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Thread: [EDH] Arcum Dagsson - Prison Tinkerer

  1. #121

    Re: [EDH] Arcum Dagsson - Prison Tinkerer

    Quote Originally Posted by kombatkiwi View Post
    I don't know if I would.

    As a general it's just a worse Arcum and as a card to put in Arcum I don't think it's worth a slot. It might be okay as a sort of backup Arcum if your meta is really slow with a lot of removal.
    I took my Arcum deck apart though. I found it was too good for 'fun' games but in an environment with other people that are really trying to win it just isn't quite good enough.
    I've found that if I durdle I can survive as long as I like and if I play I can nearly always win.
    Last edited by sipes1946; 06-13-2014 at 01:27 PM.

  2. #122
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    Re: [EDH] Arcum Dagsson - Prison Tinkerer

    @sipes1946, Wanna discuss your list?

  3. #123
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    Re: [EDH] Arcum Dagsson - Prison Tinkerer

    Sorry for the double post but just to kickstart the discussion here.

    Thinking of adding Muzzio to my list.

    For reference:

    [1 GENERAL]
    1 Arcum Dagsson

    [35 LANDS]
    13 Island
    1 Misty Rainforest
    1 Scalding Tarn
    1 Flooded Strand
    1 Polluted Delta
    1 Oboro, Palace in the Clouds
    1 Minamo, School at Water's Edge
    1 Hall of the Bandit Lord
    1 Cavern of Souls
    1 Mishra's Factory
    1 Blinkmoth Nexus
    1 Inkmoth Nexus
    1 Academy Ruins
    1 Buried Ruin
    1 Seat of the Synod
    1 Tolaria West
    1 Strip Mine
    1 Wasteland
    1 Mishra's Workshop
    1 Ancient Tomb
    1 City of Traitors
    1 Saprazzan Skerry
    1 Crystal Vein

    [34 ARTIFACTS]
    1 Lotus Petal
    1 Mox Opal
    1 Mox Diamond
    1 Mana Crypt
    1 Lion's Eye Diamond
    1 Sol Ring
    1 Mana Vault
    1 Guardian Idol
    1 Grim Monolith
    1 Basalt Monolith
    1 Thran Dynamo
    1 Gilded Lotus
    1 Voltaic Key
    1 Clock of Omens
    1 Sensei's Divining Top
    1 Expedition Map
    1 Lightning Greaves
    1 Swiftfoot Boots
    1 Crucible of Worlds
    1 Rings of Brighthearth
    1 Sculpting Steel
    1 Staff of Domination
    1 Memory Jar
    1 Myr Turbine
    1 Planar Portal
    1 Pithing Needle
    1 Ensnaring Bridge
    1 Null Brooch
    1 Possessed Portal
    1 Mycosynth Lattice
    1 Darksteel Forge
    1 Oblivion Stone
    1 Nevinryal's Disk
    1 Spine of Ish Sah

    [16 CREATURES]
    1 Manakin
    1 Millikin
    1 Plague Myr
    1 Silver Myr
    1 Scuttlemutt
    1 Palladium Myr
    1 Etherium Sculptor
    1 Myr Retriever
    1 Junk Diver
    1 Spellskite
    1 Phyrexian Revoker
    1 Phyrexian Metamorph
    1 Kuldotha Forgemaster
    1 Karn, Silver Golem
    1 Aphetto Alchemist
    1 Trinket Mage

    [14 NON-ARTIFACT]
    1 Pact of Negation
    1 Swan Song
    1 Muddle the Mixture
    1 Mana Drain
    1 Force of Will
    1 Misdirection
    1 Mystical Tutor
    1 Transmute Artifact
    1 Fabricate
    1 Intuition
    1 Artificer's Intuition
    1 Power Artifact
    1 Mind over Matter
    1 Tezzeret the Seeker


    Possible cuts: Mind Over Matter (UUUU is just hard, reason why I cut the Futuresight/Magus of FS), Null Brooch, Sculpting Steel
    Possible additions: Muzzio, Thousand-Year Elixir, Myr Moonvessel, Torpor Orb

    Plus I think I need more U spells to fuel FoW and MisD (I'm currently at 18).

