Anyway, my U/B version is not running Nether Void (but it could be a possible sideboard option I suppose). The deck isn't trying to do fair things like destroy 1 creature a turn... [/QUOTE]
i think your talking about the abyss? I mean nether void as a lock piece. Totally a-symetric with metalworker sollands monolith etc
I'm sorry, you're right. I was thinking you meant The Abyss. It's not running Nether Voids right now either. I've tried to keep the deck with as few non-artifact spells as possible to maximize the synergies with my various mana/draw/tutor engines. Even though I can see Nether Void being pretty powerful, it is not asymmetrical... it still slows my combos down significantly. I'll try to test a few when I can, but the list is really tight right now and I'm not sure how it would fit.Anyway, my U/B version is not running Nether Void (but it could be a possible sideboard option I suppose). The deck isn't trying to do fair things like destroy 1 creature a turn...
i think your talking about the abyss? I mean nether void as a lock piece. Totally a-symetric with metalworker sollands monolith etc
I also started working on another MUD list, primarily colorless, with a possible white and/or blue splash, revolving around Myr spells. The Myr cards are pretty broken in combination with one another. It started out as a fun little tribal deck with a few synergies I noticed among some cards, and quickly turned into some crazy powerful token spamming deck with a ton of lord effects, an easy to assemble infinite mana combo (which typically results in an instant-win), and another powerful instant-win that is independent of the infinite mana combo. I'm still working on it, and it may take a few weeks for me to fine tune that one as well.
So basically, expect to see me post two different MUD lists in the coming weeks, one is a blue-based combo focused list, and the other is a brown-based token spamming list that is also combo-tastic.
Honestly, the list that got posted with 3 godos and 3 wurm coils got me kinda hard. That raw kind of power to effectively run 8 batterskulls seems kind of intriguing. I see wurmcoil and etched champion taking the same slots. They both represent a STRONG tempo card that synergizes with whatever build you are trying to go for. I need to go to another thread, I was too drunk.
I'm still up in the air with the last few slots for the U/B combo-esque version, but I'm finished working on the maindeck of my Myr deck.Keep us posted with your deck, I am really interested in seeing what you made.
Myrs!
// Lands (24)
4 [UNH] Plains
4 [AVR] Cavern of Souls
4 [TE] Ancient Tomb
4 [MI] Crystal Vein
4 [EX] City of Traitors
4 [MOR] Mutavault
// Creatures (21)
4 [MR] Gold Myr
4 [MR] Silver Myr
4 [SOM] Palladium Myr
4 [SOM] Myr Galvanizer
4 [SOM] Myr Battlesphere
1 [LRW] Mirror Entity
// Spells (15)
4 [MBS] Myr Turbine
4 [MR] Chalice of the Void
3 [BOK] Umezawa's Jitte
4 [SH] Mox Diamond
I've gone back and forth between many different card choices, and several different color splashes, but this is where I'm at right now. The Silver Myr's could be any other 2cc mana dork Myr depending on what sideboard choices I ultimately go with.
There are quite a few mini-synergies in the deck, but the most notable is the infinite tap/untap combo with 2 Myr Galvanizer's and at least one of any of the mana producing Myrs (including Mutavault), and the infinite mana combo with 2 Myr Galvanizer's and at least two of the single mana producing Myrs or at least one Palladium Myr. The infinite tap/untap combo is used to make Myr Battlesphere an instant-win, and the infinite mana combo makes Mirror Entity an instant win. However, even with a single Myr Galvanizer, the deck gets alot of mileage out of the mana dorks and Myr Battlesphere.
Myr Turbine is crazy good, and I'm surprised I haven't seen anyone try using it before. It makes a token every turn like Elspeth or Sorin or whatever would, so it's very resilient to removal like Swords and Terminus. At 5 Myrs, you can tap 5 Myrs for 5 more Myrs via Myr Battlesphere. Myr Turbine is such an awesome engine card, and will easily bury an opponent in card advantage if it doesn't get dealt with immediately. It's ability to tutor up any Myr can also be used to set up one of the infinite combos or grab Mirror Entity for the instant-win, depending on what you already have on the board.
