View Full Version : Way too many combos
pingveno
05-20-2010, 02:08 AM
Ever since Metal Worker was unbanned I have really wanted to break him. This is my latest attempt, and it is absolutely 2 things right now: 1. A blast to play. 2. Not good enough to be competitive.
The List:
Lands:
4 Ancient Tomb
4 City of Traitors
1 Academy Ruins
2 Polluted Delta
2 Island
1 Underground Sea
4 Seat of Synod
4 Vault of Whispers
Creatures:
4 Metalworker
4 Painter's Servant
4 Master of Etherium
Planeswalkers:
2 Tezzeret the Seeker
Other Stuff:
3 Staff of Domination
2 Grindstone
4 Trinisphere
4 Chalice of the Void
2 Fabricate
1 Stroke of Genius
4 Thirst for Knowledge
2 Sword of the Meek
2 Thopter Foundry
So obviously, the point of the deck is to establish one of the three 2 card combos:
1. Metal Worker + Staff of Domination + 3 Artifacts in Hand = Infinite Life + Mana + All the cards in your deck. Then you play Stroke of Genuis for the win. Stroke is also in there as secondary card draw, it has helped (with the fast mana) draw a win from a sticky situation.
2. Thopter Foundry + Sword of the Meek = Alot of life and alot of 1/1 fliers + a 2/3 flier. Aggro stopper.
3. Painter's Servant + Grindstone = Deck my opponent
Some thoughts:
The deck is a little inconsistent. I am almost certain that is because of the thopter foundries. Although they can be awesome, the splash weakens the manabase quite a bit. I almost want to try 4 Solemn Simulacrum in their place. I would also like a way to bounce/sacrifice my own chalice of the void to play a grindstone and win. Thopter foundry did that, but what are some mono blue options? I have been liking Tezzeret, but again mana inconsistency makes him harder than I would like to cast. Without a quick combo out (Turn 3) the deck has trouble beating fast aggro. Any ideas how to fix that? The most important thing to keep in mind here: The core of deck needs to stay 4 Metalworker + 3 (or 4) Staff of Domination. Everything else is up for change. Thanks a ton guys.
sclabman
05-20-2010, 02:52 AM
This reminds me of this deck...
http://www.deckcheck.net/deck.php?id=34304
It removes Thopter Foundry combo and other random things for Basalt Monolith and Power Artifact, and also adds Wake Thrasher for an aggro finisher. It also plays Force of Will, which is always a good thing. I don't have any more input, but just giving an alternate list for ideas.
Guy I Don't Know
05-20-2010, 04:26 PM
maybe taking out the 3 vault of whispers for 3 underground seas might help. Ive been playing darkwater catacombs in a similar deck but that card looks terrible eventhough it is alright.
SpikeyMikey
05-23-2010, 12:04 AM
Like your title says, I think you have too many combos. The combos include at least one card that is dead or almost dead and the more dead cards you have in your hand, the less you can affect board position. I would try and trim some of that out. Since you want to use Metalworker I would say lose the painter/ grindstone. It doesn't abuse fast mana which means you're not getting much bang for your buck out of it.
pingveno
05-24-2010, 06:54 AM
Like your title says, I think you have too many combos. The combos include at least one card that is dead or almost dead and the more dead cards you have in your hand, the less you can affect board position. I would try and trim some of that out. Since you want to use Metalworker I would say lose the painter/ grindstone. It doesn't abuse fast mana which means you're not getting much bang for your buck out of it.
I think you are right about removing a combo. But I think you are wrong about which one to remove, painter/grindstone absolutely abuses fast mana in the fact that in this deck both pieces can be dropped and activated in 1 turn. Normally a painter/grindstone kill takes 2 turns to set up, but with metalworker this can be done in 1 turn. Also, with 2 two mana lands, the deck can win turn 2 with some consistancy. I am currently working up a new list, and am really interested in lightning greaves. Are there any thoughts about this? Seems like a good way to speed up metalworker and protect him as well. My inkling is still to remove foundry/sword, so the next list will probably be mono blue with somewhat of a gauntlet of testing. Thanks for the input!
chokin
05-24-2010, 08:19 AM
Hey dude, it's been a while :P
I think Thopter/Sword is the weakest combo since it doesn't win you the game then and there. The only appeal that I see to it is that you can kinda gain some like here and there on top of having all of those blockers/attackers. But wouldn't you just rather deck your opponent or Stroke them to death (heh).
With all of that mana you're making, maybe Masticore could deal with creatures to replace Thopter/Sword. I realize that at low life, there is the chance they could burn you, and then Thopter/Sword would be better. Or maybe there's another nice mana dump that has a useful ability that I'm not thinking of.
slaughtercult
05-27-2010, 06:39 PM
I'm actually getting quite interested in this sort of deck. It looks like fun and have seen a few builds that made it to top 8 in smaller tournaments. I see some potential here.
The list I'm currently messing around with looks like so...
Lands
1 [TSP] Academy Ruins
4 [TE] Ancient Tomb
4 [EX] City of Traitors
10 [ZEN] Island (1)
4 [MR] Seat of the Synod
Creatures
3 [UD] Metalworker
3 [EVE] Wake Thrasher
Spells
4 [B] Basalt Monolith
4 [MR] Chalice of the Void
2 [M10] Fabricate
4 [SH] Mox Diamond
4 [AQ] Power Artifact
4 [FD] Staff of Domination
2 [US] Stroke of Genius
1 [AQ] Transmute Artifact
4 [DS] Trinisphere
1 [US] Whetstone
1 [ALA] Tezzeret the Seeker
There are a great number of ways to go off with this deck. Wake Thrasher/Basalt Monolith gives you an infinitely big creature to swing with. Power Artifact/Basalt Monolith gives you infinite mana to use toward Whetstone or Stroke Of Genius for a win. Metalworker and Staff Of Domination have potential to draw your deck, give infinite life and mana.
I haven't completely worked out a sideboard. My meta has dredge and control as the main decks and the rest are a random assortment of combo and aggro.Maybe something like this...
3 Defense Grid
2 Ethersworn Cannonist
2 Relic Of Progenitus
3 Tormod's Crypt
3 Force Of Will
2 Back To Basics
I've been contemplating a splash of white for things like abeyance (sb) and Enlightened Tutor but I'd rather not be more susceptible to wasteland effects. Any help or ideas are greatly appreciated.
RexFTW
05-28-2010, 11:22 AM
I was going to recommend transmute artifacts but I see in your most recent list you have them!
unicoerner
05-29-2010, 08:30 AM
I don`t like the Whetstone in this List. IS there a reason to run this over Emrakul other than we can search it with our single Tezz?
Lodestone Golem and Thirst would look quite interestinbg aswell. IF we would include Golem, we could aswell add 1 Crucible and 4 Wastes for ISlands and perhaps some amount of Power Artefacts. We can then switch between meeing a combo deck and Stax.
I am not sure, how strong Monolith+Artefact is.
I don't like Power Artefact that much, becasue it`s UU and becasue of all that artefact and Enchantment hate in the side. With it they can trade 2 to 1
slaughtercult
05-29-2010, 05:58 PM
The idea with Whetstone is, it gets around targeting and doesn't deal damage. (Solitary Confinement and Runed Halo in mind) and it is tutorable. Emrakul, not being an artifact, is not. I'll test Emrakul in its place anyway, it seems like a fun idea.
Powered by vBulletin® Version 4.2.2 Copyright © 2025 vBulletin Solutions, Inc. All rights reserved.