My playgroup usually plays faster budget decks, so we'll see what kind of modifications I'll need to make to handle their decks.
Welcome to the Factory! Your list looks like a pretty solid start.
Some cards you really need to main deck (that aren't hard to get, at all):
Mystifying Maze: Basically, the best "Oh, crud you just attacked me with a what?" card that you can run in your lands, in standard. Also, it does unequip things like Argentum Armor and the Swords. If you're on a budget, Quicksand will tide you over, I think. Buried Ruin: This card is really, really solid. It gives the deck a little more durability against Creeping Corrosion- which is always appreciated. Contagion Engine: I've found that Clasp just doesn't cut it- especially against aggro. Generally, this deck drops the Engine and the Clasp on the same turn anyway (Turn 3). I've found the turn 2 Clasp a little weak. Preordain: Ponder is not a good fit for this deck. Voltaic Key: You need at least 3, even with the Trinket Mages. I'm running 3, and it's still one of my most common Phyrexian Metamorph targets. (Right behind Surge Node and Tumble Magnet)
If your group has a enough non-basics you can add Tectonic Edge to that list.
I'm really intrigued by the inclusion of red for pyroclasm, I'll have to try that if my butt gets handed to me.
It's been tested a lot, and it doesn't work very well. Ditto for Slagstorm. If you're worried about aggro, Cedric has been having some success siding in Vedalken Certarch as Tumble Manget 5-8. I've come to favor Golem Foundry as a 2-of in addition to the Titan Forges.
Contagion Engine: I've found that Clasp just doesn't cut it- especially against aggro. Generally, this deck drops the Engine and the Clasp on the same turn anyway (Turn 3). I've found the turn 2 Clasp a little weak.
Its hard to imagine this deck being able to drop Contagion Engine turn three, but it makes sense and it'll be much more effective then the clasp.
Voltaic Key: You need at least 3, even with the Trinket Mages.
In the past when I've ran Voltaic key I've never enjoyed it much, and I thought it would be largely unneeded once Unwinding clock hits the tables. However you guys have played with this deck much more then I have, so I'll run 2 Contagion Engines in place of the clasps and use the extra slot for the Key.
Cedric has been having some success siding in Vedalken Certarch as Tumble Manget 5-8.
I was looking really hard at Vedalken Certarch. Since we have a lack of creatures in this build, I think the Cets will just eat removal as soon as they hit the table (at least in my play group). I really don't mind if the Trinket mages die, simply because they have already been useful.
Buried Ruin: This card is really, really solid. It gives the deck a little more durability against Creeping Corrosion- which is always appreciated.
I completely missed Buried Ruin in the M12 spoiler. Great card for the deck. I was looking to include some more non-basic lands, seeing we have one color and barely use it as is. Should be a great addition.
What is your general list of targets for Trinket Mage in order of priority?
I never considered their being much of a difference between ponder and perordain, but I'll take your word and switch out my playsets.
The main difference is that you can get rid of cards you don't need, which is huge in our deck since often you just won't need certain cards (a Chalice when you have one at 10+ counters already, a Node when you can proliferate 3 times a turn thanks to an Engine, a win condition far earlier than you can use it, etc). Ponder is better for combo decks that really like having the one extra card of digging, and run a lot of fetchlands so they can get rid of the cards they don't need after taking the one(s) they do.
In the past when I've ran Voltaic key I've never enjoyed it much, and I thought it would be largely unneeded once Unwinding clock hits the tables. However you guys have played with this deck much more then I have, so I'll run 2 Contagion Engines in place of the clasps and use the extra slot for the Key.
You can use them for so many things. If you have a Chalice at 2+ counters, you can use it to activate the Key, untapping the Chalice, and getting you more mana. This is how you cast 40+ Chimeric Masses and other silliness. If you have a large enough Chalice, or two Keys, or something, you can easily activate your Engine twice a turn, and proliferating a Lux Cannon 4 times a turn is pretty awesome. There are lots of other tricks, but I'm too lazy to type any more.
What is your general list of targets for Trinket Mage in order of priority?
