Chimeric Egg

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Chimeric Egg

Artifact

Whenever an opponent plays a nonartifact spell, put a charge counter on Chimeric Egg.

Remove three charge counters from Chimeric Egg: Chimeric Egg becomes a 6/6 Construct artifact creature with trample until end of turn.

GorehoundABB on How To Give Your PlayGroup PTSD w/ Mono-Blue STAX

7 years ago

Winterblast I just might have to look into the mana rock front. I can always use more. Although I am hesitant to include more since I find that I would be cutting down on the basic land count to justify their inclusion. Mana Crypt was the exception as it was a 0 mana artifact with 2 mana.

As for Chimeric Egg and its inclusion in the 100 is to build up to the future inclusion and use of Proteus Staff. With my current creatures I have 9 and using the Staff to get my bombs out faster rather than casting for them through Knowledge Pool which is running the risk that an opponent will steal my win-con or at worse casting it for retail. The Egg is both a creature and an artifact without it upping the creature out increasing the odd of hitting Blightsteel Colossus or Jin-Gitaxias, Core Augur at best or hit a tutor either in Kuldotha Forgemaster or Noble Benefactor or a Stax Ability in Fatespinner or Silent Arbiter. Or at worse I end up hitting a one time use ETB tutor like Treasure Mage or a ramp spell in Walking Atlas and try again with even better odds.

Darksteel Reactor I am more to inclined to agree with you since it is pretty much a do nothing card until I can figure out a more stable or quicker win con.

As for some of your suggestions, Tangle Wire is definitely one I forgot about and one that I will have to find more room for once I find the cards to facilitate the upgrades I mentioned in my update post. Perhaps after some testing, after said upgrades I can ditch the Reactor in favor for this.

Jace, Unraveler of Secrets is one that I never stopped to consider. His ultimate which I agree is game breaking, his other modes are not that appealing. There might be a case for an inclusion later on but as of now, I see him as underwhelming compared to the other cards I have at the 5 drop slot.

Winterblast on How To Give Your PlayGroup PTSD w/ Mono-Blue STAX

7 years ago

I see, it definitely has potential in larger groups and losing certain permanent types during opponents's turns surely gives other control decks a hard time. I'd like to see that mechanic in practice because it's really hard to imagine how a game with more phasing triggers works (or doesn't work, lol).

My deck has a good chance of establishing a hardlock in the early game and often games are over quickly because of that, no matter how many players there are. If this isn't possible, games can last for an eternity...while slowing down the pace of the game is usually no problem, getting back in control in the mid or late game can be very hard or outright impossible. That's why I have Sunder (as you do), Armageddon, Ravages of War (finally found a cheap one in English) and Cataclysm to reset the lands (and maybe the creatures too with Tabernacle and Pendrell Mists). You might have noticed that I don't have any creature mass removal such as Wrath of God, Planar Collapse, Terminus because I rely completely on disabling creature based abilities (except for comes into play abilities) and attacking - destroying them is not too cool because I want to keep my own creatures.

I've considered a different build without most creatures so that I could include Humility (maybe with Caltrops haha) and Torpor Orb too. Removing all creatures would result in a completely static build that can most likely only win with planeswalkers or a hardlock. That's also fun to play but having some aggressive options surely gives you more flexibility in a multiplayer game. I've also got this Augustin's $t4ks (tournament version) tuned for 2 player games and it is stripped of all the "fun" cards (which aren't fun for most people with a normal sense of humour either). The great aspect of Stax is that it usually makes people laugh a lot...if they are only spectators and not involved in the game haha

AEther Barrier is definitely one of the better taxing cards in blue. There's only In the Eye of Chaos and Squeeze, but they probably hurt yourself more, at least in this deck. Sphere of Resistance, Thorn of Amethyst and Trinisphere...not sure if you can use them here. What might be interesting though is Words of Wind. With a lot of stuff constantly phasing in and out on your opponents' side, you can force them to bounce important stuff, thus removing the randomness of this card a bit. Tangle Wire also works well with phasing because you can stack the triggers so that your opponents have to tap remaining permanents while you tap first and then let the tapped stuff phase out...Academy Ruins would be cool to have then. I also think you could probably include more planeswalkers but blue is so packed with Jaces that it's hard to play a good number of planeswalkers without having 3 or 4 different Jace in a deck. At least Jace, Unraveler of Secrets should be considered, because his ultimate is a game winner and shouldn't be too hard to pull off in your deck...