  4. #124

    Re: [EDH] Arcum Dagsson - Prison Tinkerer

    Quote Originally Posted by mrjumbo03 View Post
    @sipes1946, Wanna discuss your list?
    sure--I'll post it here when I have more time later today :)

    I'd love to get some feedback from other Arcum players.

  5. #125

    Re: [EDH] Arcum Dagsson - Prison Tinkerer

    sorry for the delay--I forgot I said I would post my list:

    Commander

    1x Arcum Dagsson

    Artifact (30)

    1x Basalt Monolith
    1x Caged Sun
    1x Clock of Omens
    1x Crucible of Worlds
    1x Darksteel Forge
    1x Ensnaring Bridge
    1x Extraplanar Lens
    1x Gauntlet of Power
    1x Gilded Lotus
    1x Grim Monolith
    1x Lightning Greaves
    1x Mana Crypt
    1x Mana Vault
    1x Mycosynth Lattice
    1x Myr Turbine
    1x Nevinyrral's Disk
    1x Planar Portal
    1x Rings of Brighthearth
    1x Sculpting Steel
    1x Sensei's Divining Top
    1x Sol Ring
    1x Spine of Ish Sah
    1x Staff of Domination
    1x Static Orb
    1x Thousand-Year Elixir
    1x Thran Dynamo
    1x Trading Post
    1x Unwinding Clock
    1x Vedalken Orrery
    1x Voltaic Key

    Land (32)

    1x Academy Ruins
    1x Ancient Tomb
    1x Blinkmoth Nexus
    1x Buried Ruin
    1x Cavern of Souls
    1x Flooded Strand
    1x Hall of the Bandit Lord
    1x Inkmoth Nexus
    1x Minamo, School at Water's Edge
    1x Mishra's Factory
    1x Mishra's Workshop
    1x Misty Rainforest
    1x Polluted Delta
    1x Reliquary Tower
    1x Riptide Laboratory
    1x Scalding Tarn
    1x Seat of the Synod
    11x Snow-Covered Island
    1x Strip Mine
    1x Tolaria West
    1x Vesuva
    1x Wasteland

    Sorcery (3)

    1x All Is Dust
    1x Fabricate
    1x Transmute Artifact

    Enchantment (2)

    1x Copy Artifact
    1x Power Artifact

    Planeswalker (2)

    1x Karn Liberated
    1x Tezzeret the Seeker

    Creature (19)

    1x Consecrated Sphinx
    1x Duplicant
    1x Junk Diver
    1x Karn, Silver Golem
    1x Manakin
    1x Master Transmuter
    1x Millikin
    1x Muzzio, Visionary Architect
    1x Myr Retriever
    1x Palladium Myr
    1x Phyrexian Metamorph
    1x Scarecrone
    1x Silver Myr
    1x Snapcaster Mage
    1x Solemn Simulacrum
    1x Spellskite
    1x Treasure Mage
    1x Ulamog, the Infinite Gyre
    1x Wurmcoil Engine

    Instant (11)

    1x Blue Sun's Zenith
    1x Capsize
    1x Counterspell
    1x Cryptic Command
    1x Cyclonic Rift
    1x Forbid
    1x Force of Will
    1x Mana Drain
    1x Muddle the Mixture
    1x Mystical Tutor
    1x Spell Crumple

  6. #126
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    Re: [EDH] Arcum Dagsson - Prison Tinkerer



    Possible addition, but personally, unlikely for me.

  7. #127

    Re: [EDH] Arcum Dagsson - Prison Tinkerer

    unlikely for me either...

  8. #128
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    Re: [EDH] Arcum Dagsson - Prison Tinkerer

    Nothing from Khans.


    BUT we do get Metalworker as it gets unbanned, finally!

