Type: Deck Idea
Format (legal 👍) legLegacy
Approx. Value:
$735.25

0 Likes 0 Comments
Avg. CMC 1.44
Card Color Breakdown
Card Type Breakdown

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Main Deck - 80 cards, 25 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (9)
1 Disciple of the Vault
$1.94 Creature - Human Cleric
4 Etherium Sculptor
$0.86 Artifact Creature - Vedalken Artificer
4 Simian Spirit Guide
$1.41 Creature - Ape Spirit
Instant (4)
4 Manamorphose
$4.20 Instant
Sorcery (8)
4 Faithless Looting
$0.24 Sorcery
4 Reshape
$3.22 Sorcery
Artifact (45)
4 Chromatic Sphere
$0.51 Artifact
4 Chromatic Star
$0.46 Artifact
4 Conjurer's Bauble
$0.35 Artifact
4 Grinding Station
$12.93 Artifact
4 Ichor Wellspring
$0.44 Artifact
4 Implement of Combustion
$0.22 Artifact
4 Implement of Ferocity
$0.04 Artifact
4 Implement of Improvement
$0.05 Artifact
4 Locket of Yesterdays
$2.18 Artifact
4 Mox Opal
$82.20 Legendary Artifact
1 Serum Powder
$1.24 Artifact
4 Terrarion
$0.05 Artifact
Land (14)
1 Buried Ruin
$0.54 Land
4 Darksteel Citadel
$0.92 Artifact Land
4 Glimmervoid
$4.32 Land
1 Inkmoth Nexus
$11.78 Land
1 Inventors' Fair
$12.86 Legendary Land
1 Mountain
$0.09 Basic Land - Mountain
2 Spire of Industry
$0.31 Land
Sideboard - 84 cards, 54 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (13)
1 Arcbound Ravager
$13.28 Artifact Creature - Beast
1 Emrakul, the Aeons Torn
$34.64 Legendary Creature - Eldrazi
1 Foundry Inspector
$0.13 Artifact Creature - Construct
1 Hangarback Walker
$1.20 Artifact Creature - Construct
1 Leonin Elder
$0.22 Creature - Cat Cleric
4 Metalwork Colossus
$0.31 Artifact Creature - Construct
1 Myr Moonvessel
$0.21 Artifact Creature - Myr
1 Scrap Trawler
$0.50 Artifact Creature - Construct
1 Sly Requisitioner
$0.09 Creature - Human Artificer
1 Wurmcoil Engine
$11.08 Artifact Creature - Phyrexian Wurm
Instant (12)
1 Abrupt Decay
$1.37 Instant
1 Desperate Ritual
$3.10 Instant - Arcane
4 Faith's Reward
$1.15 Instant
1 Golgari Charm
$0.71 Instant
1 Nature's Claim
$1.03 Instant
1 Pyretic Ritual
$6.36 Instant
1 Ray of Revelation
$0.16 Instant
2 Silence
$6.90 Instant
Sorcery (7)
1 Ancient Stirrings
$0.34 Sorcery
4 Cathartic Reunion
$0.10 Sorcery
1 Grapeshot
$0.23 Sorcery
1 Trash for Treasure
$0.56 Sorcery
Artifact (38)
4 Alchemist's Vial
$0.05 Artifact
1 Defense Grid
$4.67 Artifact
4 Elsewhere Flask
$0.15 Artifact
1 Engineered Explosives
$6.78 Artifact
1 Ensnaring Bridge
$12.28 Artifact
1 Golem's Heart
$0.17 Artifact
1 Grafdigger's Cage
$2.99 Artifact
1 Hedron Archive
$0.12 Artifact
1 Krark-Clan Ironworks
$28.37 Artifact
1 Lotus Bloom
$4.90 Artifact
4 Metalspinner's Puzzleknot
$0.02 Artifact
4 Mind Stone
$0.19 Artifact
1 Nihil Spellbomb
$1.03 Artifact
1 Orbs of Warding
$0.44 Artifact
4 Prophetic Prism
$0.02 Artifact
1 Pyrite Spellbomb
$0.21 Artifact
1 Relic of Progenitus
$4.62 Artifact
1 Scale of Chiss-Goria
$0.20 Artifact
1 Sword of the Meek
$0.52 Artifact - Equipment
1 Thopter Foundry
$0.57 Artifact
1 Time Sieve
$7.58 Artifact
1 Tooth of Chiss-Goria
$0.20 Artifact
1 Welding Jar
$0.88 Artifact
Enchantment (3)
1 Artificer's Intuition
$1.75 Enchantment
1 Blood Moon
$6.73 Enchantment
1 Ghirapur Aether Grid
$0.19 Enchantment
Planeswalker (2)
1 Tezzeret the Seeker
$17.97 Legendary Planeswalker - Tezzeret
1 Tezzeret, Agent of Bolas
$2.52 Legendary Planeswalker - Tezzeret
Land (9)
4 Blinkmoth Nexus
$2.03 Land
3 Inkmoth Nexus
$11.78 Land
1 Phyrexia's Core
$0.23 Land
1 Sanctum of Ugin
$1.43 Land

Notes
 
I found locket of yesterdays, and began a brewing. I think I remember some buzz around this card at some point. The value is on the floor currently. What amazed me about this in my current context is the all spells, and reduction restriction, and being a one drop. So it makes all one drop artifacts free if a copy is in the graveyard. Immediately, this makes a combo with chromatic star/sphere and manamorphose, creating 12 free cantrips, with one that nets mana, and ultimate color versatility. That's a pretty good engine off the bat, that is also difficult to pick apart with 1-1 hand disruption and removal like storm. Then, the faithless looting/cathartic reunion package can help dump bad cards, as well as fill the grave for locket. Additionally, looting flashback cost is reduced by itself, and additional copy makes it one mana. Reunion's second copy is 1 mana. This is now a fast hum. Mox opal/lotus bloom act as rituals, although bloom has some hoops. Reshape ties the room together, locket 4-8, and acts as a ritual with bloom in the deck. Trash for treasure is also intriguing in multiples as 1 mana could be broken, and act as a ritual with bloom. You could also build into the trawler route with ironworks, to really drive the mana home.

