When Metalspinner's Puzzleknot enters the battlefield, you draw a card and you lose 1 life.
, Sacrifice Metalspinner's Puzzleknot: You draw a card and you lose 1 life.
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Metalspinner's Puzzleknot Discussion
1 day ago
I like the deck, however I think you need to change 2 cards. I'm not sure what you want to hit with Secret Salvage as you generally want to exile a card you will have 3 more in your library to fetch, which limits your options to Fatal Push (good), Ornithopter (bad), Gifted Aetherborn (good), but this card still relies on you playing one of these cards before you can exile it.
I also feel that the Metalspinner's Puzzleknot should be replaced with Succumb to Temptation which costs less, can be played at instant speed and you dont require the artifact type for delirium anyway.
I think you need a few extra lands, 20 is usually only for very aggro decks, I would add 3 more. Also you have the white cards in your sideboard, but no way of creating white mana, you will need some Concealed Courtyard and Shambling Vent to try and get these to work; I see you have 3 aether hubs, but you will definitely need more than that.
2 days ago
Ruinous Gremlin great at taking out pesky Vehicles.
Ravenous Intruder are basic Atog in standard.
Metallic Mimic to help with the Gremlin Tribal theme.
Freejam Regent is a late game finisher that utilizes the 20 artifacts in this deck.
Speaking of artifacts, Inventors' Fair to help buffer life total losses without too much worry.
Metalspinner's Puzzleknot for some card advantage.
Pilgrim's Eye to make sure you have better chances to play a land after turn 3.
Unlicensed Disintegration is great against Saheeli Combo, can take out the Guardian and redirect the 3 damage to Saheeli.
Heroic Intervention is to prevent board whipping.
Implement of Combustion to replace Implement of Ferocity just as another way to disrupt the Saheeli Combo by redirecting 1 damage to her after she makes a copy. But will test play with having +1/+1 Counters up for grabs.
3 weeks ago
I like the look of this deck. My suggestion for the Delirium problem would be to add either some puzzle knots or implements. It's an easy way to add an artifact to the delirium count. I suggest adding Metalspinner's Puzzleknot, and maybe adding Woodweaver's Puzzleknot. Metalspinner's will help with card advantage, and Woodweaver's can assist in adding to your energy pool, and recovering life lost getting the card advantage. And as I said earlier, they will add to the delirium count. I'm not sure what to do for enchantments, but my only thought would be Crop Sigil due to the ability to easily sack it. I hope this helps!
3 weeks ago
I like your take on this deck, and that you have more removal in here than I do in mine. I would recommend swapping two Reverse Engineers and one Metalspinner's Puzzleknot in for the three Bastion Inventors, and move the inventors to the side for control matchups. The puzzleknot is another artifact, so it helps get your improvise online, and it also replaces itself the turn you play it which can be very, very useful for getting down to what you need when you need it. I also love the synergy it has with Tezzeret's Touch, forcing your opponent to either spend a removal spell on it and let you draw another card, or deal with a problematic 5/5.
3 weeks ago
GabeBurch thanks for the feedback!
When I was building the first version of the deck, I thought about putting Key to the City in here, but ultimately decided against it. While more evasion would certainly be useful, it seemed too slow and I'm unsure how much value I would actually get off of it. I like the synergy that Metalspinner's Puzzleknot has with Tezzeret's Touch and that it immediately replaces itself. I need to do more testing against actual decks to see how much of a problem I have with breaking through defenses, but I will certainly consider it in the meantime.
1 month ago
If I was trying to shave this down to 60, I'd probably pull the full playset of Sly Requisitioner. I may be wrong, but tapping down your creatures just for a 2/2 seems underwhelming for what you're putting into it. It works well with Syndicate Trafficker, but you're mostly saccing tokens, right?, which doesn't work with the Sly Lady.
Have you tried this build going a little lower to the ground... Maybe pulling Tamiyo's Journal and maybe a couple Consulate Dreadnought for Augmenting Automaton and/or Hope of Ghirapur and filling out the playset of Scrapheap Scrounger. Would give you a more aggressive stance in the early game, pumping damage into Augmenting Automaton or keeping them quiet with Hope of Ghirapur, only to bring it back with Scrap Trawler.
Without access to Siege Modification or even Aerial Modification, the Dreadnought seems like it's taking up slots... and at the point you can crew it, someone already has the game locked down. Just an idea.
It's weird to see a mono deck without mass amounts of removal =)
1 month ago
I tried the improvise deck at gameday. It worked wonderfully to a 3-1 finish, losing only to not drawing enough lands.
Getting the right balance between improvise spells and artifacts is key. I really dislike 0 mana artifacts in improvise. Lets start with the obvious:
The 14 artifacts have to be pretty deliberate - 4 Servo Schematic, 4 Prophetic Prism, 2 Metalspinner's Puzzleknot, Cogworker's Puzzleknot and 2 Ornithopter. This will allow you some fast starts and easy ways to generate card advantage. The draw a card artifacts replace the need for 4 reverse engineers, while the "create a servo" artifacts act as a Sol Ring on your improvise spells.