Results 1 to 18 of 18

Thread: Ugr Metalworker Combo Control

  1. #1
    Plays green decks
    Jak's Avatar
    Join Date

    Nov 2006
    Location

    Portland
    Posts

    2,184

    Ugr Metalworker Combo Control

    4 Ancient Tomb
    4 City of Traitors
    1 Misty Rainforest
    1 Flooded Strand
    1 Scalding Tarn
    1 Polluted Delta
    3 Tropical Island
    2 Volcanic Island
    1 Island
    4 Seat of the Synod
    1 Academy Ruins
    1 Wasteland
    4 Mox Diamond

    3 Tezzeret

    4 Metalworker
    2 Staff of Domination

    4 Chalice of the Void
    2 Engineered Explosives
    1 Trinisphere
    1 Mindslaver
    1 Sundering Titan

    4 Force of Will
    2 Mana Leak
    4 Intuition
    4 Fact or Fiction
    1 Life from the Loam

    SB
    4 Firsepout
    4 Pyroblast
    3 Krosan Grip
    2 Tormod's Crypt
    2 Relic of Progenitus

    Random idea that I wanted to post. I really don't have much input because it is just thrown together. I am sure it can be improved. Thoughts?

  2. #2
    Member
    Tangle.Wire's Avatar
    Join Date

    Feb 2009
    Location

    Germany, NRW
    Posts

    197

    Re: Ugr Metalworker Combo Control

    I think it sounds clunky but imo fabricate would do a better job than the tezzeret as you only need to search for worker/staff as you want to seek comboparts. I also had the idea of playing staff´+worker but i am not sure on which card/color combination.

  3. #3
    Plays green decks
    Jak's Avatar
    Join Date

    Nov 2006
    Location

    Portland
    Posts

    2,184

    Re: Ugr Metalworker Combo Control

    Quote Originally Posted by Tangle.Wire View Post
    I think it sounds clunky but imo fabricate would do a better job than the tezzeret as you only need to search for worker/staff as you want to seek comboparts. I also had the idea of playing staff´+worker but i am not sure on which card/color combination.
    Tez is just better outside of the combo than Fabircate. It does what Fabircate does but also untaps Metalworker or Artifact Lands for additional mana to cast CA spells or bigger spells like Mindslaver or Titan. It can also when the game if you have nothing else.

  4. #4
    Merkwürdigeliebe
    jazzykat's Avatar
    Join Date

    Aug 2006
    Location

    Vienna, AT
    Posts

    913

    Re: Ugr Metalworker Combo Control

    Given that you have search and Tez and call yourself combo, I think that painter/grind are also very powerful and very cost effective options. However, I do notice that you play CoTV so that may not be possible.

  5. #5
    Just another freak in a freak out world

    Join Date

    Feb 2009
    Posts

    5

    Re: Ugr Metalworker Combo Control

    Quote Originally Posted by jazzykat View Post
    Given that you have search and Tez and call yourself combo, I think that painter/grind are also very powerful and very cost effective options. However, I do notice that you play CoTV so that may not be possible.
    First of all doesn't either painter nor grindstone serve this deck, and a turn 1 Worker, unanswered, will bring likely your whole hand into play. just my 2 cents ^^
    My current Decks:
    Landstill The Rock
    Go-Go-Goblins Cataclysm Weenie

  6. #6
    Hostile to humans

    Join Date

    Mar 2008
    Location

    Moscow, Russia
    Posts

    529

    Re: Ugr Metalworker Combo Control

    4 Chalice MD + 6 1-costed cards in SB is not good.

    I also think you need more removal - only 2 EE are not enough IMHO.
    Maybe something like 3 Burning Wish (you can wish for Fabricate)?
    And take out 1 Intuition, 1 Fact and 1 Tezz/1 more Fact...
    Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. He is full of murderous resentment of people who are ignorant without having come by their ignorance the hard way.

  7. #7
    Member
    AngryTroll's Avatar
    Join Date

    Jul 2004
    Location

    College Station, TX
    Posts

    2,629

    Re: Ugr Metalworker Combo Control

    Does Trinket Mage have a spot? He fetches EE, Chalice, and Seat in that list, which isn't super impressive, but isn't terrible either.
    InfoNinjas

  8. #8
    Plays green decks
    Jak's Avatar
    Join Date

    Nov 2006
    Location

    Portland
    Posts

    2,184

    Re: Ugr Metalworker Combo Control

    Quote Originally Posted by jazzykat View Post
    Given that you have search and Tez and call yourself combo, I think that painter/grind are also very powerful and very cost effective options. However, I do notice that you play CoTV so that may not be possible.
    I actually had it in, just one ofs of the combo but cut them to get the card count down. It could very well go in.

    @eq.firemind.

    More removal is a good idea. I don't know how high the artifact count needs to be to reliably have 2 artifacts in hand for the combo. I worry of cutting too many artifacts/blue cards for the numbers to not be sufficient. Burning Wish would be a good idea though.

    And yeah, the SB needs work. Pyroblast is probably the wrong call but playing Relic doesn't really matter. I wouldn't play Chalice at one against a Loam deck or Ichorid for example and splitting the GY hate up is more important to avoid Therapy, Needle, Chalice, etc.

    @Angrytroll

    Trinket Mage could work. A nice blocker that also tutors up some protection/removal. It might be tought to fit in.

