I think if you're not all in combo then yeah I think he for sure deserves some testing. Although I would be concerned about him exiling our things. He seems like the kind of walker you want 4 of always because of the way his +1 and -1 interact.
His +1 is an every turn better sleight of hand.
With the possibility to get the second card back if you want.
I also think his -2 is also a very good option in this deck. Plus he has 5 starting loyalty(safe from bolt) for 4 mana.
I might go as far as to say he could push the deck a bit further in the tier laddet.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Master they threatened to darken the sky with their arrows!"
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
Yeah, but it's really more "Disney Evil" than practical. It's like being a bond villain and giving a monologue rather then just shooting them.
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
I've been spending some time looking at all of the new cards. I've gotten very busy with work and other pursuits to be testing as much as I was but a couple of cards form DOM have caught my eye. I'll give my thoughts on the ones I think might be worth looking in to.
Karn, Scion of Urza Is one of the nicer cards in the set. He seems to provide some utility and card advantage. The +1 is a punisher effect which could slow us down quite a bit. If the opponent can exile the combo card we need, we won't get it until our next turn when we can use his -1. There are some litte interactions when this could be better or worse than other similar walkers. Karn competes with the other two high power 4cmc planeswalkers; Jace, The Mind Sculptor and Tezzeret, Agent of Bolas. The biggest thing Karn has going for him is the colorless aspect. We can find him with Ancient Stirrings which is a big help. The card really feels like it only has 2 abilities. The second ability does nothing at all without use of the first. Our deck wants to draw the right cards, simply drawing the worse of two cards won't always be enough. Tezzeret helps you to draw the right cards. Jace helps you to not draw the wrong card, which is sometimes better than drawing the wrong card with the option to get the needed card back next turn. He can also help us dig really deep for that card we so need. The third ability actually seems decently useful. Jace's protection is nothing like this simply buying time by unsummoning. Tezzeret has somewhat better and more synergistic protection being able to make a 5/5 from a single artifact or in gaining enough life to stay out of the red. Karn's summon ability adds to our board instead of investing more into an artifact we have already. Both Tezzeret and Jace have ultimates that can outright win the game sometimes. Karn simply doesn't. He isn't as powerful as the others for the cost but he is easier to cast. I think he should be supplemental or as a one of.
Artificer's Assistant is probably the most promising card from the whole set. I'm not even sure how it would fit in to most of the lists that I run, but I am thinking more of a mono-blue deck or blue/green with some other things thrown in. Being able to scry once or even multiple times a turn could be really big in helping to find combo pieces or whatever we need much more efficiently.
The Antiquities War is a really interesting card. If we can cast it turn 2-4, I think it could easily win 2 turns later. If I understand sagas right, you use it once when it comes out, then sacrifice it after the next two uses in draw steps. So we could use the card to get two Tezzeret, Agent of Bolas +1 ability and then the wide swarm of 5/5 artifacts if the combo fails. It seems like it could be very powerful if untouched and would help out if ramp is lost or the combo fails.
Thran Temporal Gateway is like a mini planar portal. I have never liked the card in this deck and thought it was overpriced. This could help sometimes with mana fixing when playing our 4cmc planeswalkers or playing artifacts at instant speed. I don't think the card is that powerful and probably shouldn't be included.
Traxos, Scourge of Kroog is another interesting card. It could be useful in a more aggro/ramp build. I might try including them in the eldrazi build. A 7/7 trampler for 4 mana isn't the worst thing I've tried in the deck. It's an artifact, more or less has vigilance when we use it.
Weatherlight could be useful in an aggro build. I might add one to the eldrazi build as the power is easy to come by and sometimes I find myself not wanting to attack in to larger creatures on the ground.
Well I thought Karn would be a very good option for the deck. interesting, that you didn't include the combo. The advantage is, that stony Silence doesn't hurt as much if you still have Wurmcoil Engine and just turn it sideways and produce tokens with thopter-sword combo.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Master they threatened to darken the sky with their arrows!"
