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Choux
11-17-2012, 05:07 AM
Hello,


I have made a deck since New phyrexia, and I wanna show you guys the list :


Charge (12/13 with contagion clasp ):
3 Energy Chamber
4 Surge Node
4 Coretapper
1 Power Conduit


Divers (4):
1 Contagion Clasp
1 Ratchet Bomb
2 Repeal


Draw (8/9 with FaoF):
3 Thirst for Knowledge
4 Thoughtcast
4 Everflowing Chalice
1 Perilous Research


Spoilers (10):
1 Lux Cannon
4 Tezzeret the Seeker
4 Magistrate's Scepter
1 Fact or Fiction


Mana (26):
2 City of Traitors
3 Ancient Tomb
7 Island
3 Mox Opal
4 Everflowing Chalice
4 Seat of the Synod
2 Darksteel Citadel
1 Academy Ruins


SB:
2 Thorn of Amethyst
1 Sphere of Resistance
4 Chalice of the Void
1 Phyrexian Metamorph
1 Ensnaring Bridge
2 Umezawa's Jitte
1 Engineered Explosives
1 Defense Grid
1 Pithing Needle
1 Phyrexian Revoker



So the aim of this deck is to abuse charges with magistrate's scepter ( infinite turn ), everflowing chalice ( lot of mana ), canon lux, and with SB, chalice of the void, umezawa's jitte, sometimes engineered explosives or ratchet bomb. There is *1 perilous research for cycling ancient tomb, city of traitors, mox opal or sometimes everflowing chalice, it is cheaper than thirst and 4 thirst was too much. Also FaoF is here for putting the deck it's 10th spoilers, against control it's safer to have a lot of spoilers.


Repeal can be use against batterskull token ( for U draw a card and make waste lots of mana and turns to opponent ) Insectile aberation ( U : draw a card and make your opponent waste at least 1 turn) chrome or diamond mox etc .. it is very effective post board against sereinity, stony silence, pithing needle ... It is cyclable on mox opal ( for 0 ) surge node to pump more charges on it etc ...

So we have 12 mana accel ( 4 everflowing chalice 3 mox opal 5 sol lands ) and usually we goes infinite turn between turn 3 to 5, if not disrupted too much, else it is possible to draw a lot of cards and filtering with thirst.


Win cons are Tezzeret ultimate, core tapper with lots of +1/+1 ( if tezzeret is extracted ) or canon lux + academy ruin for milling opponent ( not so often ^^ ).


One of the advantages of this deck, is that it's win cons are also helping a lot the combo ( tezzeret is one of the best engine to find and put into play any artifact that give game : magistrate's scepter, ratchet bomb, contagion clasp, pithin needle, ensnaring bridge etc ... ) and core tapper is the best charger ( does make infinite charge, not at upkeep, can also be untapped with tezzeret, and can sacrifice itself to dodge swords or doing a fast extra turn ).


Tricks and tips : with tezzeret, 1 core tapper and 1 magistrate's scepter, it s possible to make infinite turn : tap magistrate's scepter and pay 4 mana +1 charge, tap core tapper +1 charge, untap both, tap core tapper +1 charge, tap scepter +1 turn etc ...
If you have a lot of mana and nothing to do with tezzeret ( board sweeped ) put a contagion clasp and proliferate, then proliferate untap and proliferate, next turn you can kill opponent with ultimate, or put any artifact from the deck with tezzeret while proliferating.

This deck is quite fast and produce a lot of mana very quickly ( often like 3UU turn 3 ).