Got a Node? Get a Chalice.
Got a Chalice? Get a Node.
Got neither? Get a Chalice.
Got both? Get a Key.
Got all of those? Get a Mass, and play it for 20 or so.
I can't say it is too slow, but I will say this deck is too quick for that. The way this deck develops would out-pace 1/1 tokens with 9/9 tokens pretty easily.
I apologize if I'm suggesting something that's been suggested before, but has Blue Sun's Zenith been tested here? Even as a singleton or a 2-of, I can imagine it would provide some nice gas late-game with an overflowing chalice or help refill your hand and rebuild your machine after a creeping corrosion.
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""Te Occidere Possunt Sed Te Edere Non Possunt Nefas Est"
(They can kill you, but the legalities of eating you are quite a bit dicier).
Its hard to imagine this deck being able to drop Contagion Engine turn three, but it makes sense and it'll be much more effective then the clasp.
I suspect that's because you're not running the full 3-4 Voltaic Keys. It enables a lot of lines of play that allow for a turn 3 Engine. Or a fully charged turn 3 Lux Cannon. Voltaic Key is one of my most common Trinket Mage targets, (only being beaten out by Everflowing Chalice- the entire deck is built on the back of it), and one of my most common Metamorph targets (only really being beaten out by Tumble Magnet). That's what makes this deck egregious. Until you sit across the table from it, you always feel really insecure about the first 3 turns. I had one of my friends play it against me a few times, and I started to realize how much mana you can drop, and what you can do with it. Honestly, I'm trying to find something to cut for the fourth Key in my lists.
I never considered their being much of a difference between ponder and perordain, but I'll take your word and switch out my playsets.
I've tried both. Ponder is great in combo decks, less so in synergy based decks. I think you'll see the consistency shoot up. I suppose if you were running fetches, Ponder would be worth considering.
In the past when I've ran Voltaic key I've never enjoyed it much, and I thought it would be largely unneeded once Unwinding clock hits the tables. However you guys have played with this deck much more then I have, so I'll run 2 Contagion Engines in place of the clasps and use the extra slot for the Key.
See my rant above. Voltaic Key is the most potent enabler for our finishers, once we charge up the Chalices, and it will keep you alive with Tumble Magnet. Unwinding Clock simply makes Key that much more egregiously awesome.
I was looking really hard at Vedalken Certarch. Since we have a lack of creatures in this build, I think the Cets will just eat removal as soon as they hit the table (at least in my play group). I really don't mind if the Trinket mages die, simply because they have already been useful.
Theoretically, they'll side out spot removal when they see your deck has no creatures except Trinket Mages. I suppose it's more of a tournament strategy.
I completely missed Buried Ruin in the M12 spoiler. Great card for the deck. I was looking to include some more non-basic lands, seeing we have one color and barely use it as is. Should be a great addition.
It's the card we were waiting for, really. At this point, the deck has pretty much everything we could ask for, except Chalice 5-8.
What is your general list of targets for Trinket Mage in order of priority?
andrewshen123 is right, it really depends a lot on board state. The best way to think of it is this: As a rule of thumb, you want to have a Surge Node per finisher (Titan Forge, Lux Cannon), an Everflowing Chalice per Maze/Forge, and a Voltaic Key per Chalice/Cannon/Forge. If you're about to win, Chimeric Mass. If you're about to lose, Chimeric Mass. Focus on the SimCity aspect of it; you need to get a certain number of cards together to win. Once you do, you'll ride them to victory.
I can't say it is too slow, but I will say this deck is too quick for that. The way this deck develops would out-pace 1/1 tokens with 9/9 tokens pretty easily.
kyonu is correct, 1/1 tokens < 9/9 tokens. In the mono U list, the only Shrine worth considering is Shrine of Piercing Vision. Even so, in my experience it's not worth running. I suppose in a mono-red list Shrine of Burning Rage could be good, and in a mono-white list Loyal Legions could replace Golem Foundry.
I apologize if I'm suggesting something that's been suggested before, but has Blue Sun's Zenith been tested here? Even as a singleton or a 2-of, I can imagine it would provide some nice gas late-game with an overflowing chalice or help refill your hand and rebuild your machine after a creeping corrosion.
