Looking to make an artifact deck with non-green colors somewhat based on commander casting. More details will come
I have
Mastermind's Acquisition
to tutor the cards that multiply based on number of times you cast your commander, which counts each time I cast either of them. Plus those are more late game cards so I'll have come across this card or a tutor to grab it once late game comes around
I have
Thief of Sanity
in here just because everybody and their mother and her cousins will use any and all removal they can to kill this card. Everybody hates facing it. Also, since green has artifact destruction, it helps to have flying in here since green doesn't deal with it very well
So yeah, deck is full of fun little things, including a subtly substantial amount of flickering, such as cards like
Goblin Welder
and
Master Transmuter
, the last of which also being able flicker block itself (declare blockers, then activate it's ability to return it to your hand and subsequently putting itself (or something better) back out). Then of course we have
Deadeye Navigator
which can re-trigger all sorts of fun stuff. Might add
Sharuum the Hegemon
in here too
I'm just gonna make a list of cards that work super will with
Mycosynth Lattice
:
Chief Engineer
- Every artifact you cast is suddenly a lot easier to get out
Karn, Silver Golem
- Use the bottom ability to start destroying opponent's lands for the low low price of 1 mana per land
Memnarch
- Can start taking control of everything your opponent owns/controls
Mycosynth Golem
- Every artifact creature essentially is now free to put out
Padeem, Consul of Innovation
- You get hexproof, and you get hexproof, and you get hexproof and.... all your stuff gets hexproof!
Tawnos, Urza's Apprentice
- Doubling artifact effects triggering for only 2 more mana will help get things rolling
Treasure Nabber
- Essentially when your opponent uses land, those land become yours to use for your next turn and can't use them on their next turn
Scrap Mastery
- This essentially will clear the board of EVERYTHING, but your dead artifacts come back out and your opponent likely won't have many, so you have the advantage. Also, if you have
Crucible of Worlds
in hand when playing
Scrap Mastery
, you'll come back so quickly that this combo will probably win the game for you
Vandalblast
- Because destroying every permanent your opponent controls is at least kinda helpful
Darksteel Forge
- You get indestructible, and you get indestructible, and you get indestructible and.... all your stuff gets indestructible!
Unwinding Clock
- Yes this deck has only two instants, but this deck has a lot of abilities to re-trigger that can now be done twice as often. Think Arcum Daggson,
Ethersworn Adjudicator
,
Goblin Welder
,
Master Transmuter
,
Muzzio, Visionary Architect
,
Thran Temporal Gateway
. I'm just not going to go into the list of cards that the extra mana on their turn would help with
Storm the Vault
- Pretty much drop this once
Mycosynth Lattice
is out and watch it transform. The closest this deck gets to infinite mana without having infinite mana
Karn, Scion of Urza
- Because land destruction
Saheeli, the Gifted
- Becuase have a free spell and double everything
Akiri, Line-Slinger
- Because who doesn't want one or two MASSIVE tokens out on the field
My next list of cards is stuff that works super well with the infinite mana combo in this deck, being
Pili-Pala
, and
Grand Architect
:
Etherium-Horned Sorcerer - Because in some circles, putting out every card in your deck with converted mana cost 5 or less would be considered "broken" or "overpowered"
Ethersworn Adjudicator
- Because how dare your opponent attempt to have any creatures or enchantments
Karn, Silver Golem
- Because once everything inevitable becomes an artifact, how dare your oppponent attempt to have land (though it's so cheap that you wouldn't need the infinite mana combo to destroy most of your opponent's land in one turn)
Memnarch
- Because how dare your opponent have the audacity to even entertain the thought that they are allowed to have their own permanents
Other combos:
Go ahead and put out both
Thopter Assembly
and
Time Sieve
, because your opponent is entitled brat who thinks he/she deserves to have their own turns. No. Only you get turns. You get all the turns
Helm of the Host
on lots of things. Because Legendary creatures get some pretty good abilities since they're Legendary and can usually never be copied. Break that rule. Be the hero the world needs. Equip to
Arcum Dagsson
and VERY QUICKLY get out every noncreature artifact you could ask for.
Equip to
Blightsteel Colossus
, because that thick slab of metal might as well be legendary, and multiple 11/11 indestructible creatures with trample and infect is in fact a win condition
Equip to
Jhoira, Weatherlight Captain
. Make the draw engine the world needs.
Equip to
Sen Triplets
to remind your opponent multiple times that he/she can't do a thing on your turn (not an actual strategy).
I won't go through the others. Look for yourself
Equip to literally anything with an entrance ability and watch stuff start happening for free
Equip to anything that makes artifacts cheaper to, yes, make them even cheaper (though assuming you can pay 5 mana, perhaps you don't need to worry about mana costs as much)
Also
Crucible of Worlds
and
Strip Mine
, because I have a healthy respect for land destruction
There's a handful of other things in this deck, but this is what I wasn't too lazy to explain