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Padeem's Energy Artifacts 2.0

Casual Artifact Casual Energy Theme/Gimmick

Qolem


So, 2nd version of my deck basing on Artifacts, Card Drawing, Energy, and spamming the board...This time, I couldn't keep it small enough to get 60 cards only, so just went for 100, still pretty manageable, with the amount of decksearches and shuffling that happens in play.

Quite important part in this deck is also played by Wild PairIf it hits the battlefield, it greatly improves my chances of summoning Platinum Angel, whilst also building the board. Getting it onto the battlefield can be done usually with the help of:-Show and Tell-Hightide Hermit + Wild Pair -Altered Ego + Wild Pair

Other important creature in this deck is Padeem, Consul of Innovation, as it gets me to draw more cards in most situations, and also protects Platinum Angel from removal spells. Padeem, Consul of Innovation can be summoned by multiple creatures combined with Wild Pair, among which are:-Shipwreck Moray-Peema Aether-Seer-Altered Ego-Chief of the Foundry-Foundry Inspector-Chief of the Foundry + Workshop Assistant

Next strength of this deck is producing energy. Most of the creatures in this deck are capable of doing so, as well as 3 Consulate Turrets helps here a lot. Combination of 2 pairs of Decotion Module + Fabrication Module makes use of the energy, and powers up all the creatures on the battlefield. Electrostatic Pummeler gets a huge buff from this mechanic, especially combined with Chief of the Foundry and Lifecraft Awakening. The latter has many uses in this deck, sometimes turning backup artifacts into creatures, if I come to lack them on the battlefield.

Set of 3 elves, Sage of Shaila's Claim, Servant of the Conduit, and Peema Aether-Seer, as well as Thriving Turtle and Aether Theorist make for great early-game cards, to have on the battlefield, while also producing the energy that I will need later on.

Last factor that improves the Ather gathering, is Panharmonicon. Any creature or artifact that enters the game produces twice as much energy, and then, adding Wild Pair to it, it makes for tons of energy to spend. Bristling Hydra really appreciates that, to slowly stack +1/+1 counters on it, while keeping it hexproof when the need comes. That makes 2 of energy-powered cards in the deck both hexproof and powerful (Bristling Hydra + Electrostatic Pummeler )

The last card that uses Aether in this deck is Confiscation Coup. Having an abundance of energy, it could as easily read "Gain control of target Artifact or Creature", whilst excluding the energy part. When opponent puts something too threatening for me to handle, this card in hand can save your day. Other "save the day" cards could include Icefall Regent, Malfunction and Claustrophobia

With all those artifacts in deck, I should make it worth my while to cast them, so Efficient Construction is there to my aid. Not only does it create a ton of Thopter tokens, but with Panharmonicon and Wild Pair, it can flood the battlefield relatively fast. There are a few cheap artifacts in this deck, such as the equipment set of 2 Inventor's Goggles, 2 Cathar's Shield, and a Spidersilk Net, with Goggles attaching to Padeem, Consul of Innovation as soon as she enters the battlefield. Casting this many spells in a round can prove Mind's Desire to be worth it's mana cost, when you cast 3+ random spells without paying their mana costs.If there is a need for any specific artifact at any given moment, casting Trophy Mage may be the right answer. Most of neccessary artifacts in this deck cost 3 mana, so in most cases, she will serve you well. Need more artifacts? Displace your Trophy Mage, and look for more!

If the game goes on for too long, and I'm starting to lose cards in deck, there are also 2 options to bring them back. Perpetual Timepiece and Commit / Memory both bring the hope back to my play, by allowing me to cast my spells again, whenever I draw them.

3 Artifacts that I still haven't mentioned are Cultivator's Caravan, Demolition Stomper and Psychosis Crawler. Whilst the last works with the card drawing part of the deck, the 2 vehicles are more of a "backup plan" than anything else. Extra mana, and powerful Vehicle, work on a basis that if need comes, I crew Cultivator's Caravan and then use it to crew Demolition Stomper. Crew 3 instead of Crew 5 sounds a lot more manageable.

Due to mentioning Card drawing, there is only 1 "combo" concerning this part of the deck. It consists of using Increasing Savagery anytime during play, most preferably including the Flashback, and then move on to the 2nd phase of the plan. Rishkar's Expertise + Sunbringer's Touch work really well together, if used in conjunction with at least 1 high powered creature. Concept is, draw a lot of cards, cast one for free (our free card is Sunbringer's Touch, that will use the amount of cards in hand that you have, to determine how high of a bolster you get.

This high amount of card draws is a big ally for Psychosis Crawler. Other than the aformentioned high card draw combo, it can also be supported by Kami of the Crescent Moon and Sphinx of Magosi.

If the plan goes well, the board should be full of both weak and strong creatures, all ready to storm the opponent. It may not turn out well if he/she has a lot of blockers, so Open Into Wonder is a gate (literally) to victory.Now, the other problem may be if the opponent has too many creatures for you to handle, and your gate to the victory is still in the deck. In this case, Clone Legion is your 2nd chance. You may use it to either double your army, or copy opponent's. This works well with creatures that have effects when they enter the battlefield, so choosing yourself with this spell, and doubling your army is also not a bad idea, especially if you manage to get Splitting Slime earlier onto the battlefield. If, somehow, opponent lived through that wave of creatures, and even if he/she killed all of yours, by sacrificing their own... Beacon of Tomorrows is there for you. Get the 2nd wave going! It works quite well with Deep-Sea Kraken, that cannot be blocked.

That's about it for spells, all that's left is to boot up some mana for it!10 Forests and Islands, 4 Woodland Streams, 1 Botanical Sanctum and Inventors' Fair, as well as 4 Evolving Wilds make for the landbase of the deck, which can get a little help from Gift of Paradise, Weirding Wood and Explosive Vegetation.

I apologize if the description is a bit long, just wanted to cover all the parts of this deck, as I tried to make it not one-dimensional, to give it some depth, whilst keeping the combos in it as well. It may be a mess, but your opponent rather wouldn't see it coming.For now I'm looking for cards that can increase my maximum handsize, as well as equipment that would make equipped creature into an artifact :) Any other suggestions would be greatly appreciated, including on how this deck could be played (any combos I missed, or maybe some change of plans), and what cards would fit in here.

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Date added 7 years
Last updated 7 years
Exclude colors WBR
Splash colors UG
Key combos
Legality

This deck is Casual legal.

Rarity (main - side)

3 - 0 Mythic Rares

26 - 0 Rares

20 - 0 Uncommons

31 - 0 Commons

Cards 100
Avg. CMC 3.64
Tokens Clue, Copy Clone, Energy Reserve, Thopter 1/1 C
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