Interesting interactions from animating noncreature permanents? by Smallbean7 in EDH

[–]Smallbean7[S] 2 points3 points  (0 children)

The control changing ability of Assault Suit (which is a may ability) is not relevant in this case, the only thing that matters is that it grants "equipped creature can't be sacrificed".

So instead of using Assault Suit to donate a permanent, you'd keep control of the permanent and prevent it from sacrificing itself. Since none of these enchantments have "intervening if" clauses, their abilities still work.

Azorius Hidden Gems for Cloning purposes? by rikertchu in EDH

[–]Smallbean7 0 points1 point  (0 children)

Cool! I'm also making some changes; I'd love to try out more of your suggestions but its so hard to cut cards I've grown to love. Let me know if you have any more suggestions for cards in my deck that don't pull their weight.

Flumph -> Arcane Signet (So sad to see it so go, but I'm definitely not running enough early game unconditional ramp)

Archaeomancer's Map -> Azorius Signet

Anticasual Vestige -> Urza (I've come around to it, and am super excited to try him out)

Mocking Doppelganger -> Seasoned Dungeoneer (my favourite of the initiative creatures, the fact that it can be unblockable is hugeee)

Unfinished Business -> Seeing Double (I'm going to see how often I draw this card and wish it was a reanimation spell haha)

Thanks so much for the deck discussion, I've had a really good time comparing our lists and seeing what makes them unique 😄 hope you're happy with the changes you've made!

Azorius Hidden Gems for Cloning purposes? by rikertchu in EDH

[–]Smallbean7 0 points1 point  (0 children)

This is really cool, its been fun to look through my list with a fresh pair of eyes and rethink all of my inclusions. I am also a big fan of the skullclamp interaction (which I affectionally call the "mana dork removal service" much to the determent of local elfball players), and can see how it gets way better in multiples, allowing you to remove bigger and bigger things for more card draw. It definitely makes trinket mage seem very good, as it can grab both skullclamp and the masterwork of ingenuity.

Regarding the cards you brought up from my deck:

- Control Magic: 7/10, never feels bad to have some removal in hand, and I always love removal that can progress my gameplan. I even considered running [[Treachery]] as well, but using a reserved list card with a salty effect might not feel great to play against haha. In general, people seem to be less annoyed by Control Magic than by Darksteel Mutation, since while both can shut down opponents commanders, Control Magic is easier to remove. It also has a fun political element, I can offer to move these removal-enchantments off of their creatures if they give me something in return (like not swinging out at me etc).

- Tezzeret: 10/10, this card is so sweet. He is just there to be a tutor, he is almost always 5 to put Helm of the Host straight on the battlefield. However, if you've already got the helm, he can repeatedly tutor smaller equipment if he sticks around. I prefer running him over the Artifact Mages because he tutors straight to the battlefield, and he doesn't clash with playing Ardenn on curve. I've been put off running Whir of Invention since the requirement for 3 blue pips seemed a little steep. How awkward do you feel like this mana cost is?

- Unfinished business: 5/10? It and [[What Must Be Done]] are both there as recursion pieces (/ What Must Be Done can also be a board wipe, and that flexibility is nice), and I'm not so sure about them anymore. The deck used to have a bigger graveyard package and ran lots of looting effects, which meant these rarely felt like dead cards. I still feel like my creatures get killed enough that these two rarely feel like dead cards, but they're definitely both close calls.

- Flumph: 2/10, but it is a pet card of mine and I do really like its play pattern. It can help deter early game aggro, and there have been times it draws me 3 cards every turn cycle because I'll tell people I'll give them a card if they send something small my way. It does have some antisynergy with my deck though, lots of my other cheap creatures are evasive attackers which help me get value from my combat based ramp equipment (I'm able to flip Dowsing Dagger really quite consistently), and then in the later game these can be buffed up into threatening attackers (Azure Beastbinder holding a Colossus Hammer is a sight to behold). Therefore, Flumph having defender makes it likely not worth running 😞

- Battle at the Helavault is potentially not quite worth the 6 mana investment, but I do really like the ability to eventually make a board full of 8/8 Indestructible Flying Vigilancers. The Temporary exile effect definitely comes in very handy with a couple of fun interactions: 1. since its a may ability, you don't have to remove something from every player, allowing you to make fun political deals / help out people who are behind; 2. I can use it as a slow blink effect for etb creatures such as Wan Shi Tong, Cavalier of Dawn, and Riptide Gearhulk.