Hanni
11-17-2012, 11:38 AM
I was actually toying with something similar to this last week. I recently put together a tribal Myr deck, and Coretapper caught my attention to try something like this. Anyway, here's a list of the cards I was considering:

1 [BOK] Tendo Ice Bridge
1 [DS] Coretapper
1 [MBS] Plague Myr
1 [SOM] Myr Battlesphere
1 [SOM] Myr Galvanizer
1 [MBS] Vedalken Infuser
1 [WWK] Everflowing Chalice
1 [MOR] Door of Destinies
1 [NPH] Shrine of Loyal Legions
1 [SOM] Contagion Clasp
1 [SOM] Contagion Engine
1 [MBS] Myr Turbine
1 [NPH] Tezzeret's Gambit
1 [SOM] Throne of Geth
1 [BOK] Umezawa's Jitte
1 [FD] Energy Chamber
1 [SOM] Lux Cannon
1 [MM] Magistrate's Scepter
1 [MR] Power Conduit
1 [NPH] Surge Node
1 [SOM] Trigon of Corruption
1 [NPH] Grim Affliction
1 [MBS] Myr Sire
1 [MBS] Myr Welder
1 [SOM] Myrsmith
1 [SOM] Inexorable Tide
1 [FD] Myr Servitor
1 [SOM] Steady Progress
1 [NPH] Volt Charge
1 [DS] AEther Vial
1 [DS] Arcane Spyglass
1 [NPH] Shrine of Burning Rage
1 [MR] Myr Incubator
1 [NPH] Shrine of Piercing Vision
1 [DS] Darksteel Reactor
1 [SOM] Culling Dais
1 [MBS] Core Prowler
1 [MR] Myr Retriever
1 [SOM] Myr Propagator
1 [ON] Riptide Replicator
1 [CHK] Orochi Hatchery
1 [SOM] Ratchet Bomb
1 [SOM] Necrogen Censer
1 [ALA] Sigil of Distinction
1 [DS] Spawning Pit
1 [ROE] Sphinx-Bone Wand
1 [ROE] Surrakar Spellblade
1 [IA] Jeweled Amulet
1 [MR] Lightning Coils
1 [FD] Infused Arrows
1 [SOM] Golem Foundry
1 [FD] Engineered Explosives
1 [FUT] Coalition Relic
1 [NPH] Conversion Chamber
1 [MR] Banshee's Blade
1 [DS] Talon of Pain
1 [MBS] Titan Forge
1 [SOM] Trigon of Infestation
1 [MBS] Vedalken Anatomist

I like Myr Galvanizer as a way of untapping Coretappers, especially since 2 Galvanizer's would give you unlimited untaps (mana pending).

I'm also not sold on Tezzeret the Seeker in here.

The Golem-making engines are something I would consider.

Choux
11-17-2012, 12:46 PM
Hello Hanni,


In all cards you have list, I have tested some, and find that titan forge was the best golem maker, but was very slow, and very fragile ( if u make a golem you can either be sword, or overwhelmed because you can just have one or 2 golems ). The best cards amongs the list my deck don t run is orochi hatchery because it's useful at any stage of the game ( you can give an opal mox metalcraft very quick, and also have affinity very quick ) in middle game you can stall a lot of non-flying creatures then overwhelm your opponent with dozens of snakes and kill him in one or two turns. But, in fact, while it can be good, it is nearly always better to resolve one magistrate's scepter ability, because once you have done it one time, you already won 75% of the time, and 24.99% you'll won next turn. While with golems it can be very close for several turns. Orochi might replace FaoF but I removed it because it cost lots of mana to use it 2 or 3 times.


Tezzeret is one of the best card in the deck with magistrate's scepter, pre-side it search for magistrate's or core tapper, it's game if we have to untap with tezzeret most of the time, and post-side, it give access to hate.

Hanni
11-17-2012, 01:47 PM
In all cards you have list, I have tested some, and find that titan forge was the best golem maker, but was very slow, and very fragile ( if u make a golem you can either be sword, or overwhelmed because you can just have one or 2 golems ). The best cards amongs the list my deck don t run is orochi hatchery because it's useful at any stage of the game ( you can give an opal mox metalcraft very quick, and also have affinity very quick ) in middle game you can stall a lot of non-flying creatures then overwhelm your opponent with dozens of snakes and kill him in one or two turns. But, in fact, while it can be good, it is nearly always better to resolve one magistrate's scepter ability, because once you have done it one time, you already won 75% of the time, and 24.99% you'll won next turn. While with golems it can be very close for several turns. Orochi might replace FaoF but I removed it because it cost lots of mana to use it 2 or 3 times.


