EDIT: I don't know why my deck isn't linking to cards except in my sideboard. Help?
Many deck ideas spring forth from wanting to play with a single card. In the case of this deck, that card is Master Transmuter. So, I threw this together.
Basically, my strategy is "stall until I get Master Transmuter into play and wreak havoc". To aid in that regard, I've packed a great deal of card advantage. Once she comes out, then the fun begins.
I can basically drop Scourglass at instant speed once she hits the field. Returning and replaying Sharuum and Poppet allows for all sorts of neat tricks. And with a Sculler in my hand, I basically get have a recurable Castigate.
I'm sorely tempted to try Thousand-Year Elixir in this, or possibly Filigree Sages, or maybe even Tezzeret, for Transmuter-untapping shenanigans, but I'm not sure what I'd replace for such. Rings of Brighthearth has possibilities as well; it combos with the Capsules and Terramorphic Expanse as well as Transmuter.
SB is mainly things to swap out Negate or Executioner's Capsule with, depending on the situation. Magister Sphinx goes in if my opponent is packing a lot of life gain. Dispeller's Capsule is complete filler in order to make a 15-card sideboard; I don't know what else this deck could occasionally use two of. Pithing Needle, maybe?
I crave feedback. I made this deck just to mess around with, but my success rate with it has been better than average. So lemme know what y'alls think.
As I said before, I like the Servant combo, because it's really my only option for unblockability in standard that I can get on an enchantment. But I'm also more than willing to experiment. I'll do more tests and check back.
...in a couple days, anyway. Gonna be away for awhile.
Mainly the strategy is to get Zur and/or Shrike our and beat face. Servant makes Shrike blue, and thus unblockable with Steel. O-Ring and Term serve as removal, especially with Zur on the field.
What would be nice is some draw or some means of fetching Zur and/or Shrike. I'm also toying with the idea of some means of getting Shrike into my graveyard early to play it earlier, but I have no idea what would be good for that.
Very open to suggestion. This deck is MWS-only, so budget is not an issue.
I also notice you only run 20 lands... seems a bit low for something with a higher end mana curve (incrementals and aerie's at 5cc).
I almost never play an Incremental Whatsit unless I already have a Spellwild Ouphe on the field, so they're more like 3cc. Or 2 if I'm lucky.
Regardless, I keep telling myself that I could use more lands, but I've got a pretty good balance of stuff and it's difficult to tell what to nuke. I'll try fewer Doors.
It's fairly straightforward. Spellwild Ouphe combos very well with Incremental Growth and, if you're willing to take one for the team now and then, Blight, and two-mana Might of Oakses (precious) never hurt anybody. Except for your opponent, of course.
Likewise, Gilder Bairn works well with the Incremental spells, as well as with Door of Destinies. The Drum is there to tap my Bairn.
What would probably help is some kind of trample-giver, possibly Primal Rage or Epic Proportions, but I'm not sure what I'd replace.
When I try to play with certain people, we both get a "Connection Failure: Unknown Error" message and MWS crashes. We've tried connecting to each other in every way imaginable, and still nothing. The official forums were no help whatsoever. Do any of you know anything about this? I am severely frustrated.
This is a deck that utilizes the combo of Teferi's Puzzle Box and Psychic Possession in a variety of nifty ways. It's not the most efficiant deck there is, but it sure is fun.
I keep flip-flopping on creature proportions, and ocasionally add or remove Howling Mine, but this is basicaly how it stands most of the time.
Generally, I use either Underworld Dreams or Soramaro for the kill. Clutch fetches Puzzle Box or Possession as needed, Drift serves as defense against creatures and fetches Dreams as needed.
With Puzzle Box on the field, bouncing something is as good as destroying it, and Echoing Truth is my favorite bounce card. Clutch'll do in a pinch but normally I'm transmuting it. Likewise, the Brokers basically read ":symtap:: Draw two cards" when my opponent is Possessed.
I'm tempted to add some counter - probobly some Remands if anything. Once again, it's as good as a proper counter with Puzzle Box on the field. But I have no idea what I'd remove for it.
And that's the deck in a nutshell. Like I said, it's not exceptionally effective, but it's tons of fun to play when things come together. But all the same, I'd love to hear how it could be improved.
