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Damn, Memnarch stole my shit again. -Everyone

Commander / EDH Artifact Control

rigged


Maybeboard

Land (1)


The point is to get Memnarch out with some sort of protection (generally shroud/hexproof/indestructible equipment), usually around turn 5-6 (mega artifact-manafix/ramp). Once he's out and protected, tutor or draw to get to Mycosynth Lattice for a quick(er) lock. Also, the Broodstar, Darksteel Juggernaut , Master of Etherium, etc become huge threats, and March of the Machines essentially becomes a win condition.

There's no countermagic in this build, as I went more for efficiency of the lock condition, or "locking down the lock", as it were. The control comes solely from Memnarch. This is dangerous I know, but with the way it was constructed makes that drawback as small as possible.

With the inherent restriction of a singleton format, I concentrated on making it operate off of 5 basic principles:

Draw/Tutor (Mystical Tutor, Fabricate, Brainstorm, etc.) - Pretty self explanitory, but the most important mechanic; get what you need when you need it

Protection (Swiftfoot Boots, Kira, Great Glass-Spinner , Darksteel Plate, etc) - Keeps everything safe until the lock is established and keeps it that way after the fact

Manafix (Mana Vault, Grim Monolith, Sol Ring, etc) - the curve is pretty low, so this ensures an early-game, protected Memnarch

Artifact Recycling ( Reconstruction , Drafna's Restoration , Arcbound Reclaimer, etc) - Self explanatory; losing an important part of the synergy is devastating (especially early on) and it can let you recover from a wipe/reset

Untap Artifacts/Creatures ( Aphetto Alchemist , Voltaic Key, Clock of Omens, etc) - an indispensable mechanic for this deck; untap manafix artifacts, untap attacking creatures if I get in a tight spot (to stave off too much damage before Memnarch), and just general advantage

The most important thing is to get a piece of protection in your initial draw. If not, take a mulligan or two (one is free, of course) and set your self up for a quick lock.


I had a lot of fun building this and it's just as fun to play. The deck has one synergy and it's pretty good at getting it going, and all the mana production, searching, and control make it very interesting and a moderately difficult piloting session.

Being as this is my first EDH build, criticism and suggestions are more than welcome. I'm sure there's some artifact hate or some other archetype I haven't planned for yet.

Thanks for looking.

Suggestions

Updates Add

Swapped out Ghost Quarter for an Island

I think I'm nearing the end of swapping in non-basics in place of Islands. I'll have to replace non-basics with any other non-basic I swap in, unless they produce blue, for fear of not having blue mana when I need it.

Comments

Date added 11 years
Last updated 11 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

36 - 0 Rares

29 - 0 Uncommons

13 - 0 Commons

Cards 101
Avg. CMC 3.35
Tokens Morph 2/2 C
Folders EDH, Favorites, COMMANDER, ideals
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