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...and now they're back - Eggs [Primer]

Modern Artifact Combo Competitive Creatureless Primer WU (Azorius)

wcs0617


Sideboard


Maybeboard


How does it work?

The deck works by playing "eggs" (low cc artifacts that sacrifice to draw cards, such as Chromatic Star) as well as a was to sacrifice to generate mana such as Lotus Bloom, and recurring them with a loop effect like Faith's Reward. This process snowballs, allowing you to generate more mana and draw more cards each time you play a loop. You can then draw enough cards and make enough mana of any color to win the game in virtually any way you choose.

Do you enjoy puzzles and other mental challenges? Do you enjoy winning the game suddenly and seemingly out of nowhere? Do you enjoy applying the pressure to your opponent? Do you want a deck that is easy to goldfish? Do you want a deck that can be built on a budget?

The Engine

Krark-Clan Ironworks and Lotus Bloom do the bulk of the work generating mana for us.
Faith's Reward is the most cost effective loop we have. Open the Vaults costs more, but has the added benefit of recurring artifacts that were in the graveyard before that turn.

Winning

In this version of the deck, Codex Shredder, Pyrite Spellbomb, and Conjurer's Bauble are used to win. Only two are required, so if one of the pieces are exiled or disabled somehow you can still win.
The easiest way to win. Use Codex Shredder's ability to return a Faith's Reward to your hand, and cast Faith's Reward, returning Codex Shredder and your mana producing artifacts to play. Continue doing this, while sacrificing Pyrite Spellbomb to deal two damage to the opponent each time. This requires access to , as well as and enough to play your loop effect.
First use Codex Shredder to recur Faith's Reward, drawing until there are no cards in your library. Then use Conjurer's Bauble to put Faith's Reward on the bottom of your library and draw a card, using this to effectively recur Faith's Reward. While you are doing this, use Codex Shredder to mill your opponent one card, then sacrifice it to Krark-Clan Ironworks. This way you can create infinite loop effects while milling for one each time, putting your opponent's library into their graveyard.
The most difficult way to win with the deck, only used when Codex Shredder has been disabled somehow. There isn't a way to go immediately infinite, so you have to combo off and continue to combo until there are no cards in your library. Use Conjurer's Bauble to put Faith's Reward on the bottom of your library, then draw a card, effectively returning it to your hand. Then use Pyrite Spellbomb to deal two damage to the opponent, and cast Faith's Reward, returning the board to its starting position. You need access to and enough to play a loop effect.

Card Choices

Chromatic Star and Chromatic Sphere are staples, with Chromatic Star being slightly more effective because of its interaction with Krark-Clan Ironworks. Terrarion is similar, but can only filter mana once and requires a Krark-Clan Ironworks to draw a card with each loop. Ichor Wellspring can draw two cards for you each loop and it can give you early card draw. It requires an active Krark-Clan Ironworks to be used effectively. Elsewhere Flask is another strong contender, being more easy to sac than Terrarion or Ichor Wellspring and having the added benefit of mana fixing.
Krark-Clan Ironworks is a powerhouse and is necessary for the deck to work optimally. Lotus Bloom is a good way to accelerate your mana turn 4. It can be tutored directly into play with Reshape, acting like a ritual. However, it sucks to draw one after turn 1. Mox Opal is extremely powerful, allowing for fast and explosive wins. Metalcraft is easy to activate in this deck. Mind Stone is another option, offering early acceleration or draw mid combo.
Pyrite Spellbomb offers draw, a win, and a way to kill a problem creature. Aether Spellbomb is similar in many ways, but it bounces a creature, ignoring toughness. Alchemist's Vial draws a card and can be used to stop an attack. It's a better draw mid-combo, but not as good early game. Sunbeam Spellbomb is another possibility, but is best in a VERY aggro heavy meta.
Ghost Quarter is recurrable, it thins the deck, and it can disrupt the opponent's mana in a pinch. Use it on Darksteel Citadel for a better Evolving Wilds. Darksteel Citadel helps get metalcraft online and can be sacrificed with Krark-Clan Ironworks to act as a colorless Lotus Bloom. Flooded Strand thins the deck and can be recurred. Inventors' Fair is a recurrable tutor, the lifegain is minimal. Make sure to pack some basics for Ghost Quarter and Flooded Strand to fetch. One Plains is enough, just in case you need another white source. The rest should be Islands, giving you early blue mana for Reshape or cantrips.
Serum Visions is great, offering early draw and the ability to dig, setting up for your next couple draws. Sleight of Hand doesn't dig as much as Serum Visions, but it is a better way to dig for a Lotus Bloom on turn 1. Thoughtcast is a great way to gain card advantage, and it usually only costs 1 or 2 mana. It is, however, a poor draw mid-combo, especially if most of our artifacts have been sacrificed. Thought Scour is interesting in that it draws a card and shovels some cards into our graveyard, but it doesn't do much to help us dig for combo pieces or answers.
Reshape is our go-to tutor, fetching up combo pieces and acting as a ritual when fetching up a Lotus Bloom. Whir of Invention is our very own Chord of Calling. Lotus Blooms can be tutored directly into play, at instant speed. Finishers can be tutored for mid-combo, and it is possible to grab Krark-Clan Ironworks early using improvise. The card is a powerhouse and adds a lot of consistency to the deck. Tezzeret the Seeker can have his -4 ability activated to search for any artifact each loop, but he requires 5 mana to cast, and the deck is mainly focused around getting to 4, making casting him awkward. Fabricate and Trinket Mage are both possible, but they are both outclassed by Reshape.
I use Pyrite Spellbomb in my deck because it can act as a wincon, kill an early threat, and contribute to the combo by drawing a card. Some other ways to win include Banefire, which has the benefit of not requiring you to complete the combo, instead just generating enough mana and killing the opponent. Grapeshot is similar, not requiring off for lethal damage. Blue Sun's Zenith requires more mana than Banefire, but it can be used to draw cards and help the combo. Emrakul, the Aeons Torn can be used as well, but it doesn't always kill immediately and it is more flashy than effective. Thopter Foundry offers lifegain and a way to possibly win without comboing off, but at the cost of giving the opponent an extra turn after we combo. There are many other ways to win the game, because the ability to draw your library and generate infinite mana can lead to very silly results.