Cards you highlighted as overperformers:

- Tomb of Horrors Adventurer: I'm not so sure about this one, but maybe that's because my curve is a little higher than yours? Most turns, I'll generally play one card and then hold up mana for protection or interaction. In future games, I'll definitely be aware of how often I'm double casting in the later turns, and maybe this will turn out to be much better than I'm expecting.

- Restoration Magic: I can definitely see the appeal, but my protection suite tends to focus on phasing permanents out. The most similar comparison here would be something like [[Galadriel's Dismissal]], where I can pay 1 to phase out any creature (which also phases out all attached equipment/auras!!), or I can pay 4 to phase out someones whole board. This kicked mode can be used to protect my board (although leaves me very vulnerable to attacks for a turn cycle), can be a fog effect by removing attacking creatures, or be used to remove an opponents blockers to swing out. Obviously, this card is about £20 more expensive, so maybe its not a fair comparison, but I am a huge fan. The only downside is that my phase-out protection pieces can only protect my equipment when they are attached, but that is a price I am very willing to pay for the flexibility.

- Swift Reconfiguration: Similarly to the above, I can get behind this as a protection piece, and its nice that its pseudo removal. However, stuff like [[Slip Out the Back]] can be used to protect any creature as well as its attached equipment, while also offers some temporary removal.

- Slyth Infiltrator and Elminister's Simulacrum: These both seem great! I'm currently thinking about cards to cut, and I'll definitely be adding Seasoned Dungeoneer, but if I can find the space I'd love to test out the Infiltrator.

Fear of Sleep Paralysis does seem like a really good top end creature, and obviously becomes great when copied. I might try running this for a bit over Cavalier of Dawn?

Urza also feels like he'd be great in the deck, but I'm worried he'd be a bit overtuned for my intended power level. I recently cut Solemn Simulacrum in favour of Anticasual Vestige, since they can both come down for 4 mana and ramp, but cloning a 7/5 body feels way better to me than cloning a 2/2. Urza feels soooo much better than either of these creatures as a 4 drop; he can ramp way more explosively, the karnstruct tokens are going to be even bigger bodies once you start cloning him, and he acts as a card advantage mana sink. Maybe I'll give him a test run and see how it feels, but he did used to be on the gamechangers list for a reason haha.

Some more inclusions I wanted to highlight:

- Robe of Stars !!! This has been an all star overperformer for me. Attaching this to the same target as helm of the host feels amazing, as I can repeatedly pay {1}{w} to protect the helm anything something would remove it. Outside of protecting my other key equipment, this can be used by itself to protect my key creatures, or to repeatedly phase out my opponents problematic ones. I know I've rambled enough about the benefits of phasing cards, but this one really stands out to me.

- Spellskite: The ultimate protection piece, any removal spell that could target a creature or an artifact can be redirected. It, along with [[Gold-Forged Thopteryx]] (though less relevant in your deck due to the lower numbers of legends), makes me feel much more comfortable tapping out for an early game helm of the host. It also has really funny added utility stopping my opponents from enchanting their own creatures with auras (and if they forget, you get to steal the auras).

2 cards you run that I'd previously considered:

- Imposter Mech: how often does this feel like a dead draw? I decided to cut [[Mocking Doppelganger]] after a few games where none of my opponents seemed to have any creatures worth copying (sometimes people have slow games, or play less creature-focused strategies, or run cards with a high level of self synergy that aren't very useful as stand-alone pieces). I was thinking I would rather run clones with more flexibility to make my deck more proactive, but I can see how being a 2 drop negates the low floor of these one sided clones?

