Stealing All The Artifacts

Commander
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griffin131
Boss 100
July 24, 2014, 09:55:46 PM
If I turn a land into an artifact(via liquimetal coating), does the enchantment fall off at the end of my turn when it's no longer an artifact?
Yes. Just like if you enchant a manland with Madcap Skills.



Dudecore
Boss 100
July 24, 2014, 10:01:12 PM
It's my understanding it will. But imagine Liquimetal Coating/Argent Mutation your Planeswalker, up ticking it, then Ensoul Artifact and swinging. (Or reverse? I dont know)



Last Edit: July 24, 2014, 10:03:08 PM by Dudecore
Spencer Addington
Boss 100
July 24, 2014, 10:26:27 PM
Is lux cannon worth adding?



Spencer Addington
Boss 100
July 24, 2014, 10:56:18 PM
More updates and now I'm over 5 cards! Woe is me!



Spencer Addington
Boss 100
July 24, 2014, 11:17:31 PM
More updates and now I'm over 5 cards! Woe is me!
Never mind! I slimmed it down and now I think the list looks pretty solid.



InfinitiveDivinity
User 100
July 25, 2014, 03:43:08 AM
Tolarian Academy isn't legal in EDH. đŸ˜„

I wish it was though! List looks good by the way.



Last Edit: July 25, 2014, 03:44:54 AM by InfinitiveDivinity
Spencer Addington
Boss 100
July 25, 2014, 10:12:04 AM
IM KEEPING IT!!!! ;)



Spencer Addington
Boss 100
August 06, 2014, 05:36:30 PM
I’ve always heard that blue is the most powerful color. Blue gets everything. Board wipes, tutors, cantrips, beaters, the list goes on and on. I’ve tended to stay away from blue because of this, but I finally cracked. I saw Memnarch and got excited. I looked at a few lists doing a few different things  and came up with this. I tend to make my Commander decks very general reliant, and this one is no different, but it can function perfectly fine without him. You’ve got a few counter spells for things you cant handle, land destruction out the wazoo, big creatures, permanent stealing, an infinite mana combo(just incase) and a couple other goodies.

THE COMBOS AND INTERACTIONS:
Karn Silver Golem + Mycoloth Lattice   This combo lets you blow up any land for 1 mana. Clearing a board like that is very powerful and can change a game almost instantly. Having this combo out makes you a big target though. People like their lands.
Karn Silver Golem + Liquimetal Coating     On your turn you get to kill 1 lands. Its not the most powerful thing, but it can be annoying.
Memnarch + Arcum Dagsson    With this interaction you can steal something with memnarch(preferably something big) and sac it to Daggson to get yourself something pretty ;)
Pili-Pala + Grand Architect     Make Pili-Pala blue, tap it with Grand Architect for then use the to untap Pili and add , Rinse and repeat. Cast Memnarch and steal the board.
Memnarch + Archbound Ravager    This interaction is there to sac any creature you take control of. It won’t happen very often, but if you need it to go away, this is the way to do it.
Mycoloth Lattice + March of the Machine     This will wipe the board of all lands INCLUDING YOURS. For the rest of the game where will be no lands on the field since you cant kill this combo for free and there will be *virtually* no way to pay mana to kill the combo. Lands that enter the battlefield will have to be sacced as a state based effect. They cannot survive since they have 0 toughness.
Liquimetal Coating + March of the Machine     This blows up lands one at a time. Not as good as Mycoloth Lattice, but you can get this combo out early and be a real pest.
Mycoloth Lattice + Darksteel Forge     All your artifacts are indestructible. No need to worry about board wipes anymore.
Leyline of Anticipation + Unwinding Clock + Mycoloth Lattice     Its practically an extra turn for you every time an opponent takes a turn. Your lands untap since they are artifacts and you can flash in anything you need.
Rings of Rebirth + Memnarch     You get to take 2 things a turn. Whats not to love?
Mycoloth Lattice + Hurkyl’s Recall     Bounce your opponents entire board. This is a dirty combo, so use sparingly ;)
Tolarian Academy + Mycoloth Lattice     Taps for REDICULOUS amounts of mana.

