Invent Superiority
Breya, Etherium Shaper learned to command powerful works of artifice on the Esper shard of Alara. Her mastery of lightning and expertise with etherium enable her to unlock the full potential of her creations and overwhelm her foes.
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The Esper shard of Alara is driven by the “Nobel Work”, an effort to augment all living things with an aether-infused alloy called etherium. Esperites believed Alara’s etherium supply was finite because no one could create it, but Breya has proven them wrong. While exploring Jund, Breya discovered carmot, a red stone necessary for creating etherium that didn’t exist on Esper. To prove her achievement, Breya replaced the majority of her organic body with etherium she created herself. Soon after, Breya realized that the wild magic of Jund had influenced her metal, granting her powerful new abilities.
The House of Renn is one of the most influential families among the lite of Esper,and Silas is its heir. A gifted mage, Silas trained to join the seekers of Carmot, an order of mages who claim to know te true nature of etherium and how to create more of the precious metal. Silas rose quickly through their ranks, and he was honored with the first etherium heart ever produced.
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Playing the deck
The “Invent Superiority” deck is commanded by Breya, Etherium Shaper, an Esper native whose special connection to red mana enables her to forge her own etherium. Just like her home, Esper, this deck is all about artifacts.
While it may be tempting to cast Breya as soon as you can, it’s often better to wait until you can cast her with a couple mana up to threaten activating her ability. If you’re playing with partners instead, Silas [Renn, Seeker Adept]] and Akiri, Line-Slinger are both great attackers that play solid defense in the early turns. Bruse Tarl, Boorish Herder is all about attacking, however, so hold him back until you’ve got a big creature to attack with.
Try to develop your mana earl, leaning on cards like Etherium Sculptor and Vedalken Engineer to quickly fill your board with artifacts. Your haymakers are usually going to be powerful creatures like Ethersworn Adjudicator and Myr Battlesphere, but cards like Trading Post are worth protecting for their ability to keep your artifact engine running smoothly in the face of removal.
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Impoving the deck
Step 1 - taking out the trash (Cuts)
Creatures
Akiri, Line-Slinger – Yes, she cares about artifacts, but she doesn’t fit here.
Bruse Tarl, Boorish Herder - This has nothing todo with the deck's theme.
Etched Oracle – I get what WotC was trying to do here. We have a 4 mana sunburst artifact creature in the four color artifact deck that can remove four counters to draw three cards. It is cute. The truth is that other spells in this deck reduce the casting cost to under 4, you never want to reanimate it, and you are paying five in total to try and draw three cards. We can do a lot better on a budget.
Godo, Bandit Warlord - This is not an equipment deck, and this has nothing to do with the theme.
Hellkite Igniter - This is another cute inclusion into the deck which is an easy cut. It costs 7 mana to cast, is not something you are likely to reanimate on theme as most cards look for artifacts in graveyards, and costs an additional 1R to activate the first time. that means an investment of 9 mana the turn you play to get full value. There are so mny other cards atlower asting costs which I would rather see.
Magus of the Will - This is a bad card based on a great combo card.
Non-land/non-creture
Ancient Excavation – This doesn’t do much here and I want it for a different deck where it fits in a lot better.
Bonehoard – Another out of place and underwhelming card.
Coastal Breach – Bad bounce which doesn’t fit the theme.
Commander's Sphere - I do not like most 3cmc rocks. Some are good, butthis is not one of them. Give me signets.
Curse of Vengeance – There is only one curse card I have ever seen which is any good, and this is not it.
Everflowing Chalice - I like this card in mono-colored and two colored decks, or a deck with proliferate to add counters to it. That is not what this deck is doing, and a mana rock which adds colorless mana is not as good as a signet.
Grave Upheaval – Too much for a reanimation spell and it is also not on theme.
Grip of Phyresis – Another dud. This is too situational to be of any use, and isn’t much good even which those situations do arise. It had a lot of hype and was overrated when it was initially printed.
