Sideboard


Maybeboard


"While most power is used for ordinary, everyday tasks, one shouldn't underestimate its potential for the extraordinary."

No mythics here! Budget friendly artifact combo deck that can dump its hand and keep drawing more! Aetherflux Reservoir keeps us alive and is what wins the game. The main deck is under $5 on MTGO (I purchased it on CardHoarder at time of writing for 4.30 TIX and in paper cost for $60-80.)

It is possible to heal for 178 life and deal 150 damage in a single game! (Game 2)

Turn 4 kills are possible after mulligan to 5 with only 3 lands!

Cost reduction

  • Locket of Yesterdays makes all of our spells cost less if there is another copy in the graveyard. This can also help us play through discard spells the opponent may use on us.
  • Etherium Sculptor let's us cast our artifacts at a discount as soon as it is on the battlefield.
  • Cloud Key is versatile and not as easy to remove as a creature.
  • Inspiring Statuary gives us a boost for our initial instants and sorceries.

Draw

  • Thoughtcast is pretty easy to cast for a single throughout the entire game, regardless of the state of your cost reduction permanents and graveyard.
  • Thirst for Knowledge grabs us 3 cards and allows us to put an artifact or two cards (or both) into the graveyard. The discard can actually help us when you have a locket on the battlefield and have 2 copies of a single spell in hand.
  • Compulsive Research does the same thing as thirst, except we can discard a land instead of the artifact as an option. It has the same use but is sorcery speed. We typically cast both spells main phase to draw into more permanents to play, so that usually is not an issue. It is also a targeted spell while thirst is not, so you could technically target an opponent under the right circumstances.

Cantrips

Chromatic Star and Chromatic Sphere both serve to draw and convert into which can then be used to cast our draw spells or sculptor. These help make the deck able to have explosive turns with reservoir out late game and allow us to dig efficiently early on.

Mana

  • Mind Stone is versatile as it helps us ramp or can be sacrificed to draw a card if needed.

Lands

  • Island gives us the we need and is usable immediately, no questions asked.
  • Darksteel Citadel is helpful to count toward our affinity for Thoughtcast and can be a discard target for both thirst and research if you don't want to toss any other cards from your hand.

Utility

  • Aether Spellbomb is a flex card that is easy to cast and is versatile. It is our main way of interaction with opponents and only way we can remove opposing creatures in the main deck.
  • Elixir of Immortality prevents us from self-milling, can protect your graveyard from exile, and can heal you in a pinch or if you are almost over 50 life.

Finishers

  • Aetherflux Reservoir heals us and is our primary win condition in the main deck.
  • Mirrodin Besieged is an alternate win condition when the opponent has kept our reservoir off the battlefield and we have a lot of artifacts in the graveyard. Alternatively, you could use it to generate tokens.
  • Saheeli, Sublime Artificer could technically also create enough tokens to win from combat damage although it is more likely for defense. How she can really be used as a finisher is to copy an artifact into a second Aetherflux Reservoir to multiply the lifegain and reduce the storm count required to end the game.

Why isn't there X?

There probably isn't enough room in the deck to keep it functioning as efficiently. Suggestions still welcome! The original full maybeboard is here.

I find playing this deck challenging and fun as you are constantly casting spells, drawing cards, playing and sacrificing permanents, and making decisions every turn.

Due to the low land count of the deck, I choose to play second for the extra card. This may be a mistake, but the possibility of a 1 land hand is very real when running only 16 lands. 2 land opening hand is ideal (1x Island and 1x Darksteel Citadel ) and a 1 land is risky but possible.

  1. Early game you will be trying to cast as many spells as possible as quickly as possible to draw into your deck and set up cost reduction that makes the combo possible. when you start with 1 land, play your cantrips ASAP to trigger the following turn into hopefully land or another cantrip.

  2. Mid game begins once you have Aetherflux Reservoir or Shark Typhoon in hand and are capable of casting it this turn or the next turn. You no longer want to cast spells as quickly as possible, only what you require to get the reservoir onto the battlefield. The idea here is to build up a hand to play to trigger reservoir as many times as possible each turn. Although, even without a hand built up, a draw spell can be all it takes to set off the chain sometimes.

  3. Late game begins once Aetherflux Reservoir or Shark Typhoon is in play. It is once again the time to cast your hand as fast as possible. We hope to draw mana rocks, cantrips, draw spells to chain back to back via reduced casting costs. With proper piloting, and a bit of luck, you can push through an impressive amount of damage from the opponent and win the game.

Tips & Tricks

  • Once cost reduction is in place, you can chain mana rock into mana rock and pay for one with the next to build storm count.
  • When keeping a one land hand, put a cantrip out first if you have it so that you can activate it the following turn if you don't draw into a land. If you draw into another cantrip, you can play it with the mana from the first one to set up for the same thing the next turn.
The sideboard is fairly optional as the deck can fall apart just like eggs if you sideboard in too many cards. Aether Spellbomb is probably the card that I would sideboard out first if required as it is not essential to the core of the deck.

We generally don't care about what the opponent is doing as much as we're trying to advance our own game. That being said, there are some cards that stop us dead in our tracks:

Preventing life gain - bring in All Is Dust , Aether Gust , and/or Shark Typhoon .
- Everlasting Torment
- Leyline of Punishment
- Havoc Festival
- Quakebringer
- Rampaging Ferocidon
- Roiling Vortex
- Eidolon of the Great Revel

Hexproof Opponents - bring in All Is Dust and Shark Typhoon .
- Aegis of the Gods
- Orbs of Warding
- Witchbane Orb
- Shalai, Voice of Plenty
- Leyline of Sanctity
- Teyo, the Shieldmage

Karn, the Great Creator - we can switch to Shark Typhoon or bounce it. Pithing Needle on Aetherflux Reservoir - bring in sharknado for this as it is triggered and not affected. Damping Sphere stops us from getting high enough spell counts each turn. Shark Typhoon helps mitigate this but it still slows down our game. Chalice of the Void on 1 or 2 basically counters our deck and must be dealt with by Echoing Truth or Engineered Explosives . Disallow on aetherflux's activated ability can really hurt or slow us down. You may need to combo up and do it again if you can. Pact of Negation is useful for this. Any board wipe that gets artifacts. You CAN play through a complete wipe as long as the opponent can't kill you right after. Do not scoop immediately unless they can kill you. Otherwise, Pact of Negation could help.

*The sideboard is a work in progress as I find out the decks weaknesses from playing it and how to counter them.

What to put in:

  • Spellskite is excellent protection against burn that we can likely cast at a discount. The opponent is forced to remove it to be able to interact with us in most ways.

  • Engineered Explosives get rid of Chalice of the Void but will also hit our Everflowing Chalice 's, so you could consider those as a direct swap.

  • All Is Dust was a must include due to the decks ability to cast expensive spells without much difficulty and that Etherium Sculptor is our only colored permanent so it should leave us with an advantage. This lets us clear out from prison decks if we can cast it.

  • Shark Typhoon was present instead of the reservoir in the decks original form and is in the sideboard as a full replacement when facing opponents who hard counter our deck by making themselves hexproof and can't be removed easily. It is also a triggered ability, not activated. The deck plays the same except our win condition is combat damage. Also we can block instead of gain life!

  • Echoing Truth helps us deal with anything unexpected or colorless like Damping Sphere or Chalice of the Void (maybe), or even planeswalkers and tokens.

  • Pact of Negation is self explanatory. Use it when you must stop a board wipe or counterspell etc.

  • I wish we had room for Aether Gust , but Echoing Truth has a lot of overlap and more versatility. I'd like to add it in if possible eventually.

I'm still learning to play the deck and understand its sequencing and decision making for maximum efficiency. I also have a tendency to keep 1 landers... I never learn.

Some of the games I've played so far (these are 1-of games on MTGO):

Wins
- UW Spirits
- Izzet Spells/Blitz
- GW Auras
- UW?

Losses
- UW Spirits
- GBx
- Waste Not
- Doran Bridge

I am currently 23/18 with the deck on mtgo modern open play. Some of the losses I've had were due to greedy 1 land keeps that got punished with bad draws or against decks that mainboard spells that shut us down. (I would sideboard against these in a match). I will update with tournament results once I am comfortable enough with the deck to play one.

If you really want to budget, the deck can work with Metallurgic Summonings or Golem Foundry instead of Aetherflux Reservoir . The deck can be had for around $35 with that change. The activated ability of Metallurgic Summonings can be strong as well.

Cloud Key can be removed in favor of more lockets.

There are also some good budget sideboard options. You can replace sharknado with summonings/foundry, the pacts with Spell Pierce or Stoic Rebuttal , and All Is Dust with Ratchet Bomb .

Suggestions

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Revision 15 See all

(3 years ago)

+1 All is Dust maybe
+1 Codex Shredder main
+3 Fountain of Renewal maybe
+2 Ideas Unbound main
+4 Lotus Bloom main
+1 Paradoxical Outcome main
+1 Saheeli, Sublime Artificer maybe
Top Ranked
  • Achieved #16 position overall 3 years ago
  • Achieved #2 position in Modern 3 years ago
  • Achieved #1 position in Modern Artifact 3 years ago
  • Achieved #1 position in Modern Combo 3 years ago
Date added 3 years
Last updated 3 years
Legality

This deck is Modern legal.

Rarity (main - side)

10 - 8 Rares

18 - 2 Uncommons

24 - 5 Commons

Cards 64
Avg. CMC 2.23
Tokens Myr 1/1 C, Servo 1/1 C, Shark X/X U
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