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
Yeah, but it's really more "Disney Evil" than practical. It's like being a bond villain and giving a monologue rather then just shooting them.
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
Don't take that as criticism, I was just curious because most of the people here take the paradox engine combo as the way to go.
I also think it is good but I was always looking for backup plans and I think Tezzeret, Agent of bolas and Karn Scion of Urza are very good possibilities.
Wurmcoil engine is always an option, and thopter sword seems to work also.
I think there are different ways to play the deck color- and winconwise
the thing is, it needs to suit your playstyle.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Master they threatened to darken the sky with their arrows!"
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
Yeah, but it's really more "Disney Evil" than practical. It's like being a bond villain and giving a monologue rather then just shooting them.
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
edit: Here's the youtube video of him playing the deck. He was sent the first "paradox combo" list in the primer, which I don't think is as well positioned in the meta but does showcase it a little bit.
https://discord.gg/2ZJXJ6v
I created a discord for the archetype if anyone is interested in more of a direct means of communication for brewing or anything.
Stumbled upon this deck and have to say I'm a huge fan; an interaction that I noticed and haven't seen anyone talk about is Clockspinning and Paradox Engine. With a Cornucopia in play with 4 counters it generates infinite addition or removal of counters, and by extension infinite mana. Being able to manipulate The Antiquities War seems like one sweet option as well as being able to remove all the loalty from opposing walkers, or get yours up to ultimate range before a single activation. And even without the buyback I feel as though it's playable as a ritual of sorts for counters.
Hey gang, long time lurker first time poster in this thread. I wanted to take a minute to talk about our newest addition to this archtype, Magistrate's Scepter and the ways we can abuse it. I wanted to share a list I've been tinkering with and goldfishing lately:
I have elected to cut the Paradox Engine/Book/Bell combo for the new infinite turns combo that is Magistrate's Scepter, Mimic Vat, and Coretapper. Typically 3 card combos are sketchy, but I think this one is different on the basis that this deck is literally built to dig for these specific pieces and does so better than any other "dig for your combo" deck that I've ever seen. Between Glint-Nest Crane, Ancient Stirrings, Board the Weatherlight, and Inventors' Fair we're setup for the best possible chance of getting there. In my limited testing I was able to collect all 3 pieces by turn 4 almost every single time. I forewent Whir of Invention due to the UUU CMC. I just couldn't get it to work without warping the deck a little too much. With all of that said, the most important question now is how are we closing out games??? I decided to get a little cute in this department and went with a one of Darksteel Reactor in the Main along with 3 Walking Ballistas. Once the combo is online we can pretty much just demonstrate a loop, go thru it 20 times once Reactor is in play and we win. Of course if we are under 20 cards in our library thats not really going to work which is where Ballistas comes in. On the off chance that we can't get there with either Reactor or Ballista there is a single copy of Laboratory Maniac in the SB. I wanted to go with these sort of odd ball wincons because I believe they require fairly niche hate from our opponent in order to upset our game plan and they're fun!
Some of you may be wondering why I've gone this direction and that reason is simple: Its something different than what Dice Factory historically does. We also don't run the risk of decking quite as much as Paradox/Book/Bell builds. My biggest gripe about Paradox/Book/Bells combo is the reliance of our GY. I feel like adding even slight reliance on our GY to our strategy is a vulnerability that just isn't worth it. Other than that, I guess I dont have much of a reason. Dice Factory is one of those decks that really gives its pilot a lot of design space and I really like that. Going forward I would like to get some real testing in to see where my weaknesses are that goldfishing just can't show you.
Any constructive criticism or discussion about this rendition would be great!
Stumbled upon this deck and have to say I'm a huge fan; an interaction that I noticed and haven't seen anyone talk about is Clockspinning and Paradox Engine. With a Cornucopia in play with 4 counters it generates infinite addition or removal of counters, and by extension infinite mana. Being able to manipulate The Antiquities War seems like one sweet option as well as being able to remove all the loalty from opposing walkers, or get yours up to ultimate range before a single activation. And even without the buyback I feel as though it's playable as a ritual of sorts for counters.
