Date Joined:
Apr 16, 2009
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My most recent "pet" deck is my multiplayer Hostility deck. Breath of Malfegor, Sizzle, Flame Rift. Just keep piling on the tokens. Its fun how red burn actually works in multiplayer. And then if you add a Funace of Rath... each single-mana Lightning Bolt becomes like 18 power worth of damage. 
More like 36, the damage the tokens deal is doubled too:D And now I'm off building this deck too, I just traded for 3 Hostility (completing my set), and I already had Flame Rift and Sizzle. Now for some Furnaces... *goes away and checks box with playables*
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Date Joined:
Jan 10, 2006
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yeah, forgot about that part. it gets insane.
If you happen to have any Flamekin Harbinger, throw them in. I don't have any, but I would definitely use them. The only creature in my deck right now is Hostility. The rest is all burn spells and a random Shivan Dragon... just for kicks.
I also have a Dogpile in there. It basically reads "double the number of tokens on the field" which can get crazy. That's the power of Hostility... it makes DOGPILE playable. heh.
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Thought I'd throw a deck down for you guys to check out:
(unfortunately, this is the best name we have for the deck) "The Artifact Deck": (60 cards)
Okay, so before you get to the deck, I should give (for those interested anyways) a short explanation of our circle's metagame. In the decks we have, generally speaking there are 5 players in most of our games. Of them, 1 will always use a control deck (usually discard or permanent destruction), then there is a very well tuned rushdown token deck, a player with several infinite combo decks, and then usually 1 or 2 "chill decks." (basically, a chill deck is a deck that sits around chilling all game, waiting for one card to win it for them, though most often they're just fodder for the powerful decks).
Given that metagame, I tried to make my artifact deck as well rounded as I could. Though most decks work best with 4 of everything, I found the best approach (at least for our circle) was to have a deck that could do anything. So, I tried that, and it has so far been a fairly successful deck against most I've played.
This deck has proven very devastating in 1v1's, but is mostly a multiplayer deck. Lemme know what you think!!
creatures: (16) darksteel colossus X4 myr retriever x4 ornithopter x3 master transmuter x2 master of etherium x1 disciple of the vault x1 platinum angel x1 Filigree sages x1
Well, it's pretty simple what the creature plan is here. Ornithopters for first turn drops, myr retrievers to get graveyard access, master of etherium for boosts, disciple of the vault to own (it should be noted that there was a unanimous decision in our play circle that Disciple of the Vault be restricted to one per deck), platinum angel to own harder, and then the colossus to win. *Filigree Sages and Master Transmuter are the important creature here. Master Transmuter gives me the ability to rush out any artifact I have for one blue mana. Filigree Sages allows me to untap artifacts without tapping him. He's part of my combo, which I explain later.
instants: (2) spelljack x1 twiddle x1
Spelljack replaced counter-spell, as I found the only things my deck ever needed to counter were spells I wanted to play myself, so spelljack worked out (as it turns out, mana is usually never an issue for me by turn 4 or 5). Twiddle is for the Tolarian Academy.
sorceries: (11) thoughtcast x4 fabricate x4 banefire x1 tinker x1 rite of replication x1
Tinker should be in every artifact deck ever, especially any one that has a Darksteel Colossus in it. Quite frankly, there are almost no decks that can deal with a 2nd turn darksteel colossus. Mana vault turn 1, sac the mana vault turn 2, you have an 11/11 indestructible trample on turn 2. Rite of replication is for copying the darksteel colossus tokens, as blockers are often my weakness. But, having nine 11/11 tokens is always fun. Thoughtcast and fabricate are for finding the artifacts I want, Banefire is a win condition, since it can't be prevented or countered.
enchantments: (1) Treasure trove x1
The only purpose of this card is another way to draw out my deck, specifically because this enchantment (While it costs 2UU to activate) doesn't require me tapping, which is always useful.
artifacts: (18) mana vault x1 sol ring x1 voltaic key x1 These 3 are for mana ramping mycosynth lattice x1 darksteel forge x1 legacy weapon x1 mirror gallery x1 crucible of worlds x1 feldon's cane x1 whispersilk cloak X1 blinkmoth urn x1 cranial plating x1 vorrac battlehorns x1 sensei's divining top x1 expedition map x2 krark clan ironworks x2
I explain the combo usage of some of these cards a bit further on for those interested. Some of them aren't combo cards, but just have obvious uses. Darksteel Forge being the obvious, as it doesn't actually combo me out at all, but indestructible artifacts are pretty much unstoppable.
lands: (12) seat of the synod x4 vault of whispers x3 vesuva x2 great furnace x1 academy ruins x1 tolarian academy x1
Mirror Gallery lets me have multiple Tolarian Academies, since I vesuva my own academy. The Vesuva also let's me take advantage of any other lands that might be useful in play.