  9. #129

    Re: [EDH] Arcum Dagsson - Prison Tinkerer

    Rebuilt this deck again

    Arcum Dagsson

    --- Artifact Creatures ---
    Myr Moonvessel
    Phyrexian Revoker
    Spellskite
    Silver Myr
    Plague Myr
    Manakin
    Millikin
    Etherium Sculptor
    Myr Retriever
    Junk Diver
    Metalworker
    Palladium Myr
    Lodestone Golem
    Filigree Sages
    Phyrexian Metamorph
    Kuldotha Forgemaster
    Steel Hellkite

    --- Noncreature Artifacts ---
    Mana Crypt
    Mox Opal
    Sol Ring
    Mana Vault
    Voltaic Key
    Skullclamp
    Pithing Needle
    Sensei's Divining Top
    Expedition Map
    Genesis Chamber
    Lightning Greaves
    Scroll Rack
    Grim Monolith
    Basalt Monolith
    Rings of Brighthearth
    Staff of Domination
    Crucible of Worlds
    Thousand-Year Elixir
    Sculpting Steel
    Thran Dynamo
    Nevinyrral's Disk
    Gilded Lotus
    Myr Turbine
    Ring of Three Wishes
    Memory Jar
    Mycosynth Lattice
    Mindslaver
    Spine of Ish Sah
    Possessed Portal
    Darksteel Forge

    --- Other Nonland Permanents ---
    Copy Artifact
    Power Artifact
    Sage of Lat-Nam
    Artificer's Intuition
    Trinket Mage
    Tezzeret the Seeker

    --- Instants ---
    Pact of Negation
    Swan Song
    Mana Drain
    Thirst for Knowledge
    Intuition
    Force of Will
    Misdirection

    --- Sorceries ---
    Reshape
    Transmute Artifact
    Fabricate
    Thoughtcast

    --- Lands ---
    Mishra's Workshop
    Mishra's Factory
    Inkmoth Nexus
    Blinkmoth Nexus
    Wasteland
    Strip Mine
    Ancient Tomb
    City of Traitors
    Crystal Vein
    Tolaria West
    Seat of the Synod
    Darksteel Citadel
    Hall of the Bandit Lord
    Minamo, School at Water's Edge
    Phyrexia's Core
    Buried Ruin
    Academy Ruins
    Misty Rainforest
    Scalding Tarn
    Polluted Delta
    Flooded Strand
    Cavern of Souls
    13 Island

    Some thoughts

    - I think that Caged Sun / Gauntlet of Power / Extraplanar Lens are not good in decks with no ramp and such a small number of basics. The way that this deck (and most other Arcum decks) are built is that there are not a super high amount of 6+ drops and normally no mana sinks, there also aren't a very high number of card advantage spells so once you've curved up to your 6 drop you probably won't have anything to spend that extra mana on. This would be the case even if your manabase was all Islands but often you are only going to have 2-3 in play which means you're paying a huge premium for what is basically Gilded Lotus 2-3 or a coloured Worn Powerstone.

    - I'm moving away from the 'glass cannon' build that I have posted previously, because in any games where that would work a slower win would also likely be successful, and this way you don't get blown out by counterspells and instant speed removal.

    - A reflection of this change is the non-inclusion of Mox Diamond, Lotus Petal, and Lion's Eye Diamond, because you don't want to be exchanging cards for mana when facing an interactive opponent(s).

    - Sage of Lat-Nam is something I want to try as a cheap repeatable source of card advantage. There are of course a bunch of Jalum Tome effects available but most of them are too expensive. This card works well with Junk Diver, Myr Retriever, Artifact (Man)Land + Crucible, Genesis Chamber, Myr Turbine, and Spine of Ish Sah. I don't think that this deck wants to go further on board the Goblin-Welder-Value-Train (with more stuff like Ichor Wellspring, Chromatic Star, Krark-Clan Ironworks) but it could be a reasonable option to make the deck more midrangey.

    - I definitely think the deck needs a 1-drop artifact creature to find with Trinket Mage / Artificer's Intuition. There are various Pros and Cons for playing either Moonvessel/Memnite/Ornithopter/Shield Sphere/Heap Doll but I think you should play 1 of them. If you didn't want to play Trinket Mage or Artificer's Intuition then I wouldn't fault you for not playing an 0-1 drop but I think those cards are pretty good. (If someone can come up with a good use for Phyrexian Dreadnought that would be pretty cool, maybe if you're playing Torpor Orb).

    - I agree with the Mind over Matter cut a few posts back, because it's difficult to cast and very win-more. I sadly shaved the Clock of Omens for the same reason, while it's a very fun card to use I just feel that it's probably overkill in most situations.