Thoughts?
@DeliciousRocks clockspinning is an interesting card. Without the buyback, it isn't super relevant though. The lists are usually really tight and cards that don't do much outside of the combo aren't used that much. Maybe as a 1-2 of for a backup combo enabler. It's similar to batterskull in that you can just play it over and over but requires less mana investment. Using it for 1 to ramp up though seems lackluster. Without the buyback on it, it is worse than just having a surge node almost always. The card plays a similar role to Tezzeret's Gambit. Gambit is more useful in a variety of situations. Antiquities War is a card we are playing with. I think it is good sb tech vs stony silence more than maindeckable. Tezzeret, Agent of Bolas is just stronger and more versatile in a similar slot.
Hey gang, long time lurker first time poster in this thread. I wanted to take a minute to talk about our newest addition to this archtype, Magistrate's Scepter and the ways we can abuse it. I wanted to share a list I've been tinkering with and goldfishing lately:
I have elected to cut the Paradox Engine/Book/Bell combo for the new infinite turns combo that is Magistrate's Scepter, Mimic Vat, and Coretapper. Typically 3 card combos are sketchy, but I think this one is different on the basis that this deck is literally built to dig for these specific pieces and does so better than any other "dig for your combo" deck that I've ever seen. Between Glint-Nest Crane, Ancient Stirrings, Board the Weatherlight, and Inventors' Fair we're setup for the best possible chance of getting there. In my limited testing I was able to collect all 3 pieces by turn 4 almost every single time. I forewent Whir of Invention due to the UUU CMC. I just couldn't get it to work without warping the deck a little too much. With all of that said, the most important question now is how are we closing out games??? I decided to get a little cute in this department and went with a one of Darksteel Reactor in the Main along with 3 Walking Ballistas. Once the combo is online we can pretty much just demonstrate a loop, go thru it 20 times once Reactor is in play and we win. Of course if we are under 20 cards in our library thats not really going to work which is where Ballistas comes in. On the off chance that we can't get there with either Reactor or Ballista there is a single copy of Laboratory Maniac in the SB. I wanted to go with these sort of odd ball wincons because I believe they require fairly niche hate from our opponent in order to upset our game plan and they're fun!
Some of you may be wondering why I've gone this direction and that reason is simple: Its something different than what Dice Factory historically does. We also don't run the risk of decking quite as much as Paradox/Book/Bell builds. My biggest gripe about Paradox/Book/Bells combo is the reliance of our GY. I feel like adding even slight reliance on our GY to our strategy is a vulnerability that just isn't worth it. Other than that, I guess I dont have much of a reason. Dice Factory is one of those decks that really gives its pilot a lot of design space and I really like that. Going forward I would like to get some real testing in to see where my weaknesses are that goldfishing just can't show you.
Any constructive criticism or discussion about this rendition would be great!
@Ta305
The list looks pretty solid. I am goldfishing something similar right now waiting for scepter to be released before I start playing it. I'm not running crane or Ballista, and no mimic vat or darksteel reactor currently. I am running 3 Tezzeret, Agent of Bolas, 3 Karn, Scion of Urza, and 2 Jace, the Mind Scupltor. Along with 3 Wildfire. I'm not all in on the scepter plan and only run two, but I have gone infinite as early as turn 3 in my testing regardless.
Does anyone have videos uploaded of them piloting the deck? I don't think I will build this but I am interested in learning how the deck works for general knowledge.
First post on MTGSalvation, just a quick word to say that I am a huge fan of this deck !
Like most of the people, I discovered this deck during the GP Prague stream appearance, and I started building/playing it.
About me : I'm a Artifact fan, long time Lantern Control player and more recently playing on KCI.
