>Is anyone there?
>Oh -
>Hi!
Gameplan
>On a lonely night, was a blinding light.
>A hundred leaders would be borne of you.
This deck aims to abuse artifacts that work with +1/+1 counters, and it does that with cards that multiply the number of counters or syngergize with them. With this deck, it's possible to win with both a fair strategy that develops the board or multiple combos.
Most creatures will get value out of their +1/+1 counters even upon destruction, that being via modular, tokens or damage; which makes developing the board fairly easy.
The deck also uses a lot between card draw and digging, which are expecially useful to combo off. Luckily most pieces are redundant, so more often than not you'll be looking for Arcbound Ravager, the only always-needed piece.
The idea behind this deck is not mine, I took from here and made my version.
Combos
>And you can hear it in his voice in every call.
>This girl who's slept a hundred years has something after all.
The main combo of the deck revolves around Walking Ballista and Arcbound Ravager, and is helped by Hardened Scales and/or Animation Module. Basically if you have enough artifacts to sacrifice to the Arcbound Ravager, you can then sacrifice the Ravanger to himself, use modular to give the counters to Walking Ballista, and use the Ballista to damage the opponent for lethal.
Another combo in the deck revolves around Hangarback Walker and, again, Arcbound Ravager. It starts by sacrificing the Walker to the Ravanger at the end of the opponent's turn, then attack with every Thopter on your turn. Before damage is dealt, use the Ravager to sacrifice artifacts, give +1/+1 counters to an unblocked Thopter, and damage for lethal.
The last combo in the deck uses Inkmoth Nexus and, still, Arcbound Ravager. It works the same way as the last one, but thanks to Infect it only needs 9 counters. A flying blocker blows it though.
Card Choices
- Arcbound Ravager: Easily the most important card in the deck. It's makes the combat phase incredibly annoying for the opponent and it's required in every combo. Also it can buff every other creature to absurdity at instant speed.
- Walking Ballista: A key component for the main combo of the deck, and great occasional removal.
- Hangarback Walker: Very scary to destroy and expecially great for board development.
- Arcbound Worker: Modular makes it so that upon death it can buff any other creature, making it very useful.
- Arcbound Stinger: Like the Worker, but it can fly for an extra mana.
- Steel Overseer: A little slow, and the only creature that doesn't get value from its counters when it dies. Absurdly powerful if it gets started though.
- Hardened Scales: The main buffer in the deck. Cards like Arcbound Ravager and Steel Overseer become insane with this in play.
- Animation Module: Less explosive than the Scales as it requires extra mana, but it synergizes with Arcbound Ravager very well.
- Ancient Stirrings: One mana to go 5 cards deep for either an artifact or, if needed, an extra land. One of the best cards in the deck.
- Thoughtcast: Card draw, most of the time for a single mana.
- Tezzeret, Agent of Bolas: A do it all for the deck. All of his abilities are useful and his -4 is an alternative win condition. Requires 2 colored mana though, one of which black, so I only added a single copy.
>And though I know.
>Since you've awakened her again.
>She depends on you.
>She depends on you.