This started as a budget strict artifact storm deck but I’ve made it less stormy by removing storm-centric but otherwise fairly useless cards (Lotus Petal, Mishra’s Bauble, Urza’s Bauble) and putting in more synergistic value based cards (Sai, Vedalkan Archmage). Overall the changes probably greatly reduced the possibility of a turn 3-5 win but the deck is much more interactive, resilient, varied and fun to play and play against.

The old deck would be pretty solitaire-y and get out to really fast starts making me the archenemy due to early win potential and folks hating the long turns. I think the new version actually gives me a better shot at winning a typical commander game.

Still have a large number of low curve artifacts, artifact ramp/fast mana and cost reducers which enable very strong turns with Aetherflux, Psychosis Crawler and/or Reckless Fireweaver on the board.

Rebuild and Hurkyl's Recall allow me to pickup all of my artifacts and then play my hand out again - which interacts synergistically with a lot of cards in my deck and can also protect them from an enemy Vandalblast.

Untapping shenanigans with Clock of Omens, Unwinding Clock and Voltaic Key abusing things like Mana Vault and Lux Cannon.

The deck currently has no infinite combos but if I were to make a max power level version I’d add KCI along with an infinite recursion package of Myr Retriever/Junk Diver/Workshop Assistant and a finisher like Banefire or Grapeshot. Also Spine of Ish for blowing up a bunch of enemy permanents.

In general it seems like I might have issues defending against creature-centric beatdown decks. This is a new issue as the previous storm build would try and drag race to an early win before others could develop a substantial board presence. If this becomes a recurring issue/weak point I’ll add cards like Aetherspouts (blows out someone alpha striking me), Propaganda (good early/mid game protection since people want to be playing spells vs paying taxes) and/or Darksteel Forge (turns my mana dorks, 0 cmc weenies and thopters into super blockers).

Add:

Maybe:

Chopping Block:

  • Broodstar: is actual trash in an opening hand but a mid-late game bomb.

  • Mana Severance: Will need to test how useful this is since I toned down the storm aspects of the deck. Similar to Broodstar it seems quite bad early but can secure a win in the late game.

  • Elixir of Immortality: This is really in here to stop me from decking myself but it hasn’t happened yet and I can always add it back in if this starts to happen with any frequency.

  • Sky Diamond: sub for Mox Opal

  • Voltaic Key: This is cute with Sol Ring, Mana Vault or Hedron Archive but is it really worth taking up a card slot just to occasionally gain an extra colorless mana or two?

  • Low CMC but situationally synergistic cards like Ichor Wellspring, Memnite, Phyrexian Walker and Shield Sphere.

Removed: Master of Etherium, Steel Overseer, Conjurer's Bauble, Metalwork Colossus, Claws of Gix, Frogmite, Scrabbling Claws, Terrarion, Voyager Staff, Thran Turbine, Sphere of the Suns, Codex Shredder, Elsewhere Flask, Star Compass, Prismatic Lens, Renegade Map, Fractured Powerstone, Lotus Petal, Mishra’s Bauble, Urza’s Bauble

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Date added 5 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

35 - 0 Rares

28 - 0 Uncommons

21 - 0 Commons

Cards 100
Avg. CMC 2.23
Tokens Bird 2/2 U, Copy Clone, Thopter 1/1 C, Treasure
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