Here is the list I'm working on, original list is from the Camillo Lukesch one :
I've made several updates on the original decklist that I'll try to explain here :
- I chose to remove the Crucible of Worlds/Ghost Quarter/Tectonic Edge package, which is, according to me, not worth it in the pack since your primary plan isn't rly to make a prison for your opponent but trying to assemblate your combo as fast as possible, the Ensnaring Bridges are just here to gain time for this.
- After some reflexions, I wasn't a great fan of the combo package of the Camillo Lukesch list, then I decided to upgrade the number of "key pieces" in the combo and the finishers package, which is safer in a U/W Control meta !
There is now 4x Surge Node + 2x Filigree Node + 4x Coretapper + 2x Walking Ballista in the list because of that.
- Chalice of the Void is a strenght and a problem for this deck since there was seven 1 cmc drops in the Camillo Lukesch list.
For this reason, I chose to remove all the Ancient Stirrings for the deck, and substitute it with 4x Board the Weatherlight. Understand me : I am aware that Board the Weatherlight is strictly worse compared to Ancient Stirrings, but it does relatively the same effect for 2 manas and can bring all the COMBO/FINISHERS (including Tezzeret)/PRISON pieces + some legendary lands from our deck + it's not a dead card in our hand when our Chalices are on "1".
The only 1 drop who is still in the deck is the 4x Surge Node, who can still be bring on the field with Whir of Invention.
- I added a Bottled Cloister in the main deck (which is an idea from the UR prison deck) because it has alot of synergies with the ensnaring bridge and the Tezzeret ultimate.
- The mana base is rly different from the original list : the number of Buried Ruin + Spire of Industry are both upgraded to 3.
I chose to add one Oboro, Palace in the Clouds since there it can help you to get 2xU manas in the same turn (tap for U, bounce, land, tap for U) for Tezzeret of Whir + it's the only U land I can bring back on Board the Weatherlight, which can be helpful sometimes.
I'm not rly sure about the sideboard, I think it misses some Burn counters, so if you have some ideas I'm totally open minded !
--
Ok, this was the explanations about the changes I've made on the original decklist.
Curious to hear your thoughts about it !
There is a "Win a Box" at my LGS this weekend, I think I'll give a chance to this pack and btw I'll write you a report, if you are interested of
Hello there, in the Discord group there are several tournament reports, even one from a pptq or something with a nice result. The link to it should be in the opening post
Private Mod Note
():
Rollback Post to RevisionRollBack
"Master they threatened to darken the sky with their arrows!"
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
Yeah, but it's really more "Disney Evil" than practical. It's like being a bond villain and giving a monologue rather then just shooting them.
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
Well I guess that is just part of the game.
There will always be sideboard cards against artifacts as there will always also be hatecards against grave strategies storm or countermagic...
I personally play artifact/ enchantment hate myself or play cards that aren't too affected by the opponents hate cards. I play 4 natures claim
Private Mod Note
():
Rollback Post to RevisionRollBack
"Master they threatened to darken the sky with their arrows!"
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
Yeah, but it's really more "Disney Evil" than practical. It's like being a bond villain and giving a monologue rather then just shooting them.
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
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With the possibility to get the second card back if you want.
I also think his -2 is also a very good option in this deck. Plus he has 5 starting loyalty(safe from bolt) for 4 mana.
I might go as far as to say he could push the deck a bit further in the tier laddet.
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
Karn, Scion of Urza Is one of the nicer cards in the set. He seems to provide some utility and card advantage. The +1 is a punisher effect which could slow us down quite a bit. If the opponent can exile the combo card we need, we won't get it until our next turn when we can use his -1. There are some litte interactions when this could be better or worse than other similar walkers. Karn competes with the other two high power 4cmc planeswalkers; Jace, The Mind Sculptor and Tezzeret, Agent of Bolas. The biggest thing Karn has going for him is the colorless aspect. We can find him with Ancient Stirrings which is a big help. The card really feels like it only has 2 abilities. The second ability does nothing at all without use of the first. Our deck wants to draw the right cards, simply drawing the worse of two cards won't always be enough. Tezzeret helps you to draw the right cards. Jace helps you to not draw the wrong card, which is sometimes better than drawing the wrong card with the option to get the needed card back next turn. He can also help us dig really deep for that card we so need. The third ability actually seems decently useful. Jace's protection is nothing like this simply buying time by unsummoning. Tezzeret has somewhat better and more synergistic protection being able to make a 5/5 from a single artifact or in gaining enough life to stay out of the red. Karn's summon ability adds to our board instead of investing more into an artifact we have already. Both Tezzeret and Jace have ultimates that can outright win the game sometimes. Karn simply doesn't. He isn't as powerful as the others for the cost but he is easier to cast. I think he should be supplemental or as a one of.