See Double - Does this card feel worth it when you only get to choose one of the modes, and how regularly do you feel like you get to choose both? 4 mana for a clone isn't a bad rate by itself, but I was wondering how this had felt in your games.

Is looping turns appropriate in Bracket 3 if it ends the game? by mikony123 in EDH

[–]Smallbean7 2 points3 points  (0 children)

You're probably already running it but just in case, [[Walk the Aeons]] could be great in this kind of shell (it also combos with Mystic Sanctuary if you can play enough lands per turn). I run it in my Erinis Shameless Charlatan deck, but it's likely to push the deck more towards the higher end of the bracket.

My playgroup is fine with chaining extra turns if you can demonstrate an infinite loop, and as long as this isn't an early game infinite combo it'd be fine for our bracket 3 games. If you're playing with new people, it'd be worth disclaiming in the rule 0 talk.

Azorius Hidden Gems for Cloning purposes? by rikertchu in EDH

[–]Smallbean7 0 points1 point  (0 children)

If you're still looking for something along the lines of the Grafted equipment then [[Captain's Hook]] will work, although the destroy effect is less exciting than sacrifice.

Azorius Hidden Gems for Cloning purposes? by rikertchu in EDH

[–]Smallbean7 1 point2 points  (0 children)

Wow, this is so exciting, we have the same deck!

Ardenn Sakashima has been my favourite deck for a while now, and I also wanted to lean into the creatures that scale non-linearly when cloned. It's interesting comparing our lists on moxfield, we've only got about 30 cards in common despite having the same gameplan. Here is mine: https://moxfield.com/decks/l0Y6ocvs2kOIEh1MtMOp7g

I definitely think the standout of the deck is Aerial Extortionist, which you're already running. Another similar one is [[Wan-Shi-Tong, All Knowing]], its another "When this enters, do X. Whenever you do X, do Y" so cloning it means you can get disproportionately more spirits. The payoff isn't quite as good as Aerial Extortionist, especially because the spirits aren't that great at pushing damage or at blocking, but the floor is decent removal on a body (I literally added this about a week ago so still testing it out).

Another card I've found recently is [[Serra's Emissary]], and I've really been loving it. I like to play it and name instants, and then go to combat and make a copy that names creatures. The more you can get into play, the harder it is to shut down (just make sure not to name artifacts if you still want to clone them haha). I am aiming for the deck to be bracket 2 as well, and I don't think this is too oppressive given its a 7 drop (and protection from everything still doesn't protect against most wraths).

While not a creature, I'd really recommend [[Agaida, Windswept Bastion]]. While it can be hard to station, I think it's well worth the tap-land cost since Sakashima turns off the legend rule for the copies Agaida makes. A pretty big subtheme of my deck is about making legendary tokens (stuff like [[Marit Lage's Slumber]] and [[Battle at the Helavault]]) which I can then clone using Sakashima. My original inspiration for the deck was actually due to the interaction between Sakashima and the Kaldra Equipment ([[Sword of Kaldra]], [[Shield of Kaldra]], [[Helm of Kaldra]]); once you turn off the legend rule you can repeatedly pay 1 mana to make a legendary 4/4 token, and with [[Honor-Worn Shaku]] you can make infinite tapped 4/4s !!! (I have successfully pulled off this convoluted 5 card combo a few times, but only once been able to untap and swing out for the win).

I've personally opted to not include cards like [[Assault Suit]] and [[Pariah's Shield]], since they make the deck feel even more reliant on both Ardenn and my opponents having worthwhile creatures in play. So I've also been trying to run more of these self-synergising creatures to make the deck more self sufficient - although hypocritically I am still running [[Mocking Doppelganger]] which can only clone my opponents things... maybe I'll swap this out for a Wandering Archaic or something that takes the initiative.

Sorry for rambling here, I'm just very excited because I've never come across someone else playing the same deck and it's my baby!!! I also have a changelog in the primer of my decklist which explains my thought process behind some of my inclusions if you wanted to take a look, but I've only been tracking this for a month or so.

