Dice Factory is an artifact based ramp deck that revolves around manipulating charge counters. The deck can ramp into powerful finishers as early as turn 3-4. The ramp revolves around our chalice effects:
Astral Cornucopia
and
Everflowing Chalice
. Paired with a charge counter manipulator:
Coretapper
and
Surge Node
. It's a very unique type of deck that I always wanted to learn. Here's my list and breakdown of each card choice.
(LIST UPDATED 7/25/2021)
Maindeck Card Choices:
Everflowing Chalice
-
Everflowing chalice is one of our two chalice effects. This one has the potential of producing more mana than the Astral Cornucopia due to the smaller mana investment. We will hardcast the Everflowing Chalice much more often than an Astral Cornucopia. The downside to this chalice is that it only produces X. This is a staple in this deck.
Astral Cornucopia
-
Astral Cornucopia is our second chalice effect. It is a little more expensive to hardcast and we won't do it as often, but it still helps to provide more mana for our spells. This is a staple in this deck.
Coretapper
-
Coretapper is the best way to manipulate charge counters in Magic. At the very least he can always be used to add two charge counters to a chalice or another artifact. It has the potential of becoming a net gain of 1 mana if we wait a turn before adding it to a chalice. Coretapper can be used to block creatures and then be sacrificed in response preventing the damage. The only thing that can really stop him is Sudden Shock if we pass priority after playing him. This is a staple in this deck.
Surge Node
-
Surge Node is almost as good as coretapper and is sometimes better depending on what we are trying to do. Surge Node can be played turn 1 for glimmervoid and help to ramp into 6+ mana turn 3. Surge Node can add more counters in the long run than coretapper because it blanks almost all maindeck removal. This is a staple in this deck.
Expedition Map
-
Staple for assisting in finding tron or any other land you need.
Karn, the Great Creator
-
Were using a wish sideboard so this is a staple and common sense.
Mazemind Tome
-
Perfect card for forcing perfect draws while you're infinite and helping your early turns for finding the next combo piece. Also a good backup for some small lifegain against aggro decks or if you've been activating
Mystic Forge
's ability a ton.
Ensnaring Bridge
-
A really good piece for delaying lethal and continuing your path to infinite mana and combo off. This is pretty much the nail in the coffin for your opponent if they don't respond to it immediately or within 2-3 turns.
Mystic Forge
-
The 1st key piece for going infinite. Works hand in hand with
Mazemind Tome
to add another safety net to getting perfect draws off the top. With the ability to play almost anything off the top of your library at any time, this is how we fuel our 2nd piece to the infinite combo.
Paradox Engine
-
The 2nd key piece for going infinite. Works hand in hand with
Mystic Forge
to go literally infinite. You can never stop tapping for mana and playing whatever you want. Once you've achieved this you've won.
Chalice of the Void
-
This card is absolutely necessary against aggro decks. This deck can take a little bit of time to get underway with its lockdown and combo, so if you don't get what you need against decks like Prowess and Burn you're going to get rolled over very quickly.
Sideboard Card Choices:
Tormod's Crypt
-
Stops graveyard strategies.
Walking Ballista
-
Your big infinite lethal killer.
Pithing Needle
-
Great against Planeswalkers and anything else you need it for.
Liquimetal Coating
-
Combine with Karn to kill lands. It's also neat to use with
Blast Zone
in order to move counters to it.
Spatial Contortion
-
The only "real" sideboard card. Helpful against creatures.
Spellskite
-
Great for re-targeting certain things that might be harmful to your plan. The basic island in the deck is for it's ability if you really don't want to take the 2 damage.
Torpor Orb
-
Stops ETB effects.
Ensnaring Bridge
-
An extra one in case something happened to the other 3 in the main, or you haven't drawn it yet.
Sands of Delirium
-
A super easy way to start a different end game clock for your opponent. If you aren't completely on the combo for infinite lethal, you can instead slowly thin their deck by milling them.
Witchbane Orb
-
Prevents anything that could target you like Burn, Hand-hate, and other stuff that sucks.
Paradox Engine
-
An extra one just in case something happened to the one in your main or you aren't drawing it.
Wurmcoil Engine
-
Good to block with or swing with. Can save the game in a pinch and doesn't completely die after the first wipe of it.
Emrakul, the Aeons Torn
- Mill decks will completely stop you from playing your deck, this card stops that.