Yup. I've tested it as both a 1-of and a 2-of. I was unimpressed. The triple U casting cost can be difficult for this deck to produce consistently. If you're running Mox Opals it's easier, but at that point, it's more about exploding out of the gates with a turn 2 Lux Cannon followed by a turn 3 Contagion Engine, and other ridiculous plays.
There's no need to apologize; there is enough colorless mana to make the Zenith cycle really shine. Honestly, if I could squeeze it in, I would probably be the most interested in BSZ- that would help the Kred match a lot. However, dropping a Contagion Engine is strictly better in 90% of the lines. As a sideboard card, Mental Misstep fills the same role of hosing Kred (2 life to counter your Kuldotha Rebirth? Yes please!) while still being extremely versatile against the field.
Hey Guys, Jack LaCroix of Horde of Notions here. this thread recently got mentioned on our podcast-the deck looks cheap to build, and very interesting.
I was wondering what the best or at least optimal build would look like for this. Creatureless (or theoretically creatureless) control is my favorite archetype, and I'd love to build this.
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Thanks, Heroes of The Planes! You guys are great!
Actual Truth:
"You heard it here folks:
Anyone who disagrees with "Jack from NC" is an idiot."-The Dead Weatherman
RDW is a popular deck at my FNM, what sideboard options are there for the creature light, burn spell heavy deck? Skite for absorbing burn, but they can kill him pretty easily. Contagion engine doesnt do a whole lot, they only run 12 creatures total. likewise tumble magnet. Extra elixir of immortality? Dragon's Claws? Anyone have any tech for this matchup?
RDW is a popular deck at my FNM, what sideboard options are there for the creature light, burn spell heavy deck? Skite for absorbing burn, but they can kill him pretty easily. Contagion engine doesnt do a whole lot, they only run 12 creatures total. likewise tumble magnet. Extra elixir of immortality? Dragon's Claws? Anyone have any tech for this matchup?
I've been running Mental Misstep out of the side for a while and have been seeing decent results. Stopping the Goblin Guide beats is very important, but it also protects your spellskite from blocking and dying to a bolt or burst. I also board into another treasure mage + wurmcoil engine as a more reliable way to stop them from just being able to burn you out.
Hey Guys, Jack LaCroix of Horde of Notions here. this thread recently got mentioned on our podcast-the deck looks cheap to build, and very interesting.
I was wondering what the best or at least optimal build would look like for this. Creatureless (or theoretically creatureless) control is my favorite archetype, and I'd love to build this.
Cool! I might have to listen to that. As far as creatureless, I think any of the lists that include Trinket Mage/Spellskite (and Treasure Mage-Wurmcoil, likely) are probably in a better spot than the pure creatureless decks running around. The Spellskites are especially nice to combat the into the roils, nature's claims, etc. we're likely to face that can blow us out.
Any pure creatureless deck probably needs to run Ratchet Bombs main, and I would assume the Unwinding Clock idea to really be able to take advantage of the combo that you're basically all in on.
I'll post up my list anyway, even though it might not be what you're looking for! I'm probably taking this to FNM tonight.
Hey Guys, Jack LaCroix of Horde of Notions here. this thread recently got mentioned on our podcast-the deck looks cheap to build, and very interesting.
I was wondering what the best or at least optimal build would look like for this. Creatureless (or theoretically creatureless) control is my favorite archetype, and I'd love to build this.
Neat!
I'm not sure there is an optimal build for this deck- it's one of the major attractions really. It is ridiculously cheap to build for how effective it can be- most versions will run about 25-35 USD for the Main. If you want the deluxe version, it can run up to around 50 USD, mostly because it's fairly ideal to run two Mox Opals instead of two Islands.
The two lists I've seen the most success with are these:
The most important thing to remember about this deck is that if you survive past turn 4, every turn you live makes it a significantly better game for you. The one thing this deck will teach you is how to survive against aggro. Most combo decks and control decks are eaten for lunch by this sort of build, which is a significant portion of the meta. Watch out for Creeping Corrosion- it is this list's hate card.