The deck can hit big mana on turns 2-3 pretty consistently. Dropping Myr Battlesphere's on turns 3 and 4 is good times. Myr Battlesphere is such a powerful creature card... I mean really, the thing is like Siege-Gang Commander on crack. You get 5 bodies for 7 mana, and if you tap the 4 tokens down on the following turn, a lone Battlesphere can push for 12 damage. If you add a single Myr Galvanizer to this equation, a lone Battlesphere can push for 21 damage.
Even when the deck doesn't hit big mana or do broken things, it can still play an aggro beatdown plan with mana dorks + Umezawa's Jitte.
Overall, the deck has been a blast to play.
If you guys feel that this sort of list doesn't really belong here (since it's not even running Metalworker), I can create a new thread in N&D for it.
Again, I'm still working on the finishing touches to the U/B Metalworker list. I'll hopefully be posting a list for it soon.
Cool concept!
I was wondering how you can push 21 damage with Myr Battlesphere + Myr Galvanizer, since you can't untap your Myr tokens while Myr Battlesphere's triggered ability is resolving. I found a discussion about this interaction: http://draw3cards.com/questions/3862...myr-galvanizer
What you can do, is attack with Battlesphere and the 4 tokens, untap them all with Galvanizer in response to Myr Battlesphere's trigger, then tap the Battlesphere and the 4 tokens to boost the Battlesphere. You end up with 5 direct damage, a 10/8 Battlesphere (4/7 +5/+0 from tapping 5 Myrs +1/+1 from Galvanizer) and 4 2/2 token, for a total of 23 damage.
Edit: what about Myrsmith, Origin Spellbomb and Myr Reservoir?
Well that's gay. I read that it was possible from a few other sources, so I thought I could go infinite with it. What a downer I could use Lodestone Myr instead, but Lodestone is not that great without Galvanizer, where Battlesphere is a bomb regardless.Cool concept!
I was wondering how you can push 21 damage with Myr Battlesphere + Myr Galvanizer, since you can't untap your Myr tokens while Myr Battlesphere's triggered ability is resolving. I found a discussion about this interaction: http://draw3cards.com/questions/3862...myr-galvanizer
What you can do, is attack with Battlesphere and the 4 tokens, untap them all with Galvanizer in response to Myr Battlesphere's trigger, then tap the Battlesphere and the 4 tokens to boost the Battlesphere. You end up with 5 direct damage, a 10/8 Battlesphere (4/7 +5/+0 from tapping 5 Myrs +1/+1 from Galvanizer) and 4 2/2 token, for a total of 23 damage.
At least that other interaction works, which is probably enough to win anyway. Not as cool as going infinite, but the infinite combo is usually win-more... so I guess it's not a big deal.
You threw these in after I typed up my first response...
I tried ALOT of cards out, those ones included. I'd rather start a new thread for that though, since the list is pretty extensive and I'd rather not clutter this thread with it.Edit: what about Myrsmith, Origin Spellbomb and Myr Reservoir?
Myr Reservoir only makes mana for Myr spells and isn't a Myr itself, so it won't cast Myr Turbine, nor bring back a Myr Turbine, nor be tapped to a Myr Turbine. It won't untap with Myr Galvanizer either. I just didn't feel like it was worth it. It also cannot pick up a Jitte and swing like the mana dork Myrs can.
Origin Spellbomb is decent, but it doesn't play nice with Chalice. Paying 3 mana for a 1/1 with a cantrip is mediocre, and needs something like Trading Post to turn it into an engine (preferably with Myr Retriever and Myr Servitor in the list as well). That's not necessarily a bad idea, but it takes the deck in an entirely different direction.
Myrsmith was good, and I've cut it and then added it back a few times. It slows the deck down a bit to pay 1 more mana for each of my artifacts though. It cannot be cast off of a Caverns naming Myr, and cannot be cast on turn 1 off of an Ancient Tomb, so I'd have to tweak my mana sources a bit. It's always possible that I may try to fit it back in at some point.