THE LIST:
The cards are rated from *(Which means its not very important)-*****(Which means this deck will be crippled without it)

Memnarch*****       The one, the only, the general Memnarch!!! This is the heart of the deck. At first glance you know Memnarch is powerful. When you really look at it closely and find cards that interact well with it, you know Menarch is INSANE. Stealing anything on the board is nothing to scoff at. You will be a target if you get Memnarch to stick.

Inkmoth Nexus*     This land isn’t too important, but if you run into someone that has infinite life, a little poison can help.
Tolarian Academy**     Even though this card is banned, I wont don’t want to take it out of the deck. Its incredible acceleration in an artifact heavy deck like this one. It wouldn’t hurt the deck if it wasn’t in the list, but its just SO GOOD.
Darksteel Citidel/Seat of Synod*     A tutor able land with Tezzeret the seeker. Pretty solid card, but again it wouldn’t hurt the deck if it wasn’t in the list.
Buried Ruin**     With a  deck so artifact heavy, anything that can get me an artifact from the grave that I need is important.
Academy Ruins***     MUCH better than Buried Ruin. A staple in this deck.

Arcum Dagsson****     Searching my library for a card like Darksteel Forge or Mycoloth Lattice, which are the most important cards in the deck, and putting them on the battlefield is very strong. A must include in this deck.
Karn Silver Golem*****     A Combo piece that can let you blow up lands and is a strong blocker. It would hurt this list if he weren’t in it since you would lose a land destruction combo.
Blightsteel Colossus***     A game changing beater. Sometimes you need to muscle your way to victory, and Blightsteel can make that happen. He will be a target for removal, but if you have out your Memnarch its fine if you lose him. Anything that can make your memnarch stick a little longer is a good thing.
Steel Hellkite***     This is really good, and consistent, removal. You get an efficient flyer that can pump itself and can wipe a field.
Grand Architect*****     An infinite mana combo piece. Cannot take this out.
Vedalken Archmage***     Fantastic card draw. Like I’ve said, this deck is very artifact heavy, so vedalken Archmage is a great draw engine. This can be hit or miss and can be taken out, but it can give you amazing card advantage.
Treasure Mage**     Lets you search your library for Mycoloth Lattice, Darksteel Forge, Blightsteel Colossus and other goodies. Solid card, but not very important. Can be cut without hurting the deck.
Solemn Simulacrum*     Not an important card, but does enough to earn a spot. Good chump blocker lets you draw a card and tutor for a land.
Scarecrone****     Even though the cost to return an artifact to the battlefield is 4, this card remains very strong. Most important artifacts in the deck cost more than 4, so you get a tone of value from scarecrone. “Oh, you destroyed my Blightsteel? Nope
”
Phyrexian Metamorph***     In this deck, Metamorph is strong. I don’t think I need to explain why.
Master of Etherium***     This card can become a beater. If I happen to have Mycoloth Lattice on the field, it becomes giant.
Etherium Sculpter**     A cheap creature that makes artifacts cost less in an artifact heavy deck? Seems pretty good.
Pili-Pala*****     The other half of the infinite blue mana combo. Cannot take this out.
Darksteel Colossus**     A solid beater, but not as good as Blightsteel. It can be taken out, but it’s a pretty good add on.
Consecrated Sphinx*****     The best draw engine in this deck. Consecrated Sphinx is one of the most powerful cards in, not only this deck, but also blue. If you see this on the field and its not yours, you need to remove it.
Silver Myr/Palladium Myr*     A simple mana accelerator. Nothing more, nothing less. Can easily be removed for something else.
Archbound Ravager**     This is a solid card that lets you sacrifice other peoples creatures if you take control of them. Not the most important card ever, but a good card nonetheless. Can easily be replaced.
Master Transmuter**     Lets you put down big stuff earlier. There arent a ton of large artifacts in this list, so Master Transmuter can be hot or miss. A good add on to this list.
Lighthouse Chronologist*****     This card is one of the cards that makes blue broken. If im playing a 4-player game and hes make level(which is VERY easy to do) you take three additional turns before you take your actual turn. Then you do it again! ITS REDICULOUS!!! BROKEN INFACT!!!