I've had less experience with this deck, but Cedric has been enjoying it immensely. If you meta is more aggro-heavy, something like this would probably be more effective.
So I took Dice Factory to FNM last night with a bit of a twist. I was having issues deciding what to put in my board so I went ahead and put a miser's Spawnsire in the maindeck and the Big Three in the board. I thought it'd be great in a few weeks of FNM if I'd manage to get it off once...
That's 61 so I think I may be mis-remembering my mix of claps and engines or my land count. I'm upping the Mystifying count as I get them (probably dropping Tec Edges), moving a Tezz Gambit out for a Key and looking to squeeze Blue Sun's Zenith in. I sided in a one-of (my sideboard is pretty terrible at this point) and was really happy with how it performed.
Oh and I'm going to take out another Gambit for a second Spawnsire. Its just great getting to Vindicate, Draw Four and Time Walk at instant speed.
That's 61 so I think I may be mis-remembering my mix of claps and engines or my land count. I'm upping the Mystifying count as I get them (probably dropping Tec Edges), moving a Tezz Gambit out for a Key and looking to squeeze Blue Sun's Zenith in. I sided in a one-of (my sideboard is pretty terrible at this point) and was really happy with how it performed.
Oh and I'm going to take out another Gambit for a second Spawnsire. Its just great getting to Vindicate, Draw Four and Time Walk at instant speed.
is there someone with a list of UB dice factort with tezz AOB? is it better than mono blue? BR? i have spares of AOB so i would try. my dice factory now is BR with main pyroclasm. it wins sometimes but i want more win cons.
9th out of 28. If I'd played a bit better vs tempered steel I probably woulda gotten in the money
I'll be taking this build, tuned a bit to GenCon for some random Win-A-Boxes and the like! I'll report any hilarity I run across.
Do you think your list would work reasonably well with the Spawnsire switched out for another Wurmcoil Engine (I might have to use a Thopter Assembly until I obtain another Engine though...)?
Thopter Assembly seems like a questionable choice. You play it (first turn), it gets returned in exchange for little thopters (second turn) and then you finally get to attack (third turn). Slow. That said, just about any 6-drop fatty should do the trick.
Thopter Assembly seems like a questionable choice. You play it (first turn), it gets returned in exchange for little thopters (second turn) and then you finally get to attack (third turn). Slow. That said, just about any 6-drop fatty should do the trick.
Yeah, extremely slow, but it's what I have for now (it could also be pretty decent defensively speaking).
4 Surge Node
4 Tumble Magnet
4 Everflowing Chalice
2 Voltaic Key
4 Ponder
4 Tezzeret's Gambit
3 Trinket Mage
//Disruption
3 Contagion Clasp
2 Unwinding Clock
4 Lux Cannon
2 Chimeric Mass
2 Titan Forge
//Land
4 Halimar Depths
18 Island
My playgroup usually plays faster budget decks, so we'll see what kind of modifications I'll need to make to handle their decks.
I'm really intrigued by the inclusion of red for pyroclasm, I'll have to try that if my butt gets handed to me.
Welcome to the Factory! Your list looks like a pretty solid start.
Some cards you really need to main deck (that aren't hard to get, at all):
Mystifying Maze: Basically, the best "Oh, crud you just attacked me with a what?" card that you can run in your lands, in standard. Also, it does unequip things like Argentum Armor and the Swords. If you're on a budget, Quicksand will tide you over, I think.
Buried Ruin: This card is really, really solid. It gives the deck a little more durability against Creeping Corrosion- which is always appreciated.
Contagion Engine: I've found that Clasp just doesn't cut it- especially against aggro. Generally, this deck drops the Engine and the Clasp on the same turn anyway (Turn 3). I've found the turn 2 Clasp a little weak.
Preordain: Ponder is not a good fit for this deck.
Voltaic Key: You need at least 3, even with the Trinket Mages. I'm running 3, and it's still one of my most common Phyrexian Metamorph targets. (Right behind Surge Node and Tumble Magnet)
If your group has a enough non-basics you can add Tectonic Edge to that list.