My current list feels very smooth, so I'll stick with it for now. I've put about a week and a half into tuning it at this point, and I'm very happy with where it's at.
Made 3-4th at a local tournament with the above list except two citadels were buried ruins.
Matchups:
UR delver - Chalice x=1 and fast threats ended both games fast
UW miracles - staff of nin and after sideboarding 4 maindeck karns are very strong. Just keep them off white mana whenever possible and drop a chalice at 1.
BGR Loam- frist game he lost on deckcheck, second game after some grinding I drop a chalice at 2 and he does not have the abrupt decay and loses to a batterskull.
Round4 ID
Round5 ID
Top8
Same Loam- grindy games where I stick a threat like wurmcoil and beat up.
Top4- RUG- Both games he drops a turn 1 delver and in the proceeding turns has the spell pierces and dazes (and fow for chalice) to seal the game. I think I'll drop one defense grid from the sideboard for an additional trinisphere for this matchup. Lightning greaves also seems very good against rug.
I always like new ideas for the MUD archetype. It certainly seems fun and i tought about myr decks before..but this kind of tribe build is just to casual fun i think. Like what good is a 100/100 battlesphere without evasion? And if you want to swarm an opponent to death, well other decks can do that job better.
Considering your black and blue build, there are some really interesting cards out there for a blue take ( well at least i think there are) i think these are too be considered:
master transmuter (why? its a one mana cheaper forgemaster..for the hand instead of the library ok.. but it can be used more than once!)
phyrexian metamorph (well its already being played so it should be even better with blue mana?)
glen alandra archemage (look! now we have counters too combo safer!)
card draw (blue has many card draw.. intuition is cool.. faresee is also cool because its a sorcerey..)
sorcery? what am i talking about? well..... in the eye of chaos, sir. run 2-3. We will never play daze (to less islands) or fow (to little blue) BUT we can annoy legacy control greatly with in the eye of chaos- does this makes us more safer? i think so.. at least its a reason to play with this cool old card for the first time ever in magic history
My blue mud so far:
disruption:
4x chalice of the void
2x in the eye of chaos
4x glen elendra archmage
Combo:
4x master transmuter
2x platinum emperion
1x mindslaver
Aggro:
3x batterskull
4x phyrexian metamorph
3x wurmcoil engine
Mana:
3x silver myr
4x grim monolith
2x thran dynamo
2x mox opal
Draw:
3x intuition (or foresee?)
Land:
4x tomb
4x city of traitors
7x island
4x seat of the synod
You almost certainly want to be playing at least one copy of Academy Ruins (if not two) if you want to be on the Intuition plan.
Is there a control version of the deck that runs trading post by chance? I really want to see if I can play a deck with trading post in it again D:
I mean, it probably will stay as just a casual deck for now, until they either print some more better stuff for it, or I find a way make it better. It can be incredibly powerful sometimes, but other times it can fall apart. The biggest problem is the fact that it is reliant on the mana dorks for mana. Opponents that hit my turn 1 Gold Myr with a 1cc removal spell, and then hit my turn 2 Palladium with a removal spell and have a Wasteland for my Ancient Tomb tend to blow me out of the water. Going into turn 3 with 1 mana and few resources left in hand to make the mana necessary to cast bigger costed spells is pretty much gg. Although, when the deck is capable of sticking a Myr Turbine on turns 2 or 3, it gets pretty bonkers from there. Myr Turbine is just so disgustingly good... it was the entire reason I wanted to try and build a Myr deck in the first place (well that, and Myr Battlesphere, although Myr Galvanizer was a very enticing reason as well). Honestly though, it's a little disheartening to run Palladium Myr as a 3cc mana dork that taps for 2, when Metalworker is a 3cc mana dork that can tap for shitloads more. The synergy with Galvanizer's is nice, though.I always like new ideas for the MUD archetype. It certainly seems fun and i tought about myr decks before..but this kind of tribe build is just to casual fun i think. Like what good is a 100/100 battlesphere without evasion? And if you want to swarm an opponent to death, well other decks can do that job better.
