Alright, so i got my hands on some city of traitors and put 4 of them in the deck. Also, i decided to scrap all of the ichor wellspring for 1 tezzeret, 1 voltaic key, one more trinket mage and a single aether vial.
So far these changes were pretty usefull. Jitte has just been the bomb at my last local tournament. It saved me coutless times. Same for my goblin welder.
Wich brings me to ask the same question someone already asked: for those of you who are not playing spine of ish sha and goblin welder anymore, how did the swap fare fo you guys? I get the feeling those two cards a pretty much rocking for me.
*the Machine* sounds nice but i kinda took a likeing to WWIT :P. The reason why i called this thread *My god, what was i thinking* was because, when i first strated building this deck, i was sitting in front of my computer looking through cards and different ideas i could use whit an artifact based. My initial strategy was supposed to be a reanimator-ish artifact deck and after many hours, cans of mountain dew and pizza pop later, i came up whit my original list wich was pretty damn far from any kind of reanimator deck but more a control-synergy heavy deck. At that point i couldnt even remeber what was my original idea so i just went whit the flow.
ty for all the support, it feels nice seeing other people enjoying building this as much as me :).
So far my list asnt really changed. Last FNM was pretty good for me but i only played vs control oriented decks so i didint get a chance to duke it out vs aggro.
I think i will try to fit in metal worker but i get the feeling more mana wont help me much when you dont run any kind of real draw in the deck.
Cranial extraction: i like the mix you made whit MUDish playstyle. let me know what comes of it
You might want to stick with the Energy Chamber plan, then.
Resolving three of those and a Scepter basically means game over for your opponent.
at some point i had this un the deck, but they didnt realy do anything...seriously... If i had my board set up and a good amount of token generation going, it was as you said, gg for me. But if i faced any kind of fast paced deck like zoo or almost every combo deck out there, that was just way to slow.
Kinda like surge node, for 1 mana it aint to bad. ill maybe playtest it since it can be fetched whit trinket mage.
power conduit is a wonderfull card whit tons of potential. it can abuse alot of mechanics. Since it removes ANY kind of counters from a permanent and turn it inot charge or +1+1 counters, you can have fun whit anything that could have a negative impact by having a counter on it ( example: persist, undying, death counters, ice counters etc...)
If i drop sun droplet, ill drop it for good. It helps vs aggro matches but i wouldnt consider a sure shot as SB option vs them. Its not that much of a deterrant. Its main reason to be in there was to nullify the damage ancient tomb did to me and generate counters whit it.
-spooky-: I like the list you made. Not sure about mox opal. it doesnt realy contribute whit making the deck much faster. in fact i think its a dead card past turn 1.
I like tezzerets gambit for card draw+ proliferate, let me know how it played out for you
The deck could defenitly use one more trinket mage but 3 not sure yet. kinda feels tight.
I never tought about naming this deck in 5 years lol. Ill try and come up whit osmething meaningfull but all suggestions are welcome
the rogue: Darksteel reactor is just plain to slow for a token producer and to far fetched for a secondary win con :(. ill go whit energy chamber if i realy want to go back to a counter producer at every upkeep.
The fluff: I could use blockers but i have no room for them. Jitte acts as a blocker now...kinda.... and you should be able to control the flow of creatures.
thank you all for the great ideas! I didnt think i would get this much support but im happy to see all of these comments!
if you have a tomb and a chalice in your opening hand, its already looking good. all of the basic parts of this deck can run on 2 mana, so if you get a tomb and a red mana its all you need.
best hand i can think of is : chalice of the void+everflowing chalice+ancient tomb + great furnace + power conduit+ throne of geth + sun droplet
turn 1: drop chalice whit 0 counter on it, everflowing chalice kicked for 1
turn 2: land, cast sun droplet. tap ancient tomb for powerconduit. move a counter from sun droplet to chaliceof the void.
from there anything you draw will just make your play grow and you will be able to set chalice of the void to what ever possible answer you think your opponent could have for you,,,or simply screw his deck.
R.I.P + helm of obedience combo decks hate the chalice whit 2 counters on it hehehe
if you play vs someone whit alot of cantrips. sometimes letting chalice sit a 1 counter can buy you many turns.