Important Combos: -Mycosynth Lattice and Tolarian Academy : The lattice makes every permanent an artifact, as well as all mana colourless, and any colour can be paid for anything. Essentially, with this down, it makes Tolarian Academy an artifact I can tap for Xmana of any colour, X being my artifacts. With the Lattice, I can also voltaic key my academy, for MORE mana. This is the most important combo in the deck, as all the others base off it.
-Mycosynth Lattice, Tolarian Academy, Filigree Sages : The activated ability of Filigree Sages costs 2U. So long as you have 4 or more artifacts (which is almost impossible not to be the case in getting these 3 cards down) you have infinite mana. With the Academy now an artifact, you can untap it with filigree sages (at instant speed, not requiring him to tap or be untapped), and do that indefinitely for infinite mana. The most important of all this is that it is mana of any colour. Use this combo with Banefire to do infinite unpreventable, uncounterable damage. The card I really like is Legacy Weapon. With this combo I can pay one of every colour to remove a permanent from the game. What's that, you have 50 tokens? Uh oh, I remove your entire board from the game. Ooops.
Disciple of the Vault, 2x Myr Retriever, Krark Clan Ironworks : Pretty simple, it's the basest of artifact deck combos, and actually the basis of the first ever magic deck I played. (for those who don't know of this combo, I will explain it fast). Krark Clan Ironworks sacrifices a Myr Retriever, which gives you 2 colourless mana. Myr Retriever's ability triggers, and you can return an artifact from your graveyard to your hand. Take back a second Myr Retriever. And re-play. Repeat infinitely. Disciple of the Vault (imho, the most broken common ever printed) allows you to have target opponent lose 1 life every time an artifact goes into a graveyard from play. Since you're infinitely sacrificing your retrievers, you win. (I use whispersilk cloak to protect my disciple early game, Lattice/Forge late game).
SO essentially that's the deck. The focus is to win, obviously, but I tried to give myself lots of ways to do so. While from the outside this deck appears to have no focus, my plan was to use artifacts similarly to slivers, in the sense that I will use abilities from eachother for mass benefit. I'm ideally trying to win everygame with darksteel colossus, but I tried to allow myself some back-up plans.
**I find that my deck could go either very fast or very slow at the start, but it seems to be that within 2 turns of having a Tolarian Academy out I am easily winning the game, especially in 1v1's.
PS- thanks to anyone who actually read through this all!
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Date Joined:
Apr 16, 2009
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yeah, forgot about that part. it gets insane.
If you happen to have any Flamekin Harbinger, throw them in. I don't have any, but I would definitely use them. The only creature in my deck right now is Hostility. The rest is all burn spells and a random Shivan Dragon... just for kicks.
I also have a Dogpile in there. It basically reads "double the number of tokens on the field" which can get crazy. That's the power of Hostility... it makes DOGPILE playable. heh.
I was thinking about Grinning Ignus for some acceleration. But some Harbingers will fit in nicely:D
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Actually, I don't mulligan THAT aggressively. I play in a circle where we're fairly relaxed about mulligans (usually we'll give one without a card penalty). I'm actually putting in another Vesuva into the deck to give me an extra land, but generally I find between Mana Vault, Sol Ring, and Expedition Map I'm never too mana-screwed. I use Master Transmuter to rush out my high-cost artifacts, and expedition map for my tolarian academy, so it seems to work out alright.
That was the question I was going to pose to anyone who checked this out- I'm adding another Vesuva to the deck, but that requires me to take out one card. Any suggestions?
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Date Joined:
Sep 23, 2003
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I'd probably take out a Darksteel Colossus since you can copy him with Rite of Replication. I'd probably take out another Darksteel Colossus for a Mystical Tutor so you can have another way to find your Tinker. I'd also find a place for Sculpting Steel since it can be almost anything in your deck. You can check out my Goblin Welder deck for some ideas. It has a lot of one ofs so it doesn't get really boring to play. It seems like I'm able to get a Colossus out on turn 2 or 3 very often. One game I was able to get a Colossus on turn 2 and copy him with a Sculpting Steel on turn 3. It made for a very short game. You can also check out my Arcum Dagsson EDH deck for ideas since I've mashed up a few of my decks into this one.
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