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Memnarch is on a mission. Only a few days after the collapse of New Phyrexia, he's going to be Borrowing 100,000 Arrows- I mean, stealing 160 million dollars - in the form of all of our opponents permanents.


In order to commit the most daring heist of our age, Memnarch needs a crew. Not just any crew - Memnarch needs the best creatures, artifacts, instants, sorceries, and enchantments from the 99.

Obviously, the head of the crew is Memnarch. This insane golem is able to steal any artifact, with the bonus ability to turn any permanent into an artifact.

Willbreaker is Memnarch's right hand. She's able to make Memnarch's transmutation ability into a three-mana theft effect. However, she's a bit of a glass cannon and needs some backup.

Theft is expensive. Fortunately, Training Grounds is here to help by reducing the cost of Memnarch's abilities, reducing the price of a successful theft with Memnarch from seven mana to four. Talk about value! Training grounds also serves as a mentor for Heartstone.

Heartstone is an up-and-coming rookie in the wonderful world of theft. While lacking the experience of its mentor, Training Grounds, Heartstone is also able to reduce the cost of a theft with Memnarch.

Any good heist needs some muscle - something that Memnarch's crew lacks. Fortunately, Urza, Lord High Artificer is here to help. He makes a Karnstruct to bring some power to the board, as well as reinforcing the Artifact synergies in the deck. He can produce mana and even pull some tricks from his sleeve for in dire straits.

Coming in at a hefty six mana, Memnarch's crew wouldn't be complete without Mycosynth Lattice. Despite having a rivalry with Willbreaker, Lattice is integral to the crew. Lattice supports the artifact synergies of the deck and cuts out the transmutation ability from all thefts by making everything, and I mean EVERYTHING, into an artifact. However, Mycosynth Lattice's most important tool in this heist is its combo with Karn, the Great Creator.

Karn, the Great Creator is the odd one in this crew. However, he's incredibly powerful. He stops opponents from mobilizing a defense by disrupting the power grid, shutting down all artifacts except for the ones you have. He also allows for some land destruction with the transmutation effects in the deck. However, all of that pales in comparison to his combo with Mycosynth Lattice. With lattice on the field, Karn is able to shut down everything with the classic Modern combo of Karn, the Great Creator + Mycosynth Lattice . No one said heists were supposed to be fair!

No late 60s/early 2000s heist crew would be complete without a tech guy, such as Etherium Sculptor. In addition to discounting Memnarch, he contributes to the artifact subtheme of the deck by reducing the cost of all artifacts.

Agent of Treachery is a fairly obvious inclusion in this crew. In addition to permanently stealing a creature when he comes down, he will be drawing three cards every endstep most turns. Yeesh...

No EDH deck- I mean, heist crew - would be playable without the humble but powerful Sol Ring. One mana, taps for two? Do I even need to explain this one?

Finally, Memnarch needed some control to round out the crew and Counterspell was the obvious choice. I mean, seriously. Do I need to explain why it's good at stopping people from doing things?

There you have it! Memnarch's Eleven. But how will they commit their heist? That's a matter for the next spoiler box.

Any good heist needs setup. During the first few turns of the game, Sol Ring and the other ramp artifacts are all-stars, churing out the mana needed to grow our board. They also play into our artifact synergies and are helped along by the resident tech guy, Etherium Sculptor. Training Grounds and Heartstone are also good plays during this phase, to prepare for Memnarch coming out.

Now that you have ramp, you can begin dropping the rest of the crew. They'll help Memnarch take over the board when he comes out. Other plays like Keiga, the Tide Star are also good to get on the field. However, don't play Karn, the Great Creator just yet unless you have no other choice OR can assemble the Karn, the Great Creator + Mycosynth Lattice combo during this phase. Playing Karn in absence of the combo leaves a pretty good chance of him dying. Hesitating to play Mycosynth Lattice might also be a good idea, but as it's harder to get rid of and has more utility with Memnarch, it's still a valid play. Liquimetal Coating and Liquimetal Torque are good plays here if they weren't played in the ramp phase. Early theft pieces like Control Magic and control like Counterspell shine during this phase, and commander protection is important to get out if it's in your hand. Caged Sun and Gauntlet of Power ramp really hard and are great plays to set up as well.

Now that the stage is set, you can play Memnarch. He'll come down and if you can protect him for a turn with things like Lightning Greaves or Counterspell, he'll start stealing. Oh boy, will he start stealing. At this point, your turns should be one or more of the following:

(A) Using control peices,

(B) Activating Memnarch,

(C) Using other theft effects,

(D) Using the stolen permanents to do silly things, or

(E) Setting up the game-locking combo of Karn/Lattice.

Now you have a board of stolen permanents. Great! Amazing! Now you need to close out the game. You can probably win just with your stolen creatures, but if you need to, you can deploy the most evil part of the deck: the game-locking mana-stopping stax-dropping combo of Karn, the Great Creator + Mycosynth Lattice . Mycosynth Lattice turns everything into artifacts and Karn shuts down all artifacts your opponents control. With your opponents helpless to stop anything, Memnarch and his crew will drive into the sunset 100,000 arrows - I mean, 160 million dollars richer.

And that's the deck! A "fun" sorta-themed theft/artifact commander deck. It's weak to the standard pitfalls of theft - Homeward Path and that one Trostani, as well as artifact destruction, but it can overpower any big creature deck. The deck needs more playtesting, but it's pretty good from what I've seen so far. If you have any suggestions, please leave them in the comments below. If you liked the deck, please consider hitting the upvote button. Thank you so much for looking at my deck, and happy heisting!

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95% Casual

Competitive

Date added 1 year
Last updated 1 year
Exclude colors WBRG
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

35 - 0 Rares

16 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.37
Tokens Ape 3/3 G, Boar 2/2 G, Construct 0/0 C, Copy Clone, Elemental 4/4 UR, Emblem Tezzeret, Betrayer of Flesh, Frog Lizard 3/3 G, Powerstone, Thopter 1/1 C
Folders Made_Compleat's decks, Made_Compleat's control decks
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