This is the second draft of my planned update, I've refocused on being a stronger and more consistent combo deck and lowering the average CMC, I've trimmed a lot of the board control cards as well as the MUD style big mana pay offs for more cantrips and tutors.

edit 1 - Cut Myr Retriver and Junk Diver for Mana Confluence and Arcane Denial

edit 2 - Cut Cloud Key,Expedition Map, Krark-Clan Ironworks, Ring of Three Wishes, Scorched Ruins, Temple of the False God, Thespian's Stage for Chrome Mox, Brainstorm, Swan Song, Back to Basics, and Trophy Mage.

edit 3 - trimmed Scrap Trawler to trial Engineered Explosives

edit 4 - cut Karn silver golem, voltaic construct, and a mountain for Pithing Needle, Tormods Crypt, and Negate. I want to expand the interaction that I can artifact tutor for so I’m going to try trimming some of the slower back up combo cards to make room.

edit 5 - Cut Blood Moon, Back to Basics, Winter Orb, and Strip Mine. Added Dispel, Blasphemous Act, Firemind Vessel and Blast Zone. I found the Land hate was both too bad against the good decks and way too good against the bad decks in my local meta (Plus I want to put Blood Moon my Krenko deck!). Dispel and Blasphemous Act are both cheap efficient interaction, and I'm trialing Firemind Vessel as a way to create more coloured mana to make going off with Paradox Engine easier. It may replace another of the "big" rocks if it proves good. Blast Zone is pure experiment, but Strip Mine has been mediocre and I'd like to try a spell like effect in that slot instead.

PARADOX ENGINE BAN UPDATE

After the ban list update I've had to think about the direction I wanted to take the deck next because after playing without Engine I came to realize just how much the deck had warped around it, it had become the glue that held disparate elements of the deck together with its raw power. (My favorite Paradox Engine kill was with with zero lands in play but Engine, Memory Jar, Goblin Welder, and a couple of Mana rocks allowing me to storm through my entire deck) Without it the deck didn't hang together in the same way and needs refocusing and reshaping to a new purpose.

To this end I workshopped a more controlling version by adding back a Stax element (Blood Moon, Back to Basics, Winter Orb, Wildfire, Crucible of Worlds, Meekstone, Vedalken Shackles, Cloud Key, Mystic Forge, and Urza to tie to all together) and cutting all the big mana plays to lower the CMC to the minimum possible. The aim was to use mana rocks, high basic count, and ways of tapping down my own winter orb to break parity on these effects, while relying entirely on infinite combo kills (infinite mana/drawing my deck + walking ballista) to end the game.

While this is likely the direction to take the deck to maximize my win percentage, I feel like it both wouldn't be appropriate for my local metagame in terms of fun and power level, it would also make the deck less fun for me to play. I think it's important to consider your playgroup when making these kind of decisions about the direction you want take your decks, and while they are VERY considerate of different play styles and me spending 20 minutes to combo off, I just don't think it would lead to the best games of Magic.

So where does that leave us? I decided I wanted to play the most of the cards I love the most, Blightsteel Colossus and Mindslaver (I told you my playgroup was very considerate...) I want to go all in on the big plays and high roll people out, it's time for some COWBOY MAGIC.

edit 6 - Cut Paradox Engine, Dig Through Time, Staff of Nin, Scroll Rack, Pithing Needle, Mind's Eye, Firemind Vessel, Engineered Explosives, Blast Zone. Added - Kuldotha Forgemaster, Master Transmuter, Wurmcoil Engine, Cloud Key, Wildfire, Homeward Path, Lightning Greaves, Kozilek, the Great Distortion, Unsubstantiate (I'll be adding a Mystic Forge once I get one as another way to draw my deck with Sensei's Divining Top)

CURRENT ARTIFACT COUNT: 40

This deck started life as a Daretti, Scrap Savant Pre-Con in Winter 2014, and has been slowly morphed into it's current form over the last five years. I think about five cards have survived to the present day.

  • Suits density based combo decks perfectly (ie better metalworker hands) because you get to cut card draw by having access to it from the command zone
  • Non linear. Even though she can be a kill condition if your opponent controls a creature and you have infinite mana, she isn't necessary for the deck to function. Makes for more varied and fun games and the deck is more about the 99 then the general
  • All for the low low cost of two mana

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Date added 5 years
Last updated 5 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

38 - 0 Rares

21 - 0 Uncommons

18 - 0 Commons

Cards 100
Avg. CMC 3.06
Tokens Bird 2/2 U, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
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