The hardest thing in this deck is knowing when to move your counters arround.
You need to anticipate what could be coming, whitout any certainty... so it is a risk.
Best way is to play cautiously and go for a slow win. a fast game for this deck is turn 5-6 win. a normal one.....turn 7-8 and games that go for a long time, well lets just say its pretty boring game for your opponent.
I can't beleive i didn't think about jitte. It realy does solve a bunch of problems on its own.
I will defenetly playtest them in place of sun droplet i think.
The real good perk of having sun droplet is that it creates charge counters whit my ancient tomb and nullifys its damage pretty effectivly. But then again i think jitte should be able to do that. I just hope the legend rule of jitte wont be to much of a problem whit 3 of them in the deck.
Thank you bring out the ruleing on chalice, i had forgot to mention that.
In its ealry days, this deck was based on bogardan pheonix and darksteel generator but they eventualy got removed because it simply was slow and didnt realy help the gameplay
Oh wow, I love the power conduit and Chalice combo. although it seems like you'll need 3 power conduits to stick to manipulate the charges better.
How about adding more artifact lands or the moxes? I feel etched champion and Chimeric Mass would be great additions.
And how do you even get up to 7 mana to cast spine? With the chalices?
i get the spine whit the everflowing chalice yeah. 1 coretapper = 3 mana on a chalice if you tap+sac so right there is alot. + whit the proliferate provided by throne, everflwing chalice will have tons of counters on it sooner or later lol.
most of the time i start casting spine turn 4-5 whit my lock in play.
i also run 4 ancient tombs so it helps greatly whit the mana to cast them.
The more power conduit the better yeah. but one already does enough to put your opponent in trouble. you also dont want to overextend and put all of them into play amd rosk loosing them all.
So, here's the deal. I have had this deck for more than 5 years and always played has a pet deck. It has seen many modifications but it never was inteded for serious competitive play. About 6 months ago, i brought it to my local legacy tournament just for ****s and giggles and..... turns out, i did.... unexpectedly good (my local meta is extremely competetive, you will find most of the big decks and then some)! So from there i started tweaking it as a serious deck and well, it just kept on getting better and better, heck i made top 4 3 weeks in a row in a pool of 24-22-27 players!.But now im kinda at a creative standstill.
Im pretty sure my design is pretty original ( based on my opponents comments) so i hope you guys will like it too
power conduit: token manipulation for almost all of the cards in this deck. Makes you capable of controling the tokens on Chalice to block all of your opponents plays.
umezawa's jitte: Nice little trick card for this deck, provides a small amount creature control and life gain. A mini plainswalker as someone stated lol
thron of geth: sac artifacts, proliferate...you get it... works great for most of the cards in this deck and creates a small loop whit spine of ish sha
spine of ish sha: this is one my *kills*. keeps coming back and giving more control on what your opponent has on the field. you get to a point were you cast it 2-3 times a turn.
lux cannon: this is my mid game champ. not so slow whit coretapper and throne of geth. if you had all the token manipulation, it can get pretty ugly.
ratchet bomb: serves has a counter generator and can clear the field of anything to dangerous for the deck to handle.
everflowing chalice: early game accel and becomes a big mana producer has turns pass by.
triskelion: one of my possible win conditions,he gets realy big.
Can gun down small critters and swing for victory. Can also be used for direct damage.
wurmcoil engine: anoter *win* card. Lifelink so lets me stay in the game and is realllll good buddy whit welder. But his purpose is mainly has a huge beat stick.
This deck is absurd. most people dont know whats coming to them when you drop a turn one chalice of the void whit a counter on it or even whit no counters on it. once you start moving your stuff arround they realised that... this is going to be a painfull game heheheh.