Meh... I keep switching back and forth on some things, and it's still not finished in my eyes. I was going to wait till it was 100% complete, but I don't know how long that's going to take. I've been tweaking it for like a month now and its still not finished, so what the hell, here is where I am at with it currently:How does it look now?! I am certainly curious.
U/b Masterworker
// Lands (24)
4 [MR] Island
4 [MR] Seat of the Synod
4 [MR] Vault of Whispers
4 [AVR] Cavern of Souls
4 [EX] City of Traitors
4 [TE] Ancient Tomb
// Creatures (21)
4 [UD] Metalworker
4 [ARC] Master Transmuter
4 [DDF] Faerie Mechanist
3 [CFX] Sphinx Summoner
2 [SOM] Kuldotha Forgemaster
1 [MR] Duplicant
1 [SOM] Myr Battlesphere
1 [DS] Sundering Titan
1 [MBS] Blightsteel Colossus
// Spells (15)
1 [FD] Staff of Domination
4 [MR] Chalice of the Void
2 [DS] Trinisphere
2 [MR] Lightning Greaves
2 [SOM] Mox Opal
4 [SH] Mox Diamond
// Sideboard (Alot)
SB: 1 [MBS] Spine of Ish Sah
SB: 1 [ALA] Sharuum the Hegemon
SB: 1 [CHK] Hall of the Bandit Lord
SB: 1 [ALA] Skill Borrower
SB: 1 [NPH] Spellskite
SB: 1 [MR] Wizard Replica
SB: 1 [EVE] Scarecrone
SB: 1 [WWK] Lodestone Golem
SB: 1 [NPH] Phyrexian Metamorph
SB: 1 [ARB] Sen Triplets
SB: 1 [MR] Timesifter
SB: 1 [MR] Thought Prison
SB: 1 [MR] Rustspore Ram
SB: 1 [FD] Silent Arbiter
SB: 1 [SHM] Grim Poppet
SB: 1 [RAV] Nullstone Gargoyle
SB: 1 [MR] Platinum Angel
SB: 1 [SOM] Platinum Emperion
SB: 1 [SOM] Steel Hellkite
SB: 1 [MR] Triskelion
SB: 1 [SOM] Golem Artisan
SB: 1 [UL] Defense Grid
SB: 1 [MBS] Phyrexian Revoker
SB: 1 [M10] Pithing Needle
SB: 1 [SOM] Ratchet Bomb
SB: 1 [EX] Null Brooch
SB: 1 [FD] Neurok Stealthsuit
SB: 1 [ARC] Thunderstaff
SB: 1 [LRW] Thousand-Year Elixir
SB: 1 [CS] Jester's Scepter
SB: 1 [CFX] Scepter of Fugue
SB: 1 [RAV] Bottled Cloister
SB: 1 [NPH] Birthing Pod
SB: 1 [FE] Aeolipile
SB: 1 [SOM] Chimeric Mass
SB: 1 [AQ] Cursed Rack
SB: 1 [ALA] Scourglass
SB: 1 [NPH] Norn's Annex
SB: 1 [UL] Crawlspace
SB: 1 [UD] Caltrops
SB: 1 [M13] Trading Post
SB: 1 [MR] Proteus Staff
SB: 1 [PS] Skyship Weatherlight
SB: 1 [SOM] Prototype Portal
SB: 1 [FD] Summoning Station
SB: 1 [MBS] Myr Turbine
SB: 1 [CHK] Orochi Hatchery
SB: 1 [US] Phyrexian Processor
SB: 1 [SOM] Mimic Vat
SB: 1 [M12] Druidic Satchel
SB: 1 [CFX] Inkwell Leviathan
SB: 1 [ISD] Witchbane Orb
SB: 1 [ARB] Sphinx of the Steel Wind
SB: 1 [TSP] Triskelavus
SB: 1 [MBS] Mirrorworks
SB: 1 [IN] Planar Portal
SB: 1 [MR] Solemn Simulacrum
SB: 1 [FD] Crucible of Worlds
SB: 1 [TSP] Academy Ruins
SB: 1 [M12] Buried Ruin
SB: 1 [MBS] Phyrexian Juggernaut
SB: 1 [NPH] Batterskull
SB: 1 [EVE] Ward of Bones
SB: 1 [SOM] Wurmcoil Engine
SB: 1 [TE] Wasteland
SB: 1 [AL] Force of Will
SB: 1 [ALA] Ethersworn Canonist
SB: 1 [MR] Fabricate
SB: 1 [MBS] Tezzeret, Agent of Bolas
Master Transmuter is the whole point in playing blue. It's similar in function to Metalworker, or in other words, it cheats stuff into play... except it will unconditionally cheat any artifact into play, regardless of how many artifacts you have in hand. It costs 3U instead of 3, and costs U to activate vs 0, but it's a more than just an enabler. With ETB effects, Transmuter is an engine card. It bounces the artifact to hand as part of the cost, so that means you can bounce and then replay the same artifact. Drawing an extra artifact out of the top 3 every turn with Mechanist is a nice way to draw into some action, for example. There are alot of really good artifact creatures (and noncreature artifacts too) with really good ETB effects. Once Transmuter goes live, it can also protect any artifact from spot removal, which is pretty awesome.Considering your black and blue build, there are some really interesting cards out there for a blue take ( well at least i think there are) i think these are too be considered:
