Hello Everyone! I'm Levi from The Thought Vessel Show, and today we're diving into some Azorius crimes with a concept deck for Mendicant Core, Guidelight. When this set was spoiled, I was excited to see this low-mana-value artifact-synergizing machine. Naturally, I had to take a crack at brewing a deck with our new favorite robot. But this deck isn't just one robot--it's a full-on robot factory! We'll get to that soon, but first, let's break down what Mendicant Core, Guidelight does.
The Commander
The first thing that stood out to me about this card is its low casting cost. At only two mana, you can treat this commander with more abandon than a six- or seven-drop, as you can reasonably recast it multiple times. On top of that, Mendicant Core can become incredibly powerful, with its power equal to the number of artifacts you control. But what truly sets this card apart from other artifact-themed commanders like Urza, Chief Artificer is its "Max Speed" ability, which lets you copy artifact spells for just one mana.
The Deck
This deck aims to create as many artifacts as possible. We want Mendicant Core to pressure with commander damage early while also amassing a formidable board of artifact creatures as backup. To achieve this, we need to get Mendicant Core online as soon as possible, connect with players, and activate "Max Speed." Once that ability is active, we're going to drown our opponents in value. Our goal is to generate as many Construct tokens as possible--each of which scales with the number of artifacts we control.
This deck includes:
- 12 ramp spells
- 13 card advantage sources
- 10 spot removal spells
- 4 sweepers
- 39 artifacts
The strategy is to be more proactive than reactive. The removal spells primarily clear the way for our game plan, while counterspells should be reserved for protecting our board or stopping an opponent from winning the game. Unlike a dedicated control deck, this list runs fewer counterspells. We also exclude some traditional Commander staples like Rhystic Study or The One Ring, but if you have them and want to spice up the deck, they're great additions. Now, let's highlight some key cards from each category.
Ramp
- Sonic Screwdriver - This card might fly under the radar in most games, but in our deck, granting unblockability to our commander or other creatures is crucial for getting past blockers and maximizing damage output. It also provides scrying and ramp options, making it a versatile inclusion.
- Smothering Tithe - A staple in Commander, but even more valuable here since the Treasure tokens count as artifacts, helping to pump up our Construct creatures.
- Cloud Key - With over a third of the deck consisting of artifacts, this mana reduction is invaluable. Plus, since copying an artifact requires one extra mana, this discount helps keep the deck running efficiently.
Card Advantage
- Tezzeret, Artifice Master - A perfect fit for this deck. The +1 ability generates 1/1 Thopter tokens that count as artifacts, providing blockers and chip damage. The 0 ability draws two extra cards per turn in most cases, and the -9 ability creates a Planar Bridge effect that can close out games quickly.
- Padeem, Consul of Innovation - In a deck like this, it's rare for an opponent to have a higher-mana-value artifact, meaning we'll consistently draw an extra card. Additionally, Padeem protects our artifacts from spot removal, which is crucial for keeping our board intact.
- Losheel, Clockwork Scholar - Another excellent addition, allowing us to draw an extra card once per turn whenever an artifact enters. Since we have ways to give our artifacts flash, we can potentially draw multiple cards per turn. It also prevents all damage to attacking artifact creatures, making combat much safer.
Spot Removal
- Dispatch - With metalcraft easily achievable by turn three or four, this is an ideal removal spell. It exiles a creature without ramping an opponent, making it preferable to Path to Exile in this deck.
- Get Lost - This flexible removal spell deals with creatures, enchantments, and planeswalkers. In a pinch, you can even target one of your own permanents to generate two Map tokens, boosting your artifact count.
- Mana Drain - Given the high number of colorless spells in this deck, countering a big spell with Mana Drain can effectively provide a full untap of your lands to spend that mana to extend your board with more artifacts.
Sweepers
- Organic Extinction - The Improvise ability makes this very castable, and since most of our creatures are artifacts, we can dodge the board wipe while removing opponents' threats. This can clear blockers and give Mendicant Core a path to take out a player.
Artifacts
- Darksteel Forge - This deck is highly vulnerable to Vandalblast and similar effects. Darksteel Forge, alongside other protective spells like Dawn's Truce, ensures our artifacts remain safe.
- Portal to Phyrexia - Making each opponent sacrifice three creatures is already strong, but copying this effect can force them to sacrifice six, likely wiping their boards. The additional reanimation each upkeep is just icing on the cake.