So far, the only card i feel could leave is solemn simulacrum but i havnt found a decent replacement yet.
anyway leave me your toughts on this. i feel this could become playable in competitive (maybe not tier 1 but still) and i need more then one brain to think of this
Ty guys. Ill be more than happy to answer to all the questions.
i have been tuning this deck for more than two months and im just about to throw the towel. Casual its pretty fun but for legacy, this type of deck cant keep up a consistant play. one game you go wild turn 2 and some you build up till turn 5-6 to land a dreadnought only to have a spot removal waiting or your opponent will simply have is field established. Whit the coming of RtR...its going to be worst....trust me
Hello, I'm new here and i hope i will be able to get some help from you guys :).
I loved torpor orb from the moment i saw it, call it love at first sight. I then decided to create my own little version of a dreadnought deck.
I want to take this deck to local legacy tournaments so i want to optimise to its best.
I'm feeling that im not running enough creatures also but then again one would have to think that you dont need alot when you swing for 7 or 12.
In this version, i decided to add transmute artifact to go around the deck more easily. Transmute artifact also makes me feel like its not to bad to draw a Torpor orb or Spellskite even if i already have a copy. Ichor wellspring is sac food for Transmute and gives me the always appreciated draw.
For the rest of the deck i went whit drawing cards to get my needed spells into my hand.
Let me know what you think. Thank you for your input
P.S: i decided not to play Illusionary mask because of the 150$ price tag lol. Then again i don't even need it imo. Oh! btw, yes....MY deck has 63 cards but that's how i built all my decks and i aint gonna change that hehehe. Call it my personal flavor
Sept/11/2012:
Alright so i play tested this and so far, i know that ill definetly change all 4 counter spells for 4 force of will.
Ill be adding 3 verdant catacombs since i dont own polluted delta.
Also im gonna playtest running 4 Ancient tomb seems realy good.
So far these changes were pretty usefull. Jitte has just been the bomb at my last local tournament. It saved me coutless times. Same for my goblin welder.
Wich brings me to ask the same question someone already asked: for those of you who are not playing spine of ish sha and goblin welder anymore, how did the swap fare fo you guys? I get the feeling those two cards a pretty much rocking for me.
*the Machine* sounds nice but i kinda took a likeing to WWIT :P. The reason why i called this thread *My god, what was i thinking* was because, when i first strated building this deck, i was sitting in front of my computer looking through cards and different ideas i could use whit an artifact based. My initial strategy was supposed to be a reanimator-ish artifact deck and after many hours, cans of mountain dew and pizza pop later, i came up whit my original list wich was pretty damn far from any kind of reanimator deck but more a control-synergy heavy deck. At that point i couldnt even remeber what was my original idea so i just went whit the flow.
Agreed Phyrexian metamorph could be a bomb. will have to test it out.
So far my list asnt really changed. Last FNM was pretty good for me but i only played vs control oriented decks so i didint get a chance to duke it out vs aggro.
I think i will try to fit in metal worker but i get the feeling more mana wont help me much when you dont run any kind of real draw in the deck.
Cranial extraction: i like the mix you made whit MUDish playstyle. let me know what comes of it
at some point i had this un the deck, but they didnt realy do anything...seriously... If i had my board set up and a good amount of token generation going, it was as you said, gg for me. But if i faced any kind of fast paced deck like zoo or almost every combo deck out there, that was just way to slow.
Kinda like surge node, for 1 mana it aint to bad. ill maybe playtest it since it can be fetched whit trinket mage.
power conduit is a wonderfull card whit tons of potential. it can abuse alot of mechanics. Since it removes ANY kind of counters from a permanent and turn it inot charge or +1+1 counters, you can have fun whit anything that could have a negative impact by having a counter on it ( example: persist, undying, death counters, ice counters etc...)
If i drop sun droplet, ill drop it for good. It helps vs aggro matches but i wouldnt consider a sure shot as SB option vs them. Its not that much of a deterrant. Its main reason to be in there was to nullify the damage ancient tomb did to me and generate counters whit it.
ill update the changes i made to the deck list.
- 3 sundroplet
+2 umezawa's jitte
+1 ratchet bomb
whit a bit less of counter generation in the deck (sun droplet being not there anymore) i hope it wont be to much of an issue.
I, still stuck whit not finding anything worth replacing solemn whit. hes just that good i guess
I like tezzerets gambit for card draw+ proliferate, let me know how it played out for you
The deck could defenitly use one more trinket mage but 3 not sure yet. kinda feels tight.
