The name originated recently when my roommate exclaimed in frustration that my deck is like a damn hardware store. You need a tool? It's probably got it.
The idea behind the deck is that it can adapt to whatever situation it is faced with, and most times it can. I believe it is more or less complete, and I have begun foiling it out, but there are a few cards I'm not too convinced with, so I welcome any and all input.
Karador loves the long game. If the game runs long, I almost always emerge victorious. Because of that, the first few turns are crucial. The mid game consists mainly of me trying to survive, so I need to get ahead as quickly as possible using early ramp and draw in order to have the resources I need. Efficient card advantage is in short supply, so there are also tutors to help with acquiring the right cards.
Most games end with me comboing off in various ways (many of them involving Reveillark).
Here is an overview of the contents of my favorite deck:
Mana Ramp:
Sol Ring - I don't think I need to explain this one. It's just too good not to run.
Farseek and Nature's Lore - Generic ramp spells
Farhaven Elf, Wood Elves, and Solemn Simulacrum - Some bodies to throw in front of attackers or sacrifice to various effects. After they've given me more land of course.
Knight of the Reliquary - Gives a tiny bit more mana each turn it's out, while also serving to thin the deck and become a beatstick later on.
Oracle of Mul Daya - Extra land drops are always good.
Mirari's Wake - Double the mana production of my lands? Seems good!
Phyrexian Altar - Anything I don't need can provide me with more mana, and helps with many combos in the deck.
Tutors:
Vampiric Tutor, Demonic Tutor, Eladamri's Call - These get me most things I need.
Survival of the Fittest - Sometimes I just need a different creature than what I have. And some are just more useful in the graveyard.
Chord of Calling - This just makes for some game changing moves. No one ever sees it coming, and there are plenty of cards to pull with it that tip the balance in my favor.
Birthing Pod - One of my favorite cards of all time. This is exactly what this deck wants because of the flexibility it offers.
Rune-Scarred Demon - It's a Demonic Tutor on a 6/6 flyer. If that weren't good enough, it's pretty great to pod into.
Sidisi, Undead Vizier - Similar to Rune-Scarred Demon in reasoning, but in this case is a 4/6 that can kill anything (provided it's not indestructible) in combat.
Dimir House Guard - This is primarily used for its Transmute ability, but can also have a use if I need a way to sacrifice creatures in order to combo off.
Removal:
Acidic Slime, Reclamation Sage, and Aura Shards - ETB effects to hit artifacts and enchantments. Acidic Slime CAN hit lands, but usually doesn't
Ashen Rider - Exile is the best form of removal, and the ability to do it twice with one creature is great. However, I usually reanimate this, and is high on my list of things to potentially cut.
Big Game Hunter - The alternative Madness cost is useful in some situations, but even casting it normally is an efficient way to deal with most creatures that pose a threat.
Duplicant - Exiling big things and giving me a big thing. In theory.
Qasali Pridemage - Because occasionally you'll play a douche with Torpor Orb.
Woodfall Primus - Combos with Mikaeus, the Unhallowed and any sac outlet for the win. Also very useful for taking out obnoxious things that don't hit you in the face.
Path to Exile, Swords to Plowshares, Utter End - The relevance of exiling things cannot be overstated.
Maelstrom Pulse - Deals with most things that are a problem, and can take care of tokens.
Card Draw:
Bloodgift Demon - Flies in for some damage here and there and gives me an extra card each turn.
Erebos, God of the Dead - Sometimes you just really need card draw. The potential indestructible 5/7 isn't bad either.
Wall of Omens - Early game draw and blocker. High on my list of things to cut.
Skullclamp - There are plenty of 1 toughness ETB effect creatures to make it worth running this.
Greater Good - Card advantage galore.
Phyrexian Arena - Extra card a turn is good.
Sylvan Library - Essentially a Sensei's Divining Top at your upkeep, with the potential to gain card advantage if you can afford to pay for it.
Disciple of Bolas - The life gain is pretty relevant, but the card advantage this provides is what makes it great.
Board Wipes:
Damnation - Because it's Damnation
Magister of Worth
- Be realistic; it's rarely going to be more than a one sided board wipe.
Pernicious Deed - Modal board wiping is really nice. It usually effects me more than I'd like, but I can't be too picky here.
Other things:
Dragonlord Dromoka - It's basically just a great card for the deck. It makes it tough to interrupt my turns and definitely provides a decent amount of life gain.
Elesh Norn, Grand Cenobite - This is mostly because of token decks. Makes it almost impossible to combo with tokens.
Eternal Witness - Getting resources back is always a good thing.
Gray Merchant of Asphodel - This has so much potential for life gain that I had to include it. Also, it can be used to combo out.
Karmic Guide - Reanimating my bigger creatures is so much easier than casting them. Plus it can be used to combo off.
Kokusho, the Evening Star - A whole bunch of life gain. Nobody likes seeing this on the table.
Mikaeus, the Unhallowed - There are enough ETB effects to make this worth it, and it can combo with Woodfall Primus, Puppateer Clique, and Vish Kal, Blood Arbiter.
Obzedat, Ghost Council - Produces a good steady stream of life drain and dodges sorcery speed removal.
Puppeteer Clique - This is usually unexpected, and makes for some interesting plays that the deck usually couldn't do.
Restoration Angel - Most ETB effect creatures can be flickered, and it provides good protection for creatures against removal.
Reveillark - I'd be lying if I said I didn't cater this deck to Reveillark. There is just so much it can do, and it's so easy to abuse.
Saffi Eriksdotter - Pretty abusable with Sun Titan, and gives me extra triggers when I need them.
Sun Titan - There are A LOT of things I can get back with this.
Thragtusk - Life when it enters, 5/3 dude while it's on the field, and a 3/3 upon its departure. Pure value.
Viscera Seer - Fixes the top of my deck and enables a variety of combos.
Vish Kal, Blood Arbiter - It's a beater as well as a sac outlet and removal. What more can I ask for?
Crucible of Worlds - Lands hit the yard more than often enough to make this relevant.
Lightning Greaves - Protects my key creatures.
Sensei's Divining Top - Fixing my draws provides flexibility.
Life from the Loam - I don't use it often, but it's great against mill decks or when you get mana screwed.
I am always looking to improve this deck to make it as resilient as possible, so please comment and give me your thoughts on where you think it could use improvement, as well as any weaknesses you see.