This deck is my EDH port of the infamous Modern deck. With the ability to now play an effective 4 Second Sunrise, I felt the need to try to port it to EDH. Almost everything functions just like the Modern version, just a little slower and bombier. I figured my 1,000th post should be a good one.
I've had it go off 4 or 5 games which is about 50% so far. I don't play it often as it upsets most people, but gosh is it satisfying. It has gone off with Second Sunrise and Bomberman.
The second Sunrise (heh) was there because TappedOut didn't have Faith's Reward added when I constructed the list, so it was a stand-in.
Ethereal Usher can find Open the Vaults. Expensive, but I think you need all the tutors you can lay your hands on.
Is there a win condition beyond Rocket Launcher? Maybe you could find a spot for Blue Sun's Zenith, which draws you cards while you combo and then can deck people to death... you can generate 300+ mana with this combo, right?
The other win con is Pyrite Spellbomb.
It combos with the two second sunrises: Faith's Reward and Second Sunrise.
Here's how it works:
You have: infinite mana due to krark clan iron works.
You have no cards in your library, a second sun or a Faith's Reward in your grave, a Conjurer's Bauble in play, a Pyrite Spellbomb in play, and a faith's reward in hand.
Use conjurer's bauble to put second sunrise into your 0-card library. Then you draw it. Sac the Ghost Quarter to kill tapped mountain. Sac all other artifacts to Krark Clan. Play second sunrise. You get everything back, except the Second Sunrise is in your grave, putting you back at square 1 except you dealt 2 damage to someone. You now use your eggs and previous Ironwork mana to produce two white and a colorless. Rinse and Repeat.
Here's my 5- color list, which I think gains more consistency because you can play more eggs.
(Heap Doll is in there for the lols with my general being Reaper King)
General: Reaper King
Mass recursion:
1 Faith's Reward
1 Second Sunrise
1 Open the Vaults
1 Roar of Reclamation
Lands:
1 Ancient Tomb
1 Ghost Quarter
1 Crystal Vein
1 Buried Ruin
1 Tree of Tales
1 Ancient Den
1 Darksteel Citadel
1 Seat of the Synod
1 Great Furnace
1 Vault of Whispers
7 Island
7 Forest
2 Swamp
7 Plains
2 Mountain
Having more eggs is actually not as conducive to increasing consistency as it seems. I tested a 5c version pretty heavily in addition to USA and Esper color combinations. The only things the two other colors have to offer are a couple more tutors, Pyrite Spellbomb, and Disciple of the Vault. While they would be nice, I prefer the consistency of a much more stable mana base.
Artificer's Intuition isn't that good because most eggs are interchangeable. It's nice if you are trying to set up a Roar or Vaults, but most eggs cost 1, so the mana is way better served just casting the egg.
Adding more Spellbombs is also definitely NOT the way to go. I've actually cut the number of Spellbombs in my list down (and it could only run 6, maximum). The original ones are actually mostly bad as you have to waste mana to cast them. The new ones combo with KCI.
Rocket Launcher/Goblin Canon are the only real wincons, but there are enough tutors and ways to generate infinite mana/card draw that it generally doesn't matter. The Rocket Launcher is going to become Magma Mine. I would like to fit Moonglove Extract.
Riddlesmith is really just a worse Vedalken Archmage. Throwing away lands doesn't accomplish anything as Sunrise and Reward don't recur them.
Six CMC Transmute cards aren't all that hot. Three and four are leagues better in this deck. Even two and one are vastly superior.
That's interesting, I find that Artificer's Intuition can discard your Extra Artifact Lands you draw while comboing off to get you more eggs.
You're right about the Spellbombs. They are pretty bad.
Riddlesmith is very strong. It in my deck is another copy of The Archmage. I love it.
I just throw transmute in for lack of tutoring.
I need replacements for the spellbombs, and in mydeck, it seems if you don't have the Lattice, it seems impossible to combo off. For this reason, I might go back to the 3 color list.
If price is an issue then your options are limited without just jamming random combos into the deck. Reveillark combo fits nicely with this theme. If you can afford it, Auriok Salvagers and Lion's Eye Diamond is another way to generate infinite mana. Both are really excellent on their own too.
Also, I don't dislike Transmute cards. In fact, I find them invaluable. A 6 CMC Transmute is just not what the deck wants.