Tezzeret is one of the best card in the deck with magistrate's scepter, pre-side it search for magistrate's or core tapper, it's game if we have to untap with tezzeret most of the time, and post-side, it give access to hate.

I agree that the Scepter is very strong, and a core card of the deck. However, you still need to increase the density of bombs for consistency purposes. You won't always have Scepter right away.

Orochi is one of my personal favorites, for the reasons you mentioned. The 5 to activate is a bit steep, but the ability to spam out tons of 1/1's tokens is great for both survivability and offense.

I actually prefer Conversion Chamber and Golem Foundry over Titan Forge since they are less dependant on counter generators.

I'd also consider some of the Profilerate cards, particularly Tezzeret's Gambit, since it can give a charge counter to every card using charge counters... or in other words, proliferate can add alot of value. There are some other interesting uses of Proliferate, such is the ability to kill the opponent through Poison counters (once you connect once with something like a Plague Myr), or as creature kill with -1/-1 counter generators like Trigon of Corruption. It's a slightly different direction to take the deck, and not necessarily the best route, but interesting nonetheless.

Door of Destinies is also something that I see potential in, most likely in some sort of Myr shell with Myr Turbine and Myr Battlesphere. Making swarms of huge tokens is pretty cool. Might end up being a bit casual, but it's interesting nonetheless.


Tezzeret is one of the best card in the deck with magistrate's scepter, pre-side it search for magistrate's or core tapper, it's game if we have to untap with tezzeret most of the time, and post-side, it give access to hate.

I suppose, but it still costs 3UU for the tutor effect. Not bad I suppose, but a single Coretapper and a single Scepter isn't going to automatically win games. A single Coretapper is only applying 1 counter a turn unless you sacrifice it... you need multiples, an untap effect, or other additional counter-generating engines. A free turn every other turn still doesn't win the game if you're not applying any pressure, which is why I suggested some sort of token generator in the first place.

Speaking of untapping... I already suggested Myr Galvanizer since it's a very solid card, but I forgot to suggest [cards]Voltaic Key[cards], which has tons of synergy with everything else too. I'd rather run Chalice of the Void instead, but I see that you aren't maindecking Chalice. Key would be great for your curve, too.

At any rate, this idea is an extremely unexplored concept, and there are alot of great synergies between alot of the cards, so figuring out the best 60 cards isn't something that's going to happen right away. Trial and error is pretty much the only way to figure that out. I'm just trying to give you food for thought.

Choux
11-17-2012, 01:59 PM
Well there is 12 or 13 charging stuff for scepter as well as 4 scepter and 4 tezzeret that can put scepter into play the turn it comes into play.


If you add the draw spells, it's very consistant. Note that there is one academy ruin that can also make recursive scepter against controlish decks

Hanni
11-17-2012, 02:08 PM
Well there is 12 or 13 charging stuff for scepter as well as 4 scepter and 4 tezzeret that can put scepter into play the turn it comes into play.


If you add the draw spells, it's very consistant. Note that there is one academy ruin that can also make recursive scepter against controlish decks

I didn't say your list wasn't consistent. I said that increasing the density of cards with charge counters would increase consistency. You have 12 or 13 chargers, but not very many cards that abuse charge counters, and none that will kill the opponent. I realize that you do have ways to kill an opponent, especially with unlimited turns via Scepter, but I think that some sort of token generator would be beneficial at the very least. Orochi Hatchery is my favorite option, although Conversion Chamber/Golem Foundry would play nicely with Throne of Geth as a proliferate and token engine. The tokens give you a way to stabilize as well as kill the opponent, and a proliferate engine just has tons of synergy with everything.

Proliferate can turn Trigon of Corruption into a powerful creature removal engine. Proliferate can add counters to Planeswalkers (Tezzeret in the case). Proliferate can also turn Inkmoth Nexus into a solid win-con... and Trigon of Infestation is a token generator as well. These are just a few examples.

Viral Drake is janky, but it's another proliferate engine.