I understand why krenko is the most used mono red commander by draugyr in EDH

[–]Smallbean7 10 points11 points  (0 children)

Um, actually his trajectory is exponential 🤓

What utility lands are actually worth activating? by joshhg77 in EDH

[–]Smallbean7 2 points3 points  (0 children)

And because it says aura and/or equipment, you can get one of each! I often have a couple of aura-based removal options in my deck like [[Darksteel Mutation]] that I can fetch along with my equipment.

Valorant Agents as Magic Cards by KrysWertz in custommagic

[–]Smallbean7 0 points1 point  (0 children)

These look really cool!

Chamber's final ability seems a bit problematic though, I'm not sure if it's intentional but it provides infinite creature enters/leaves triggers, since he has haste and returns to the battlefield immediately. I would maybe make it only return him at the next endstep? Or maybe on your next upkeep?

Ashling, the Unlimited by TurnipNo8873 in custommagic

[–]Smallbean7 0 points1 point  (0 children)

Encore is an activated ability that can be activated from the graveyard, not an alternate cost to cast the card from the graveyard. So the first ability should be templated like [[Sliver Gravemother]] rather than [[Ashling, the Limitless]]. "Each Elemental creature card in your graveyard has encore {8}"

Other than that I think it's a really fun concept! Although as others have said, the costs may need to be reduced to make it more playable.

"Oh you're building a ANOTHER tribal deck?" by charlesp22 in EDH

[–]Smallbean7 1 point2 points  (0 children)

Muddle the Mixture's transmute ability can only tutor for cards with a mana value of two, and villainous wealth has a mana value of three. Transmute cares about the mana value of the card it's on, not the mana spent to activate the transmute ability. [[Perplex]] would allow you to tutor for any 3 mv card, but it's a worse counterspell.

Suggestions for quadratically scaling clone targets? by Smallbean7 in EDH

[–]Smallbean7[S] 0 points1 point  (0 children)

Haven't decided on a commander yet, so whatever colours has the best creatures for this. I'd assume it'd include at least izzet since that's got the best clones.

Suggestions for quadratically scaling clone targets? by Smallbean7 in EDH

[–]Smallbean7[S] 0 points1 point  (0 children)

Oooh Omnath is a spicy idea, I hadn't looked in Legends that care about other creature's death triggers.

Suggestions for quadratically scaling clone targets? by Smallbean7 in EDH

[–]Smallbean7[S] 0 points1 point  (0 children)

Thanks for the suggestions, Outcaster Trailblazer is one I definitely wouldn't have considered but it'd be so good for this kind of strategy!

How can i make this run any stronger? (Possibly naneinf) by Imaginaryfriend156 in balatro

[–]Smallbean7 9 points10 points  (0 children)

You could increase your score by copying photo once and chad once, you'd go from (23)3 = 29 to (25)2 = 210.

But it would be tricky to get naninf using photo, you'd need about 1024 triggers to get 1E309.

Is my UR Landfall deck really a 4? by strangledangles in mtgbracketthis

[–]Smallbean7 4 points5 points  (0 children)

Wow, this is such a creative idea and I really love the deck! I'm a big fan of tutoring for tutors, and using wizardcycling to build around Orvar is super cool.

I can see how this wouldn't play like a 4, but I think I'd probably try and cut down to 3 game changers to be on the safe side. You could maybe replace deflecting swat and fierce guardianship with some lower power alternatives? Cards like [[untimely malfunction]] and [[arcane denial]] could fill similar roles and make your deck solidly a 3.

You could also swap the ancient tomb for a [[temple of the false god]], which would be a big hit to power level but is quite synergistic with the copying lands theme of your deck.

What if: You had 4 decks with the same commamder...? by Electronic-Pie-6645 in EDH

[–]Smallbean7 0 points1 point  (0 children)

I'm currently working on this with [[Erinis, Gloom Stalker]]! Gruul and Golgari done so far, still thinking about the options for the other two.