So, first things first, this is a combo deck. Don't like them, or not really interested in an artifact stall out, combo based win? Not interested in having to play out the entire combo if one of your friends are salty? The this isnt the deck for you, as i am a newer deck builder, this is one of the two decks i have up on this account as of now. The other one doesn't have a nice primer as i haven't had time. Wanna see my old account, where i was a complete noobie, and put Mountains in a deck that had no red? Click Here I am also working on making a primer for my current atraxa deck, as i have the list on my profile. Also, THIS IS NOT A PURELY COMPETITIVE DECK... THIS IS SEMI-COMPETITIVE BECAUSE THAT'S WHAT MY PLAYGROUP PLAYS AT.

This is Combo, artifact deck. If you dont enjoy those, i suggest you go check out some other decks here or here. Or better yet, go look at some of your favourite creator's on this site. Anyways we're getting a little off topic, this deck is based on the Sword of the Meek + Thopter Foundry + Time Sieve combo. The way this combo works is by, having all three out on the field, and you need a way to produce five mana(or more). Then you sacrifice Sowrd of the Meek to Thopter Foundry, Sword goes to the graveyard, then the 1/1 thopter enters, and sword comes back attached to the 1/1 thopter. So then, you sacrifice it to Thopter Foundry again. Now, the real magic happens when you sacrifice it five times, and you have five thopters out. Sacrifice the five thopters to the Time Sieve to take an extra turn! Rinse and repeat

How am i supposed to run this deck? Well, it's a pretty standard esper control deck, with kill spells and the like. There's only a single form of counter magic in this deck because my playgroup despise it, so save that for a spell that tries to exile your combo pieces, like Sylvan Reclamation or similar. It's really important to save your counter magic to save your stuff from exile. Put up your walls, like Propaganda, and Ghostly Prison. Norn's Annex is a really good upgrade, you can trade that for Windborn Muse if you have one. Tutor for things that will help you, and don't try to combo off ASAP, wait until the time is right, when most people are tappedout, and you have your Arcane Denial. Then go. Don't play your combo pieces to early, they will paint a big target on your head, and usually get you killed pretty early. Having your things destroyed isn't really a problem, as your commander, is literally just a return stick, and you also have some really good return in there as well.

This deck blends elements of combo with elements of control to achieve a balance between powerful end-game strategies and all-around resilience.

As a combo deck, this deck wins by using an infinite turn strategy, and using it to close out the game. Getting infinite thopters and swinging for exponential amounts of damage. This does take some turns to set up, and remember, each turn you have to draw a card, so be prepared to use that Elixir of yours, or just deck yourself, although that's not as fun.

As a control deck, this list facilitates a win by suppressing or disrupting opponents' activity to create advantage. Control is also essential to protecting the combo; control spells help to prevent opponents from disrupting the combo and thereby preventing the deck from winning. From walling their attacks, to killing all their nice things, this deck is all around fun.

Because, Esper is the colour most artifacts are within (coloured artifacts that is). By doing Esper we also gain access to The two best control colours, , Aswell as having the card advantage from and tutor power from . With white we gain access to some life saving things like Windborn Muse, Ghostly Prison, and War Report, on the stalling side of things. And on the flat out "screw you," side, we have Path to Exile, and Swords to Plowshares.

Because, i switched between playing sharuum and breya, and while it's nice to have a Daretti, Scrap Savant, I found that most of the other red cards just weren't as good as the Sharuum package. By herself, she can close out a game against a deck that doesnt have very much flying, in about 4 swings (with a +1/+X buff for one swing). On top of that, put in the fact that she returns an artifact from your graveyard to the BATTLEFIELD! Yes, you heard that right, not just from the grave to hand, but slapped straight onto the battlefield as well.

Sen Triplets Warrent a decklist more focused around them, and table politics, while this is a safer Control-Combo Strategy

Oloro, Ageless Ascetic has a pretty similar strategy, except that usually uses the SanguineBond + Exquisite Blood Combo, and tendsto be more enchantment based.

Sydri, Galvanic Genius Also runs artifacts, but i feel like shes a more aggro artifact deck, because of her second ability.

1. The main combo Sword of the Meek + Thopter Foundry + Time Sieve Explained above but i will explain it again 1. Have all three of the above, and 5 mana 2. Sacrifice Sword of the Meek to Thopter Foundry five times 3. When you sacrifice it, you gain 1 life and get a 1/1 thopter, Sword of the Meek returns attached to the 1/1 4. Sacrifice the five 1/1s to Time Sieve, takean extra turn 5. Rinse and repeat
  1. A Off-Main Combo, using Sharding Sphinx + Time Sieve And having 5 creature that guarantee combat damage.

    1. Attack with the five creatures that guarantee the combat damage, and get five thopters from Sharding Sphinx
    2. Sacrifice the five thopters to Time Sieve
    3. Rinse and repeat
  2. A good way to fill the field. Perpetual Timepiece + Roar of Reclamation

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Date added 7 years
Last updated 7 years
Exclude colors RG
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

31 - 0 Rares

30 - 0 Uncommons

26 - 0 Commons

Cards 100
Avg. CMC 2.97
Tokens Myr 1/1 C, Horror */* C, Spirit 1/1 C, Thopter 1/1 U
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