master transmuter (why? its a one mana cheaper forgemaster..for the hand instead of the library ok.. but it can be used more than once!)
phyrexian metamorph (well its already being played so it should be even better with blue mana?)
glen alandra archemage (look! now we have counters too combo safer!)
card draw (blue has many card draw.. intuition is cool.. faresee is also cool because its a sorcerey..)
sorcery? what am i talking about? well..... in the eye of chaos, sir. run 2-3. We will never play daze (to less islands) or fow (to little blue) BUT we can annoy legacy control greatly with in the eye of chaos- does this makes us more safer? i think so.. at least its a reason to play with this cool old card for the first time ever in magic history
More importantly, it's not replacing Metalworker, but being run in addition to. In other words, it increases the decks density of enablers, allowing the deck to focus more on cheating more powerful higher-costed spells into play, and less so on going a fairer stompy route (not to say the stompy route is fair, as it can still be pretty broken).
I dislike Goblin Welder for the fact that he clashes with Chalice. I realize Cavern of Souls can allow the deck to drop Welder under a Chalice, but I still don't like the disynergy. I do understand how strong Welder can be, especially with Wurmcoil Engine (i.e leaves the battlefield/dies effects), and it can also take advantage of ETB effects to a lesser extent (in comparison to Transmuter), but I still prefer Transmuter.
Metamorph is a great card for sure, but its inclusion has nothing to do with blue (unless you're running Force of Will and need the blue spell count).
Glen Elendra is a strong card, but my list is pretty artifact-centric. It needs as many artifacts as possible to get the most out of Metalworker, Mechanist, Forgemaster, etc.
As far as card draw is concerned, I prefer Mechanist and Sphinx. Mechanist and Sphinx give me an alternate way to win via flying beats when my cheaty-face plan is being disrupted. Mechanist gives me a nice draw effect on a body, so I'm not sacrificing tempo just to draw cards, and it turns into a draw engine with Transmuter. Same with Sphinx, except its more powerful since it tutors directly for whatever creature I want to cheat into play.
Not really sold on In the Eyes of Chaos... maybe as a sideboard card, but even then its doubtful. There's better options for shutting down spells IMO... with Sundering Titan being my favorite option at the moment. The only nonartifact spells I was running were Fabricate for greater consistency (ended up cutting it after constantly wanting to draw it with Faerie Mechanist and not being able to), Tezzeret, Agent of Bolas (decided to cut it a couple of weeks ago, although it may end up back in the list again at some point), and Force of Will (I cut it because I decided that Trinisphere was just much better for the deck overall).
