Introduction
I've been sitting on the Commander 2016 Invent Superiority PreCon for quite some time now, thinking about how I'd like to build with Breya, Etherium Shaper. Playing with Breya, Etherium Shaper out of the box was a lot of fun, and although Atraxa, Praetors' Voice seems to get most of the love from C16, I feel that Breya was always very strong, and had lots of potential. The question, though, was how to build around her. My initial thoughts were to go all-out combo, and I feel like I went overboard in trying to cram too much combo into the build. But, after some careful consideration, I felt that combo was still the way to go, but I wanted to do something more...janky...with the build. With that in mind, I give you...
All Stations Go!
I finally decided that I wanted to build Breya around the Station Cycle that was printed in Fifth Dawn. The goal of the deck is going to be to bring together Blasting Station, Grinding Station, Summoning Station, and Salvaging Station, figure out how to trigger the combo off the right way, and win with it. I know it probably won't be a consistent build, but it will be fun to try to pull off.
Just through sheer dumb luck (sometimes it's better to be lucky than good), I found berryjon's Pattern Recognition article #48, in which he described how The Great Machine works:
Activating the Stations Show
Have the entire Great Machine on the battlefield along with an artifact land:
- Tap Summoning Station to make a 2/2 colorless Pincher.
- Tap Blasting Station, sac the Pincher token to deal 1 damage to an opponent.
- Tap Grinding Station and sac an artifact land to it to mill an opponent for 3 cards.
- The artifact land entering the graveyard triggers Summoning Station to untap.
- Tap Salvaging Station to put the artifact land back into play.
- The artifact land entering play untaps Grinding Station.
- Start the sequence again, and the Pincher put into play by Summoning Station untaps the Grinding Sation.
For aesthetic purposes, the mural is viewed in this order: Grinding Station, Blasting Station, Salvaging Station, Summoning Station.
I've been trying and trying to figure out how to get an image of The Great Machine copied into the description here. I've tried using the formatting syntax page for help, but I can't make it work. Any help would be appreciated if this is possible.
Pulling it all Together: Tutors & Recursion
I'm leaning heavily into the artifact theme, with lots of artifact ramp and combo pieces. It's going to be hard to pull together this janky four-card combo, so having other synergy in the deck will help along the way. Since the deck is a glass cannon, I'm using tutors and graveyard recursion to help ensure I can get the combo put together, whether some pieces are in my hand, graveyard, or library.
The Four Mages
My initial plan for this deck was to go heavy with the best tutors I had on hand, with the likes of Demonic Tutor, Enlightened Tutor, and Mystical Tutor. The more I considered this, though, the more I wanted to drop down the power level of the deck, intentionally trying to be more janky. So I instead decided to go with a more limited tutor package. Meet The Four Mages:
The recursion package is similar to one you'd find in a deck led by
Daretti, Scrap Savant, with the addition of
providing access to
Haunted Crossroads.
Daretti, Scrap Savant's rummaging ability can be beneficial for putting pieces in the graveyard that will be easier to recur using simple means like
Myr Retriever,
Goblin Welder, or Daretti's minus ability for setting up a big board swing with something like
Scrap Mastery.
Haunted Crossroads allows me to get useful creatures back if Daretti can't.
Token Generators
Token creatures are resources. They can be blockers, they can be fodder for sac outlets, they can start off combos, or they can be an army. This deck is not short on activated or triggered abilities, and being able to make and break tokens is very beneficial to this deck.
Sac Outlets
Sacrifice outlets are always good, especially since I've got those token generators. They can provide value to something you might lose anyway, or ensure that something goes to the graveyard as opposed to getting exiled, where recursion is our friend. Sac outlets can also be combo starters, which is what this deck wants.
Card Draw
Card draw is an important part of any deck, and better to err on the side of too many and not too few. I'm always open to better suggestions on card draw. Of the one's here,
Phyrexian Arena seems to be the weakest, but maybe I'm not giving it enough credit; an extra card per turn is nothing to sniff at.
As I have mentioned, getting the Stations online is the goal of this deck. However, being the glass cannon that it is, I wanted some other combos and synergies available to the deck. The lynch pin of many synergies in the deck is the
Dross Scorpion. Here are some of the interactions he makes available to us.
Value Engines
It seems pointless to elaborate on the value that
Deadeye Navigator can provide in any deck, but I'll do it anyway. The Four Mages that I use to tutor up The Great Machine are really important to this deck, and being able to get extra uses from The Mages with
Deadeye Navigator is huge. It also benefits other ETB-effect creatures, like
Sanctum Gargoyle,
Baleful Strix,
Solemn Simulacrum,
Myr Battlesphere,
Pia and Kiran Nalaar, and
Breya, Etherium Shaper.
Haunted Crossroads is another value engine that can get valuable creatures back out of the graveyard for reuse. This is a card that I find myself cramming into just about every deck that can run it. Getting one of The Mages back on top of the library to tutor up another piece is huge for this deck. It's also a back-up plan for recurring important artifact creature pieces should
Daretti, Scrap Savant not be around, getting back the likes of
Myr Retriever,
Dross Scorpion, or any other pieces that might get hated away.
Notable Exclusions
You'll notice there is no
Nim Deathmantle in this deck. I know
Breya, Etherium Shaper goes infinite with it, and it seems silly not to include it here, but that is just not the route I want the deck to go at this point in time. I may reconsider in the future. Also missing is
Darksteel Forge. It's a touch out of budget, so I'm not going after one of those right now, either, although it may provide me more value over the long haul than the Mantle, so it's under consideration.
Conclusion
As I mentioned earlier, my main goal with this deck is to get The Great Machine online and have some fun. I'll have other combos and synergies to list as I play it and get them all sorted out, and I'll list them when I do. I leave the description here for now, and look forward to any comments, suggestions, and upvotes! I hope this janky build provides some entertainment value to those who love to experience MTG in this way.