Sideboard Cards

Cyclonic Rift and Echoing Truth are both very valuable, answering all of the prominent hate cards against us: Stony Silence and Rest in Peace. I often board in 3-4 bounce spells against anything running white, just to be safe.
Leyline of Sanctity disrupts Jund and Abzan's hand disruption, which can take important cards from our hand. Silence and Swan Song both help against counterspells and can interrupt another combo. Twincast can counter a counterspell or act as an extra Faith's Reward to get around a Relic of Progenitus.
Pithing Needle's most common target is Liliana of the Veil, but Inkmoth Nexus, Viscera Seer, Kiki-Jiki, Mirror Breaker, and Cranial Plating are also great targets. Nihil Spellbomb is great against Dredge and other graveyard based decks, and it can be tutored for easily. Torpor Orb sees play against CoCo, as well as Kiki-Chord, Elves, Soul Sisters, and Dredge to an extent. Vapor Snag, Path to Exile, and Ethereal Haze are valuable against our worst matchup, Infect. Spellskite is an all-star. It hits Infect and Bogles, so get your game on and go play.

Matchups

Fantastic matchup. Karn Liberated, Relic of Progenitus, and Oblivion Stone are their ways of interacting with us, and we can usually just out race them. If somehow the game goes long, we have four mainboard Ghost Quarter to keep them off their game plan. Side in Pithing Needle, two Echoing Truth, and one Cyclonic Rift. Side out Aether Spellbomb, Terrarion, and two Mox Opal.
A great matchup that gets more difficult after sideboarding. Mainboard, their only way of stopping us is Chalice of the Void, and the trick to play against it is to use Reshape to get wincons, or to draw till you have more than 7 cards in hand, discard the artifacts you can't play, and then use Open the Vaults to retrieve them on the following turn. Post sideboard, they bring in Stony Silence, Rest in Peace, and Leyline of Sanctity. The first two aare the only ones we really need to worry about. Side in Cyclonic Rift and three Echoing Truth. Take out two Mox Opal, Terrarion, and Aether Spellbomb. A hilarious play is to use Alchemist's Vial or Aether Spellbomb on Emrakul before it gets to attack.
Literally our worst matchup. Board in whatever interaction you have. Vapor Snag, Blessed Alliance, and Spellskite do a lot of work for us here. The matchup is unfortunate, but I respect the flavor success of Phyrexians ruining our day.
Game One depends on how much discard they have in their hand, and if they get a Scavenging Ooze into play. Kolaghan's Command and Abrupt Decay can hurt us, mostly if they target Lotus Bloom, but they can be played around. Board in 4 Leyline of Sanctity to stop discard and Slaughter Games. Also board in 1 Cyclonic Rift, 2 Echoing Truth, and 1 Pithing Needle. your bounce spells are for Scavenging Ooze and Leyline of the Void. Pithing Needle hits Liliana of the Veil. If you see a Leyline of the Void board it out and add another Echoing Truth. Watch for Ancient Grudge and Surgical Extraction.
Mainboard, Burn's greatest threat to us is Eidolon of the Great Revel this can pump out a lot of damage, so be sure to play Mox Opals and other low cost spells as soon as you can before it comes out. Other than that, game one is just a race, and its usually favorable, especially if we're on the play. After sideboarding be prepared for Rest in Peace, Stony Silence, Rakdos Charm, Ancient Grudge, Smash to Smithereens, and other destroy an artifact effects. Side in Cyclonic Rift and 3 Echoing Truth, take out 2 Lotus Bloom, 1 Terrarion, and Alchemist's Vial.

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Date added 8 years
Last updated 7 years
Legality

This deck is not Modern legal.

Rarity (main - side)

4 - 0 Mythic Rares

19 - 9 Rares

13 - 0 Uncommons

18 - 6 Commons

Cards 60
Avg. CMC 2.17
Tokens Bird 2/2 U
Folders hell yeah, Modern, Cool Stuff
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