At any rate, these are just some things I would consider. Like I said before, there is so much unexplored territory here, and trial and error is the only way to determine that. I'm sure your list is solid, but I'd be wary of stopping there. There is alot of room for innovation here.

EDIT: Sun Droplet would be interesting with some sort of way to move lots of counters (something without a tap effect and without costing an absurd amount of mana). Not sure what does that right now, though (if anything like that even exists).

Greenpoe
11-18-2012, 12:38 AM
I agree that Tezzeret's Gambit sounds excellent for your deck and could replace any of the slots that "just" draw cards - Thirst/Perlious Research/Fact or Fiction/Thoughtcast, these slots.

Here's a random idea, what about a transformational taxing-focused SB, running 4 Thorn, 4 Sphere, 3 Phyrexian Metamorph and 4 Lodestone Golem- well, perhaps not that extreme, but something like it? You could make combo and control decks really, really hate your deck. Just a thought.

Darkenslight
11-18-2012, 04:36 AM
Three cards immediately stick out as not being present: Darksteel Reactor (might be a bit slow), Shrine of Burning Rage and Grindclock. Each of these is a direct win-condition against most decks. However, having a trifecta of win conditions that are disrupted in different ways is going to be useful.

Also, consider getting some additional mana-filtering,t hough cards such as Pentad Prism and Jeweled Amulet. The Amulet you have to be careful with, although it is ramp in your deck. If you can get a Blue on it, then that will make your job a ton easier in casting Tezz.

bruizar
11-18-2012, 05:11 AM
Three cards immediately stick out as not being present: Darksteel Reactor (might be a bit slow), Shrine of Burning Rage and Grindclock. Each of these is a direct win-condition against most decks. However, having a trifecta of win conditions that are disrupted in different ways is going to be useful.

Also, consider getting some additional mana-filtering,t hough cards such as Pentad Prism and Jeweled Amulet. The Amulet you have to be careful with, although it is ramp in your deck. If you can get a Blue on it, then that will make your job a ton easier in casting Tezz.

Why do you need more win conditions? Isn't Tezzeret's ultimate good enough?

Also, I really don't see how you can justify not running multiple engineered explosives and a full set of chalice of the void's maindeck. Also, I would run multiple jitte's maindeck. It can save your ass against storm by gaining a bunch of life, and it can greatly increase your ability to stabilize the game by killing off x/1's in the early game. It seems like all the reasons to run this deck are in your sideboard. That should be the reason to play this deck, not magistrate's scepter. Also, where is the one-off Ensnaring Bridge to save your Tezzeret/you?

There is a huge flaw in the deck. Tinkering for 0 means that you can't multikicker or proliferate the X manacost artifacts with charge counters. Thats a serious flaw in the design of your tezzeret deck. This makes power conduit/surge node/energy chamber an important part of the deck. Thankfully, by the time you can cast tezzeret you have probably already established one of those cards or you can tinker for a surge node in the subsequent turn, but its still not a really elegant solution. I don't think you are going to win the immediately by searching for magistrate's scepter. I have played the card many times and I know that it takes a while to get the counters going. I used Rings of Brighthearth as well as Coretapper and even then I was struggling to make it effective. This is why I believe you absolutely need 1 Ensnaring Bridge. Maverick will just alpha strike you on turn 4/5 if you aren't already dead, and it's nice to be able to dodge Entreat the Angels while randomly hosing many of the aggro archetypes. Merfolk for example, has 0 outs against a resolved bridge (except for the occasional standstill build that cracks its own standstill to force you to draw cards, but really, that doesn't happen on a regular basis.).

-1 Lux Cannon
-1 Fact or fiction
+ 2 Umezawa's Jitte
+4 Chalice of the Void
+1 Contagion Clasp
-3 Thirst for Knowledge
-2 Repeal (if you want to repeal surge node, just go for esperzoa, you have mox opals to bounce anyway)
+2 Engineered Explosives
-1 Tezzeret the Seeker
-1 Perilous Research

Also, find some room for tezz' gambit and add some inkmoths so you can equip jitte just in case. THe infect and poison counters can be proliferated too.
701.24a To proliferate means to choose any number of permanents and/or players that have a counter, then give each exactly one additional counter of a kind that permanent or player already has.

