This is the current incarnation - I try to change it up a little after every time I play it. This one goes for an early Sword/Foundry combo to fuel Forgemaster - then get Unwinding Clock out, and spend a cycle dropping the rest of the threats in the deck. Indestructible Sphinx of the Steel Wind is pretty devastating. There are probably too many tutor effects in this version, though. It just kind of ended up that way as I made changes It pretty much guarantees that I go off by turn 5 or so, though.
Dromar's Cavern seems abysmal. There's no way that it's better than another pair of Sanctums.
Trinket Mage and Fabricate are the 2 most overrated "artifact" spells of all time IMO. They're low power, low impact and thus rarely leave a meaningful mark on the game. Your deck has 1 Mana Vault, 1 Map and some lands that it can fetch with the Mage. That just seems miserable. I don't see why you need a 3 mana "ramp/mana fixer" when you could simply play a Thirst for Knowledge/Rhystic Study and usually get the same thing only better.
The Sphinxes all seem odd. The Sharding one seems largely uncastable and completely win-more. You're not going to Forgemaster for it, and if you are then you've already won a long time ago. Double Steel Winds also seems a bit frivolous. 1 is fine as a Forgemaster target I guess but I don't see a reason to commit more than than for it. You're not really casting these in a 22 land deck so you really just want the 1.
Alright; I realized after that comment that I hadn't really paid attention to some of the stuff I had cut from last time - so, a complete overhaul was due. Now there are couple different big beaters to swing in, depending on the board state. The Sphinx is still my favorite though, which is why there are two copies. The only targeted removal in my meta is usually PtE and StP, so I like a little redundancy there.
I would replace 3 Sword of the Meeks (and one other card) with 4 Stoneforge Mystics. They can tutor for the sword just as easily, but can also grab Skullclamp (or whatever other sick equipment you fancy running, such as Batterskull.) Multiple swords are redundant.
That's a good idea; I just pulled a couple Mystics and a Batterskull from another deck, so I have some free. (since I play Death and Taxes as my Legacy deck, I try to avoid my gut impulse of adding that package to every deck - but sometimes I miss when it would have actual synergy^^)
1 Batterskull
1 Darksteel Forge
1 Mana Vault
2 Skeleton Shard
2 Skullclamp
1 Sword of the Meek
4 Thopter Foundry
1 Trading Post
2 Unwinding Clock
Creatures
4 Baleful Strix
1 Duplicant
1 Inkwell Leviathan
4 Kuldotha Forgemaster
1 Myr Battlesphere
1 Phyrexian Metamorph
2 Sphinx of the Steel Wind
2 Stoneforge Mystic
1 Enlightened Tutor
1 Tezzeret the Seeker
1 Demonic Tutor
1 Open the Vaults
1 Tinker
Lands
1 Academy Ruins
4 Ancient Den
3 Arcane Sanctum
4 Exotic Orchard
4 Seat of the Synod
4 Vault of Whispers
2 Vault of the Archangel
1 Winding Canyons
This is the current incarnation - I try to change it up a little after every time I play it. This one goes for an early Sword/Foundry combo to fuel Forgemaster - then get Unwinding Clock out, and spend a cycle dropping the rest of the threats in the deck. Indestructible Sphinx of the Steel Wind is pretty devastating. There are probably too many tutor effects in this version, though. It just kind of ended up that way as I made changes It pretty much guarantees that I go off by turn 5 or so, though.
My Decks:
Casual MP
:symg::symb:GB Glissa Pod:symg::symb:
:symu::symw::symb:Esper Artifacts:symu::symw::symb:
:symu::symb::xmana:Ninjas!:xmana::symb::symu:
Trinket Mage and Fabricate are the 2 most overrated "artifact" spells of all time IMO. They're low power, low impact and thus rarely leave a meaningful mark on the game. Your deck has 1 Mana Vault, 1 Map and some lands that it can fetch with the Mage. That just seems miserable. I don't see why you need a 3 mana "ramp/mana fixer" when you could simply play a Thirst for Knowledge/Rhystic Study and usually get the same thing only better.
The Sphinxes all seem odd. The Sharding one seems largely uncastable and completely win-more. You're not going to Forgemaster for it, and if you are then you've already won a long time ago. Double Steel Winds also seems a bit frivolous. 1 is fine as a Forgemaster target I guess but I don't see a reason to commit more than than for it. You're not really casting these in a 22 land deck so you really just want the 1.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
My Decks:
Casual MP
:symg::symb:GB Glissa Pod:symg::symb:
:symu::symw::symb:Esper Artifacts:symu::symw::symb:
:symu::symb::xmana:Ninjas!:xmana::symb::symu:
That's a good idea; I just pulled a couple Mystics and a Batterskull from another deck, so I have some free. (since I play Death and Taxes as my Legacy deck, I try to avoid my gut impulse of adding that package to every deck - but sometimes I miss when it would have actual synergy^^)
My Decks:
Casual MP
:symg::symb:GB Glissa Pod:symg::symb:
:symu::symw::symb:Esper Artifacts:symu::symw::symb:
:symu::symb::xmana:Ninjas!:xmana::symb::symu: