Sideboard


Welcome to Triple Threat. Deck tech is based on a transforming deck idea where your wincon changes from game 1 to game 2 and 3.

Core: The core of the brew is centered around Chief Engineer and Grand Architect creating a mana engine to fuel the wincons built into the deck. They also allow you to play Myr Superion and Wurmcoil Engine a few turns faster than normal for the beats.

The Three Treats: these are your wincons.

1.Mycosynth Lattice + Stony Silence This is the Stone Lock. Lattice makes all permanents artifacts, and stony silence prevents activated abilities of artifacts from activating. When this hits no lands can be tapped for mana due to the fact that tapping a land for mana is an activated ability. This is a win con because Chief Engineer is a key component to the deck. Chief Engineer's convoke ability is a static ability that wont be affected by the Stone Lock, thus allowing you to continue to cast creatures through the lock while your opponent cannot. This should always be the Game 1 wincon with Threat 2. More explanation later.

2.Hurkyl's Recall + Mycosynth Lattice This is the plan b to Threat 1. If you cannot stick a chief engineer to hit a stone lock, you can instead bounce all of their perms back to their hand. WARNING! this is just as much a threat to you as to your opponent for obvious reasons. In my local card shop I havent come across any other decks that main Hurkyl's Recall, so for me this is a safe play for game 1. So if you like to gamble run this.

3.Thopter Assembly + Time Sieve This is infinite and the Game 2 wincon. The turn after you canst Thopter Assembly it bounces giving you 5 dudes that can help you recast T.A., you then sac them to Time sieve for the extra turn. Rinse and repeat. usually I go for Blightsteel Colossus, but any finisher of your choice will work.

The transformation deck idea: You should notice from the deck list that the treat 1 and 3 combo pieces are directly exchangeable from the mainboard to the side as both are 6 cards apiece. The idea is that as your opponent sides cards in to combat the first threat you are changing the gameplan to something they are not expecting with the next threat.

Builder Notes: As the deck sits i enjoy it. It is a fun idea to work with. But as of now it is at a 0-5 match count. (yaaay) This build has a bit of tempo issues that I am working on. If you have recomendation please share. Ill be adding more Description details in the future to include card interactions. But enjoy and tell me what you think. Peace.

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Date added 7 years
Last updated 7 years
Exclude colors WRG
Splash colors B
Key combos
Legality

This deck is not Modern legal.

Rarity (main - side)

9 - 1 Mythic Rares

29 - 10 Rares

5 - 4 Uncommons

7 - 0 Commons

Cards 60
Avg. CMC 3.15
Tokens Thopter 1/1 C, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
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