It's been tested a lot, and it doesn't work very well. Ditto for Slagstorm. If you're worried about aggro, Cedric has been having some success siding in Vedalken Certarch as Tumble Manget 5-8. I've come to favor Golem Foundry as a 2-of in addition to the Titan Forges.
Its hard to imagine this deck being able to drop Contagion Engine turn three, but it makes sense and it'll be much more effective then the clasp.
I never considered their being much of a difference between ponder and perordain, but I'll take your word and switch out my playsets.
In the past when I've ran Voltaic key I've never enjoyed it much, and I thought it would be largely unneeded once Unwinding clock hits the tables. However you guys have played with this deck much more then I have, so I'll run 2 Contagion Engines in place of the clasps and use the extra slot for the Key.
My group doesn't really run non-basics, so Tectonic Edges would be a miss.
I was looking really hard at Vedalken Certarch. Since we have a lack of creatures in this build, I think the Cets will just eat removal as soon as they hit the table (at least in my play group). I really don't mind if the Trinket mages die, simply because they have already been useful.
I completely missed Buried Ruin in the M12 spoiler. Great card for the deck. I was looking to include some more non-basic lands, seeing we have one color and barely use it as is. Should be a great addition.
What is your general list of targets for Trinket Mage in order of priority?
Once again thanks!
The main difference is that you can get rid of cards you don't need, which is huge in our deck since often you just won't need certain cards (a Chalice when you have one at 10+ counters already, a Node when you can proliferate 3 times a turn thanks to an Engine, a win condition far earlier than you can use it, etc). Ponder is better for combo decks that really like having the one extra card of digging, and run a lot of fetchlands so they can get rid of the cards they don't need after taking the one(s) they do.
You can use them for so many things. If you have a Chalice at 2+ counters, you can use it to activate the Key, untapping the Chalice, and getting you more mana. This is how you cast 40+ Chimeric Masses and other silliness. If you have a large enough Chalice, or two Keys, or something, you can easily activate your Engine twice a turn, and proliferating a Lux Cannon 4 times a turn is pretty awesome. There are lots of other tricks, but I'm too lazy to type any more.
Got a Node? Get a Chalice.
Got a Chalice? Get a Node.
Got neither? Get a Chalice.
Got both? Get a Key.
Got all of those? Get a Mass, and play it for 20 or so.
^^
thanks to brofaux for this banner
my trade thread:
http://forums.mtgsalvation.com/showthread.php?t=251821
I can't say it is too slow, but I will say this deck is too quick for that. The way this deck develops would out-pace 1/1 tokens with 9/9 tokens pretty easily.
Creatures [28]
4x Extractor Demon
4x Rotting Rats
4x Dregscape Zombie
3x Fatestitcher
4x Viscera Dragger
4x Hedron Crab
2x Kederekt Leviathan
3x Corpse Connoisseur
4x Spell Pierce
2x Consume Spirit
2x Tome Scour
3x Grim Discovery
Lands [23]
4x Terramorphic Expanse
3x Crypt of Agadeem
2x Grixis Panorama
2x Swamp
12x Island
Check out my SELLING LIST of great pricing!
(They can kill you, but the legalities of eating you are quite a bit dicier).
Thanks!
I suspect that's because you're not running the full 3-4 Voltaic Keys. It enables a lot of lines of play that allow for a turn 3 Engine. Or a fully charged turn 3 Lux Cannon. Voltaic Key is one of my most common Trinket Mage targets, (only being beaten out by Everflowing Chalice- the entire deck is built on the back of it), and one of my most common Metamorph targets (only really being beaten out by Tumble Magnet). That's what makes this deck egregious. Until you sit across the table from it, you always feel really insecure about the first 3 turns. I had one of my friends play it against me a few times, and I started to realize how much mana you can drop, and what you can do with it. Honestly, I'm trying to find something to cut for the fourth Key in my lists.
I've tried both. Ponder is great in combo decks, less so in synergy based decks. I think you'll see the consistency shoot up. I suppose if you were running fetches, Ponder would be worth considering.