Interesting ideas. I never considered the use of Devastating Dreams. I'll playtest it a bit and see if I like it. I mainly play on MWS, but were I ever to build this deck - or a similar one - I'd be wanting to go light on the rares, really.
That said, thank you VERY much for that wonderful critique. Seriously.
*ahem* Er, hi. I'm new 'round here. I started playing MTG around the time Invasion came out, quit around Onslaught, and caught the bug again around Time Spiral. I no longer have the disposible income to collect, and really, it doesn't have much interest for me anymore, but I still love the game very much, and the awesomosity of the Ravnica and TS blocks has renewed my interest.
So I mainly play on Apprentice and Magic Workstation, and would be happy to have a go with anyone who'll have me.
I used to use Dark Withering but I switched to Terminate. They both have their pros and cons, really, but I like the versatality of terminate.
The main strategy is to get a Pit Dragon out - sometimes with Dreams - and toss things to whatever's availible (Infestation for preferance) to get it Hellbent, throwing a Taste on it whenever possible. Throwing a Hellbent Taste on a Reckless Wurm has also won me a few games. As has throwing on on whatever's out when all else fails.
The Raiders are a strong, cheap and effective way to empty your hand. The Gobhobblers are a cheap thing to get out early, and usualy serve as chump blockers. Occasionaly regenerating ones.
I use Crypts and Mires in Magic Workstation simply beacause I can, but I could easily switch to any sort of dual land that's availible.
As an ending note, I feel I should add that Avatar of Discord also works decently in this deck, but I chose to go without it.
Many deck ideas spring forth from wanting to play with a single card. In the case of this deck, that card is Master Transmuter. So, I threw this together.
4 Arcane Sanctum
4 Swamp
4 Plains
4 Terramorphic Expanse
6 Island
Creatures
4 Master Transmuter
4 Tidehollow Sculler
4 Ornithopter
3 Sanctum Gargoyle
1 Sharuum the Hegemon
1 Grim Poppet
1 Sphinx Sovereign
1 Inkwell Leviathan
1 Platinum Angel
4 Executioner's Capsule
4 Courier's Capsule
4 Esper Charm
4 Negate
2 Scourglass
4 Flashfreeze
4 Celestial Purge
4 Remove Soul
2 Dispeller's Capsule
1 Magister Sphinx
I can basically drop Scourglass at instant speed once she hits the field. Returning and replaying Sharuum and Poppet allows for all sorts of neat tricks. And with a Sculler in my hand, I basically get have a recurable Castigate.
I'm sorely tempted to try Thousand-Year Elixir in this, or possibly Filigree Sages, or maybe even Tezzeret, for Transmuter-untapping shenanigans, but I'm not sure what I'd replace for such. Rings of Brighthearth has possibilities as well; it combos with the Capsules and Terramorphic Expanse as well as Transmuter.
SB is mainly things to swap out Negate or Executioner's Capsule with, depending on the situation. Magister Sphinx goes in if my opponent is packing a lot of life gain. Dispeller's Capsule is complete filler in order to make a 15-card sideboard; I don't know what else this deck could occasionally use two of. Pithing Needle, maybe?
I crave feedback. I made this deck just to mess around with, but my success rate with it has been better than average. So lemme know what y'alls think.
As I said before, I like the Servant combo, because it's really my only option for unblockability in standard that I can get on an enchantment. But I'm also more than willing to experiment. I'll do more tests and check back.
...in a couple days, anyway. Gonna be away for awhile.
That said, thanks for the feedback. I'll play a little more blue and see what happens.
4 Vivid Meadow
4 Reflecting Pool
10 Plains
2 Mystic Gate
2 Fetid Heath
// Creatures
4 Evershrike
4 Painter's Servant
4 Zur the Enchanter
4 Edge of the Divinity
2 Retether
2 Greater Auramancy
1 Battle Mastery
1 Daybreak Coronet
2 Idyllic Tutor
2 Steel of the Godhead
4 Prison Term
4 Oblivion Ring
4 Prismatic Lens
Mainly the strategy is to get Zur and/or Shrike our and beat face. Servant makes Shrike blue, and thus unblockable with Steel. O-Ring and Term serve as removal, especially with Zur on the field.