---
Anyway, there it is... I guess the cat is out of the bag now.
Last edited by Hanni; 11-20-2012 at 11:43 PM.
The list looks really great and the idea with Master Transmuter looks really awesome. Also it's really awesome to get a Trannsmuter into play with Cavern of Souls on Artificer and then being completely safe of any counter magic, with the exception of stifle. Which in my opinion is the weak spot of the forgemaster list anyway. Also i liked you tried to keep the kuldotha forgemaster, Lightning Greaves and Blightsteel colossus combo in the deck as a wincon.
Pity tho that Wurmcoil Engine and Lodestone Golem had to clear the path. Perhaps taking out the forgemaster combo and include those fatties would be an idea...
So anyway i have been toying with your list and my current forgemaster/welder list and came up with the next list, which i am going to try tonight with some friends. I dropped the black splash, because i didn't really like it and i wanted to include Tezzeret and change to mana base more to the way it played comfortable in my forgemaster/welder list. Also i kept the Phyrexian Revoker in the list because those have kept me out of trouble a lots of times.
Main 61 cards
4 Ancient Tomb
4 City of Traitors
4 Seat of the Synod
4 Cavern of Souls
3 Island
2 Buried Ruin
1 Academy Ruins (with the exclusion of Goblin Welder the deck could use some revival)
2 Mox Opal
3 Metalworker
4 Grim Monolith (I just don't like Mox Diamond)
3 Voltaic Key (Untap Transmuter, bounce titan....)
4 Master Transmuter
3 Faerie Mechanist
3 Kuldotha Forgemaster
2 Lightning Greaves
2 Sundering Titan
3 Phyrexian Revoker (Jace, ...)
1 Myr Battlesphere
1 Blightsteel Colossus
1 Staff of Domination
1 Spine of Ish Sah (This card is almost always usefull and with Transmuter being able to bounce it makes it even better)
4 Chalice of the Void
2 Tezzeret the Seeker (I just like having a planeswalker around. this cards only drawback is UU casting cost. Double key effect and fetch artifact's like the staff makes this cards a wincon).
Hanni, your list looks extremely strong. I spent a few hours today playtesting it, but I would suggest going -2 Mox Opal, -2 Lightning Greaves for +4 Lodestone Golem. Obviously Opal and Greaves are really good for the deck, but I think Golem is better overall and helps the bad matchups. Other than that, the list looks fantastic. I really like that you put so many of the extremely good yet also potentially awful cards as 2-ofs like Trinisphere and Staff (since Staff+Metalworker wins games, and Trinisphere can easily come out turn 1, or if not then turn 2, which Time Walks the opponent and multi-walks them if they only have 2 land- but it sucks in multiples obviously). I love how Master Transmuter is not only an enabler and lets you dodge counterspells once she's out, but also helps you fight spot removal and mass removal to an extent.
If I was going to fit in Lodestones, I'd find another way to do it.Hanni, your list looks extremely strong. I spent a few hours today playtesting it, but I would suggest going -2 Mox Opal, -2 Lightning Greaves for +4 Lodestone Golem. Obviously Opal and Greaves are really good for the deck, but I think Golem is better overall and helps the bad matchups. Other than that, the list looks fantastic. I really like that you put so many of the extremely good yet also potentially awful cards as 2-ofs like Trinisphere and Staff (since Staff+Metalworker wins games, and Trinisphere can easily come out turn 1, or if not then turn 2, which Time Walks the opponent and multi-walks them if they only have 2 land- but it sucks in multiples obviously). I love how Master Transmuter is not only an enabler and lets you dodge counterspells once she's out, but also helps you fight spot removal and mass removal to an extent.