I never tought about naming this deck in 5 years lol. Ill try and come up whit osmething meaningfull but all suggestions are welcome
the rogue: Darksteel reactor is just plain to slow for a token producer and to far fetched for a secondary win con :(. ill go whit energy chamber if i realy want to go back to a counter producer at every upkeep.
The fluff: I could use blockers but i have no room for them. Jitte acts as a blocker now...kinda.... and you should be able to control the flow of creatures.
thank you all for the great ideas! I didnt think i would get this much support but im happy to see all of these comments!
best hand i can think of is : chalice of the void+everflowing chalice+ancient tomb + great furnace + power conduit+ throne of geth + sun droplet
turn 1: drop chalice whit 0 counter on it, everflowing chalice kicked for 1
turn 2: land, cast sun droplet. tap ancient tomb for powerconduit. move a counter from sun droplet to chaliceof the void.
from there anything you draw will just make your play grow and you will be able to set chalice of the void to what ever possible answer you think your opponent could have for you,,,or simply screw his deck.
R.I.P + helm of obedience combo decks hate the chalice whit 2 counters on it hehehe
if you play vs someone whit alot of cantrips. sometimes letting chalice sit a 1 counter can buy you many turns.
The hardest thing in this deck is knowing when to move your counters arround.
You need to anticipate what could be coming, whitout any certainty... so it is a risk.
Best way is to play cautiously and go for a slow win. a fast game for this deck is turn 5-6 win. a normal one.....turn 7-8 and games that go for a long time, well lets just say its pretty boring game for your opponent.
academy ruins Approved!!!
I can't beleive i didn't think about jitte. It realy does solve a bunch of problems on its own.
I will defenetly playtest them in place of sun droplet i think.
The real good perk of having sun droplet is that it creates charge counters whit my ancient tomb and nullifys its damage pretty effectivly. But then again i think jitte should be able to do that. I just hope the legend rule of jitte wont be to much of a problem whit 3 of them in the deck.
Thank you bring out the ruleing on chalice, i had forgot to mention that.
In its ealry days, this deck was based on bogardan pheonix and darksteel generator but they eventualy got removed because it simply was slow and didnt realy help the gameplay
i get the spine whit the everflowing chalice yeah. 1 coretapper = 3 mana on a chalice if you tap+sac so right there is alot. + whit the proliferate provided by throne, everflwing chalice will have tons of counters on it sooner or later lol.
most of the time i start casting spine turn 4-5 whit my lock in play.
i also run 4 ancient tombs so it helps greatly whit the mana to cast them.
The more power conduit the better yeah. but one already does enough to put your opponent in trouble. you also dont want to overextend and put all of them into play amd rosk loosing them all.
chimeric mass looks nice, ill look into into
So, here's the deal. I have had this deck for more than 5 years and always played has a pet deck. It has seen many modifications but it never was inteded for serious competitive play. About 6 months ago, i brought it to my local legacy tournament just for ****s and giggles and..... turns out, i did.... unexpectedly good (my local meta is extremely competetive, you will find most of the big decks and then some)! So from there i started tweaking it as a serious deck and well, it just kept on getting better and better, heck i made top 4 3 weeks in a row in a pool of 24-22-27 players!.But now im kinda at a creative standstill.
Im pretty sure my design is pretty original ( based on my opponents comments) so i hope you guys will like it too
4 chalice of the void
4 power conduit
1 eater vial
1 voltaic key
2 umezawa's jitte
1 ratchet bomb
3 throne of geth
2 spine of ish sha
3 lux cannon
4 everflowing chalice
2 trinket mage
1 triskelion
4 goblin welder
4 coretapper
4 solemn simulacrum
planeswalker
2 Tezzeret the Seeker
4 ancient tomb
4 great furnace
4 city of traitors
1 dark depths
2 mountain
4 island
so heres the rundown:
Chalice of the void: this is just spectacular in this deck. works wonders whit Power conduit
power conduit: token manipulation for almost all of the cards in this deck. Makes you capable of controling the tokens on Chalice to block all of your opponents plays.
