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Breya, Etherium Shaper Eggs.

Commander / EDH Combo Competitive Multiplayer

HansonWK


Casts a bunch of cheap artifacts that either draw a card themselves, or draw cards with Riddlesmith/Vedalken Archmage. Sac them for mana to card:Krak-Clan Ironworks and get them all back with Faith's Reward, Second Sunrise, or Scrap Mastery, drawing more cards to try to find more recursion.

The durdle comes from trying to dig through your deck with cantrip after cantrip and recurring them trying to dig further through your deck until you can find a way to win.

Breya. Breya is an infinite mana sink that wins the game through draining all your opponents lives. What this means, is any infinite mana combo + Breya wins the game. There are plenty to choose from in her colours, some people opting for Worldgorger Dragon or Power Artifact combo's, but I want to take my time with my food, so I chose Bomberman combo in an Eggs shell, and Scepter/Reversal. Auriok Salvagers and Lion's Eye Diamond makes infinite mana and storm, and you then win with Breya.Infinite Mana + Stroke of Genius or Infinite Recursion + Pyrite Spellbomb. These are both generally supported by the same loop, by saccing and recurring artifacts for storm and mana until you find a kill spell.card:Aetherflux Resevoir - You can get quite a lot of life quite quickly, so you can use Resevoir to kill your opponents. I have sometimes reached just over 50 life, and then killed a control player when they try to counter one of our recursion spells - They lose the game, their counter is removed from the stack, and we are free to continue to kill everyone else!
We first start by just casting mana rocks, and artifacts that cycle. We want to get through our deck to Krark-Clan Ironworks as fast as possible. From there, try to get discounts on your artifacts as you cast more and cycle more, sac artifacts for mana to cast more artifacts, recur them all drawing more cards and keep going through your deck.

There's some neat tricks like Ghost Quartering your own lands before a Second Sunrise to get a basic, and recur GQ and your other land, or even just wastelanding your own land for help with fixing when they both return, or just to kill your opponents lands. Inventors' Fair/Cephalid Coliseum are much easier to understand their tricks, but remember you can strip/waste them to get them to return untapped after a recursion spell if you need them.

Once we get our engine going we are looking to assemble is either a loop with one of Scrap Mastery/Second Sunrise/Faith's Reward and Codex Shredder, or to get Auriok Salvagers + Lion's Eye Diamond to make infinite mana, or Isochron Scepter + Dramatic Reversal. Sometimes you'll just cast enough spells with an Aetherflux Resevoir up to gain enough life to kill a table, especially when combined with Hurkyl's Recall and Paradoxical Outcome.

You'll notice I included Scepter/Reversal in a few of these decks, but this deck is where it is best. You can use Isochron Scepter to imprint a counterspell or tutor to save it before wheeling, then later if you draw Dramatic Reversal you can sac the Scepter and bring it back imprinting Reversal for the combo. Being able to reset the Scepter makes it very powerful.

There is also the combo of Intuition into Auriok Salvagers, LED and Unburial Rites, no matter what they give, you should assemble the combo.

This is probably the hardest of the decks to play optimally. There are plenty of tricks involved, and figuring the right line of play, what to tutor, what to sac and fetch with Transmute Artifact, and how to make the most mana and card draw before Faith's Rewarding everything back. There are plenty tricks involving lands and sacing permanents that are easy to overlook. The deck folds to artifact hate, but the permission included as well as Aura of Silence and card:Fragmatize can help deal with things like Stony Silence. Like any draw 7 deck, you need to be careful about giving your opponents new hands as they may draw into permission themselves - but that's what Silence is for.
Another deck where the engine of eggs could be better just normal draw spells and tutors, maybe with the addition of Doomsday or Worldgorger Dragon combo instead. These changes make the deck into a streamlined combo deck and not an engine deck though. There could also be some changes made to the rocks and eggs included, but testing which ones currently included aren't worth it, and which to be added are will take a long time.
Pyrite Spellbomb: I meantioned you can use it as a kill spell, but why would you when you have Breya? Well first, this gets around Humility. Second, you generally don't. You use it early for card draw and to kill mana dorks. Stroke is similar, where while it can be a skill spell, its normally just for mass card draw.Transmute Artifact: There are lots of tricks involving which artifacts to sac and which to fetch and which times. This is a very powerful, but very complicated card in this deck.Aura of Silence: Slows your opponents down and can kill any enchantment stopping you combo, while coming back with our loop combo's.Rain of Filth: A cheap way to sac your lands for value, which will then come back untapped to Second Sunrise/Faith's RewardNim Deathmantle: Goes infinite with Breya and Krark-Clan Ironworks. There's also some tricks using this and Snapcaster Mage + Pyrate Spellbomb during your loops, but it's pretty mana intensive.
Vedalken Archmage is pretty clunky sometimes, but the card advantage provided can help ensure you don't fizzle, especially after getting a bad 7 off a twister/wheel.Semblance Anvil - Sometimes stuck deciding whether you need a rock to use as a cantrip or to exile for a discount, and choosing the wrong option could lead you to fizzle. The discount provided is pretty strong, but I keep swaping this in and out for Foundry InspectorBasalt Monolith - one of the weaker rocks as it costs 3 and taps for 3, but worth it whenever we have a discount on the table, and obviously great when sac'ed and recurred.Ichor Wellspring. Pretty bad without Krark-Clan Ironworks, but great during the combo. Slightly worse than the black puzzleknot without recursion, but much stronger with it.
Tendrils of Agony - When you have high enough storm, its generally because you have found a loop, in which case you likely also have infinite mana, so you can just win with Breya. In some decks, a short tendrils for life is good, especially when combined with card:Ad Nauseum, but we don't really need it here.Past in Flames and Yawgmoth's Will. Yawgmoth's Will doesn't work with our loops involving sacrificing and returning artifacts, or with the LED/Salvager's combo. Past in Flames is a fantastic card, but you generally don't need it to combo off.Sword of the Meek/Thopter Foundry - I found these weren't needed in the deck, even if they do go infinite with Krak Clan Ironworks.Kuldotha Forgemaster and Metalworker - Both require haste to be useful on the combo turn, and to work with our recursion loops, so neither are really worth including.

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Top Ranked
  • Achieved #38 position overall 7 years ago
Date added 7 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

49 - 0 Rares

19 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 2.28
Tokens Bird 2/2 U, Thopter 1/1 U
Folders Ideas for the future, Decks to study more, Breya, Kydele, Expensive Breya, Expensive cEDH builds, For later, Commander, Similar Decks, Decks to make
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