    - Ring of Three Wishes over Planar Portal because I think that costing less mana is going to be relevant more often than having to search for 4+ cards.

    Marginal cards:
    - I put Filigree Sages in as another way to combo with Power Artifact, it works well with a few other things too (the fact that it's blue is kind of nice because as mentioned previously, trying to maintain a blue count for Force and Misdirection is surprisingly hard). You can always just tinker it away when you don't need it, but there is a lot of competition from other cards for that role (Faerie Mechanist/Solemn Simulacrum/Lore Broker/Master Transmuter/Duplicant/Karn) and for what it does it's quite expensive.
    - Genesis Chamber is something to try, it's at least 1 Myr when Arcum hits the table and can be more depending on what else you cast, your opponents hopefully won't be able to make much use of any tokens that they get. Other options for a similar effect would be Myr Sire and Epochrasite.
    - Intuition has been underwhelming in the past but it's great sometimes.
    - Playing a bunch of copy-artifact effects definitely has diminishing returns, so do the tutors (Transmute/Reshape/Fabricate/TrinketMage), but it's hard to cut these because they're so flexible.
    - Thoughtcast is just Thoughtcast, it's rarely bad but never exciting either.
    - I don't have any experience playing Lodestone Golem in the deck but it seems fine

    Cards I have considered or would consider
    -Spheres (The of-resistance kind, possibly other vintage-playable shop pieces like Tangle Wire and Smokestack)
    -Orbs
    -The artifact creatures previously mentioned as well as Dross Scorpion and Skill Borrower (there are plenty of spicy artifact creatures all the way up the curve but most of them are various degrees of bad: Shimmer Myr, Myr Welder, Wurmcoil, Precursor Golem, Runed Servitor, Perilous Myr, Toymaker, Esperzoa, Myr Propagator, Neurok/Wizard Replica, Scarecrone, Masticores, Summoner's Egg / Clone Shell, Voltaic Construct, Sharding Sphinx, Triskelion, Memnarch, Platinum Angel / Emperion)
    -More "go big" combo stuff like Mirrorworks, Clock of Omens, Knowledge Pool, Blightsteel Colossus (Unlikely)
    -More disruption
    -More card draw (FoF, Brainstorm)
    -Chief Engineer / Grand Architect
    -A piece of graveyard hate
    -The 2 new 'Ingot with upside' (Commander's Sphere / Unstable Obelisk)
    -Coercive Portal

  10. #130
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    Re: [EDH] Arcum Dagsson - Prison Tinkerer

    Necro!



    This one is going in for sure. It's basically an improved Myr Sire because it is tutorable by Trinket Mage, and for those who still run Artificer's Intuition. It also scales with more mana, plus it can grow itself to give more minions. Including this card also allows me to drop Myr Moonvessel as we finally get a tutorable fodder (costing 1 or less). Myr Moonvessel was just an okay card for me and I ran it just because of the added consistency of being able to tutor for fodder when I needed one.

  11. #131

    Re: [EDH] Arcum Dagsson - Prison Tinkerer

    Quote Originally Posted by mrjumbo03 View Post
    Necro!



    This one is going in for sure. It's basically an improved Myr Sire because it is tutorable by Trinket Mage, and for those who still run Artificer's Intuition. It also scales with more mana, plus it can grow itself to give more minions. Including this card also allows me to drop Myr Moonvessel as we finally get a tutorable fodder (costing 1 or less). Myr Moonvessel was just an okay card for me and I ran it just because of the added consistency of being able to tutor for fodder when I needed one.
    I can pretty much agree with this.
    Occasionally you want the Ornithopter/Moonvessel because you just need a dork and you're constrained on mana (or you want a dork from a Tezzeret minus) but that doesn't happen very often. The fact that it's a Myr sire that can chronomaton itself into more tokens and also can be searched as a trinket is really good.

    Thopter Spy Network is another card from this set that I could potentially include. There is also the new Gargoyle Castle which still costs 5 to activate but makes 2 tokens instead of 1.
    Last edited by kombatkiwi; 07-07-2015 at 09:16 PM.