umezawa's jitte: Nice little trick card for this deck, provides a small amount creature control and life gain. A mini plainswalker as someone stated lol
thron of geth: sac artifacts, proliferate...you get it... works great for most of the cards in this deck and creates a small loop whit spine of ish sha
spine of ish sha: this is one my *kills*. keeps coming back and giving more control on what your opponent has on the field. you get to a point were you cast it 2-3 times a turn.
lux cannon: this is my mid game champ. not so slow whit coretapper and throne of geth. if you had all the token manipulation, it can get pretty ugly.
ratchet bomb: serves has a counter generator and can clear the field of anything to dangerous for the deck to handle.
everflowing chalice: early game accel and becomes a big mana producer has turns pass by.
goblin welder: ...well....yeahh.....
coretapper: can put token at instant speed
solemn simulacrum: great sac food to throne and welder. gives me a blocker and a card.
tezzeret the seeker: he does what he does best!
triskelion: one of my possible win conditions,he gets realy big.
Can gun down small critters and swing for victory. Can also be used for direct damage.
wurmcoil engine: anoter *win* card. Lifelink so lets me stay in the game and is realllll good buddy whit welder. But his purpose is mainly has a huge beat stick.
trinket mage: niffty little fetcher
Well....so this is it.
This deck is absurd. most people dont know whats coming to them when you drop a turn one chalice of the void whit a counter on it or even whit no counters on it. once you start moving your stuff arround they realised that... this is going to be a painfull game heheheh.
So far, the only card i feel could leave is solemn simulacrum but i havnt found a decent replacement yet.
anyway leave me your toughts on this. i feel this could become playable in competitive (maybe not tier 1 but still) and i need more then one brain to think of this
Ty guys. Ill be more than happy to answer to all the questions.
i have been tuning this deck for more than two months and im just about to throw the towel. Casual its pretty fun but for legacy, this type of deck cant keep up a consistant play. one game you go wild turn 2 and some you build up till turn 5-6 to land a dreadnought only to have a spot removal waiting or your opponent will simply have is field established. Whit the coming of RtR...its going to be worst....trust me
I loved torpor orb from the moment i saw it, call it love at first sight. I then decided to create my own little version of a dreadnought deck.
I want to take this deck to local legacy tournaments so i want to optimise to its best.
So heres the deck list:
creatures:
4 Phyrexian Dreadnought
4 Haunted horror
3 Spellskite
spells:
4 Daze
4 force of will
4 Brainstorm
4 Ponder
2 Impulse
4 Transmute artifact
3 Stifle
2 Lim-Dul's Vault
artifacts:
4 Torpor orb
4 Ichor wellspring
Lands:
4 Misty Rainforest
4 Watery Grave
2 Underground sea
2 Swamp
2 Island
3 verdant catacombs
I'm feeling that im not running enough creatures also but then again one would have to think that you dont need alot when you swing for 7 or 12.
In this version, i decided to add transmute artifact to go around the deck more easily. Transmute artifact also makes me feel like its not to bad to draw a Torpor orb or Spellskite even if i already have a copy. Ichor wellspring is sac food for Transmute and gives me the always appreciated draw.
For the rest of the deck i went whit drawing cards to get my needed spells into my hand.
Let me know what you think. Thank you for your input
P.S: i decided not to play Illusionary mask because of the 150$ price tag lol. Then again i don't even need it imo. Oh! btw, yes....MY deck has 63 cards but that's how i built all my decks and i aint gonna change that hehehe. Call it my personal flavor
Sept/11/2012:
Alright so i play tested this and so far, i know that ill definetly change all 4 counter spells for 4 force of will.
Ill be adding 3 verdant catacombs since i dont own polluted delta.
Also im gonna playtest running 4 Ancient tomb seems realy good.
Tonight's Legacy tournament i played at a local shop made me realise that i could run a *toolbox* like build whit transmute atifact. stuff like Sensei's divining top Nihil spellbomb Brittle effigy could be good single addition to the deck.
Thank you all for the comments, ill update the deck list as soon as i figure out what to remove and get the missing cards.