MTG Combo: Sword of the Meek + Thopter Foundry + Time Sieve

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BarfQuackers on Tax and halt

8 years ago

Okay so first I want to say sorry for the future word wall I'm really interested in the deck so I'm looking at everything, also I'm assuming this is a death and taxes type deal which I don't know whats what about but anyway, I'm not sure if you want to go more enchantment heavy because of Zur but Ghostly Prison and Propaganda work well with him. I also think there's some kind of combo at work here so tell me if I remove any combo pieces. Personally I like Consecrated Sphinx over Arcanis the Omnipotent he'll draw double the cards in a 4 player game and the triple blue might be hard to get but Arcanis also protects himself which is something to think about. Now what you definitely need are board wipes Cyclonic Rift is definitely one you should run and paired with Enchanted Evening you need Cleansing Meditation. Austere Command or Hallowed Burial/Terminus in a pinch. You're also pretty low on lands which will be fine if you get Winter Orb out but Land Tax is also an option that fits your synergy well. Oh I see the combo now Sword of the Meek + Thopter Foundry + Time Sieve , Tezzeret the Seeker might be good for assembling combo pieces however planeswalkers are always a target Norn's Annex is great against non-white players 2 life per creature adds up and if you go that route Liliana Vess is another great PW tutor. Avacyn, Angel of Hope is something I run to screw a lot of board wipes even though she's a little win more. Also if your doing Dark Depths you should have Thespian's Stage even though your running Vampire Hexmage I'd still run both. My final recommendation and this is if you want to cut down on creatures but Spreading Plague is hilarious to play (especially with Avacyn, Angel of Hope) but it doesn't really fit into either of your combosand would porbably hurt you as well. I'd definitely remove Boomerang in place of Cyclonic Rift it wipes for one and it can still be imprinted on Isochron Scepter. But yeah it looks like an extremely solid deck all together very lockdownesk cant wait to play against it. Sorry for all the suggestions I got excited looking at it lol. Magus of the Moat also comes to mind, so does Moat but aint nobody got cash for that. I haven't play tested it either so take em with a grain of salt.

Stefouch on Revenantmike

8 years ago

I do not have a budget list, but here I can share some tips for a cheaper version of Sharuum Engine.
Unfortunately, it will be at the cost of explosiveness, and some cards have no replacement at all.

Look at my Maybeboard for cheaper ideas.

Budget version of Sharuum Engine

Filterlands, Fetchlands and Dualands/shocklands may be replaced by (in order of preference) more basic lands, checklands, painlands, tangolands, taplands, and bouncelands (from ravnica, those that give two-colored mana from a guild).
E.g.: Drowned Catacomb, Glacial Fortress, Isolated Chapel, Arcane Sanctum, Underground River, Adarkar Wastes, Caves of Koilos, Dimir Aqueduct, Azorius Chancery, Orzhov Basilica, Dimir Guildgate.., Dismal Backwater.. etc...

Artifact lands are important if you plan to use Time Sieve and Mox Opal or if your meta has land-destruction cards (artifact lands are recurrable with Salvaging Station).

Ancient Tomb may be replaced with Temple of the False God

Bazaar of Baghdad --> Geier Reach Sanitarium

Wasteland --> Tectonic Edge or Ghost Quarter

Academy Ruins, Cavern of Souls, Gemstone Caverns, Mishra's Workshop have no replacement.

Urborg, Tomb of Yawgmoth is here for mana-fixing and allows non-producing mana to produce. E.g.: Workshop or Bazaar. You may get rid of this land without those expensive lands.

Inkmoth Nexus can be removed easily. It's an alternate wincon, but I rarely won with it.

Command Beacon isn't trivial to the deck.

Petrified Field isn't important if you do not use those expensive lands.

Very expensive ones: Mox Opal, Mox Diamond, Mana Crypt, Grim Monolith, LED, Metalworker
Other expensives: Chromatic Lantern, Gilded Lotus, Lotus Bloom, Mana Vault.

These are our ramp options. They are fragile compared to land-ramp spells, but more faster options, and sometimes recurrable with Sharuum/Salvaging Station.

Replacement ideas (bolded are my favorite): Talismans and Signets, Worn Powerstone, Thran Dynamo, Solemn Simulacrum, Hedron Archive, Wayfarer's Bauble (needs more basic lands), Burnished Hart, Kyren Toy, Semblance Anvil, Basalt Monolith, Dreamstone Hedron & similar, Mind Stone, Lotus Petal, Helm of Awakening... etc..

Those replacement can't allow you explosiveness unfortunately.

A sidenote about Voltaic Key. The key is very powerfull with Grim Monolith, Mana Vault and Gilded Lotus. Without those, it loses some efficiency, but the key is still very good with your artifact creatures and your 2-manas-producing rocks.

Creatures are all easily affordable, except for Metalworker.

Utility artifacts:

Crucible of Worlds may be removed. Without the expensive lands and the Fetchland, it is almost obsolete. Switch to Trading Post, or Clock of Omens.

Ensnaring Bridge --> another creature.

Rings of Brighthearth, like Crucible, it becomes obsolete without fetchlands. Also its power come from planeswalkers.

Sensei's Divining Top --> Crystal Ball

Tawnos's Coffin --> Conjurer's Closet

Sword of the Meek + Thopter Foundry + Time Sieve combo: This is our secondary combo for the win. It can be replaced by more creatures for a beating plan.