With this the essential engine, the potential is to have a T2-3 consistent combo deck, which is what would make it impressive. You churn through the deck, creating both a large storm count, and faith's reward, and potentially large mana. You also have a million sac trigger's, so something like disciple is awesome. The deck also has the potential to scale up into 2 drop artifacts, making things like elsewhere flask and alchemist's refuge real interesting. This promotes the possibility of metalwork colossus, which rumble well, may be a neat sideboard option. The win con of choice should be the most direct, and assured, which may be grapeshot. T2 sometimes, T3 every time.

If this can be established, then it is more reliable than gift storm, the rival in this department. Like storm, the deck dances in the sideboard, but can reach into WUBRG. You essentialy trade rituals for mox/bloom, lower the cost of your tutor's, and trade selection cantrips into free artifact canrips + Mass draw. A slight reliance on the graveyard but not dependance is similar in both decks. One is vulnerable to all manners of artifact hate, the other very narrow rule of law hate. This get's added novel element of surprise, but it's not so left field as to really gain an advantage. Locket is slightly more difficult to deal with than creature cost reducers, especially G1.

The edited list above has 36 cantrips (only four net cards), 17 ritual like effects, 8 cost reducers, and 11 cards that offer combo (the gifts ungiven/past in flames/ascension of the deck). The mana is the most tricky. I think the key to breaking this deck is creating an engine so smooth with cantrips and cost reducers that the need to "net" mana is not strictly necessary. This may be like trying to make fire without matches. But this experiment is about spontaneous combustion. If the goal can be achieved, then almost any hand can go off with almost no mana, with but one cost reducer in play. Conjurer's bauble, chromatics, and manamorphose can cantrip for free with some setup. Over a quarter of the deck 0 mana cantrip. If the list can be crafted to take the leap, it will be the new manaless dredge in modern. T2 12 power? What about T3 wins, every time? Dare I say it, T2 wins? We are breaking some pretty fundamental rules here. T2 sculptor + Mox get's us to locket, or with locket complete go through whole deck then win on spot. 3 mana and a reducer on T2 is a win, T3 always 4 mana and a reducer super win.

The thing about the mana, is that you need to be able to free cycle with cost reducers alone, which is achievable. Glaringly though, you will inevitably draw one or more lands/cards that do not free cycle. For this, a looting effect keep the card draw flowing. This of course then costs, at a mininum, 1 mana. The hum needs to generate enough mana to overcome these costs, and a mix of loot effects that easily surpasses the negative card advantage. Manamorphose, Opal and guide seem like the easiest  mana generators, but the later two put you down a card, and does faithless looting. So on the flipside, enough card draw above a cantrip has to be present to overcome the the loss of cards created by having non can tripping mana sources. Storm relies on crit mass, reaching a tipping point where they can combo out. If this wavy line can be created redundantly, then no crit mass is necessary. Instead, you have spontaneous combustion, with a wincon at the end of the line. The win con is another element in the equation, where it potentially represents some amount of mana, and at least one card or more. The wavy line needs to be able go over this card defecit as well to maintain the card in hand at any point in the chain, as well as creating an endpoint with enough mana to cast or activate at the end of the line. This can be circumvented somewhat by eliminating by virtue of the win con either or both of these requirements. The virtue of the line is that if it is straight enough, it will be hard to answer for one-one removal disruption, as stated previously. I think this means accounting for up -3 in hand size of important pieces or interaction to disrupt important pieces. It's interesting that it is such an equation, which I've heard reference to before. It's hard (or impossible) to control for all variables, but I think a good general heuristic is figuring 2-3 cards max can be expended on T1-3 to deplete our resources, either in removal, disruption, or counteractive elements of our own. Generaly, the equation will be tested by this standard deviation. All games with 1 or fewer should be wins, 2's at parity or better, and 3's with definite sideboard plans that can reduce it down to 1 or less.

At the end of the day, I have discovered the 1 mana implement's, and grinding station/time sieve. With the implement's and a dedicated sac outlet, we now have 32 0 mana cantrips. Now we are talking. That's a fine hum. That doesn't even include loot's, or draw more than 1. Draw 5 time walk seems great too. And, the process itself is the win con. It does require to get prior to going off, which is the one sticking point, as that temporality is a liability, leading to more mulligans. Serum Powder is an interesting offset to this. 20 Artifact's is a total mill out, but it's likely less. Getting the deck to conjurer's bauble into conjurer's bauble goes infinite, and disciple is awesome for that. Leaving them dead on two ends. So there becomes two points then of winning. Either the mill out is good enough as we are in the process, or the end of the chain get's them with a fireball. Leyline is an issue, so echoing truth, pulse, or some such is good. Stony silence, kataki, disenchant's are all problems.  Sideboard will need to accout for this interaction. Likely a mixture of welding jars/spellskites and echoing truth. Silence covers a lot of the other angles. If graveyard get's blown, primary plan of millout is the thing then, will need to account for this eventuality also with a creature (metalwork colossus?, Ravager? Sly Requistioner?)
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