See my rant above. Voltaic Key is the most potent enabler for our finishers, once we charge up the Chalices, and it will keep you alive with Tumble Magnet. Unwinding Clock simply makes Key that much more egregiously awesome.
Fair enough.
Theoretically, they'll side out spot removal when they see your deck has no creatures except Trinket Mages. I suppose it's more of a tournament strategy.
It's the card we were waiting for, really. At this point, the deck has pretty much everything we could ask for, except Chalice 5-8.
andrewshen123 is right, it really depends a lot on board state. The best way to think of it is this: As a rule of thumb, you want to have a Surge Node per finisher (Titan Forge, Lux Cannon), an Everflowing Chalice per Maze/Forge, and a Voltaic Key per Chalice/Cannon/Forge. If you're about to win, Chimeric Mass. If you're about to lose, Chimeric Mass. Focus on the SimCity aspect of it; you need to get a certain number of cards together to win. Once you do, you'll ride them to victory.
Always good to help someone starting out with the deck.
Alright, I'm going to lump these responses about the shrines together:
kyonu is correct, 1/1 tokens < 9/9 tokens. In the mono U list, the only Shrine worth considering is Shrine of Piercing Vision. Even so, in my experience it's not worth running. I suppose in a mono-red list Shrine of Burning Rage could be good, and in a mono-white list Loyal Legions could replace Golem Foundry.
Yup. I've tested it as both a 1-of and a 2-of. I was unimpressed. The triple U casting cost can be difficult for this deck to produce consistently. If you're running Mox Opals it's easier, but at that point, it's more about exploding out of the gates with a turn 2 Lux Cannon followed by a turn 3 Contagion Engine, and other ridiculous plays.
There's no need to apologize; there is enough colorless mana to make the Zenith cycle really shine. Honestly, if I could squeeze it in, I would probably be the most interested in BSZ- that would help the Kred match a lot. However, dropping a Contagion Engine is strictly better in 90% of the lines. As a sideboard card, Mental Misstep fills the same role of hosing Kred (2 life to counter your Kuldotha Rebirth? Yes please!) while still being extremely versatile against the field.
I was wondering what the best or at least optimal build would look like for this. Creatureless (or theoretically creatureless) control is my favorite archetype, and I'd love to build this.
Thanks, Heroes of The Planes! You guys are great!
Actual Truth:
I've been running Mental Misstep out of the side for a while and have been seeing decent results. Stopping the Goblin Guide beats is very important, but it also protects your spellskite from blocking and dying to a bolt or burst. I also board into another treasure mage + wurmcoil engine as a more reliable way to stop them from just being able to burn you out.
Cool! I might have to listen to that. As far as creatureless, I think any of the lists that include Trinket Mage/Spellskite (and Treasure Mage-Wurmcoil, likely) are probably in a better spot than the pure creatureless decks running around. The Spellskites are especially nice to combat the into the roils, nature's claims, etc. we're likely to face that can blow us out.
Any pure creatureless deck probably needs to run Ratchet Bombs main, and I would assume the Unwinding Clock idea to really be able to take advantage of the combo that you're basically all in on.
I'll post up my list anyway, even though it might not be what you're looking for! I'm probably taking this to FNM tonight.
4 Preordain
4 Surge Node
4 Everflowing Chalice
3 Voltaic Key
3 Tumble Magnet
3 Lux Cannon
2 Chimeric Mass
2 Karn Liberated
2 Tezzeret's Gambit
1 Titan Forge
3 Trinket Mage
1 Treasure Mage
1 Wurmcoil Engine
2 Phyrexian Metamorph
3 Spellskite
Land
4 Tectonic Edge
3 Buried Ruin
2 Mystifying Maze
13 Island
4 Mental Misstep
4 Ratchet Bomb
3 Flashfreeze
1 Spellskite
1 Treasure Mage
1 Wurmcoil Engine
1 Mindslaver
"All my life I've fought these monsters. Today I finish that fight." -Barrin
Neat!
