If i can last to get 6 mana i can drop my bombs and usually mop up, but making sure I can get there is the hard part. I've thought of just putting more kill spells in but that throws of my card count and changes the feel of the deck. I want an artifacts are murder tools kind of feel to where my opponent hates every artifact that comes in but then it becomes inconsequential and i can sacrifice or throw it at my opponent without really caring so I'm looking for options I probably missed.
You want to streamline your deck and make it more consistent by doing a few things.
1) Reduce it to 60 cards
2) Lower the mana curve. Like you said, the problem is that your deck is fine if it makes it to 6 mana but you may never live that long to do all that fun stuff. You're worried adding low cost stuff will change the "feel" of the deck. The reality is that without more low cost stuff, the "feel" of the deck will be losing most games with all your fun cards stuck in your hand and unable to cast them all. That won't be fun either. So you need to find a balance between high cost stuff and low cost stuff.
3) Remove some inconsistent 1-ofs. You won't see them very often, so they won't make much of a difference to your deck. You'll rarely get to use them when they're good. It's too easy to draw Spine of Ish Sah when you actually want Hellkite Tyrant, and vice versa.
4) You probably want more of your early game spells to be card draw and mana fixing. Cards like Ichor Wellspring or Mycosynth Wellspring help you set up for the big stuff, tap for Improvise, and sacrifice well to anything that wants you to sacrifice artifacts. Artifact mana sources like Dimir Signet and Talisman of Indulgence are also good. These all help you get to your bombs. On the other hand, artifacts like Augmenting Automaton and Tezzeret's Simulacrum have a small impact on the game and don't do much to help you get to your lategame stuff.
The Hellkite tyrant was a last minute gimmick card meant to specifically screw over a friend's deck, but is easy to take out. On the note of the less impactfull artifact creatures I'm aware they are not optimal if i take them out for mana rocks or wellsprings I don't know if I'll have the early defenses to not get hammered, I could put in more tezzeret's touchs I suppose.
But that will change the feel of the deck. If you want to keep a lot of high cost stuff, the only way to make that practical is to play mana ramp like Dimir Signet. You won't have a creature on turn 2, but you will have 4 mana on turn 3. Maybe you can use that 4 mana on turn 3 to cast spells like Yahenni's Expertise, which will kill early game creatures and also let you cast another mana rock or removal for free.
If you want to go with Tezzeret's Touch, then Wellsprings are a good choice. You play a wellspring on turn 2 (getting a card) and then Touch on turn 3. Then you have a big 5/5 to block. And if the creature dies, you get another card off the Wellspring to make up for it.
I've taken into consideration the advice i got on this thread. I removed the tezzeret's simulacrums and augmenting automatons in favor of 4 Mycosynth Wellsprings, the tyrant came out (replaced by another red gearhulk) and the planar bridge came out. the wellsprings have smoothed out my mana quite a bit I need to throw in a good board wipe I may pick up a damnation now that the price is more manageable.
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6 Island
8 Mountain
6 swamp
2 spirebluff canal
2 crumbling necropolis
1 bloodfell caves
Creatures
2 augmenting automaton
4 reckless fireweaver
2 tezzeret's simulacrum
2 embraal gear-smasher
1 quicksmith spy
1 hellkite tyrant
1 ironclad revolutionary
1 combustible gearhulk
2 noxious gearhulk
2 marionette master
2 unlicensed disintegration
2 metallic rebuke
1 insidious will
1 essence extraction
sorcery
1 cruel ultimatum
2 slave of bolas
1 reverse engineer
artifacts
1 time sieve
1 spine of ish sah
1 chromatic lantern
1 planar bridge
2 tezzeret's touch
2 thopter spy network
planeswalkers
1 daretti,ingenious iconoclast
1 tezzeret the schemer
1 nicol bolas, planeswalker
If i can last to get 6 mana i can drop my bombs and usually mop up, but making sure I can get there is the hard part. I've thought of just putting more kill spells in but that throws of my card count and changes the feel of the deck. I want an artifacts are murder tools kind of feel to where my opponent hates every artifact that comes in but then it becomes inconsequential and i can sacrifice or throw it at my opponent without really caring so I'm looking for options I probably missed.
You want to streamline your deck and make it more consistent by doing a few things.
1) Reduce it to 60 cards
2) Lower the mana curve. Like you said, the problem is that your deck is fine if it makes it to 6 mana but you may never live that long to do all that fun stuff. You're worried adding low cost stuff will change the "feel" of the deck. The reality is that without more low cost stuff, the "feel" of the deck will be losing most games with all your fun cards stuck in your hand and unable to cast them all. That won't be fun either. So you need to find a balance between high cost stuff and low cost stuff.
3) Remove some inconsistent 1-ofs. You won't see them very often, so they won't make much of a difference to your deck. You'll rarely get to use them when they're good. It's too easy to draw Spine of Ish Sah when you actually want Hellkite Tyrant, and vice versa.
4) You probably want more of your early game spells to be card draw and mana fixing. Cards like Ichor Wellspring or Mycosynth Wellspring help you set up for the big stuff, tap for Improvise, and sacrifice well to anything that wants you to sacrifice artifacts. Artifact mana sources like Dimir Signet and Talisman of Indulgence are also good. These all help you get to your bombs. On the other hand, artifacts like Augmenting Automaton and Tezzeret's Simulacrum have a small impact on the game and don't do much to help you get to your lategame stuff.
But that will change the feel of the deck. If you want to keep a lot of high cost stuff, the only way to make that practical is to play mana ramp like Dimir Signet. You won't have a creature on turn 2, but you will have 4 mana on turn 3. Maybe you can use that 4 mana on turn 3 to cast spells like Yahenni's Expertise, which will kill early game creatures and also let you cast another mana rock or removal for free.
If you want to go with Tezzeret's Touch, then Wellsprings are a good choice. You play a wellspring on turn 2 (getting a card) and then Touch on turn 3. Then you have a big 5/5 to block. And if the creature dies, you get another card off the Wellspring to make up for it.