I'd consider removing some random stuff like Chimeric Egg and Darksteel Reactor in favour of some more mana artifacts, especially Mana Vault, Chrome Mox, Mox Diamond, Mox Opal and Voltaic Key because you can get them all with trinket mage. Messing around with the lands always requires some alternative mana sources...The trick with playing everything with flash when your lands pahse out is nice but you need to get the cards for it. Being able to play without any lands at all is gold.

DaringApprentice on Odric's Horde

7 years ago

Nice deck, I like these deckbuilding constraints! Attempting to stick with the concept written above, to add trample to your creatures, you could use It That Rides as One  Flip (the transformed side of Lone Rider  Flip) or Chimeric Egg, and to add deathtouch, consider using Aurora of Emrakul.

DuTogira on

8 years ago

Have you considered AEther Vial? At two counters it can be used to cheat cards like Spellskite and Coretapper into play, even through a Chalice of the Void (vial doesn't put things on the stack so they can't be countered) and even when not being used to pump out free creatures it will still generate a free charge counter every turn if you want it to. This combined with Power Conduit could be pretty powerful.
Surge Node also isn't bad in this deck, as amassing a critical mass of counters on one win-con can be just as effective as going wide on win-cons with a small number of charge counters on each one.
Given that you are pumping up win-cons, I might also consider putting in one or two Oboro, Palace in the Clouds + Eternity Vessel as you could rack up a considerable number of charge counters onto that sucker and then continuously reset your life total to become a living nightmare for aggro decks.
I personally do not like Conversion Chamber in this deck. Exiling artifacts from the yard when they could be so easily recovered just feels bad to me. I might replace it with Chimeric Egg, but that is just me.

One thing I would like to know, having read the description is this: Where do you want to take this deck?
You could make it into a sort of pillow-fort style deck using the Eternity Vessel + Oboro, Palace in the Clouds life lock combined with something like Ratchet Bomb to just keep wiping the board. Cards like Chimeric Mass and Chimeric Egg would be especially powerful in that kind of deck. I would also highly recommend Jinxed Choker for that line. Even in a deck like this, cards like Surge Node would be quite powerful, especially since they can be recycled.
You could try to speed the clock up by replacing your charge lands with Tron lands. In that kind of a deck, speed would matter more than anything, and I would definitely add Surge Node, Voltaic Key, and Unwinding Clock to that mixture. There are no ways to go infinite, or even to efficiently untap and re-tap artifacts OR creatures numerous times in one turn, so speed from the lands would be about the limit of this more midrange build.
Turning this into an aggro deck would just ultimately end up in an affinity deck so I won't make suggestions for that.
Turning this into a combo deck would require a massive overhaul to the mana base and would probably require that you run Filigree Sages as well as some infinite mana engine, but then the charge counter aspect of the deck becomes secondary, so I also won't go there.

Those are my suggestions so far. I am eager to make more of them once I know where you want to take this deck though :D

Excile2127 on

8 years ago

@JXB:

You totally can, thanks for asking me. If you need any help at all, I can provide assistance. Here are some tips:

1) Don't use Surge Node, I have tried and it doesn't work well.

2) Use 8-12 Engine parts, which consist of Power Conduit, Coretapper, and Energy Chamber.

3) If you use Power Conduit, run 4x Mirrodin's Core and 4x Tendo Ice Bridge

4) The best Win Conditions are: Lightning Coils, Chimeric Mass, Conversion Chamber, Titan Forge, Chimeric Egg, Golem Foundry, and Spawning Pit.

5) Try to run 1 CMC disruption, as Turn 2 is for your Engine and Turn 3 is for your Win Condition.

Good Luck, see you later!

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