I've run Greaves off and on for the last month or so, cutting them whenever I needed extra space, and I'm pretty sure that doing so was wrong. Aside from Chalice, this deck has no other 2 drops. While that may be great for Chalice (at 2), it can cause starts where you do nothing on turns 1 and 2... which is pretty bad. The other important part is that Lightning Greaves speeds the deck up an entire 1-2 turns, since this deck relies on creatures with activated abilities. You really, really want to be tapping the enablers the turn they come into play if you can. Add in the ability to swing with the cheated creature on the same turn, and now the deck has been accelerated by two full turns. The Shroud aspect is relevant as well. It's not a card I'd want to cut at this point. I'm only running 2 because I do not want multiples, otherwise I'd max them out.
Mox Opal is alot less important than Greaves, but I still appreciate what they do for the deck. They don't make mana on turn 1 (it is rare when they do), but they do make mana on turn 2 pretty consistently, and tap for any color of mana. The any color part is extremely relevant... my deck can be hungry for color sources sometimes. It's not mana ramp for turn 1 plays, but it is mana ramp for turn 2 plays, which is still very important. I could see maybe cutting this to a 1-of, but I'd keep at least 1.
Staff has been the most underwhelming card, so if I was going to make cuts, I'd start there. Don't get me wrong... I love the broken turn 2 wins with it + Metalworker, but it's lackluster on its own. I mean, it's decent to untap a Transmuter for double activations when I already have an ETB creature on the board, and it does draw a card for 5 mana when I've got no other action... but it's still underwhelming (without a Metalworker). I like the idea of keeping 1 as a Forgemaster target for games where I also have a Metalworker on the board... but I could justify cutting both if I needed the space.
On the other hand, Sphinx Summoner has been such a house for me. So many games have been turned around by simply resolving a Summoner when I had no other action, grabbing a Transmuter, and then using that engine to get all sorts of shit going on. I'd very much like to increase the number of these.
As strong as Lodestone Golem is, I have not found myself wanting them in very many games. 5/3's just aren't what they used to be. Duplicant is my only removal spell, and there are so many situations where Lodestones would not be able to swing. The tax effect is nice, but it doesn't stack with Trinisphere. I'm very happy with my 4/2 Chalice/Trini split right now, so I wouldn't cut the Trini's for Lodestones. My 4cc curve is already pretty dense. I think I'd rather fit in more Sphinx Summoner. I do understand how iconic Lodestone Golem is, and I'm not advocating that others don't run them... but space is tight, and I've been fine without them.
I do wish I could fit in some Wastelands, though. The only thing holding me back on that right now, is that I do not want to run more than 24 lands, and my manabase has been fantastic for me so far.
So from the list I posted:
-1 Staff
+1 Sphinx
At any rate, the list has been great for me in testing. I've smashed alot of top Tier strategies with it. I did suffer a loss to a B/G deck with Hymn, Wasteland, tons of spot removal, Sinkholes, Goyfs, Bobs, and Liliana's... but I'm thinking that's a horrible matchup regardless. I also suffered a loss to an opponent packing Null Rod, since I kept a soft hand to it with artifact lands and Moxes (and I haven't been sideboarding in anything yet).
Master Transmuter is easily my MVP. Cheating stuff into play, and then becoming an engine is just so powerful, especially since nearly everything I run has awesome ETB effects.
Summoning Sphinx has been my runner-up MVP. That guy is insane.
Forgemaster has been my weakest creature... sacrificing 3 artifacts sucks sometimes. I still feel that Forgemaster is important for consistency, though.
4 Grim Monolith (I just don't like Mox Diamond)I love Mox Diamond in my list. Tapping for any color of mana is fantastic, and it makes hands with multiple Cities/Tombs keepable.3 Voltaic Key (Untap Transmuter, bounce titan....)
I don't like playing 1cc spells in a deck packing 4 Chalice, and I wouldn't run Monolith without Key. I won't criticize your preference, though.
I would love to run this over Duplicant, but I can tutor for Duplicant with Sphinx. I do plan on running some in the sideboard, though.1 Spine of Ish Sah (This card is almost always usefull and with Transmuter being able to bounce it makes it even better)
Last edited by Hanni; 11-19-2012 at 11:38 PM.