Vedalken Shackles***     I play a lot of islands in this deck. Since this is a “Take control of other things” type deck, vedalken shackles just made sense. Solid artifact.
Mindslaver*****     Taking control of a player can keep them off a combo and screw up their game plans. This card is incredibly strong and win you a game. Its also part of a dirty infinite combo I listed.
Darksteel Forge*****     This card is a must include in this list. Everything you have will be indestructible. Its not even a question.
Rhystic Study****     The second best draw engine of the deck. Easily an add in.
Lightning Greaves***     I want my commander to stick, so Lightning Greaves..
Planar Portal***     Its kind of expensive to activate, but repeatable search for anything in your deck is very good. Even if you can only do it once a turn, its still very strong.
Bribery****     This card is ridiculous. A that can let you put down a win condition is strong.
Minds Eye’s****     The third best draw engine of the deck. The reason this is beaten out by rhystic study is because rhystic is cheaper to put down, makes your opponents pay instead of you, and is based off of spells instead of card draw, which will inevitably draw you more cards. This card is still very strong and I wouldn’t replace or remove it.
Extraplanar Lens***     Huge mana excelleration that lets you activate Memnarch a lot more than you would be able to without it. Very good with a mono colored deck like this.
Sol Ring*****     Do I need to explain?
All is Dust*****      The best board wipe in the deck. Great card. Sidenote: Memnarch is technically colorless since the isn’t in the mana cost, so you wont have to sac your commander.
Mind Spring***     Better than basic cantrips like serum vision in late games. Solid card draw.
Liquimetal Coating*****     A piece in a couple combos. Wouldn’t take out.
Gilded Lotus***     Good mana accelerator.
Dream Fracture***     I cant explain why I love this card. Im sure there are better counter spells, but the art is so pretty.
Stoic Rebuttal***    A very solid counter spell.
Leyline of Anticipation****     Part of a combo and a solid card if you want to avoid board wipes. Just play all your spells at the end of your opponents turn.
Ring of Rebirth*****     Amazing when paired with Memnarch and a few other activated ability things in the deck. Crazy good.
Hurkyls Recall****     Part of a combo piece.
Tezzeret the Seeker*****     A great, REPEATABLE, tutor. Can also be a wincon.
Sculpting Steel*****     When paired with Liquimetal Coating you can have Sculpting Steel enter the battlefield as anything. ANYTHING I SAY!!!!
Fabricate*****     Amazing tutor in this deck.
Mirrorworks**     I don’t know how I feel about this card yet. It seems like a solid add, but do I have enough creatures to justify it?
Jace Beleren****     Fourth best draw engine of the deck. Sure you’ll have to let your opponents draw a card every now and then, but drawing an extra card for 3 mana is pretty damn good.
Training Ground*****     Since I have a few things that have a cost to activate, Training Grounds was an atou include. Very good with Memnarch as well.
Neurok Stealthsuit**     A not as good Lightning Greaves.
Blue Sun’s Zenith***     Great Card draw that gets shuffled back into your library for later use.
Darksteel Plate***     This card is only in the deck to protect Memnarch. That being said its very good at what it does.
Desertion****     Let me just counter your commander and take control of it >:D
Mycoloth Lattice******     If you don’t know why this card is good by now, you never will. On a scale of 1-5 I gave it a 6. Yup

Hinder*****     This counter spell is there to tuck a commander. Always use this to counter a commander.
Counterspell**** Great counter spell.
Blinkmoth Urn*****     This is a great mana accelerator for this deck. Especially paired with, surprise surprise, Mycoloth Lattice!
Power Sink****    This can really mess up an opponents gameplan. Either they pay or they tap out and empty their mana pool.
Nevinyrral’s Disk***     The other board wipe. It doesn’t hit Planeswalkers, but it’s pretty efficient for what it is.
March of the Machine*****     Part of a combo. Would not take out.
Unwinding Clock*****     Part of a combo. Would not take out.
Cyclonic Rift****     The second best board wipe of the deck. doesn’t touch your creatures and you can do this at the end of an opponents turn to make them discard down to six. Evil is what this is.
Rite of Replication*****If you happen to steal an insanely strong creature, you get another. If you can pay the kicker cost, you get four. Just imagine five Blightsteel Colossus on the field.
Last Word***     A counter spell that cant be countered. Very nice.



Last Edit: August 06, 2014, 09:30:14 PM by Spencer Addington
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