Creature — Rogue
Whenever an artifact enters the battlefield under your control, scry 1.
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Contraband Kingpin Discussion
1 week ago
I've been testing and tweaking as well, and I found that Leveler is not super useful. I think that this deck works best as a sort of slower aggro (that sounds weird but you know what mean), so Leveler is a little bit clunky. Here's the build that I was using: I also found that drawing an extra sundial/torpor orb doesn't seem to be a huge problem with this deck, as I seem to always have a beater to summon either on the top of my library or in my hand. Either way, you can always play the extra artifact for a scry, and Contraband Kingpin + Temple of Deceit are doing a great job getting to combo pieces/lands pretty easily.
I want to say this before I move on: I apologize in advance for the salt RazortoothMTG.
To RazortoothMTG: changing the manabase would be quite costly, and the problem we are having is either drawing too many sundials/orbs, or not seeing them at all. Hushwing Gryff is not necessary because it is 3-mana, and lacks synergy with cards like Contraband Kingpin since it isn't an artifact and all our transmute cards since it doesn't have a converted mana cost of 2. As for checklands, we never play on the first turn so a land entering tapped doesn't really matter.
1 month ago
Love It! Been trying to find a strong artifact deck in standard and created one a few days ago based around Tezzeret and Paradoxical Outcome, which needs some refining as well. ((http://tappedout.net/mtg-decks/paradoxical-tezzeret-standard-theorybrew/)) I like the Panharmonicon Version that includes Red for the fireweaver. However, I feel like some improving could be done to the manabase, namely the inclusion of some dual lands and maybe more Inventor's Fairs, since you can filter the colorless with Prophetic Prism. Also, what about Contraband Kingpin. Seems like a good blocker to help keep you aive considering you aren't running any Yahenni's Expertise. I found the same trouble in matchups with my deck and for this reason was forced to mainboard some copies of Contraband Kingpin and Yahenni's Expertise. With Aetherworks Marvel out of the meta, you should focus more on improving aggro matchups.
2 months ago
oh, I missed 3 creatures :)Creature (19) 4x Chief of the Foundry 4x Metallic Mimic 4x Scrap Trawler 4x Walking Ballista 1x Herald of Anguish 2x Contraband Kingpin
the latter to help with the draws only, for mana and works well with Tezzeret too! :)
2 months ago
you could go the route of making nissa as big as possible, then dropping a huge creature every turn. that would entail eldrazi's and a lot of mana ramping.
a second option would be to try and scry as often as possible. that way you can turn your deck into a very specific combo deck with intricate interactions that you can replicate relatively consistently. i didn't quite filter for color, but here are some suggestions to get your mind going: Aqueous Form Battlewise Hoplite Catacomb Sifter Contraband Kingpin Curator of Mysteries Eyes of the Watcher Flamespeaker Adept Jace's Sanctum Knowledge and Power Lifecrafter's Bestiary Prescient Chimera Prognostic Sphinx Retreat to Coralhelm
3 months ago
in your alternate list, it doesn't seem like you have enough artifacts to make the 4x kingpin and 4x Toolcraft Exemplar worth it, though that list does feel more consistent, but it feels like your trying to be (mardu) aggro with control/filtering magic, which slows you down.
3 months ago
Tempo of the Consuls Heya, Should I go with more consistency in this or keep the 1 of bombs? Torrential Gearhulk, Collective Brutality, Fatal Push, and Walking Ballista are all great, but I only have 1 of each. Should I remove them and complete the play sets of Contraband Kingpin +1 more Thalia, Heretic Cathar and Fairgrounds Warden? It would be more consistent, but I'm not sure if the deck will be too weak with out a few big boys.
4 months ago
i'd add: 2x Ornithopter, 2x Contraband Kingpin, 3x Foundry Inspector, 4x Scrapheap Scrounger, 1x Herald of Anguish, 1x Inspiring Statuary, 1x Reverse Engineer, 1x Pacification Array, 4x Fatal Push, 2x Battle at the Bridge, 2x Metalspinner's Puzzleknot, 2x Yahenni's Expertise, 1x Scrap Trawler
& take out: 4x Dhund Operative, 1x Pendulum of Patterns, 1x Walking Ballista, 2x Treasure Keeper, 4x Tezzeret's Simulacrum, 1x Essence Extraction & cut the land down to 22 or 23. the curve might not be perfect, but it's a start at least lol
4 months ago
Control/disruption:Disallow is amazing, and can foil just about any plan.
Wrangle: is super cheap, and incredibly fun.
Select for Inspection is good for tempo and sifting.
Harsh Scrutiny is great for early plan-twarting and sifting.
Daring Demolition: is a good killspell with no limitations.
Tidy Conclusion is another good all-purpose killer with nifty lifegain.
Shrewd Negotiation is evil beyond belief!
General good stuff:
Morbid Curiosity can prove invaluable. With those pricy improvise freatures and an abundance of artifacts, you ought to get some value out of this.
Efficient Construction: can give you an immense boardpressence.
Tezzeret the Schemer seems like an auto include ;)
Contraband Kingpin ought to do some yood.
Hope this is of any help. Do ask away if you want my oppinion on more specific matters. Stay frosty :D