EDIT: Another way to make the deck cheaper is to make it more of a control deck with a combo finish. Focus on early-game board control with things like Oblivion Stone, Scourglass, a full counter suite, and some proper spot removal. These will help protect the combo as well as buy time until you can finally combo off. That should solve your problem of not being explosive enough and lacking in reliable tutors. Versions with red should most certainly use Goblin Welder as well.
I am actually working on that right now. I don't want to add too much though for fear of drawing into too much in addition to losing the feel of the deck. Its important to not throw too many broken combos into there because we didn't make the deck to be mainstream and super broken.
I don't know who this "we" is, but I built this deck to be the most consistent KCI/Eggs deck imaginable. I didn't build it to NOT be broken, I just didn't want to completely jam random combos that were off theme. Power Artifact and 'Lark combos are plenty on theme. Welder and Auriok Salvagers further your strategy as well as adding another level of consistency and resiliency.
Ok. I had different thoughts on the deck then. Is it possible to turn this into a primer? I'm not sure how many people would look at it, and I know primers are supposed to be on generals and the best deck for that general but..
Primers aren't meant to represent Commanders, they are meant to represent deck ideas. I might turn it into a primer of some sort later on, but the recent rules change in regards to primers has really put me off wasting my time to actually do all that work. It plays just like KCI Eggs (which you can find in the Modern subforum), but a little slower. The only real difference is the win-condition, Goblin Canon, and the addition of the Bomberman combo, Auriok Salvagers and Lion's Eye Diamond.
So i goldfished the first list, and found it pretty fun. Nice work guys! A lot of interesting mini-combos that help get you to the "the inevitable" 3: lattice + witness + KCI. And bomberman combo is hilarious, but makes me think of buyback cards that fetch stuff out (demonic collusion?). The lack of an egg count doesn't really concern me, because sculpting steel + metamorph + copy artifact all copying a lone chromatic sphere is just fine. You just need enough "eggs" to see one before the turn you go off, and a recursion engine robust enough to recur it ad infinitum. Artificer's Intuition gets you the one 1cc artifact you need off artifact lands or any larger artifacts that you can't use yet. Auriok + helm/key lets you mini combo for days, and lets you combo out completely if you have bomberman + a single egg or spellbomb. Tezzeret works fine for getting KCI/helm/key/wellspring/sculptor/bloom/LED/etc. with each sunrise effect.
While all this is fun, the deck kinda needs more straight up tutoring power to get the crucial pieces, and a higher percentage of the engine needs to fix mana just a tad, and you need the other 2 sol lands: city of traitors and crystal vein. And maybe the archaeological dig. Some more standalone accel that's recurrable by itself seems appropriate, like a single tinder farm over a non-recurrable artifact piece. Phyrexian Tower is another land that probably should make it into a list that splashes black (say, damia, child, etc). In fact, i think the deck would benefit more heavily from black than from anything else just on the tutoring alone. It's also going off consistently around turn 4-6 for me (the first list), which is kinda slow for a deck that's so uninteractive, though I guess that makes it "fair" =3
I think I'll brew something up, though I'll probably never use it against other people (ha!)
PS: if you run green, run crop rotation. No reason not to.
Black eggs is simply the worst storm deck one can build. I built it, 5 color, and USA before deciding on Bant. It simply offers the most consistency while remaining true to the deck's philosophy. Black in just a terrible Ad Nauseum combo deck. I had all 4 Sol lands at first, but then I was right on colored sources.
The reason not run Crop rotation is it doesn't do anything. It wastes a slot to fetch absolutely nothing relevant. The deck is already loaded with do-nothing cards for the sake of preserving its identity, I don't want more of them. Tolaria West in way better because it's a land that can tutor my important lands.
Editing the list later tonight. Added Zuran Orb and made some functionality changes that should improve consistency. Also, added Sol Ring since I forgot to add it originally.
I know it is has been awhile on anyone commenting on this deck, however I made one that is kinda budget based off of this list (alot of basic lands for me instead of the fancy lands) and it rocks! I combo about 50% too and it is sooooo much fun to pull it off.
Was playing a 5 man game with a bunch of power generals (I use Rubina Soulsinger since I do not own an Angus. She was awesome. I stole some poor guy's eldrazi to protect myself for the turn he was about to kill us all. I got to my turn and combo city. I especially love it when as long as you got a bunch of the little draw a card things and Krark Iron Works out, you can get there!