  12. #132

    Re: [EDH] Arcum Dagsson - Prison Tinkerer

    Just won an insane game against Damia:
    - He casts Damia.
    - I untap crack Memory Jar into hardcast Possessed Portal: I choose both players can discard a free Memory Jar card. He now has 0 in hand, I have Palladium Myr and Artificer's Intuition.
    - He swings with Damia and Pings me with Ugin (I have all colourless permanents and with Portal in play and him on 0 cards the ultimate doesn't do anything either).
    - We both sac something irrelevant.
    - I untap cast Artificer's Intuition (only 1 blue source in play), crack buried ruin for Junk Diver and cast it. End of turn sac junk diver return Kuldotha Forgemaster.
    - He attacks, and pings me again, choosing not to exile the Artificer's Intuition with Ugin. I sac Voltaic Key and he sacs a land.
    - I untap and activate Artificer's Intuition, discarding Palladium Myr and searching for new MVP Hangarback Walker. I tap out to cast it for X = 3. He asks what it does (we're playing on cockatrice and he obviously hasn't updated his sets yet).
    - He concedes

    Lost the next one but in the 3rd I had the utter nuts with:
    Turn 1 Island + Mana Vault
    Turn 2 Blinkmoth into Sol Ring into Greaves into Arcum, cast Mox Opal activate Blinkmoth GG

    Palladium Myr feels a bit slow now, at 3 mana it's clearly the worst dork (especially now it can be compared to Metalworker, jesus that card is absurd)
    In these games there were situations where I wanted an AEther Spellbomb but everything else seemed okay.

  13. #133
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    Re: [EDH] Arcum Dagsson - Prison Tinkerer

    It's nothing exciting but will probably make it in.

    Cockatrice: p00nm4n

  14. #134

    Re: [EDH] Arcum Dagsson - Prison Tinkerer

    Quote Originally Posted by mrjumbo03 View Post
    It's nothing exciting but will probably make it in.

    Strictly worse manakin?!?!?! What even is power creep?

    But yeah, I'm definitely adding this card.

  15. #135
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    Re: [EDH] Arcum Dagsson - Prison Tinkerer

    I had some free time and decided to look over my Arcum list again. For those running both Force of Will and Misdirection, what's the best U count for the deck? I'm currently at 19 (including the 2 spells) and I'm debating if I should just drop the pitch spells and just run Counterspell and Negate in their place instead.

    @Kombatkiwi, your last list had 20 U spells, including both pitch spells. Do you find this enough?
    Cockatrice: p00nm4n

  16. #136

    Re: [EDH] Arcum Dagsson - Prison Tinkerer

    Quote Originally Posted by mrjumbo03 View Post
    I had some free time and decided to look over my Arcum list again. For those running both Force of Will and Misdirection, what's the best U count for the deck? I'm currently at 19 (including the 2 spells) and I'm debating if I should just drop the pitch spells and just run Counterspell and Negate in their place instead.

    @Kombatkiwi, your last list had 20 U spells, including both pitch spells. Do you find this enough?
    In the past I have been very unhappy with Force of Will for this reason, and I don't think that it's correct to run it or Misdirection.

    Edit: Currently the only counterspell I am playing is Mana Drain and my list has gone back to be more in line with the stax-ish plan of older lists.

    Less instants, more Defense Grid. I have also been quite impressed with Uba Mask as part of this plan.

    Edit:
    From my previous list, I am now of the opinion that Power Artifact, Staff of Domination, and Filigree Sages are all awful cards. Putting a bunch of narrow combo cards in your deck is not the way to win a game.

    Edit:
    Sea Gate Wreckage is really good.
    With the new rule change you can now cast EE for a number greater than 1 if you have e.g. City of Brass, but I'm not sure if this is really strong enough. (The payoff on Etched Oracle seems pretty high as well but that would be going REALLY deep).
    Last edited by kombatkiwi; 01-24-2016 at 10:53 AM.