Artificer's Assistant is probably the most promising card from the whole set. I'm not even sure how it would fit in to most of the lists that I run, but I am thinking more of a mono-blue deck or blue/green with some other things thrown in. Being able to scry once or even multiple times a turn could be really big in helping to find combo pieces or whatever we need much more efficiently.
The Antiquities War is a really interesting card. If we can cast it turn 2-4, I think it could easily win 2 turns later. If I understand sagas right, you use it once when it comes out, then sacrifice it after the next two uses in draw steps. So we could use the card to get two Tezzeret, Agent of Bolas +1 ability and then the wide swarm of 5/5 artifacts if the combo fails. It seems like it could be very powerful if untouched and would help out if ramp is lost or the combo fails.
Thran Temporal Gateway is like a mini planar portal. I have never liked the card in this deck and thought it was overpriced. This could help sometimes with mana fixing when playing our 4cmc planeswalkers or playing artifacts at instant speed. I don't think the card is that powerful and probably shouldn't be included.
Traxos, Scourge of Kroog is another interesting card. It could be useful in a more aggro/ramp build. I might try including them in the eldrazi build. A 7/7 trampler for 4 mana isn't the worst thing I've tried in the deck. It's an artifact, more or less has vigilance when we use it.
Weatherlight could be useful in an aggro build. I might add one to the eldrazi build as the power is easy to come by and sometimes I find myself not wanting to attack in to larger creatures on the ground.
Modern
xWBAffinityBWx
BBBVampiresBBB
BURGDice FactoryGRUB
Check out the Primer!
Well I thought Karn would be a very good option for the deck. interesting, that you didn't include the combo. The advantage is, that stony Silence doesn't hurt as much if you still have Wurmcoil Engine and just turn it sideways and produce tokens with thopter-sword combo.
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
I also think it is good but I was always looking for backup plans and I think Tezzeret, Agent of bolas and Karn Scion of Urza are very good possibilities.
Wurmcoil engine is always an option, and thopter sword seems to work also.
I think there are different ways to play the deck color- and winconwise
the thing is, it needs to suit your playstyle.
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
Tune in here!
https://www.twitch.tv/jeffhoogland
edit: Here's the youtube video of him playing the deck. He was sent the first "paradox combo" list in the primer, which I don't think is as well positioned in the meta but does showcase it a little bit.
https://www.youtube.com/watch?v=uSWsXrhmKho
Modern
xWBAffinityBWx
BBBVampiresBBB
BURGDice FactoryGRUB
Check out the Primer!
Judge Tower: http://www.cubetutor.com/viewcube/80859
Just throwing out some stuff to get ideas moving with Magistrate's Scepter
4 Glimmervoid
4 Spire of Industry
4 Darksteel Citadel
3 Inventors' Fair
1 Gemstone Mine
1 Academy Ruins
22 Artifact
4 Astral Cornucopia
4 Everflowing Chalice
4 Mox Opal
4 Surge Node
3 Magistrate's Scepter
2 Energy Chamber
1 Ensnaring Bridge
4 Coretapper
4 Glint-Nest Crane
3 Walking Ballista
8 Sorcery
4 Ancient Stirrings
4 Wildfire
2 Planeswalker
1 Tezzeret the Seeker
1 Tezzeret, Agent of Bolas
Judge Tower: http://www.cubetutor.com/viewcube/80859
https://discord.gg/2ZJXJ6v
I created a discord for the archetype if anyone is interested in more of a direct means of communication for brewing or anything.