  9. #9

    Re: Ugr Metalworker Combo Control

    I realize the dissynergy with Chalice, but with Intuition, Fact or Fiction, and a high artifact count, I feel like Goblin Welder needs to be in this list.

    EDIT: Because I've been trying to get Trash for Treasure to work somewhere for ages, it could possibly be okay here. Not stellar, but its good with Fact or Fiction/Intuition.

  10. #10

    Re: Ugr Metalworker Combo Control

    needs some powder kegs.

  11. #11
    Plays green decks
    Jak's Avatar
    Join Date

    Nov 2006
    Location

    Portland
    Posts

    2,184

    Re: Ugr Metalworker Combo Control

    Quote Originally Posted by morgan_coke View Post
    needs some powder kegs.
    Why?

  12. #12
    Trapped inside my embryonic cell
    KillemallCFH's Avatar
    Join Date

    Dec 2006
    Location

    Stoughton, MA
    Posts

    876

    Re: Ugr Metalworker Combo Control

    Quote Originally Posted by Jak. View Post
    ...I don't know how high the artifact count needs to be to reliably have 2 artifacts in hand for the combo...
    Not sure if this was a typo or not, but Metalworker+Staff requires 3 artifacts in hand. (With 2 you can untap Staff and Metalworker ad infinitum but you aren't actually generating any mana.)
    Quote Originally Posted by Greg 'IdrA' Fields
    good sir, you appear to be somewhat lacking in intelligence. please refrain from posting until this is remedied, since it renders your opinions slightly less than correct and has a tendency to irritate more informed forum-goers.

  13. #13

    Re: Ugr Metalworker Combo Control

    Quote Originally Posted by Jak. View Post
    Why?
    Kills tarmogoyf, kills vial, wipes zoo's board, crushes ichorids token hoard. doesn't require mana to activate, and gets very conveniently kicked out by any 2-mana land (tomb, city) on t1.

    I realize e.e. does all of this as well, but e.e. requires mana to activate and colored mana to play. Keg requires neither. Personally, I'd run both keg and e.e. with the split numbers determined by testing. Additionally, e.e. can't be played proactively unless you're sure what threat is coming. Keg can be kicked out t1 then adjusted as needed.

  14. #14
    Plays green decks
    Jak's Avatar
    Join Date

    Nov 2006
    Location

    Portland
    Posts

    2,184

    Re: Ugr Metalworker Combo Control

    Quote Originally Posted by KillemallCFH View Post
    Not sure if this was a typo or not, but Metalworker+Staff requires 3 artifacts in hand. (With 2 you can untap Staff and Metalworker ad infinitum but you aren't actually generating any mana.)
    Hmmm...

    Tap Matalwoker (4 mana), untap with staff (1 mana), tap mw (5 mana), untap staff (4 mana), untap mw (1 mana), tap mw (5 mana), untap mw (2 mana), tap mw (6 mana), untap staff (5 mana), untap mw (2 mana), tap mw (6 mana), untap mw (3 mana), tap mw (7 mana), etc.

    I think it works, unless I am missing something big.

    @ Powder Keg

    It is slow though. I would rather pay the extra mana for the effect now. I do run a ton of accel. Plus, Mox Diamond is awesome with EE.

  15. #15
    Merkwürdigeliebe
    jazzykat's Avatar
    Join Date

    Aug 2006
    Location

    Vienna, AT
    Posts

    913

    Re: Ugr Metalworker Combo Control

    Quote Originally Posted by Jak. View Post
    Hmmm...

    Tap Matalwoker (4 mana), untap with staff (1 mana), tap mw (5 mana), untap staff (4 mana), untap mw (1 mana), tap mw (5 mana), untap mw (2 mana), tap mw (6 mana), untap staff (5 mana), untap mw (2 mana), tap mw (6 mana), untap mw (3 mana), tap mw (7 mana), etc.

    Untapping MW costs 3. Unfortunately, I believe you need 3 artifacts in hand as well.

  16. #16
    Going Rogue
    Melman's Avatar
    Join Date

    Oct 2005
    Location

    Needham, MA
    Posts

    122

    Re: Ugr Metalworker Combo Control

    Quote Originally Posted by Jak. View Post
    Hmmm...

    Tap Matalwoker (4 mana), untap with staff (1 mana), tap mw (5 mana), untap staff (4 mana), untap mw (1 mana), tap mw (5 mana), untap mw (2 mana), tap mw (6 mana), untap staff (5 mana), untap mw (2 mana), tap mw (6 mana), untap mw (3 mana), tap mw (7 mana), etc.
    You're missing something big. In step... 7, the staff isn't untapped yet, so you cant untap the Metalworker. So you actually only have 5 mana in step 8. You make the same mistake in the second to last step.

    It requires 3 artifacts >_<.
    Quote Originally Posted by Elfrago View Post
    I have head have stuck up my donkey.

  17. #17
    Plays green decks
    Jak's Avatar
    Join Date

    Nov 2006
    Location

    Portland
    Posts

    2,184

    Re: Ugr Metalworker Combo Control

    Oh damn thanks guys.

    So needing three does make the artifact count tighter.

  18. #18

    Re: Ugr Metalworker Combo Control

    Doubling Cube? Automatically doubles your mana, which last time I checked, was slightly useful for Worker decks.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)