Loxodon Warhammer – It pains me to cut this card, as I have so many fond memories and it fits so well in other decks, but not here. I have never missed this card in this deck. It is better suited elsewhere.
Migratory Route – Had the 1/1 birds been blue or colorless artifact thopter tokens, this card would have been a lot more interesting. As it is, the land cycling is not enough to justify keeping it.
Parting Thoughts – Sorcery speed removal is not worth the rare potential upside.
Read the Runes – Apparently this was once good in the right deck, such as old school Psychatog builds or with Abundance. However, it is total trash here.
Swiftfoot Boots – Good for my collection but not in this deck. This is not an ability we need nor a deck slot worth occupying.
Trial // Error – Not very good.
Whipflare – Another underperforming card.
Lands
Azorius Chancery, Boros Garrison, Dimir Aqueduct, and Rakdos Carnarium – I am not a fan of theravnica bounce lands in this deck. There are really good in green decks with effects that allow you to play additional lands in a turn such as Explore. Even in the same commander set we were sold Kynaios and Tiro of Meletis which loves these lands. However, Breya does not have a way to manipulate or otherwise take advantage of them.
Arcane Sanctum, Crumbling Necropolis, Mystic Monastery, and Nomad Outpost – I love these lands in three color decks. A single landwith an EtB-tapped clause that fixes all three colors is manageable, especially on a budget. 4 lands with EtB-tapped triggers which are still missing one of your four colors is another story altogether. I love the art on these and the high-quality fixing, but an opening hand with two of these and other EtB-tapped lands is game over before it even starts.
Evolving Wilds & Terramorphic Expanse – These are also too slow for commander, where you want to be doing something each turn. An opening hand with one of these, a tri-land and a bounce land is vomit inducing.
Rupture Spire & Transguild Promenade – We all know why these kinds of cards keep getting printed and reprinted. They are for limited formats and hyper budget color fixing for a pre-con deck.
Temple of the False God - Overrated, slow, and produces colorless mana in a deck which strugles to fix its way to four colors.
Darksteel Citadel - While an artifact land, this colorless one hurst us more than it helps us in a four color deck.
Plains x3, Island x3, Swamp x2, and Mountain x2 - Space needed to be made for better lands. I also replaced the ones i the deck with Esper lands and Magic Origins Kaladesh themed mountains.
We have removed 45 cards, which include: 24 lands, 6 Creatures, and 15 non-creatue/non-land cards.
Step 2 - Getting back to 100 cards
-Substep a. Our mana base-
Land
With a four color deck, I bit the bullet and went all in on fetch lands and all six shock lands. It was expensive, but worth it. That makes 16 lands right off the top.
Aritfact lands
Ancient Den, Great Furnace, and Vault of Whispers - The deck comes with the blue one.
Utility
Academy Ruins - Not the most budget friendsly, but this fit right into an artifact deck. It needs to be reprinted again.
Inventors' Fair - Another staple cardin an artifactdeck.
There is not a lot of room for colorless lands, but these two are great additions and work alongside Buried Ruin
Any color
City of Brass & Mana Confluence - Paying life for colored mana is far better than the tempo loss of lands which have an etb-tapped caluse.
Spire of Industry & Glimmervoid do not make the cut for me personally because I do not like having lands which turn off when you need them the most. I would rather play with all six pain lands over these. You are free to use them in you like. Aether Hub is something I would concider if I add ways of producing engery such as Fabrication Module.
Mana Rocks
All six signets have been added. 2cmc ramp is the sweet spot of game balance and ramp. Sure, Mana Vault, Mana Crypt, Mox Diamond and so forth are great, but are also expensive ($$$) and are not required to have fun. The signets fix our colors and allow us to ramp into our commander on turn 3. I feel that is a solid play each game, as it gives us a 4/4 blocker and 6 power in play early asa form of defense. It gives us two power with evasion early to attack opposing planeswalkers if need be, and Breya has built in removal in pinch. turn one fetch land, turn two signet, turn three Breya is a solid play line to open games.
