Ive moved the deck over to moxfield for ease of use :sob: but I will update this list every so often and still read comments/suggestions!
(EVERYTHING BELOW THIS IS OLD!!!)
PLEASE and THANK YOU for leaving comments/suggestions. This deck has been in the works for some time, but still has room for improvement. I'd recommend you playtest whatever deck you run against this deck to see if it wins/not and how close it gets.
Advice needed: Ways to accelerate my gameplan, i.e draw cards/filter
A new way to make your opponent's every move painful and unfun.
The idea behind this deck is to survive the equivalent of MTG nuclear fallout (i.e Obliterate) and to be as resilient as possible and winning by turtling. The namesake of the deck comes from a bit of a joke 'wincon' as you will likely win beforehand, but, given the ideal 100% defence strat of the deck, the
2.5 End of Match Procedure
"In single-elimination rounds, matches may not end in a draw. If all players have equal game wins at the end of additional turns, the player with the highest life total wins the current game. In the event all players have equal life totals (or are between games and the game wins are tied), the game/match continues with an additional state-based action: if a player does not have the highest life total, he or she loses the game. Two-Headed Giant teams are treated as a single player for determining a game-winner."
could go into effect.
YES, the deck can actually win OUTSIDE of abusing rules!
Mechanized Production + Norn's Annex
or Ensnaring Bridge + Mechanized Production
Ok, I feel sort of dirty just listing this combo on here. Not only does Nornsa already do a good job stalling, but stacking Norns stacks the effect. Mechanized production works too well with it in my opinion. A card like MP that turns an already defensive card into a wincon (as well as bolstering your defence) makes it the main threat of the deck. Also Darksteel citadel + Mechanized can generate mana (not really useful) while being more resilient to certain removals.
The planeswalkers stall and also bring their own wincons in case our easily disruptable combo is, well, disrupted.
Approach of the Second Sun Because, why not? If we're going to stall the game hard, we might as well throw in another win con. The single copy of the card is deceptively powerful. Gaining life is nice, but more importantly the card functions as a single-card win condition.
So far, we have fiveish wincons, and plenty of time to get to them :)
Lands
Academy Ruins - Since counterspell stuff and other artifact protection things are too card intensive, and since the decks that tend to run counters and removal are slow anyway, I figured; why not just toss in one or two of these and call it a day. Yeah, it can't bring back lost MPs but it is still pretty invaluable against certain decks.
Darksteel Citadel - Combos with MP. Resilient to artifact hate. Not much use besides working with Inventors fair and MP.
Flooded Strand - Mana fix
Godless Shrine - Mana fix
Hallowed Fountain - Mana Fix
Inventors' Fair - Lifegain? Diabolic tutor on a land (which makes the 'legend' tag less impactful)? Still produces mana? Honestly, if this deck were two colour I would likely mainboard two or even three. More testing is needed
Island - Blue. I run two so that blood moon cannot shut down our mechanized.
Plains - White
Polluted Delta - Mana fix
Shambling Vent - Manland with some life-gain. 'Meh' card but the utility makes it worth including.
Swamp - Black
Watery Grave - Bet you weren't shocked (Kill me) to see this here.
Instants
Fatal Push - lul staples
Path to Exile - Even a deck like this, which can stall for hours, has weaknesses to some creatures. Giving your opponent a land is SOMETIMES irrelevant since you don't really interact with them besides removing bombs.
Planeswalkers
Tezzeret, Agent of Bolas - Game ending ultimate, Light tutor +1, and a -1 that has some serious synergy with most of your deck.
Dovin Baan - I find Dovin to be a sort of hidden gem with many applications. Every ability on him stalls, and he's just a versatile card in general. His -7 doesn't 'win' but slows down your opponent further.
Creatures
Spellskite - 2 mana 0/4 is good. 2 mana 0/4 that bodyguards our big artifacts is even better. The number of applications this card has warrants putting four in the deck
Tidehollow Sculler - Disruption on a stick. Sometimes you can get away with dropping MP on this, but try to save that for when you buff one up with tezzeret.
Artifacts
Ensnaring Bridge - Instead of putting card draw in the deck, why not put in ensnaring bridge and slowly draw cards through the extra turns it gives you? Seriously, this card should be banned in modern if only because of how annoying it is. Luckily it isnt :P
Norn's Annex - The single most important card in the deck (sometimes).
Sorceries
Approach of the Second Sun - Lifegain can help us win based on time limit. The whole one-card wincon effect is also useful here. Keep in mind it has 'synergy' with Tezzeret's +1 in that it can dig five cards down with ease.
Enchantments
Ghostly Prison - can't have a prison deck without THE prison. While not an artifact, It still comes down quick and can shut out creature strats for a bit.
Leyline of Sanctity - When you think about it, the should really only lose to spells n abilities targeting face. Unless your opponents are playing cards that dmg 'each opponent' or some aoe burn, this plus your artifacts (assuming they aren't destroyed) will make you essentially invincible
Mechanized Production - Hit your annex with it or, if you know you can get away with it (or got balls kek), target a sculler. This is pretty much the main wincon of the deck and will make up around 60-75% of your wins.
Sideboard
And omg I just realized that spellsKITE can draw in LIGHTNING bolts. Am I late to the epiphany party? kites and bolts? NightMARE is a HORSE hahaha.
Amulet of Safekeeping - Because we hate storm and token decks and burn decks ;p
Damping Sphere - lul tron lul bounce lands lul Cascading Cataracts (joke)
Defense Grid - Control will eat this deck alive pretty much every time. This can protect you from counterspells if you manage to get it down in the first place
Grafdigger's Cage - A single card that makes grave strats almost useless. can have applications against control.
Pithing Needle - because there are some things you can't plan for ;p
Platinum Angel - Sometimes this card will win you the game. Sometimes its 7 mana and your opponent discards a disenchant.
Sun Droplet - In case you didn't get it, this deck hates aggro.
Torpor Orb stops some combos. Could be replaced with Stony Silence into those annoying new Krark clan decks.
Every spelling/grammatical error is done on purpose. Thank you for givin this a read through. ;P Don't forget to leave tips and suggestions in the comments below if you please.