What would be nice is some draw or some means of fetching Zur and/or Shrike. I'm also toying with the idea of some means of getting Shrike into my graveyard early to play it earlier, but I have no idea what would be good for that.
Very open to suggestion. This deck is MWS-only, so budget is not an issue.
I almost never play an Incremental Whatsit unless I already have a Spellwild Ouphe on the field, so they're more like 3cc. Or 2 if I'm lucky.
Regardless, I keep telling myself that I could use more lands, but I've got a pretty good balance of stuff and it's difficult to tell what to nuke. I'll try fewer Doors.
2 Swamp
10 Forest
4 Vivid Grove
4 Twilight Mire
Creatures
3 Birds of Paradise
3 Aerie Ouphes
3 Gilder Bairn
4 Kitchen Finks
4 Dusk Urchins
4 Spellwild Ouphe
4 Door of Destinies
3 Springleaf Drum
4 Nameless Inversion
2 Might of Oaks
2 Incremental Blight
4 Incremental Growth
It's fairly straightforward. Spellwild Ouphe combos very well with Incremental Growth and, if you're willing to take one for the team now and then, Blight, and two-mana Might of Oakses (precious) never hurt anybody. Except for your opponent, of course.
Likewise, Gilder Bairn works well with the Incremental spells, as well as with Door of Destinies. The Drum is there to tap my Bairn.
What would probably help is some kind of trample-giver, possibly Primal Rage or Epic Proportions, but I'm not sure what I'd replace.
8 Island
4 Polluted Delta
4 Watery Grave
4 Underground River
2 Swamp
2 Soramaro, First to Dream
2 Cephalid Broker
2 Jushi Apprentice
4 Drift of Phantasms
Spells:
4 Teferi's Puzzle Box
4 Psychic Possession
4 Underworld Dreams
4 Spellbook
4 Clutch of the Undercity
4 Talisman of Dominance
4 Echoing Truth
I keep flip-flopping on creature proportions, and ocasionally add or remove Howling Mine, but this is basicaly how it stands most of the time.
Generally, I use either Underworld Dreams or Soramaro for the kill. Clutch fetches Puzzle Box or Possession as needed, Drift serves as defense against creatures and fetches Dreams as needed.
With Puzzle Box on the field, bouncing something is as good as destroying it, and Echoing Truth is my favorite bounce card. Clutch'll do in a pinch but normally I'm transmuting it. Likewise, the Brokers basically read ":symtap:: Draw two cards" when my opponent is Possessed.
I'm tempted to add some counter - probobly some Remands if anything. Once again, it's as good as a proper counter with Puzzle Box on the field. But I have no idea what I'd remove for it.
And that's the deck in a nutshell. Like I said, it's not exceptionally effective, but it's tons of fun to play when things come together. But all the same, I'd love to hear how it could be improved.
That said, thank you VERY much for that wonderful critique. Seriously.
So I mainly play on Apprentice and Magic Workstation, and would be happy to have a go with anyone who'll have me.
6x Swamp
4x Blood Crypt
4x Bloodstained Mire
4x Rakdos Pit Dragon
4x Putrid Imp
4x Reckless Wurm
4x Gobhobbler Rats
4x Gathan Raiders
2x Anger
4x Fiery Temper
4x Zombie Infestation
2x Insidious Dreams
2x Terminate
I used to use Dark Withering but I switched to Terminate. They both have their pros and cons, really, but I like the versatality of terminate.
The main strategy is to get a Pit Dragon out - sometimes with Dreams - and toss things to whatever's availible (Infestation for preferance) to get it Hellbent, throwing a Taste on it whenever possible. Throwing a Hellbent Taste on a Reckless Wurm has also won me a few games. As has throwing on on whatever's out when all else fails.
The Raiders are a strong, cheap and effective way to empty your hand. The Gobhobblers are a cheap thing to get out early, and usualy serve as chump blockers. Occasionaly regenerating ones.
I use Crypts and Mires in Magic Workstation simply beacause I can, but I could easily switch to any sort of dual land that's availible.
As an ending note, I feel I should add that Avatar of Discord also works decently in this deck, but I chose to go without it.