I've been playing the previous posted list and found that the deck is much fun to pilot. As i suspected i didn't have enough blue mana open to activate the Transmuters ability in some occasions. So something with replacing the Grim Monolith's for Mox Diamond's i guess, but is there any alternative? Because i don't like to discard land as this deck can be pretty open against Wasteland's.
Also i missed the sphinx in my list to fetch the fattie as i was sometimes left with all the utility, but no goodies.
Have you also considered Fabricate? I know it's not an artifact, which makes it less flexible. But being able to fetch answers or wincons instead of the top 3 with the Mechanist could make it more of a threat.
Also i found that Tezzeret the Seeker was pretty cool. It went nuts while untapping Monoliths, Metalworkers or Transmuter into bouncing Spine, Titan or Battlesphere a couple times a turn. Combined with Greaves it was just great.
And the interaction between Master Transmuter, Voltaic Key and Seat of the Synod was terrific. Tap Seat, activate Transmuter, return tapped Seat to hand, Drop Titan, play Seat, untap Transmuter with Key, Activate Transmuter again, bounce Titan.
Anyway, what i was thinking to abuse the bounce ability, Tezzeret's search ability into lock pieces like Tangle Wire, Defense grid, Thorn of Amethyst, etc, with some combination to start the game locking out your opponent and then start some kind of beating beating with a fattie. I am not sure about what a list like that would look like. But as always with this deck, 100 cards trying to fit in a 60 card deck.
@Hanni: cool deck. I tried to build something similar a few weeks ago when bruizar mentioned Arcum Dagsson, but never really got anywhere. Here is what I had:
(WARNING: DECK NEEDS A LOT OF TUNING! DON'T PLAY THIS!)
3 Mox Opal
4 Grim Monolith
4 Voltaic Key
4 Sensei's Divining Top
1 Crucible of Worlds
2 Thousand-Year Elixir
4 Metalworker
4 Master Transmuter
3 Kuldotha Forgemaster
3 Arcum Dagsson
3 Spellskite
1 Myr Battlesphere
1 Sundering Titan
1 Phyrexian Metamorph
1 Spine of Ish Sah
1 Staff of Domination
1 Possessed Portal
1 Batterskull
4 Ancient Tomb
4 City of Traitors
4 Cavern of Souls
4 Seat of the Synod
1 Island
3 Wasteland
SB: 4 Trinisphere
SB: 3 Chalice of the Void
SB: 1 Duplicant
SB: 1 Tormod's Crypt
SB: 1 Nihil Spellbomb
SB: 1 Ensnaring Bridge
SB: 1 Null Brooch
SB: 1 Ratchet Bomb
SB: 1 Contagion Engine
SB: 1 Witchbane Orb
The goal was to get an Arcum Dagsson into play, and tutor for Possessed Portal + Spine of Ish Sah for a hard lock (sacrifice Spine to Possessed Portal, replay it).
Here are a few card rationales:
- Spellskite is there to protect your other artifacts from single-target removal, and as a cheap creature to sacrifice to Arcum Dagsson.
- Cavern of Souls lets you name Artificer to protect Arcum Dagsson and Master Transmuter from counters.
- Thousand-Year Elixir is an alternative to Lightning Greaves. The problem with Greaves, is that opponents can respond to equipping by killing your threat. With Elixir, they have no window of opportunity: you can use your activated ability in response to any instant-speed removal. It also lets you untap your creatures.
- Sensei's Divining Top helps you filter the top of your deck, and comboes with Master Transmuter to draw a card (tap top, then bounce it in response).
The big problem with the deck is to get blue mana sources. You need a lot of blue mana when you want to play a Master Transmuter and activate it twice immediately (with Thousand-Year Elixir).
Also, I think that Baleful Strix could be a nice alternative to Sphinx Summoner. Its a lot cheaper, and lets you draw tons of cards thanks to Master Transmuter. It can also be sacrificed to Arcum Dagsson to tutor a bomb.
Last edited by SirTylerGalt; 11-18-2012 at 11:54 AM. Reason: Fixed typo
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