Prismatic Geoscope - I like the idea of his card. It can net you a maximum of 6 mana in a five color deck with the basic land "Wastes". it doesn't haveto have basic lands in play, just the basic land types, which works with shock lands. The problem? I am not goingto run Wastes just for this card, nor do we have green... oh, and it comes into play tapped for five mana.
Talisman of Dominance, Talisman of Progress, and Talisman of Indulgence - The original Talisman cards were a quick and easy include. If I can get my hands on the other three, they will slot in just as easily. They are: Talisman of Hierarchy, Talisman of Conviction, and Talisman of Creativity. I will figure out what to remove when that time comes.
With 6 signets, 3 talisman, Fellwar Stone, Sol Ring and Binkmoth Urn, we have 12 mana rocks and 35 lands. That is a solid and smooth mana base which fixes colors and ramps.
-Substep b. Card draw-
$3.40€0.50 |
Creature (24) | |||
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$0.83€0.67 | |||
$1.00€0.91 | |||
$5.19€2.91 | |||
$0.50€0.94 | |||
$0.50€0.26 | |||
$0.50€0.42 | |||
$0.30€0.03 | |||
$1.00€0.53 | |||
$1.36€1.79 | |||
$0.50€0.36 | |||
$0.33€0.21 | |||
$1.46€0.70 | |||
$0.73€0.79 | |||
$1.26€0.61 | |||
$3.60€3.76 | |||
$1.00€1.22 | |||
$0.55€0.40 | |||
$0.44€0.26 | |||
$0.55€0.33 | |||
$4.99€4.36 | |||
$0.68€0.80 | |||
$0.43€0.17 | |||
$0.40€0.20 | |||
$0.41€0.55 | |||
Instant, Sorcery, Enchantment, Artifact (25) | |||
$0.50€0.41 | |||
$0.50€0.76 | |||
$0.61€0.35 | |||
$0.41€0.39 | |||
$1.25€0.69 | |||
$0.47€0.38 | |||
$0.26€0.23 | |||
$0.25€0.05 | |||
1
Sol Ring
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$1.79€0.94 | ||
$6.50€5.29 | |||
$0.25€0.21 | |||
$0.45€0.38 | |||
$0.93€0.41 | |||
$0.45€0.18 | |||
$1.00€0.42 | |||
$0.78€0.380.03 | |||
$0.47€0.360.03 | |||
$0.75€0.420.03 | |||
$0.50€0.380.03 | |||
$0.50€0.300.04 | |||
$0.85€0.420.04 | |||
$1.58€1.44 | |||
$2.86€2.35 | |||
$1.49€0.730.03 | |||
$1.76€0.89 | |||
Land (35) | |||
2
Swamp
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$0.50€0.280.03 | ||
2
Island
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$0.49€0.180.03 | ||
2
Plains
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$0.46€0.200.03 | ||
$1.63€1.70 | |||
$0.43€0.35 | |||
$0.48€0.24 | |||
$0.57€0.52 | |||
2
Mountain
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$0.15€0.020.04 | ||
$4.531.95 | |||
$5.267.99 | |||
$2.756.45 | |||
$11.00€8.850.02 | |||
$15.04€10.13 | |||
$28.67€25.513.12 | |||
$8.75€9.190.16 | |||
$14.86€14.650.80 | |||
$13.50€13.720.13 | |||
$17.03€14.700.74 | |||
$12.90€11.440.77 | |||
$10.49€9.090.03 | |||
$22.74€20.424.31 | |||
$11.99€11.430.99 | |||
$12.15€10.551.07 | |||
$18.50€15.601.29 | |||
$14.99€13.531.49 | |||
$24.94€22.194.85 | |||
$24.95€21.613.85 | |||
$9.03€8.160.80 | |||
$19.60€17.921.92 | |||
$12.00€11.191.06 | |||
$0.33€0.27 | |||
Planeswalker (1) | |||
$1.00€1.18 |
1
Thopter
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1
Myr
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1
Horror
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1
Goat
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