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Another rendition of my Marionette Master deck. Overall I don't believe it's anything special, but I find it fun to play. I'm still new to deck making so any suggestions would be greatly appreciated! Thank you, and god bless. xD

Rouge Version

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> > Hedron Crawler < <
Perhaps one of my most important early game cards, It's there specifically for ramp. I imagine the biggest problem this card will run into is early game destruction spells. Late game once Marionette is on the field it can be used as a quick sacrifice for Morbid Curiosity , Metalwork Colossus, and Syndicate Trafficker to either deal trigger damage, or get a few draws out of it.

> > Filigree Familiar < <
Generally makes an appearance on turn four after an Foundry Inspector is placed. Used mostly as a wall during early game to grab a quick draw, but Combos best during the late game when Marionette Master Is on the field. Doubles life gain when Panharmonicon is on the field.

> > Angel of Invention < <
Generates quick artifacts while amplifying the overall damage of my creatures, with the added bonus of increasing Marionette Masters Trigger damage. Additionally it provides life support, and flying coverage. The only problem is it's very susceptible to most kill spells.

> > Foundry Inspector < <
Immediate ramp that helps speed out Filigree Familair, Hedron Archieve, Noxious Gearhulk, Panharmonicon, Metalwork Colossus, Skysovereign, Consul Flagship, Cultivator's Caravanand, and other Foundry Inspector

> > Metalwork Colossus < <
Due to the overwhelming amount of artifacts in this deck I am easily able to ramp out this creature with the slightest ease. He provides a great wall to scare down an opponent, can provide decent damage when destroy, and on resurrection can cause a double trigger on Marionette Master. Can quickly destroy him with Morbid Curiosity to draw out a massive amount of cards, and quickly revive him with the small artifacts already on the field.
Cost is reduced by Panharmonicon, Herdon Archieve, Cultivator's Caravan, and Skysovereign, Consul Flagship

> > Noxious Gearhulk < <
If you are being bother by a great threat this card acts as a Great removal, and if you are having trouble getting Marionette Master out he's a great attacker do to his 4/5 body with menace. He shines even greater when Panharmonicon is on the field, as it can double it's threat removal while providing a large health boost overall.

> > Hedron Archive < <
Generally makes it's debut on turn three, or four, provides you with an immediate "Two" mana, and is your primary way of getting Marionette Master out by turn four, or five. Can be used mid to late game two draw two additional cards, or as a optimal sacrifice for Morbid Curiosity , either path you take it will cause Marionette Master to trigger.

> > Panharmonicon < <
Doubles the effects of Marionette Master, Angel of Invention, Filigree Familiar , Noxious Gearhulk, and Skysovereign, Consul Flagship

> > Cultivator's Caravan < <
Generally shows it self after "Turn Four" provides an extra bit of ramp on a 5/5 body, crew cost is accessible to most of the standard important creatures in your pool. Late game it's better off being sacrificed.

> > Skysovereign, Consul Flagship < <
Provides immediate support to the field destroy, or damage any annoying creatures that may because you distress. Giving an additional amount of time to get Marionette Master On the board. Provides flying coverage, and it's damaging effect is doubled under Panharmonicon Need I type more? =p
The biggest problem I see facing this deck is the planeswalkers, or those pesky human decks. While I'm not certain if adding a lot of removal in this deck would be the most beneficial thing, I truly hate planeswalkers. So, yeah, gotta kill them all!

> > Ruinous Path < <
Kills Planeswalkers.

> > Anguished Unmaking < <
Kills Planeswalkers, and anything else that annoys you all at the cheap price of your soul! =p

> > Declaration in Stone < <
Unfortunately it doesn't kill planeswalkers but it can destroy most decks who use a high amount of multiples, or you know, token decks, but you knew that already. =p

> > Angelic Purge < <
Yes, I'm depressed as well that it doesn't kill planeswalkers, there's nothing more that I like to do than kill Liliana, the Last Hope, but alas, life is cruel! Either way it's additional cost allows you to trigger Marionette Master, and you can wave goodbye to that giant Emrakul, the Promised End, though probably not, it probably forced your Marionette Master to die. But now you can watch it die! Yay!
An extra Anguished Unmaking in-case you need that little extra bit of removal. Cataclysmic Gearhulk is great for clearing off your opponents side of the board, and it can also give you the added bonus of wiping out any additional artifacts you control to trigger Marionette Master an insane amount of times. Declaration in Stone For token heavy decks, Diabolic Tutor for games where you need to rush, Eerie Interlude to protect against board wipes, and to allow you to re-trigger any additional effects from ETB.

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Revision 7 See all

(8 years ago)

+1 Anguished Unmaking side
+2 Cogworker's Puzzleknot maybe
+1 Filigree Familiar main
+2 Iron League Steed maybe
+2 Key to the City maybe
+1 Panharmonicon main
-1 Ruinous Path side
Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

6 - 2 Mythic Rares

23 - 9 Rares

12 - 0 Uncommons

6 - 4 Commons

Cards 60
Avg. CMC 3.95
Tokens Clue, Human Cleric 1/1 BW, Servo 1/1 C
Folders Stuff i like for later
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