- Simulacrum Synthesizer - The scry 2 is nice, but the real power lies in creating Construct tokens whenever an artifact with mana value three or greater enters. Copying this effect can quickly overwhelm opponents.
- Mirrorworks - A great backup plan if our commander is removed or stolen. For two mana, we can copy artifacts, ensuring our strategy remains intact.
- Worldwalker Helm - A newer card from The Big Score, this is a powerhouse in our deck. Every artifact cast also produces a Map token, increasing our artifact count. The activated ability can copy a token for two mana, ideally doubling up on Construct tokens for massive board presence.
And there you have it! I hope you enjoy amassing your own robotic army. I will put the complete list for The Robot Factory below. If you'd like to try this deck out, you can pick up these cards right here on CoolStuffInc. Until next time, happy gaming!
Mendicant Core EDH | Commander | Levi Perry
- Commander (1)
- 1 Mendicant Core, Guidelight
- Creatures (26)
- 1 Bronze Guardian
- 1 Digsite Engineer
- 1 Emry, Lurker of the Loch
- 1 Esper Sentinel
- 1 Etherium Sculptor
- 1 Hope of Ghirapur
- 1 Illustrious Wanderglyph
- 1 K-9, Mark I
- 1 Kappa Cannoneer
- 1 Kuldotha Forgemaster
- 1 Liberator, Urza's Battlethopter
- 1 Losheel, Clockwork Scholar
- 1 Master of Etherium
- 1 Padeem, Consul of Innovation
- 1 Sharding Sphinx
- 1 Shimmer Dragon
- 1 Shorikai, Genesis Engine
- 1 Simulacrum Synthesizer
- 1 Skrelv, Defector Mite
- 1 Spellskite
- 1 Steel Hellkite
- 1 Steel Overseer
- 1 Thought Monitor
- 1 Urza, Lord High Artificer
- 1 Urza, Prince of Kroog
- 1 Vedalken Archmage
- Artifacts (20)
- 1 Akroma's Memorial
- 1 Arcane Signet
- 1 Azorius Signet
- 1 Cloud Key
- 1 Conjurer's Closet
- 1 Crystal Skull, Isu Spyglass
- 1 Darksteel Forge
- 1 Mirrorworks
- 1 Monumental Henge
- 1 Nettlecyst
- 1 Portal to Phyrexia
- 1 Smothering Tithe
- 1 Sol Ring
- 1 Solemn Simulacrum
- 1 Sonic Screwdriver
- 1 Swiftfoot Boots
- 1 Talisman of Progress
- 1 Urza's Cave
- 1 Urza's Saga
- 1 Worldwalker Helm
- Enchantments (1)
- 1 Thopter Spy Network
- Instants (14)
- 1 Anguished Unmaking
- 1 Cyclonic Rift
- 1 Dawn's Truce
- 1 Dispatch
- 1 Fierce Guardianship
- 1 Generous Gift
- 1 Get Lost
- 1 Mana Drain
- 1 Otawara, Soaring City
- 1 Sink into Stupor / Soporific Springs
- 1 Steel Hellkite
- 1 Stroke of Midnight
- 1 Swords to Plowshares
- 1 Teferi's Protection
- Sorceries (4)
- 1 Fabricate
- 1 Organic Extinction
- 1 Thoughtcast
- 1 Whir of Invention
- Planeswalkers (2)
- 1 Tezzeret the Seeker
- 1 Tezzeret, Artifice Master
- Lands (29)
- 1 Academy Ruins
- 1 Adarkar Wastes
- 1 Ancient Den
- 1 Archway of Innovation
- 1 Buried Ruin
- 1 Command Tower
- 1 Flooded Strand
- 1 Floodfarm Verge
- 1 Fomori Vault
- 1 Hallowed Fountain
- 1 Hengegate Pathway / Mistgate Pathway
- 1 Inventors' Fair
- 6 Island
- 1 Lotus Field
- 1 Myriad Landscape
- 1 Otawara, Soaring City
- 1 Plains
- 1 Repurposing Bay
- 1 Rogue's Passage
- 1 Sea of Clouds
- 1 Seachrome Coast
- 1 Seat of the Synod
- 1 Skycloud Expanse
- 1 Tolaria West