Also, for the love of god, change the Thorn of Amethysts to Sphere of Resistance. Elves will combo out on you hard. The only creature you run is coretapper.

Darkenslight
11-18-2012, 06:10 AM
Why do you need more win conditions? Isn't Tezzeret's ultimate good enough?

It is. But you have to be prepared for Needles/Revokers that come down before Tezz hits.

This is the list I'd probably play:

Lands (16):

7 Island
4 Ancient Tomb
2 City of Traitors
1 Seat of the Synod
2 Academy Ruins

Creatures (4):

4 Coretapper

Planeswalkers (3):

3 Tezzeret the Seeker

Artifacts (27):

4 Energy Chamber
4 Power Conduit
4 Mox Opal
3 Jeweled Amulet
3 Surge Node
2 Everflowing Chalice
2 Contagion Clasp
2 Sphere of Resistance
1 Shrine of Burning Rage
1 Engineered Explosives
1 Lux Cannon
1 Magistrate's Scepter
1 Infused Arrows

Spells (10):

4 Thoughtcast
4 Tezzeret's Gambit
2 Rebuild

For reference, the Rebuild are in case of emergency and are the anti-hate tech. These could possibly also be Hurkyl's Recall.

Choux
11-18-2012, 06:26 AM
Hello guys, thanks for your replies !

For controling creatures, I really feel like jitte is by far the best ( can gain life if raced, can do multiple -1/-1 per turn for no mana, and cost only 2 mana ).


Concerning proliferate, it is very often a win more, it is good only if we have already a scepter in game with one charge( and if we can cast scepter + gambit, we were in very good shape anyways ), or somewhat useful if we have everflowing chalice or surge node, if we have tezzeret and we are able to cast tezzeret gambit we have already won ). The 2 hit point loosed with gambit can be huge problems coupled with ancient tomb etc ... I ran 3 then 2 then 1 then 0 because I feel it's a win more, and not really consistent. For other acccel, I feel like we have enough with 12, and others are not really bettter than an island.

The reason why I run 1 contagion clasp (and only one), is to proliferate surge nodes when they are depleted, to boost a lonely tezzeret, and to snipe every little anoying bug, like lackey, delver, bob, thalia, noble hierarch, gaddock teeg etc... sometimes it can be useful to tutor it via tezzeret because it both protect it and boost it at most at +3 per turn. It can be trashed with thirst wich is nice, and it can if nothing else to do proliferate everflowing chalices( versus control most of the time )

For the side board, I don't know. Needle is pretty good against pernicious deed, some annoying PW, cranial plating etc ... Jitte can win games alone against RUG, maverick, chalice is far too good to remove, same for ensnaring bridge.

Magistrate's scepter win by it all, nothing is needed except it and some charges makers, canon lux kills needles, opponent ensaring bridges, moats etc... eventually we got a ratchet bomb ( prefered to explosives against dredge, if we can resolve it we can reset the board when we couldn't pay the extra 2 for explosives )

I agree it could be possible to put one ensaring bridge main deck or any hate as a one of, it is very meta-dependant.

For taxing artifact, I thought of replacing them by spell pierce or flusterstorm but we are short in blue mana, and it will prevent us from thirst or thoughcast ...


There is no way of removing any everflowing chalice, these are broken, turn one sol land + energy chamber/surge node/core tapper + everflowing chalice = lots of mana very quick.

bruizar
11-18-2012, 07:13 AM
I would say this would be the core of a deck like this:

4 Energy Chamber *
4 Surge Node *
4 Coretapper *

4 Everflowing Chalice <-
4 Chalice of the Void <-
3 Umezawa's Jitte <-

Magistrate's Scepter, Tezzeret the Seeker and Lux Cannon are not what make the deck tick. Instead, they are just one of many directions to take.