I'm not sure there is an optimal build for this deck- it's one of the major attractions really. It is ridiculously cheap to build for how effective it can be- most versions will run about 25-35 USD for the Main. If you want the deluxe version, it can run up to around 50 USD, mostly because it's fairly ideal to run two Mox Opals instead of two Islands.
The two lists I've seen the most success with are these:
4 Buried Ruin
3 Mystifying Maze
9 Island
2 Trinket Mage
2 Phyrexian Metamorph
1 Treasure Mage
4 Everflowing Chalice
3 Voltaic Key
4 Tumble Magnet
4 Lux Cannon
2 Titan Forge
2 Golem Foundry
2 Unwinding Clock
2 Contagion Engine
2 Mox Opal
4 Tezzeret's Gambit
3 Torpor Orb
4 Flashfreeze
3 Myr Welder
1 Wurmcoil Engine
The most important thing to remember about this deck is that if you survive past turn 4, every turn you live makes it a significantly better game for you. The one thing this deck will teach you is how to survive against aggro. Most combo decks and control decks are eaten for lunch by this sort of build, which is a significant portion of the meta. Watch out for Creeping Corrosion- it is this list's hate card.
1x Treasure mage
3x Frost Titan
2x Wurmcoil Engine
4x Surge Node
4x Everflowing Chalice
4x Tumble Magnet
2x Contagion Clasp
2x Volatic Key
1x Mox Opal
1x Mindslaver
1x Chimeric Mass
1x Elixir of Immortality
1x Ponder
4x Tezzeret's Gambit
3x Mental Misstep
12x Island
4x Tectonic Edge
3x Burried Ruin
4x Lodestone Golem
3x Torpor Orb
1x Mental Misstep
1x Emrakul, the Aeons Torn
1x Ratchet Bomb
1x Contagion Engine
I've had less experience with this deck, but Cedric has been enjoying it immensely. If you meta is more aggro-heavy, something like this would probably be more effective.
I spawnsired three times last night.
Creatures [28]
4x Extractor Demon
4x Rotting Rats
4x Dregscape Zombie
3x Fatestitcher
4x Viscera Dragger
4x Hedron Crab
2x Kederekt Leviathan
3x Corpse Connoisseur
4x Spell Pierce
2x Consume Spirit
2x Tome Scour
3x Grim Discovery
Lands [23]
4x Terramorphic Expanse
3x Crypt of Agadeem
2x Grixis Panorama
2x Swamp
12x Island
Check out my SELLING LIST of great pricing!
4 Surge Node
2 Voltaic Key
3 Trinket Mage
2 Treasure Mage
3 Contagion Clasp
2 Contagion Engine
4 Preordain
1 Wurmcoil Engine
1 Spawnsire of Ulamog
1 Chimeric Mass
1 Elixir of Immortality
3 Lux Cannon
2 Unwinding Clock
4 Tectonic Edge
1 Mystifying Maze
3 Buried Ruin
12 Islands
That's 61 so I think I may be mis-remembering my mix of claps and engines or my land count. I'm upping the Mystifying count as I get them (probably dropping Tec Edges), moving a Tezz Gambit out for a Key and looking to squeeze Blue Sun's Zenith in. I sided in a one-of (my sideboard is pretty terrible at this point) and was really happy with how it performed.
Oh and I'm going to take out another Gambit for a second Spawnsire. Its just great getting to Vindicate, Draw Four and Time Walk at instant speed.
How did you place with that deck?
9th out of 28. If I'd played a bit better vs tempered steel I probably woulda gotten in the money
I'll be taking this build, tuned a bit to GenCon for some random Win-A-Boxes and the like! I'll report any hilarity I run across.
Do you think your list would work reasonably well with the Spawnsire switched out for another Wurmcoil Engine (I might have to use a Thopter Assembly until I obtain another Engine though...)?
Yeah, extremely slow, but it's what I have for now (it could also be pretty decent defensively speaking).
Ended up getting another Wurmcoil. Couldn't justify paying $20 for a players of Mental Misstep though, as tech as that card is.
What are some other bits of tech that work well in this deck other than Mindslaver and Metamorph?