Awesome job on this deck idea. It has moved into my top few of my favorite decks in my 23 EDH decks. It is sooo much fun!
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Thanks for the kind words. Giving this a bit of a bump since Ring of Three Wishes is the noodley boodley. This has become my main edh deck since the banning of Second Sunrise in Modern.
I revisited this deck in the context of Sydri, Galvanic Genius. I've decided that I definitely prefer Bant over Esper. Green is just so essential to the way the deck operates. I've contemplated giving BUG a shot, but then I lose Auriok Salvagers. He's been the best card in this deck every game.
I'll post my latest list soon, but it's not much different from the OP. This deck has sort of fallen to the wayside as I've been returning to my Prison/Stax roots, but I still keep it with me for when I'm playing with someone that won't care about the non-interactivity or someone has a less competitive deck than my other 3.
While this deck is pretty great and functions exactly as intended; it is still not as powerful as my other decks. I believe that to be a basic flaw in its design premise, so I probably won't be making a primer for it.
**** this site. I'd delete this account but that doesn't seem to be an option. The mods here are ******* useless ********s who ban people for simple ass normal words. **** them and **** this site.
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This deck is my EDH port of the infamous Modern deck. With the ability to now play an effective 4 Second Sunrise, I felt the need to try to port it to EDH. Almost everything functions just like the Modern version, just a little slower and bombier. I figured my 1,000th post should be a good one.
1x Angus Mackenzie
Land (34)
3x Island
1x Verdant Catacombs
3x Plains
1x Academy Ruins
1x Ghost Quarter
1x Hallowed Fountain
1x Darksteel Citadel
1x Ancient Den
1x Flooded Strand
1x Polluted Delta
1x Windswept Heath
1x Wooded Foothills
1x Ancient Tomb
1x Adarkar Wastes
1x Strip Mine
1x Tundra
1x Misty Rainforest
1x Marsh Flats
1x Scalding Tarn
1x Command Tower
1x Horizon Canopy
1x Tree of Tales
1x Temple Garden
1x Breeding Pool
1x Tropical Island
1x Savannah
1x Forest
1x Cephalid Coliseum
1x Bazaar of Baghdad
1x Tolaria West
Artifact (32)
1x Crucible of Worlds
1x Mycosynth Lattice
1x Sungrass Egg
1x Goblin Cannon
1x Magma Mine
1x Cloud Key
1x Chromatic Star
1x Lotus Bloom
1x Terrarion
1x Conjurer's Bauble
1x Krark-Clan Ironworks
1x AEther Spellbomb
1x Chromatic Sphere
1x Mindslaver
1x Sculpting Steel
1x Skycloud Egg
1x Lotus Petal
1x Mind Stone
1x Helm of Awakening
1x Lion's Eye Diamond
1x Mana Vault
1x Elsewhere Flask
1x Mana Crypt
1x Prophetic Prism
1x Flight Spellbomb
1x Ichor Wellspring
1x Courier's Capsule
1x Mox Opal
1x Origin Spellbomb
1x Memory Jar
1x Sol Ring
1x Zuran Orb
1x Tezzeret the Seeker
Creature (11)
1x Lotus Cobra
1x Vedalken Archmage
1x Grand Abolisher
1x Drift of Phantasms
1x Trinket Mage
1x Etherium Sculptor
1x Mnemonic Wall
1x Phyrexian Metamorph
1x Archaeomancer
1x Auriok Salvagers
1x Eternal Witness
Sorcery (10)
1x Fabricate
1x Edge of Autumn
1x Reshape
1x Relearn
1x Transmute Artifact
1x Call to Mind
1x Roar of Reclamation
1x Open the Vaults
1x Regrowth
1x Wargate
Instant (9)
1x Reclaim
1x Noxious Revival
1x Intuition
1x Mystical Tutor
1x Second Sunrise
1x Faith's Reward
1x Abeyance
1x Enlightened Tutor
1x Silence
Enchantment (2)
1x Copy Artifact
1x Ior Ruin Expedition
Cards I'd like to find room for:
1x Dizzy Spell
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How many times have you gotten it to work?
but you do have 2 second sunrises...
