This deck is built around control and getting that control by destroying your opponent's permanents repeatedly.

It gets this done by abusing Lux Cannon and Spine of Ish Sah.

Treasure Mage and Trinket Mage tutor and tinker out your toolbox. Cunning Sparkmage is a great early drop to establish some control. Plague Myr is mana ramp and early turn annoyance. Everflowing Chalice can be dropped for 0 and fed counters with Contagion Clasp. Tumble Magnet can also be fed through proliferate and helps keep control on the table. Tezzeret's Gambit really speeds up the tempo of the deck while adding counters to your artifacts. The singleton card copies in the deck can all be tinkered up by the Trinket Mage or Treasure Mage as needed. But the real win of the deck is in the repeatable abuse from the Lux Cannon and the Spine of Ish Sah. Once you resolve these cards and begin using them your enemies do not have many turns left in the game. Especially after tutoring up a Voltaic Key. There are nice mini-combos or synergy tie-ins, like Basilisk Collar on a Triskelion fueled by the Contagion Clasp or even drop the Basilisk Collar on the Cunning Sparkmages in the deck. It is a fun deck, but is abusive to other players and you will find yourself explaining cards over and over again or dealing with their unhappiness as you wipe everything they have off the board!

So If you like wanton destruction, cards that put sadfaces on your opponents or just playing with fun interactions or combos then this deck is for you!

Here is the card breakdown:

The Creatures:

Cunning Sparkmage: This guy is nice targeted damage. Putting Basilisk Collar + Cunning Sparkmage together gives nice removal at instant speed. And if push comes to shove you can put your opponent on a 20 turn clock with this card.
Plague Myr: These are in the deck primarily as mana ramp. But given that you can proliferate counters all over the place they also become a poison alt win condition.
Steel Hellkite: You can tutor this up with your Treasure Mages in the deck. Not only is it a game winner by itself but because of it's ability it adds even more permanent destruction to the deck. And, because Dragons!
Treasure Mage: These tutors will go get your win conditions out of your library and into your hand. You can use them to dig up your Spine of Ish Sah, Steel Hellkite or your Triskelion.
Trinket Mage: Like the Treasure Mage, these cards will tutor out of your library your utility cards that will help support your strategy. You can use them to go get your Basilisk Collars, Brittle Effigy, Everflowing Chalices and Voltaic Key. Between these mages you should never be stuck without something you need to win.
Triskelion: Another one of your tutor-able win conditions. Between this card and proliferate you can pretty much kill anything and anyone during a game. Adding together stuff like Basilisk Collar + Triskelion is more removal at instant speed that is repeatable until your Triskelion is out of counters. And you can keep putting counters on it via proliferate with your Contagion Clasps.

The Other Spells:

Basilisk Collar: It is insane that this costs 1 mana to play for what it does. Equipped to the right creature this can be crippling to your opponent's deck. Particularily if they have an aggro-based or creature-based win condition. Landing this on a Cunning Sparkmage or Triskelion can create a soft lock against many decks.
Brittle Effigy: Just in case you need to get rid of a creature that cannot be killed with damage or keeps coming back. Tutor for it with a Trinket Mage and use it when you need it.
Contagion Clasp: These cards are the source of your proliferate and early weenie removal. Great as an early turn reply to an opposing mana dork or early aggro creature. Then when you get to the mana you need this will just pile counters wherever you need them. Duplicates in play are not even that bad because you can sacrifice them away with your Throne of Geths early or just do multiple activations when your mana pool gets big enough.
Everflowing Chalice: Besides the Plague Myr these cards are the bulk of your mana ramping in the deck. The idea is to get them out with just one counter on them and then use proliferate to grow the counters. You need a lot of mana to cast your Spine of Ish Sah or boost your Steel Hellkite. Always a good target for your Trinket Mages to go get.
Lux Cannon: This is part of the core of the deck. Bring these online and use proliferate to keep a pile of counters on them. Nothing your opponent puts into play will matter in the long run with these active. Remember, even when they do not have something important to destroy, you can keep killing their land which are also permanents. Get rid of their mana base and their deck no longer matters at all. People will hate you.
Spine of Ish Sah: This card is the other side of your permanent destruction in the deck. Play it, destroy a permanent. Sacrifice it to your Throne of Geth and proliferate. Get it returned to your hand when it is sacrificed, cast it again and repeat this process until the only things left on the battlefield are yours. The abusive part is this card is really only fuel for your Throne of Geth and a way to proliferate over and over again. The happy side effect of destroying permanents is just gravy. And you can tutor it up with your Treasure Mage!
Throne of Geth: This is a solid manaless source of proliferate. Sacrifice away any artifact you do not need or that is better used to get more counters on your other stuff. Untap it with a Voltaic Key to do it more than once a turn. Sacrifice a Spine of Ish Sah to it and form a small engine of repeatable permanent destruction/proliferate! Awesome in this deck.
Titan Forge: Another alternate win condition if nothing else works out during a game. Creating giant golems to smash people is great! You can also use them as targets for your Throne of Geth as well. And every time you proliferate it can get more counters.
Tumble Magnet: Along with your Contagion Clasps the magnets are a good way to control the ground during the early turns of the game or as soft locking against a particular card you need to hate on. In any case, if they are not needed they can just get used as fuel for your Throne of Geths.
Voltaic Key: This deck is filled with artifacts that do fun stuff. This card lets you untap them to repeat the process. Just added tempo to the various engines in the deck. And tutor-able with your Trinket Mage.
Tezzeret's Gambit: Card advantage is always strong. Getting it along with a proliferate trigger is even better. This card is a great tempo swing for the deck when you see it. You can even spend 2 lives to reduce it's mana cost to 3 colorless mana which makes this card amazing.

Buried Ruin: This is the only non-basic land in the deck. A couple copies of it are here to help insure you keep in the game whatever you need to win. The rest are basics due to the mostly colorless mana costs in the deck.

That is it for the deck!

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Date added 6 years
Last updated 6 years
Key combos
Legality

This deck is Modern legal.

Rarity (main - side)

14 - 0 Rares

22 - 0 Uncommons

5 - 0 Commons

Cards 60
Avg. CMC 2.69
Tokens Golem 9/9 C
Folders Magic Marc Cards
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