All planeswalker are difficult to replace. The best one in this EDH deck is Tezzeret the Seeker . If you have the budget to buy one, buy this one.

Karn Liberated --> Spine of Ish Sah

Venser, the Sojourner --> Any blink effect reusable (e.g. Crystal Shard, or Sanctum Gargoyle)

All Is Dust may be replaced with any wrath effect, but it really shines in this deck.

I will suggest to buy: Tezzeret v1, All is Dust, and Demonic Tutor. They are the best Price/Efficiency

You may drop to 33-34 lands without Bazaar and Workshop. But keep 14-16 ramp sources.

Stefouch on Stefouch

8 years ago

I do not have a budget list, but here I can share some tips for a cheaper version of Sharuum Engine.
Unfortunately, it will be at the cost of explosiveness, and some cards have no replacement at all.

Look at my Maybeboard for cheaper ideas.

Budget version of Sharuum Engine

Filterlands, Fetchlands and Dualands/shocklands may be replaced by (in order of preference) more basic lands, checklands, painlands, tangolands, taplands, and bouncelands (from ravnica, those that give two-colored mana from a guild).
E.g.: Drowned Catacomb, Glacial Fortress, Isolated Chapel, Arcane Sanctum, Underground River, Adarkar Wastes, Caves of Koilos, Dimir Aqueduct, Azorius Chancery, Orzhov Basilica, Dimir Guildgate.., Dismal Backwater.. etc...

Artifact lands are important if you plan to use Time Sieve and Mox Opal or if your meta has land-destruction cards (artifact lands are recurrable with Salvaging Station).

Ancient Tomb may be replaced with Temple of the False God

Bazaar of Baghdad --> Geier Reach Sanitarium

Wasteland --> Tectonic Edge or Ghost Quarter

Academy Ruins, Cavern of Souls, Gemstone Caverns, Mishra's Workshop have no replacement.

Urborg, Tomb of Yawgmoth is here for mana-fixing and allows non-producing mana to produce. E.g.: Workshop or Bazaar. You may get rid of this land without those expensive lands.

Inkmoth Nexus can be removed easily. It's an alternate wincon, but I rarely won with it.

Command Beacon isn't trivial to the deck.

Petrified Field isn't important if you do not use those expensive lands.

Very expensive ones: Mox Opal, Mox Diamond, Mana Crypt, Grim Monolith, LED, Metalworker
Other expensives: Chromatic Lantern, Gilded Lotus, Lotus Bloom, Mana Vault.

These are our ramp options. They are fragile compared to land-ramp spells, but more faster options, and sometimes recurrable with Sharuum/Salvaging Station.

Replacement ideas (bolded are my favorite): Talismans and Signets, Worn Powerstone, Thran Dynamo, Solemn Simulacrum, Hedron Archive, Wayfarer's Bauble (needs more basic lands), Burnished Hart, Kyren Toy, Semblance Anvil, Basalt Monolith, Dreamstone Hedron & similar, Mind Stone, Lotus Petal, Helm of Awakening... etc..

Those replacement can't allow you explosiveness unfortunately.

A sidenote about Voltaic Key. The key is very powerfull with Grim Monolith, Mana Vault and Gilded Lotus. Without those, it loses some efficiency, but the key is still very good with your artifact creatures and your 2-manas-producing rocks.

Creatures are all easily affordable, except for Metalworker.

Utility artifacts:

Crucible of Worlds may be removed. Without the expensive lands and the Fetchland, it is almost obsolete. Switch to Trading Post, or Clock of Omens.

Ensnaring Bridge --> another creature.

Rings of Brighthearth, like Crucible, it becomes obsolete without fetchlands. Also its power come from planeswalkers.

Sensei's Divining Top --> Crystal Ball

Tawnos's Coffin --> Conjurer's Closet

Sword of the Meek + Thopter Foundry + Time Sieve combo: This is our secondary combo for the win. It can be replaced by more creatures for a beating plan.

All planeswalker are difficult to replace. The best one in this EDH deck is Tezzeret the Seeker . If you have the budget to buy one, buy this one.

Karn Liberated --> Any wrath effect or O-Ring effect.

Venser, the Sojourner --> Any blink effect reusable (e.g. Crystal Shard)

All Is Dust may be replaced with any wrath effect, but it really shines in this deck.

I will suggest to buy: Tezzeret v1, All is Dust, and Demonic Tutor. They are the best Price/Efficiency

You may drop to 33-34 lands without Bazaar and Workshop. But keep 14-16 ramp sources.

PookandPie on Oloro the out there

8 years ago

Oloro is in your title, but you used the plural of deck in your comment. Do you want more than just Oloro combos?

Also, what kind of combos are you looking for? You say degenerate, but that varies by playgroup. Most combos the average player considers degenerate are garbage, competitively, and typically the best 'combo' at tables with powerful decks and knowledgeable players is A Good Deck + Ad Nauseam or Doomsday, or something. So, because I don't know what you're looking for and you gave practically 0 information to make suggestions simple, here's every single infinite combo I can think of or find in Esper (and some of these aren't even registered as combos on the site, so... I found that interesting. Had to go back and separate those ones card by card):

And after this, I'm out. I'm going to go back to playing Fire Emblem: Fates. Fwiw, I hope this helps, and I just zoned out in a phone call with a person I didn't want to speak to for about 20 minutes while formatting this, lol.