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The second Sunrise (heh) was there because TappedOut didn't have Faith's Reward added when I constructed the list, so it was a stand-in.
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Golem Foundry is another nice win con.
What do you think of Artificer's Intuition?
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
Is there a win condition beyond Rocket Launcher? Maybe you could find a spot for Blue Sun's Zenith, which draws you cards while you combo and then can deck people to death... you can generate 300+ mana with this combo, right?
Erebos B | Ghost Council WB | Grimgrin UB | Jhoira UR
Jor Kadeen RW | Melek UR | Mimeoplasm GUB | Rasputin WU
Savra BG | Sisay GW | Teneb BGW | Thada Adel U | Wort BR
I draft and play EDH. If a Standard player can't understand who a card is for, it's probably for me.
I also write things about good films.
It combos with the two second sunrises: Faith's Reward and Second Sunrise.
Here's how it works:
You have: infinite mana due to krark clan iron works.
You have no cards in your library, a second sun or a Faith's Reward in your grave, a Conjurer's Bauble in play, a Pyrite Spellbomb in play, and a faith's reward in hand.
Use conjurer's bauble to put second sunrise into your 0-card library. Then you draw it. Sac the Ghost Quarter to kill tapped mountain. Sac all other artifacts to Krark Clan. Play second sunrise. You get everything back, except the Second Sunrise is in your grave, putting you back at square 1 except you dealt 2 damage to someone. You now use your eggs and previous Ironwork mana to produce two white and a colorless. Rinse and Repeat.
Here's my 5- color list, which I think gains more consistency because you can play more eggs.
(Heap Doll is in there for the lols with my general being Reaper King)
General: Reaper King
Mass recursion:
1 Faith's Reward
1 Second Sunrise
1 Open the Vaults
1 Roar of Reclamation
Eggs:
1 Darkwater Egg
1 Mossfire Egg
1 Shadowblood Egg
1 Skycloud Egg
1 Sungrass Egg
1 Chromatic Star
1 Prophetic Prism
1 Terrarion
1 Elsewhere Flask
1 AEther Spellbomb
1 Flight Spellbomb
1 Lifespark Spellbomb
1 Necrogen Spellbomb
1 Nihil Spellbomb
1 Panic Spellbomb
1 Sunbeam Spellbomb
1 Conjurer's Bauble
Tutor:
1 Trinket Mage
1 Artificer's Intuition
1 Fabricate
1 Drift of Phantasms
1 Reshape
1 Tezzeret the Seeker
1 Tezzeret, Agent of Bolas
1 Wargate
1 Dimir House Guard
1 Tolaria West
1 Enlightened Tutor
1 Netherborn Phalanx
Mana Producers:
1 Mana Vault
1 Krark-Clan Ironworks
1 Sol Ring
1 Lotus Cobra
1 Lotus Bloom
1 Lotus Petal
1 Mox Opal
Recursion:
1 Myr Retriever
1 Relearn
1 Call to Mind
1 Auriok Salvagers
1 Noxious Revival
1 Mnemonic Wall
1 Eternal Witness
Make Things Cheaper:
1 Etherium Sculptor
1 Helm of Awakening
1 Cloud Key
Mass Draw:
1 Vedalken Archmage
1 Memory Jar
1 Riddlesmith
Free Draw:
1 Edge of Autumn
1 Ichor Wellspring (With the Ironworks)
Copy:
1 Copy Artifact
1 Phyrexian Metamorph
1 Sculpting Steel
Get lands out!!
1 Mycosynth Wellspring
Win Con:
1 Goblin Cannon
1 Rocket Launcher
1 Pyrite Spellbomb
Nice to Have:
1 Mycosynth Lattice
Lands:
1 Ancient Tomb
1 Ghost Quarter
1 Crystal Vein
1 Buried Ruin
1 Tree of Tales
1 Ancient Den
1 Darksteel Citadel
1 Seat of the Synod
1 Great Furnace
1 Vault of Whispers
7 Island
7 Forest
2 Swamp
7 Plains
2 Mountain
I wanna add a Heap Doll so bad....
Keep in mind I can't afford some cards!!!
I still need to learn how to tag....
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Pyrite Spellbomb's a no-go in Bant. Thought there is Moonglove Extract.
