Captain Hammer
01-10-2017, 08:15 AM
Twisted Metal
http://i.tcgplayer.com/124559_200w.jpghttp://i.tcgplayer.com/108079_200w.jpghttp://i.tcgplayer.com/126466_200w.jpghttp://i.tcgplayer.com/27234_200w.jpghttp://i.tcgplayer.com/10417_200w.jpg
4 Chalice of the Void
4 Apostle's Blessing
4 Intuition
4 Force of Will
2 Misdirection
4 Lightning Greaves
4 Basalt Monolith
4 Aphetto Alchemist
4 Wake Thrasher
4 Crackdown Construct
4 Chrome Mox
4 Ancient Tomb
4 City of Traitors
10 Island
SB:
3 Faerie Macabre
3 Back to Basics
3 Trinisphere
3 Altar of Dementia
2 Rushing River
1 Misdirection
This is a deck I developed to abuse Crackdown Construct and incorporate it into a shell that is extremely consistent, resilient and packed with tools to deal with anything your opponent could throw at it. Every single card in the deck is an all star that serves multiple functions:
Chalice of the Void - An excellent tool to disrupt most decks. A first turn chalice allows this deck to outrace significantly faster combo decks and also protects the combo from cards like StP and Thoughtsieze.
Apostle's Blessing - It both protects the various combo pieces and also enables your 1000/1000 attacker to dodge potential blockers thereby winning you the game. The only exception to this is the Eldrazi matchup. If Eldrazi dominates your meta, I would advise cutting this card completely and maindecking 3 Altar of Dementia and the 3rd Misdirection.
Intuition - The ability to grab precisely the piece you need to combo off or to best protect the combo, castable at instant speed at the end of your opponent's turn is invaluable. Due to the interchangeability of combo pieces, you'll frequently be using it to grab a Force of Will, Chalice of the Void or Apostle's Blessing at a critical juncture.
Force of Will - I don't think I need to explain this one.
Misdirection - By redirecting your opponents discard and removal at their own cards, Misdirection allows for massive swings in your favor. The look on your opponent's face when you respond to a Hymn/StP/Abrupt Decay/FoW/Path/Dismember/Thoughtseize with a Misdirection is priceless. While I considered Trinisphere here, Misdirection was essential in bringing the blue count up to the healthy 18 needed to consistently support FoW/Chrome Mox. Daze was also considered here but Misdirection proved to be more potent. However, only 2 felt appropriate maindeck since you will run into an occasional matchup or two where Misdirection is not particularly useful. Against the numerous matchups you'll face where targets are plentiful, you should bring the third one in from the board so that you can grab Misdirection with Intuition in response to a redirectable spell.
Lightning Greaves - Combos with Construct due to it's 0 equip cost. More importantly, it gives all your creatures haste, effectively speeding up the fundamental turn by atleast one while also giving your lethal piece hexproof.
Various Combo Pieces - Wake Thrasher is pretty much identical to Crackdown Construct in every situation except for Lightning Greaves. Otherwise, all of the combo pieces are interchangeable making this deck just about the most consistent two card combo deck I can think of. Situations where you don't have the cards necessary to combo off are rare and Intuition serves as a handy backup in such cases. And due to the sheer volume of interchangeable combo pieces, the deck is able to recover from any number of discard and counterspells your opponents can throw at it. Extraneous combo pieces can also be used to bait your opponent's counterspells or removal, fuel FoW/Chrome Mox, as mana sources to speed you up by a turn, or as chump blockers to buy you an extra turn.
Manabase - After trying out a multitude of very powerful accelerants including Grim Monolith coupled with a few Voltaic Keys, I eventually settled on a manabase modeled after Faerie Stompy and haven't looked back since.
Sideboard - The sideboard is packed with a wide array of hate to slow down any matchup you could possibly face. Altars are particularly effective as alternate win conditions that play around chump blockers, bridges and moats.
http://i.tcgplayer.com/124559_200w.jpghttp://i.tcgplayer.com/108079_200w.jpghttp://i.tcgplayer.com/126466_200w.jpghttp://i.tcgplayer.com/27234_200w.jpghttp://i.tcgplayer.com/10417_200w.jpg
4 Chalice of the Void
4 Apostle's Blessing
4 Intuition
4 Force of Will
2 Misdirection
4 Lightning Greaves
4 Basalt Monolith
4 Aphetto Alchemist
4 Wake Thrasher
4 Crackdown Construct
4 Chrome Mox
4 Ancient Tomb
4 City of Traitors
10 Island
SB:
3 Faerie Macabre
3 Back to Basics
3 Trinisphere
3 Altar of Dementia
2 Rushing River
1 Misdirection
This is a deck I developed to abuse Crackdown Construct and incorporate it into a shell that is extremely consistent, resilient and packed with tools to deal with anything your opponent could throw at it. Every single card in the deck is an all star that serves multiple functions:
Chalice of the Void - An excellent tool to disrupt most decks. A first turn chalice allows this deck to outrace significantly faster combo decks and also protects the combo from cards like StP and Thoughtsieze.
Apostle's Blessing - It both protects the various combo pieces and also enables your 1000/1000 attacker to dodge potential blockers thereby winning you the game. The only exception to this is the Eldrazi matchup. If Eldrazi dominates your meta, I would advise cutting this card completely and maindecking 3 Altar of Dementia and the 3rd Misdirection.
Intuition - The ability to grab precisely the piece you need to combo off or to best protect the combo, castable at instant speed at the end of your opponent's turn is invaluable. Due to the interchangeability of combo pieces, you'll frequently be using it to grab a Force of Will, Chalice of the Void or Apostle's Blessing at a critical juncture.
Force of Will - I don't think I need to explain this one.
Misdirection - By redirecting your opponents discard and removal at their own cards, Misdirection allows for massive swings in your favor. The look on your opponent's face when you respond to a Hymn/StP/Abrupt Decay/FoW/Path/Dismember/Thoughtseize with a Misdirection is priceless. While I considered Trinisphere here, Misdirection was essential in bringing the blue count up to the healthy 18 needed to consistently support FoW/Chrome Mox. Daze was also considered here but Misdirection proved to be more potent. However, only 2 felt appropriate maindeck since you will run into an occasional matchup or two where Misdirection is not particularly useful. Against the numerous matchups you'll face where targets are plentiful, you should bring the third one in from the board so that you can grab Misdirection with Intuition in response to a redirectable spell.
Lightning Greaves - Combos with Construct due to it's 0 equip cost. More importantly, it gives all your creatures haste, effectively speeding up the fundamental turn by atleast one while also giving your lethal piece hexproof.
Various Combo Pieces - Wake Thrasher is pretty much identical to Crackdown Construct in every situation except for Lightning Greaves. Otherwise, all of the combo pieces are interchangeable making this deck just about the most consistent two card combo deck I can think of. Situations where you don't have the cards necessary to combo off are rare and Intuition serves as a handy backup in such cases. And due to the sheer volume of interchangeable combo pieces, the deck is able to recover from any number of discard and counterspells your opponents can throw at it. Extraneous combo pieces can also be used to bait your opponent's counterspells or removal, fuel FoW/Chrome Mox, as mana sources to speed you up by a turn, or as chump blockers to buy you an extra turn.
Manabase - After trying out a multitude of very powerful accelerants including Grim Monolith coupled with a few Voltaic Keys, I eventually settled on a manabase modeled after Faerie Stompy and haven't looked back since.
Sideboard - The sideboard is packed with a wide array of hate to slow down any matchup you could possibly face. Altars are particularly effective as alternate win conditions that play around chump blockers, bridges and moats.