  17. #137

    Re: [EDH] Arcum Dagsson - Prison Tinkerer

    New artifact themed block? Woop

    The new land is definitely an auto include:
    Inventor's Fair
    Legendary Land
    Metalcraft - At the beginning of your upkeep, gain 1 life
    {T}: Add {1} to your mana pool
    Metalcraft - 4,{T}, sac; search your deck for an artifact and add it to your hand

    A card that I think might be worth testing is:
    Skysovereign, Consul Flagship
    Legendary Artifact - Vehicle (5)
    Flying
    Whenever ~ ETB or attacks deal 3 damage to target creature or PW
    Crew 3 (Tap creatures with total power 3 or more to turn it into a 6/5 creature until eot)

    In a way it's like a 5 mana Inferno Titan that Arcum can both find and tinker away. I think that card would definitely be playable. The issue is of course not having 3 power on the battlefield can be a fairly common situation, in which case this is basically a bad version of Meteorite.
    You can play March of the Machines to have it be 'on' all the time but that's too cute to really be any good.

    Saheeli's Artistry
    Sorcery (4UU)
    Choose 1 or both
    -Make a token copy of target artifact
    -Make a token copy of target creature, and the token is also an artifact

    The upside on this card is very high and 6 mana is the 'market rate' for a Metamorph + Sculpting Steel but I'm not sure if the card advantage makes up for having to pay 6 mana all in one go

    Last one for now

    Aetherworks Marvel
    Legendary Artifact (4)
    Whenever a permanent you control dies, you get an energy counter
    {T}, Pay 6 energy counters: Look at the top 6 cards of your library and cast one of them without paying its mana cost. Put the rest on the bottom at random.

    The payoff is quite high if you can get it to work, but there is a high degree of luck involved, sacrificing 6 permanents is pretty difficult, and there are many other 'value' cards in the 4-drop slot that many people are already not playing and are likely much better than this (Solemn, Smokestack etc).

  18. #138

    Re: [EDH] Arcum Dagsson - Prison Tinkerer

    Anyone have a more up to date list? I'm trying to prove point to a moron who thinks Tolarian Academy should be unbanned in EDH.
    Quote Originally Posted by TsumiBand View Post
    It's like arguing your way out of a speeding ticket by saying "it's not like I'm wearing oven mitts, officer."
    Twenty Kavus and a Dream is NOT a Legacy deck.

  19. #139

    Re: [EDH] Arcum Dagsson - Prison Tinkerer

    The deck hasn't changed much

    1 Arcum Dagsson

    1 Trinket Mage
    1 Silver Myr
    1 Plague Myr
    1 Phyrexian Metamorph
    1 Manakin
    1 Millikin
    1 Etherium Sculptor
    1 Junk Diver
    1 Myr Retriever
    1 Spellskite
    1 Phyrexian Revoker
    1 Kuldotha Forgemaster
    1 Lodestone Golem
    1 Hangarback Walker
    1 Metalworker
    1 Hedron Crawler

    1 Mana Crypt
    1 Mana Vault
    1 Sol Ring
    1 Voltaic Key
    1 Sculpting Steel
    1 Grim Monolith
    1 Basalt Monolith
    1 Memory Jar
    1 Rings of Brighthearth
    1 Sensei's Divining Top
    1 Mox Opal
    1 Crucible of Worlds
    1 Possessed Portal
    1 Myr Turbine
    1 Spine of Ish Sah
    1 Nevinyrral's Disk
    1 Oblivion Stone
    1 Darksteel Forge
    1 Expedition Map
    1 Lightning Greaves
    1 Skullclamp
    1 Winter Orb
    1 Mycosynth Lattice
    1 Thousand-Year Elixir
    1 Pithing Needle
    1 Trinisphere
    1 Thorn of Amethyst
    1 Sphere of Resistance
    1 Defense Grid
    1 Tangle Wire

    1 Artificer's Intuition
    1 Copy Artifact

    1 Tezzeret the Seeker

    1 Transmute Artifact
    1 Fabricate
    1 Reshape

    1 Mana Drain

    11 Snow-Covered Island
    1 Mishra's Workshop
    1 Mishra's Factory
    1 Blinkmoth Nexus
    1 Inkmoth Nexus
    1 Minamo, School at Water's Edge
    1 Tolaria West
    1 Wasteland
    1 Strip Mine
    1 Academy Ruins
    1 Buried Ruin
    1 Scalding Tarn
    1 Misty Rainforest
    1 Polluted Delta
    1 Flooded Strand
    1 Ancient Tomb
    1 City of Traitors
    1 Seat of the Synod
    1 Darksteel Citadel
    1 Cavern of Souls
    1 Phyrexia's Core
    1 Hall of the Bandit Lord
    1 Crystal Vein
    1 Sea Gate Wreckage
    1 Inventors' Fair

    Before Kaladesh I felt that the above cards are 'locked in', they are clearly great and I don't want to cut them. (Inventors' Fair sneaks in as an auto include). This gives 11 open slots.