Erebos B | Ghost Council WB | Grimgrin UB | Jhoira UR
Jor Kadeen RW | Melek UR | Mimeoplasm GUB | Rasputin WU
Savra BG | Sisay GW | Teneb BGW | Thada Adel U | Wort BR
I draft and play EDH. If a Standard player can't understand who a card is for, it's probably for me.
I also write things about good films.
Artificer's Intuition isn't that good because most eggs are interchangeable. It's nice if you are trying to set up a Roar or Vaults, but most eggs cost 1, so the mana is way better served just casting the egg.
Adding more Spellbombs is also definitely NOT the way to go. I've actually cut the number of Spellbombs in my list down (and it could only run 6, maximum). The original ones are actually mostly bad as you have to waste mana to cast them. The new ones combo with KCI.
Rocket Launcher/Goblin Canon are the only real wincons, but there are enough tutors and ways to generate infinite mana/card draw that it generally doesn't matter. The Rocket Launcher is going to become Magma Mine. I would like to fit Moonglove Extract.
Riddlesmith is really just a worse Vedalken Archmage. Throwing away lands doesn't accomplish anything as Sunrise and Reward don't recur them.
Six CMC Transmute cards aren't all that hot. Three and four are leagues better in this deck. Even two and one are vastly superior.
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You're right about the Spellbombs. They are pretty bad.
Riddlesmith is very strong. It in my deck is another copy of The Archmage. I love it.
I just throw transmute in for lack of tutoring.
I need replacements for the spellbombs, and in mydeck, it seems if you don't have the Lattice, it seems impossible to combo off. For this reason, I might go back to the 3 color list.
I wish I could afford Intuition and Mana crypt.
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Also, I don't dislike Transmute cards. In fact, I find them invaluable. A 6 CMC Transmute is just not what the deck wants.
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Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
EDIT: Another way to make the deck cheaper is to make it more of a control deck with a combo finish. Focus on early-game board control with things like Oblivion Stone, Scourglass, a full counter suite, and some proper spot removal. These will help protect the combo as well as buy time until you can finally combo off. That should solve your problem of not being explosive enough and lacking in reliable tutors. Versions with red should most certainly use Goblin Welder as well.
My Blog About It
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
My Blog About It
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
My Blog About It
While all this is fun, the deck kinda needs more straight up tutoring power to get the crucial pieces, and a higher percentage of the engine needs to fix mana just a tad, and you need the other 2 sol lands: city of traitors and crystal vein. And maybe the archaeological dig. Some more standalone accel that's recurrable by itself seems appropriate, like a single tinder farm over a non-recurrable artifact piece. Phyrexian Tower is another land that probably should make it into a list that splashes black (say, damia, child, etc). In fact, i think the deck would benefit more heavily from black than from anything else just on the tutoring alone. It's also going off consistently around turn 4-6 for me (the first list), which is kinda slow for a deck that's so uninteractive, though I guess that makes it "fair" =3
I think I'll brew something up, though I'll probably never use it against other people (ha!)
PS: if you run green, run crop rotation. No reason not to.
http://officeofstrategicinfluence.com/spam/ <---- kills spam, fyi.
The reason not run Crop rotation is it doesn't do anything. It wastes a slot to fetch absolutely nothing relevant. The deck is already loaded with do-nothing cards for the sake of preserving its identity, I don't want more of them. Tolaria West in way better because it's a land that can tutor my important lands.
My Blog About It
My Blog About It
Was playing a 5 man game with a bunch of power generals (I use Rubina Soulsinger since I do not own an Angus. She was awesome. I stole some poor guy's eldrazi to protect myself for the turn he was about to kill us all. I got to my turn and combo city. I especially love it when as long as you got a bunch of the little draw a card things and Krark Iron Works out, you can get there!
Awesome job on this deck idea. It has moved into my top few of my favorite decks in my 23 EDH decks. It is sooo much fun!
My Blog About It
I'll post my latest list soon, but it's not much different from the OP. This deck has sort of fallen to the wayside as I've been returning to my Prison/Stax roots, but I still keep it with me for when I'm playing with someone that won't care about the non-interactivity or someone has a less competitive deck than my other 3.
While this deck is pretty great and functions exactly as intended; it is still not as powerful as my other decks. I believe that to be a basic flaw in its design premise, so I probably won't be making a primer for it.
My Blog About It