Now that I think of it, I might opt for 4 Etched Champion, because they serve as a replacement Ensnaring Bridge but can also carry a Jitte and serve as a win condition that cannot be removed by StP. It's a bit more versatile even though E.Bridge can stop entire strategies by itself.

If you are going for Power Conduit, I would try something likeMirrodin's Core. Power Conduit by itself provides zero counters, so you need something that can produce them.

Choux
11-18-2012, 03:45 PM
Hello Bruizar,


How jitte can be better than scepter ? I can see jitte good, but not more than infinite turn right ? Once infinite turn is reach, nothing can happen except winning. I don't see why you want to go etched champion etc ... with so many mana accel. You are free to do what you want, but I'm not sure you have tested the deck well enough, and know how to play it.


For power conduit, it is good because it has haste, and as a one of, you most likely will find some counters to take weither it's from a tezzeret, a surge node, an early energy chamber that have counter on it, sometimes an everflowing chalice etc ... It is also useful post-side with chalice of the void to switch back and forth it's value to be able to play anycurve while opponent cannot.

Mirrodin core is not what the deck want ( at least mine ) my deck play city of traitors and ancient tomb, it's not for using a mirodin core ( bad for producing colorless mana, bad for producing blue mana )

Kich867
11-18-2012, 07:24 PM
Hello Bruizar,


How jitte can be better than scepter ? I can see jitte good, but not more than infinite turn right ? Once infinite turn is reach, nothing can happen except winning. I don't see why you want to go etched champion etc ... with so many mana accel. You are free to do what you want, but I'm not sure you have tested the deck well enough, and know how to play it.


For power conduit, it is good because it has haste, and as a one of, you most likely will find some counters to take weither it's from a tezzeret, a surge node, an early energy chamber that have counter on it, sometimes an everflowing chalice etc ... It is also useful post-side with chalice of the void to switch back and forth it's value to be able to play anycurve while opponent cannot.

Mirrodin core is not what the deck want ( at least mine ) my deck play city of traitors and ancient tomb, it's not for using a mirodin core ( bad for producing colorless mana, bad for producing blue mana )

Jitte doesn't rely on everything going correct in your deck to win.

The point of Mirrodin core (as he said in his post) is to work with Power Conduit to have a consistent target to transfer counters with, not just for the mana..

bruizar
11-19-2012, 02:16 AM
@Jitte: That's exactly what I meant Kich

@ Mirrodin's Core: That's exactly what I meant Kich.

:-)

My problem with scepter is that it requires 3 charge counters per turn. That means that you need a lot of cards to combo out with it. I used Rings of Brighthearth in the past so I could atleast double the amount of charge counters and double the amount of turns I get from Magistrate's Scepter and even then I still cut it. Granted, that list wasn't so full of charge counter creators, but still.

Jitte on the other hand doesn't even require a creature to be good in this deck. You can focus on gaining life against storm combo, and you can just kill off every creature against aggro matchups. The problem with artifact control lists is that they require stabilization before they win. Jitte allows you to stabilize quicker and regain the lost life so you won't stay in burn-reach. I understand that a single power conduit can help you with instant speed counters, but I wonder if that's better than starting with power conduit and no other charge counter creators in your hand. That's why I suggested Mirrodin's Core. The best part of Power Conduit imo is the fact that you can manipulate Chalice of the Void really well. I am not saying Magistrate's Scepter doesn't belong in the deck, but I am saying that it shouldn't be regarded as the most important card. If we can win ala timevault/voltaic key in legacy, ofcourse that's great. But before you establish 3 charge counters per turn + magistrate's scepter, you need to survive and disrupt.

How jitte can be better than scepter ? I can see jitte good, but not more than infinite turn right ? Once infinite turn is reach, nothing can happen except winning. I don't see why you want to go etched champion etc ... with so many mana accel. You are free to do what you want, but I'm not sure you have tested the deck well enough, and know how to play it.

