[This EDH deck was inspired by mattlohkamp's Arcum Dagsson EDH deck]

Much like its inspiration, the goal with machine uprising is to use purely artifact creatures + creature generators + Arcum Dagsson 's ability to give you a fairly quick start and overwhelming power mid-late game with indestructible/power-toughness boosted artifact creatures.

For the first few turns, play weaker creatures if they're available, and keep enough mana up to counterspell if needed. By turn 4 you should be able to get Arcum Dagsson out, and by that time you'll have some disposable artifact creatures out as well.

On your next turn, sacrifice your weakest artifact to to get either Myr Turbine or Summoning Station out on the field, Turbine if you're low on artifacts to sacrifice, and the Station if you need the troops.

From there, get the other generator you didn't summon previously, as well Darksteel Forge and Akroma's Memorial to turn all of your trashbots into wrecking machines. Also, once you have both generators out, you should be producing two tokens a turn, sacrificing an artifact with Arcum's ability, which untaps Summoning Station for a third token.

Lastly, get Myr Incubator out onto the field and generate 20-40 Myr tokens by disposing of all the artifacts in your deck besides the best ones. With the massive amount of Myr, in additon to Hair-Strung Koto and Unwinding Clock, with the Vigilance granted to you from Akroma's Memorial , you should have an easy time doing faceroll damage with indestructible machines, as well as tapping your entire army after attacking to gain the benefit from Hair-Strung Koto , likely burning half of your opponents deck.

Situational draws: As stated above, you'll want to get your generators out first, and then supplement your unending tide with Darksteel Forge/ Akroma's Memorial . After that, however, you may find your priorities may be different than jumping straight for the Myr Incubator . Here are some of the situational artifacts you may want to play first/instead.

  • Chalice of Life   If they're really keeping the pressure on you, and you're having trouble doing damage to them, grab this bad boy to give you a life supplement, as well as an easy damage dealing tool late game, if you feel it will drag out that far.

  • Unwinding Clock Is semi-unecessary with the Vigilance granted by Akroma's Memorial , but it can be helpful if you're tapping your Myr army to get the bonus from Hair-Strung Koto or your opponent is really keeping the pressure on. This is also a good early game item, better if you get it via a lucky draw as opposed to through Arcum's ability.

  • Rusted Relic Since Arcum can only retrieve you non-creature artifacts, you are heavily reliant on your generators and whatever cards you may draw to get creatures out on the field. Rusted Relic does not count as a creature, which means Arcum can retrieve it, but it becomes one once out on the field among other artifacts. It is a reliable creature if you find yourself outgunned early or otherwise needing a good frontman while you get your warmachine going.

  • Elbrus, the Binding Blade   Because Arcum can summon expensive artifacts onto the field with great ease, Elbrus is not a bad decision if you have an opening on your opponent's life points. A single attack and now you have a 13/13 monster on your side of the field as well, for relatively no cost to you.

I hope that you've found this helpful and informative, even if you choose not to play this deck. If you like it, please upvote it, otherwise leave me constructive criticism in the comments below.

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Date added 12 years
Last updated 12 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

18 - 0 Rares

16 - 0 Uncommons

26 - 0 Commons

Cards 101
Avg. CMC 2.82
Tokens 2/2 N Creature Pincher, Myr 1/1 C
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