Type: Deck Idea
Format (legal 👍) vinVintage
Approx. Value:
$503.62

0 Likes 0 Comments
Avg. CMC 1.36
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 16 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (4)
4 Memnite
$3.37 Artifact Creature - Construct
Instant (16)
4 Galvanic Blast
$2.18 Instant
4 Lightning Bolt
$1.30 Instant
4 Magma Jet
$0.08 Instant
4 Shrapnel Blast
$0.26 Instant
Sorcery (4)
4 Chain Lightning
$0.24 Sorcery
Artifact (13)
3 Mox Opal
$82.20 Legendary Artifact
2 Sensei's Divining Top
$26.20 Artifact
4 Throne of Geth
$0.48 Artifact
4 Voltaic Key
$1.71 Artifact
Planeswalker (4)
4 Koth of the Hammer
$2.32 Legendary Planeswalker - Koth
Land (19)
3 Arid Mesa
$23.90 Land
4 Great Furnace
$3.92 Artifact Land
8 Mountain
$0.09 Basic Land - Mountain
2 Scalding Tarn
$24.34 Land
2 Wooded Foothills
$10.04 Land
Sideboard - 0 cards, 0 distinct
No cards here. :(

Notes
 
Homebrew for legacy. Very much a work in progress.

Noted Positives:

Great Furnace + Mox + Orn/Mem + 2 Galv blasts in hand = 8 damage on turn 1

Possible to play koth on turn 3 and sac him for his ultimate on the same turn (mox on field, and then sac 2 thrones for themselves to up koth to 5 before using his ability for the turn).

Top can be used to put a burn spell on the top of the deck, and then use its other ability to switch it out, draw the spell and then play it on the same turn (assuming you have the mana).

Noted negatives:

Possibly too many artifacts and not enough burn spells. There are more than enough situations where you would much rather top deck a burn spell rather than another memnite.

In possible relation to the previous note, this deck seems to have a habit of being able to ridiculous amounts of damage in 1-2 turns (via galvs and shraps) and then is stuck doing nothing but gathering artifacts for turns.

Koth has moments where he is slow. Granted, this can be said of most planeswalkers when it comes to legacy, but it should be of note, since he's an integral part of the deck.

Memnite and Ornithopter seem to do little more than sit on the field as either metalcraft enablers, chump blockers or sac fodder for shraps. While this is their purpose in the deck, it feels as if there could do more than that in their place, especially since every OTHER artifact in the deck can do all of those (except chump block) and use their own abilities.

Ver 1.1 updated 10/26/10

Removed Ornithopters in replacement for Chain Lightnings. This change allows the deck to be a little more fluid but still has moments where it stalls.

Considering removing 1-2 Voltaic Keys for Sensei's Divining Tops. Due to the fact that this deck is still burn but doesn't have as much access to burn spells as traditional burn decks, the ability to be able to switch out cards to get burn when you need it, artifacts when you need them for metalcraft, Koths or lands is vital to the deck.

Debating on removing the Magma Jets for a different burn spell. While the ability to scry (more specifically, remove 2 unneeded cards from the top of the deck and then using Top to organize the new spells) is useful, the fact that you're paying 2 mana to only do that and 2 damage is irritating at moments. If it is, it will be more than likely replaced with another burn spell.

Temporarily playtested Embersmith unsuccessfully. The card moves too slowly and the mana cost for his ability makes him unusable.


Potential mana issues. There are moments where you can be sitting at 1 mana unable to do just about anything. May potentially add 1-3 more land if this continues.
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