I'm not sure how quickly you can ramp your mana, but if that is really never an issue, I would look at All is Dust / Karn Liberated / Ulamog, the Infinite Gyre

Aernil
11-19-2012, 04:18 AM
I also tested something similar to this, though I played more staxx-ish.
I'd suggest 1-3 Rings of Brighthearth as it allows some incredible awesome stuff. Copying Tezzerets search ability, copying throne of geth, also copying wasteland.
If you add a one-of Voltaic Key, you also get infinite mana (Everflowing chalice+Key+Rings). Tangle Wire may also be nice, especially with Chalice.

Choux
11-19-2012, 09:59 AM
This deck doesn't ramp like crazy because most of the time chargers swap target between everflowing and magistrate, but my point was, would you need everflowing chalice at all if you play a 3 CCM max curve ? Chalice is high cost high reward, be it charged or casted ( high cost in tempo/charge/mana )

Also without any chalice it's hard to ramp to high mana ( >7 )


I thought of replacing FaoF with karn, but I guessed it wasn't smart, because karn is not instawin, while magistrate's is. And I want some answer to stony silence and the like, but karn cost 7, which is nearly impossible to cast without artifact mana.


Ring etc ... will make the deck really slow, and I m not sure it will handle well storm with just jitte, storm is quite fast. Also in this deck, chalice of the void is good only at 1, and it's not good against a lot of decks ( BW, maverick, merfolk, goblins, dredge, SnT, BUG (abrupt decay), Bant).


It is what I have experienced, but may be I am too much oriented into combo tool-box.

Choux
11-19-2012, 10:39 AM
Aslo note that tezzeret + scepter + one charger that tap = GG :

We can tutor and sacrifice 1 core tapper to enable infinite turn, then pay 4 with scepter and untap both scepter and tapped charger with tezzeret.


So we have 12/13 +4 chargers ( tezzeret is a charger tutor and booster )
and 4 +4 scepter.


Coupled with 9 draw. It isn't that hard to make it work.


There is also 2 charger + 1 scepter that works well, you get from one (1charge+2charge) to two (2+2 +2charge from 1st extra turn) extra turn to find another charger or tezzeret.

catmint
11-19-2012, 11:37 AM
It is so funny what you can brew. :smile:
My first impression is that jitte among all this charges is a "1 card combo" that buys you the time to setup your expensive and therefore more vulnerable broken stuff.

bruizar
11-20-2012, 06:04 PM
This is more of a fun fact than anything competitive, but I guess you could play Dark Depths with Power Conduit. I wouldn't do it myself, but if you don't want to use Mirrodin's Core, it's still a land that provides you with a whole lot of counters for Power Conduit and a notable effect when you actually get to remove all the counters. Also, it's a mana sink for durdling chalices. Just brainstorming out loud here.

Hanni
11-20-2012, 09:07 PM
This is more of a fun fact than anything competitive, but I guess you could play Dark Depths with Power Conduit.

Would be nice if Power Conduit wasn't required to tap for its effect, but then again it would be pretty broken.

Not sure if Conduit is worth building around, but with enough counters reservoirs, it's just as good as Energy Chamber... better actually, since the counter can be applied as soon as it comes into play, and at instant speed.

Dark Depth's is interesting, and there's alot of other cards out there that benefit from removing counters from them too... like Suspend cards. I'm sure there are other interesting cards as well.

Darkenslight
11-21-2012, 03:07 AM
Would be nice if Power Conduit wasn't required to tap for its effect, but then again it would be pretty broken.

Not sure if Conduit is worth building around, but with enough counters reservoirs, it's just as good as Energy Chamber... better actually, since the counter can be applied as soon as it comes into play, and at instant speed.

Dark Depth's is interesting, and there's alot of other cards out there that benefit from removing counters from them too... like Suspend cards. I'm sure there are other interesting cards as well.

The Conduit explicitly says "permanent". Otherwise, that might have worked. Power Conduit.

Hanni
11-21-2012, 07:10 PM
The Conduit explicitly says "permanent". Otherwise, that might have worked. Power Conduit.

Thanks for pointing that out. Good thing I didn't look into all of the suspend cards and make a strategy around Power Conduit yet.

