I haven't had any problems with this combo before. Some better options are to replace Nettle Sentinel with Battered Golem to focus on being two colors. Then replace Shield Sphere with Tooth of Chiss-Goria since Tooth is a win con as well as a free artifact. You can also add in Merchant Scroll to fetch the instant pieces and Trinket Mage to fetch Ornithopter or Shield Sphere if you decide to keep it.
I used to alternately play this deck and my current brew project, Blastodrake. I've since de-sleeved my version of this since any deck packing creature removal (and/or counterspells) will almost always target one of the combo piece, and the whole thing just falls apart (my win-loss ratio was pretty bad, like 3 wins in every 10 games-bad). But it can surprise opponents Game 1 if they don't know the combo yet. Maybe it just needs further inputs for it to be winning consistently (or more play testing). Anyways, here's Tremors Combo:
We can lower the mana cost of the "damage" part of the combo by switching Furious Assault (2R) with the above-mentioned Reckless Fireweaver (1R), but my thought process was enchantments are harder to remove than creatures. Also, 4-off of each of every combo piece means greater redundancy, but now that @Darkninja107 suggested counterspells, maybe make everything a 3-off, thereby freeing 10 card slots for countermagic/combo protection/alternate win-con. Thoughts?
This deck has been pretty good in some casual games, but I haven't been able to test it in a completely Pauper setting.
Etherium Sculptor might not be necessary here, but I feel it allows you to combo a bit faster since a couple of our main combo pieces are 3 mana artifacts that don't have affinity built in. Sculptor can be switched with some Trinket Mages or Merchant Scroll for fetching combo pieces. If you make one of those switches then I feel you can cut back of multiple copies of the corresponding combo piece then you'd have more spell space to fill out the deck with more draw spells, counter spells, or fetch cards.
This deck has been pretty good in some casual games, but I haven't been able to test it in a completely Pauper setting.
Etherium Sculptor might not be necessary here, but I feel it allows you to combo a bit faster since a couple of our main combo pieces are 3 mana artifacts that don't have affinity built in. Sculptor can be switched with some Trinket Mages or Merchant Scroll for fetching combo pieces. If you make one of those switches then I feel you can cut back of multiple copies of the corresponding combo piece then you'd have more spell space to fill out the deck with more draw spells, counter spells, or fetch cards.
I've been testing your build and have added Machinate for its ability to dig deep for the needed combo piece. Also, SB plan would be to bring in "artifact-matters" cards like Myr Enforcer and Bastion Inventor for beats, in case opponent brings in more disruption for the combo. Will be posting deck list soon.
Yeah, I would really focus on just racing to the combo and using the SB to protect the combo. Is Hydroblast used just for burn? If so then I'd probably drop it for more Dispels and Spell Pierces to stop control.
Enter UR Cheerios
Get 1 of each category and you combo off, plus both the colors and artifact theme are inherently strong.
UB Wight Phantasm
RB Burn
UR Faerie Rites of Initiation
Legacy:
R Burn
CG-Post
Then we can fill out the deck with Artifact Lands, Thoughtcast, Artificer's Epiphany, counter spells, and even Etherium Sculptor.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
I used to alternately play this deck and my current brew project, Blastodrake. I've since de-sleeved my version of this since any deck packing creature removal (and/or counterspells) will almost always target one of the combo piece, and the whole thing just falls apart (my win-loss ratio was pretty bad, like 3 wins in every 10 games-bad). But it can surprise opponents Game 1 if they don't know the combo yet. Maybe it just needs further inputs for it to be winning consistently (or more play testing). Anyways, here's Tremors Combo:
4 Phyrexian Walker
4 Ornithopter
4 Battered Golem
4 Mirran Spy
Enchantment (8)
4 Impact Tremors
4 Furious Assault
Instant (12)
4 Banishing Knack
4 Retraction Helix
4 Brainstorm
4 Ponder
Land (20)
8 Island
4 Mountain
4 Evolving Wilds
4 Terramorphic Expanse
4 Pyroblast
3 Dispel
3 Confound
3 Apostle's Blessing
2 Electrickery
For the uninitiated, the combo works this way:
1) With Furious Assault/Impact Tremors and Mirran Spy/Battered Golem on the board, cast Banishing Knack/Retraction Helix, targeting the spy/golem.
2) Cast Ornithopter/Phyrexian Walker; assault/tremors deals the 1 damage to opponent.
3) Tap the spy/golem to return Ornithopter/Walker to your hand.
4) Re-cast Ornithopter/Walker to trigger assault/tremors (delivering another point of damage), and simultaneously untapping the tapped spy/golem (because an artifact entered the battlefield/was cast).
5) Repeat steps 3 and 4.
6) Profit.
We can lower the mana cost of the "damage" part of the combo by switching Furious Assault (2R) with the above-mentioned Reckless Fireweaver (1R), but my thought process was enchantments are harder to remove than creatures. Also, 4-off of each of every combo piece means greater redundancy, but now that @Darkninja107 suggested counterspells, maybe make everything a 3-off, thereby freeing 10 card slots for countermagic/combo protection/alternate win-con. Thoughts?
3 Battered Golem
3 Mirran Spy
3 Etherium Sculptor
3 Phyrexian Walker
3 Ornithopter
3 Golem Foundry
3 Tooth of Chiss-Goria
Non-Creature Spells
3 Banishing Knack
3 Retraction Helix
2 Artificer's Epiphany
3 Thoughtcast
3 Ponder
4 Turn Aside
2 Dispel
4 Seat of the Synod
4 Darksteel Citadel
12 Island
This deck has been pretty good in some casual games, but I haven't been able to test it in a completely Pauper setting.
Etherium Sculptor might not be necessary here, but I feel it allows you to combo a bit faster since a couple of our main combo pieces are 3 mana artifacts that don't have affinity built in. Sculptor can be switched with some Trinket Mages or Merchant Scroll for fetching combo pieces. If you make one of those switches then I feel you can cut back of multiple copies of the corresponding combo piece then you'd have more spell space to fill out the deck with more draw spells, counter spells, or fetch cards.
I've been testing your build and have added Machinate for its ability to dig deep for the needed combo piece. Also, SB plan would be to bring in "artifact-matters" cards like Myr Enforcer and Bastion Inventor for beats, in case opponent brings in more disruption for the combo. Will be posting deck list soon.
3 Phyrexian Walker
3 Ornithopter
3 Battered Golem
3 Mirran Spy
Instant (19)
4 Banishing Knack
4 Brainstorm
4 Turn Aside
3 Spell Pierce
2 Retraction Helix
2 Machinate
3 Thoughtcast
Artifact (6)
3 Tooth of Chiss-Goria
3 Golem Foundry
Land (20)
8 Island
4 Seat of the Synod
4 Darksteel Citadel
4 Terramorphic Expanse
4 Hydroblast
3 Echoing Truth
3 Dispel
3 Remove Soul
1 Spell Pierce
1 Gigadrowse
4 Dispel
3 Echoing Truth
3 Remove Soul
3 Gigadrowse
1 Metallic Rebuke
1 Spell Pierce
Thoughts on Metallic Rebuke in place of Spell Pierce?
I dunno why ol' Sinky don't get much love in Pauper...