    1. Whenever functional reprints of a card you are already playing are released it's often presents an interesting dilemma. If you decide that you don't want to play 2 copies of a certain effect are you sure that the first copy was good enough? In this case Workshop Assistant is the second Junk Diver (which is already the second Myr Retriever). In this case I do think you want to play all three because there is a positive interaction when you draw them in multiples (they can start looping each other back from the graveyard).

    2. Guardian Idol is the worst 'Myr' but it's still good enough in my opinion.

    3. I have been trying Null Rod lately which sounds like the dumbest thing ever but Sol Ring and Crypt really define the whole format, having an answer in games when they have them and you don't is significant. It also gives you access to the only (that I am aware of) 2-card game-ending Arcum combo (Null Rod + Lattice). The problem is that the combo isn't viable if you are behind on board (Arcum can win games through combat but your opponent(s) can't have anything more than a 1/1) so this card might just be not good enough.

    4. Mindslaver randomly wins games, it's certainly castable but it does often suck when you draw it and I wouldn't fault you for not playing it.

    5. Tormod's Crypt - I have never played this card in the past but I have often wanted a piece of GY hate and I think the 0 mana is relevant in spots where you are trying to tutor for it with Artificer's Intuition / Trinket Mage / Reshape etc

    6. I'm still a fan of Smokestack, the biggest criticism of this card is that it is too slow, which is fair, but you can manage the downside much better than most other decks can and it combos well with the cards that you already want to be using to slow the game down (Orbs/Spheres).

    The 5 remaining cards I'm not too sure on, they could be any of:
    Thopter Spy Network
    Skysovereign, Consul Flagship
    Steel Hellkite
    Master Transmuter
    Perilous Myr
    Serrated Biskelion
    Palladium Myr
    AEther Spellbomb
    Staff of Nin
    Sage of Lat-Nam
    Duplicant
    Karn Silver Golem
    Everflowing Chalice
    Mind Stone
    Clock of Omens
    Thran Dynamo
    Dross Scorpion
    Thoughtcast
    Vedalken Engineer
    Foundry Inspector
    Metalwork Colossus
    Genesis Chamber
    Null Brooch
    Pact of Negation
    Solemn Simulacrum
    Faerie Mechanist

    Some of these suggestions are obviously more 'sensible' than others (ie. the floor on a Thoughtcast or a Spellbomb is much higher than something like Dross Scorption or Clock of Omens but they don't have the same explosive potential).

    I would NOT play
    - Sphere of the Suns/Extraplanar Lens/Gauntlet of Power/Gilded Lotus
    - Power Artifact / Staff of Domination / Filigree Sages
    - Mystical Tutor / Misdirection / Intuition / Force
    - Mox Diamond / Lotus Petal / LED
    - Planar Portal / Ring of 3 Wishes
    - Blightsteel Colossus
    - Swiftfoot Boots
    - Ensnaring Bridge
    - Vedalken Shackles (Great card but you don't have enough islands).

    The new Boompile is actually pretty interesting. It has the same effect as disk (also kills PWs I guess) but comes in untapped, so you get 2 chances to activate the effect when disk would give you 1. Looking at it that way it only has a failure rate of 25% rather than 50%. If disk came into play untapped I probably wouldn't play Oblivion Stone at all but the unreliable nature of this new card means that I'm _probably_ still not going to play it either (it is close though).

    Another interesting card from the new commander set is Faerie Artisans which has an extremely high power ceiling but suffers from being unreliable. Might be worth a try.

  20. #140
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    Re: [EDH] Arcum Dagsson - Prison Tinkerer

    We hit 2 playables in the first 3 cards spoiled in Aether Revolt.



    Cockatrice: p00nm4n

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