I realize that this thread is not about counter removal, but Hex Parasite is a card I've wanted to find a way to abuse for a while now. And of course, there is always Vampire Hexmage as well.

Sinister2
11-22-2012, 08:15 AM
Hello,


I have made a deck since New phyrexia, and I wanna show you guys the list :


Charge (12/13 with contagion clasp ):
3 Energy Chamber
4 Surge Node
4 Coretapper
1 Power Conduit


Divers (4):
1 Contagion Clasp
1 Ratchet Bomb
2 Repeal


Draw (8/9 with FaoF):
3 Thirst for Knowledge
4 Thoughtcast
4 Everflowing Chalice
1 Perilous Research


Spoilers (10):
1 Lux Cannon
4 Tezzeret the Seeker
4 Magistrate's Scepter
1 Fact or Fiction


Mana (26):
2 City of Traitors
3 Ancient Tomb
7 Island
3 Mox Opal
4 Everflowing Chalice
4 Seat of the Synod
2 Darksteel Citadel
1 Academy Ruins


SB:
2 Thorn of Amethyst
1 Sphere of Resistance
4 Chalice of the Void
1 Phyrexian Metamorph
1 Ensnaring Bridge
2 Umezawa's Jitte
1 Engineered Explosives
1 Defense Grid
1 Pithing Needle
1 Phyrexian Revoker




Hi!

I have experimented a lot with this idea and I came to the conclusion that it failed to be a competetive deck. It's awesome fun to play in multiplayer through. I hope you can continue to develop the deck as it would be great fun if it worked.

Here are the conclusions that I made about it:

Main problem is that the deck requires on average 3 turns to build up to be a power, and even then it's not a guaranteed win. Most competetive legacy decks either wins in 3 tunrns, or builds a board position/lock so that youre fucked. We got no counter/disruption against combo.

Dropping Isochron scepter with Swords to Plowshares, Silence or Remand turn one (Ancient Tomb / mana acc) is a good slowdown allowing you to build up.

Energy Chamber & Surge Node are much too slow. Coretapper is a powerhouse by being either 2 counters for 2 mana or 3 counters for 2 mana + 1 turn.
only having one good charge counter producer kind of dwindles the entire strategy though :(

Lux Cannon & Magistrate's Scepter are way too easy to disrupt for the effort they require. And again way to slow. Jitte is a powerhouse though! Coretapper can do some amazing things with it and if you run Mirran Crusader holding it it's a 1 hit kill that has so much tricks up the sleeve it's scary. (Mirran crusader hits for 20 damage straight away with it as soon as it gets hold of it and you have a coretapper on the board) or 20 damage on it's own on the second turn it swings with it.

Sword of the Meek + Thupter Foundry is great wincon and Tezzeret the Seeker is a great enabler both finding this and making them 5/5.

Edit: Also forgot to mention, it's woth mentioning that Coretapper and Umezawa's Jitte does not require the equip to be used. just put the counters on Jitte and ping away or earn some life.

Choux
11-26-2012, 09:57 AM
Hello sinister,


What deck lock turn 3 ?
RUG ? Maverick ? Stone blade ? Miracle ? The infamous MUD stacks ?

Sinister2
11-30-2012, 03:22 PM
Most combo decks has the ablity to win on turn 3 and really fast decks can go off turn 1 or 2 (charbelcher etc). Many decks like Goblin sets up a board position that is very hard to turn by turn three if left untouched if you have no sweepers. Any deck that plays Countertop can set up an effective softlock by turn three. Try playing vs a Pox deck and dont counter or disrupt anything and you'll be lucky to come back after turn three.

Im not saying all decks have won by three by far, but to my knowledge all of them either has a lot of disruption/counter to ensure the opposition is somewhat slowed down, they play sweepers so they can level the field or they just win by then (like any combo deck like painter stone, Sneak and Tell etc).

Check what decks successfully play without counterspell, disruption or sweepers. In each one of them almost every single card is a threat (Maverick / Goblins for example). Anyways I wish you the best of luck, I would be very happy if you can make this deck get top 32.