Modern
xWBAffinityBWx
BBBVampiresBBB
BURGDice FactoryGRUB
Check out the Primer!
Coretapper + Mimic Vat + Magistrate Scepter goes infinite. Maybe a Vat or two?
The Modern-Legal Crap Cube
Use this one.
https://discord.gg/2ZJXJ6v
Modern
xWBAffinityBWx
BBBVampiresBBB
BURGDice FactoryGRUB
Check out the Primer!
Thoughts?
1 Academy Ruins
1 Botanical Sanctum
4 Glimmervoid
3 Inventors' Fair
4 Spire of Industry
4 Glint-Nest Crane
4 Coretapper
3 Walking Ballista
4 Astral Cornucopia
1 Darksteel Reactor
1 Ensnaring Bridge
4 Everflowing Chalice
2 Magistrate's Scepter
2 Mimic Vat
4 Mox Opal
4 Surge Node
2 Welding Jar
4 Ancient Stirrings
4 Board the Weatherlight
I have elected to cut the Paradox Engine/Book/Bell combo for the new infinite turns combo that is Magistrate's Scepter, Mimic Vat, and Coretapper. Typically 3 card combos are sketchy, but I think this one is different on the basis that this deck is literally built to dig for these specific pieces and does so better than any other "dig for your combo" deck that I've ever seen. Between Glint-Nest Crane, Ancient Stirrings, Board the Weatherlight, and Inventors' Fair we're setup for the best possible chance of getting there. In my limited testing I was able to collect all 3 pieces by turn 4 almost every single time. I forewent Whir of Invention due to the UUU CMC. I just couldn't get it to work without warping the deck a little too much. With all of that said, the most important question now is how are we closing out games??? I decided to get a little cute in this department and went with a one of Darksteel Reactor in the Main along with 3 Walking Ballistas. Once the combo is online we can pretty much just demonstrate a loop, go thru it 20 times once Reactor is in play and we win. Of course if we are under 20 cards in our library thats not really going to work which is where Ballistas comes in. On the off chance that we can't get there with either Reactor or Ballista there is a single copy of Laboratory Maniac in the SB. I wanted to go with these sort of odd ball wincons because I believe they require fairly niche hate from our opponent in order to upset our game plan and they're fun!
Some of you may be wondering why I've gone this direction and that reason is simple: Its something different than what Dice Factory historically does. We also don't run the risk of decking quite as much as Paradox/Book/Bell builds. My biggest gripe about Paradox/Book/Bells combo is the reliance of our GY. I feel like adding even slight reliance on our GY to our strategy is a vulnerability that just isn't worth it. Other than that, I guess I dont have much of a reason. Dice Factory is one of those decks that really gives its pilot a lot of design space and I really like that. Going forward I would like to get some real testing in to see where my weaknesses are that goldfishing just can't show you.
Any constructive criticism or discussion about this rendition would be great!
The list looks pretty solid. I am goldfishing something similar right now waiting for scepter to be released before I start playing it. I'm not running crane or Ballista, and no mimic vat or darksteel reactor currently. I am running 3 Tezzeret, Agent of Bolas, 3 Karn, Scion of Urza, and 2 Jace, the Mind Scupltor. Along with 3 Wildfire. I'm not all in on the scepter plan and only run two, but I have gone infinite as early as turn 3 in my testing regardless.
Here's the current list I am playtesting.
https://tappedout.net/mtg-decks/random-test-deck-7/
Modern
xWBAffinityBWx
BBBVampiresBBB
BURGDice FactoryGRUB
Check out the Primer!
There's a few of us who stream it but don't record much
Modern
xWBAffinityBWx
BBBVampiresBBB
BURGDice FactoryGRUB
Check out the Primer!
