your Hand.
Marrow-Gnawer
1. The rats are relentless.
2. Those damn rats really are relentless.
3. Exsanguinate for 70.
Multani, Maro-Sorcerer
1. Everyone draw some cards
2. Puke Lands on the field
3. Play hasty fatties to one shot everyone.
With Salvaging Station out, these are some of the best things to have access to. The card advantage is huge.
Executioner's Capsule (Doomblade)
Dispeller's Capsule (Disenchant)
Wayfarer's Bauble (Rampant Growth)
Expedition Map (Sylvan Scrying)
Nihil Spellbomb (Cantrip + Tormod's Crypt) / Tormod's Crypt
Lotus Bloom (turns Salvaging Station into a Gilded Lotus)
Chromatic Sphere (with Salvaging Station in play, pay one mana and chain draw cards for each creature killed. Wrath of God turns into a Decree of Pain for 5 and then adds one mana of any color to your pool once you've drawn all your cards.)
I have it in a Progenitus Planeswalker deck and being able to double activate a planeswalker on a turn is very valuable. This card's value depends on how reactionary your deck is. If it needs to be tapping out each turn for threats it isn't that great.
Mono white is really strong, the biggest problem it runs into is card advantage. It works best when people over extend, dumping their hand on onto the field. then wiping them all away with a Wrath of God. It is a game of bidding your time till you can stick some really big threat when the other players are tapped out or have no more threats. The biggest threat combo my deck runs is Ulamog + Cataclysm or Sacred Mesa/Mobility/Luminarch Ascension + Leonin Sun Standard.
If someone is running discard and graveyard hate your are in for a really tough fight. Politic the group into hating out the discard deck and then wipe the board and start over.
This is an older version of the deck i mentioned above, it hasn't been updated recently, i'll look into doing that later.
Are you trying to loop Artisan into bring back e-witness into sac artisan into return artisan with e-witness trigger? Because the e-witness trigger resolves prior to the Artisan being on the battle field.
Without any other interactions it looks like this: You cast Artisan, announce e-witness as target for the on cast trigger, Artisan is still on the stack, e-witness is brought back to the battlefield, then you announce targets for e-witness, you get a card back, then you put artisan on to the field.
1 Memnarch
Creatures (15)
1 Jin-Gitaxias, Core Augur
1 Consecrated Sphinx
1 Master Transmuter
1 Grand Architect
1 Palinchron
1 Pili-Pala
1 Trinket Mage
1 Master of Etherium
1 Phyrexian Metamorph
1 Blightsteel Colossus
1 Karn, Silver Golem
1 Voltaic Construct
1 Clone
1 Wurmcoil Engine
1 Solemn Simulacrum
1 Etherium Sculptor
Instants (9)
1 Blue Sun's Zenith
1 Hinder
1 Spell Crumple
1 Dissipate
1 Capsize
1 Mystical Tutor
1 Cryptic Command
1 Pact of Negation
1 Stroke Of Genius
1 Ancestral Vision
1 Fabricate
1 Bribery
1 Trade Secrets
1 Transmute Artifact
1 Rite of Replication
Enchantments (4)
1 Future Sight
1 Power Artifact
1 Training Grounds
1 March of the Machines
Artifacts (16)
1 Extraplanar Lens
1 Basalt Monolith
1 Caged Sun
1 Darksteel Forge
1 Doubling Cube
1 Gauntlet of Power
1 Grim Monolith
1 Liquimetal Coating
1 Mana Vault
1 Mycosynth Lattice
1 Vedalken Shackles
1 Sol Ring
1 Sensei's Divining Top
1 Voltaic Key
1 Lightning Greaves
1 Mimic Vat
1 Karn Liberated
1 Tezzeret the Seeker
1 Jace, the Mind Sculptor
Lands (38)
30 Snow-Covered Island
1 Academy Ruins
1 Ancient Tomb
1 Dust Bowl
1 Mouth of Ronom
1 Scrying Sheets
1 Strip Mine
1 Reliquary Tower
1 Temple of the False God
Adding Dust Bowl -1 Island
To not be hated out you have to pilot it politically until you can jump on top and win. I believe I have 12-15 counter spells in the deck, these are used to stave off (selective removal--not board lock) the crazy stuff till one or more other players can be removed from the game.
The way to not get hated out is to not suspend crazy stuff on turn 4, suspend acceleration and good quality 6-8 cmc creatures, (duplicant, phyrexian ingester, Niv Mizzet, the Firemind. Give them reason to NOT play a turn 6 Primeval Titan, Avenger of Zendikar or Consecrated Sphinx so that your counter spells can be saved for later. Conservative players will see that removal suspended and not play their recur-able threats into exile effects.
Timmy will just play through it though, and the table will have to deal with him, he will drop his hand, over extend and in a 4 player game it will be 3 vs 1.
Your goal piloting Jhoria is to keep 2 players equal in power so that they are fighting each other and weakening each other until you can suspend 3-4 pieces of acceleration or threats and then blow up everything. If your suspended cards are high quality most players will just scoop at that point.
I'll post my list here later today to give some ideas.