Modern
xWBAffinityBWx
BBBVampiresBBB
BURGDice FactoryGRUB
Check out the Primer!
First post on MTGSalvation, just a quick word to say that I am a huge fan of this deck !
Like most of the people, I discovered this deck during the GP Prague stream appearance, and I started building/playing it.
About me : I'm a Artifact fan, long time Lantern Control player and more recently playing on KCI.
Here is the list I'm working on, original list is from the Camillo Lukesch one :
4 Astral Cornucopia
4 Coretapper
2 Filigree Sages
4 Surge Node
FINISHER PACKAGE :
2 Walking Ballista
1 Orochi Hatchery
2 Tezzeret the Seeker
FETCH PACKAGE :
4 Board the Weatherlight
4 Whir of Invention
4 Tolaria West
3 Inventors' Fair
1 Bottled Cloister
1 Engineered Explosives
4 Chalice of the Void
3 Ensnaring Bridge
UTILIY LANDS :
1 Academy Ruins
2 Buried Ruin
1 Oboro, Palace in the Clouds
"BASIC" LANDS :
4 Glimmervoid
1 Island
4 Mox Opal
4 Spire of Industry
2 Beast Within
2 Damping Sphere
2 Defense Grid
1 Ensnaring Bridge
1 Ghirapur Aether Grid
1 Maelstrom Pulse
1 Padeem, Consul of Innovation
2 Sorcerous Spyglass
1 Torpor Orb
2 Welding Jar
You can also find the full decklist here : https://www.mtggoldfish.com/deck/1294108#paper
--
I've made several updates on the original decklist that I'll try to explain here :
- I chose to remove the Crucible of Worlds/Ghost Quarter/Tectonic Edge package, which is, according to me, not worth it in the pack since your primary plan isn't rly to make a prison for your opponent but trying to assemblate your combo as fast as possible, the Ensnaring Bridges are just here to gain time for this.
--- After some reflexions, I wasn't a great fan of the combo package of the Camillo Lukesch list, then I decided to upgrade the number of "key pieces" in the combo and the finishers package, which is safer in a U/W Control meta !
There is now 4x Surge Node + 2x Filigree Node + 4x Coretapper + 2x Walking Ballista in the list because of that.
- Chalice of the Void is a strenght and a problem for this deck since there was seven 1 cmc drops in the Camillo Lukesch list.
For this reason, I chose to remove all the Ancient Stirrings for the deck, and substitute it with 4x Board the Weatherlight.
Understand me : I am aware that Board the Weatherlight is strictly worse compared to Ancient Stirrings, but it does relatively the same effect for 2 manas and can bring all the COMBO/FINISHERS (including Tezzeret)/PRISON pieces + some legendary lands from our deck + it's not a dead card in our hand when our Chalices are on "1".
The only 1 drop who is still in the deck is the 4x Surge Node, who can still be bring on the field with Whir of Invention.
- I added a Bottled Cloister in the main deck (which is an idea from the UR prison deck) because it has alot of synergies with the ensnaring bridge and the Tezzeret ultimate.
- The mana base is rly different from the original list : the number of Buried Ruin + Spire of Industry are both upgraded to 3.
I chose to add one Oboro, Palace in the Clouds since there it can help you to get 2xU manas in the same turn (tap for U, bounce, land, tap for U) for Tezzeret of Whir + it's the only U land I can bring back on Board the Weatherlight, which can be helpful sometimes.
I'm not rly sure about the sideboard, I think it misses some Burn counters, so if you have some ideas I'm totally open minded !
Ok, this was the explanations about the changes I've made on the original decklist.
Curious to hear your thoughts about it !
There is a "Win a Box" at my LGS this weekend, I think I'll give a chance to this pack and btw I'll write you a report, if you are interested of
Cya !
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
There will always be sideboard cards against artifacts as there will always also be hatecards against grave strategies storm or countermagic...
I personally play artifact/ enchantment hate myself or play cards that aren't too affected by the opponents hate cards. I play 4 natures claim
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy