WELCOME TO FIVE COLOR EGGS!

Do you hate your enemies? Do you hate your friends? Do you hate yourself? shade1400 and Diegania present five color eggs!

This deck is an EDH take on the old modern eggs deck and it's just as slow and painful as you remember it to be!

Like eggs? We have a lot of those for you. Just sacrifice your eggs to draw more eggs which draws you more eggs and that's the deck! Never mind the infinite combos.

The deck works innocently enough while you're playing eggs and drawing cards, but then comes your big turn. At this point, you can either fizzle and die (if no one knew what you were up to before, they probably do now) or you can win in an amazingly slow blaze of glory which will amaze absolutely no one because they will all have left the table.

WHAT ARE EGGS AND HOW DO THEY WIN?

The game plan of the deck is to build up to one massive turn. This is achieved by playing eggs that will then draw you into more eggs (and so on, and so on...). What is an egg? Well, the term "egg" comes from the cycle of actual eggs (1 mana artifacts that you can sacrifice for 2 mana to fix your colors and draw a card. One such egg is Mossfire Egg.) Of course, there are only five such "actual eggs" so we have to include other artifacts that do similar things. In particular, we need cheap artifacts that draw us cards when we sacrifice them.

Since the deck is made up predominantly of eggs, what the deck wants to be doing is sacrificing the eggs and drawing cards. This way, you can cycle through your entire deck and find your combo pieces to win!

WHAT ARE THE COMBOS?

Eggs decks have some pretty janky combos to win the game. While we have incorporated some of those combos into this deck, we have also left some out that just seemed a bit too slow. Both will be talked about below.

COMBOS IN THE DECK

The first combo to talk about ends in you essentially "storming off" with Bitter Ordeal. To set this up, you'll need to make sure you have enough mana at all times to be able to cast Bitter Ordeal. This is easy with the use of Gemstone Array and some eggs that can fix your mana. The core of the combo is to have Krark-Clan Ironworks, Scrap Trawler and Myr Retriever on the battlefield. At least one mana reducing card is also needed (more on that in a below section). After this is set up, you can infinitely recur Scrap Trawler and Myr Retriever to generate an infinitely large number of death triggers which will allow you to cast an infinite number of Bitter Ordeals.

The second combo in the deck is similar to the one above, except the win condition becomes Marionette Master. This combo is easier in a way than the one with Bitter Ordeal in that you don't need to manage your mana as much since once Marionette Master hits the battlefield, you can just start recurring Scrap Trawler and Myr Retriever.

Another combo that doesn't win the game and isn't infinite but we think is a fun interaction is Scrap Trawler, Urza's Bauble and 1 mana eggs. If you have enough 1 mana eggs, you can first sacrifice Urza's Bauble, then a 1 mana egg, returning the bauble to your hand. You can continue this loop until you run out of 1 mana eggs. This will net you potentially quite a few cards at the beginning of the next turn's upkeep.

UNUSED COMBO

A combo of note that we are not using is the combo where you win with infinite damage using Pyrite Spellbomb . This is a very convoluted combo where you need to cycle your deck away. The setup is as follows:

  1. Have a mountain, Ghost Quarter, Conjurer's Bauble, Lotus Bloom and Pyrite Spellbomb on the battlefield, no cards in your library and Second Sunrise in your graveyard.
  2. Sacrifice Pyrite Spellbomb using the red mana generated by your mountain, dealing 2 damage to target player.
  3. Activate Ghost Quarter targeting your own mountain so get them both into your graveyard.
  4. Sacrifice Lotus Bloom making 3 white mana.
  5. Sacrifice Conjurer's Bauble, stacking the triggers so that you put Second Sunrise into your library before drawing so that you draw Second Sunrise .
  6. Play Second Sunrise using the 3 mana you generated from Lotus Bloom.
  7. Repeat steps 2-6.

This combo was omitted because, in EDH, it is much more difficult to deck yourself. We tried including this combo in the deck but found that in trying to deck ourselves, we kept encountering our other combos and were able to win the other ways. Because of this, we also found that, more often than not, Lotus Bloom was a dead draw and we would rather have drawn another egg, mana reducer or recursion piece (more on that in the next section.)

HOW DO YOU RECUR YOUR EGGS?

Recurring your eggs is a major part of getting the deck's engine going. To assist with this, we run Second Sunrise , Roar of Reclamation , Creeping Renaissance, Open the Vaults, Praetor's Counsel , Scrap Mastery and Faith's Reward. Praetor's Counsel also has the added effect of allowing us to have an unlimited hand size, which comes into play later.

MANA REDUCING CARDS

It is extremely important that the deck is able to play multiple eggs in one turn. Because of this, we run quite a few mana reducers in the deck in Cloud Key , Etherium Sculptor, Foundry Inspector, Helm of Awakening, Herald of Kozilek and Semblance Anvil. It is a good idea to get at least one of these on the battlefield as soon as possible. Semblance Anvil will want you to exile an artifact and that's okay. Just make sure it isn't one that helps fix your mana. Helm of Awakening works for all players but we will be able to take advantage of it the most by playing most of our eggs for free.

HOW DO YOU DRAW THROUGH THE DECK?

It is very important to be able to draw into the pieces of the combo, so we run some extremely effective card draw cards for our purposes. Below is a list of these cards and a rundown of why we are running each.

Flux : This is an all-star in the deck because, while it does allow others to draw cards, it allows us to discard all of out excess lands in hand and draw more eggs. A fairly common problem we've found that comes up is that we will end up having a bunch of lands in hand after playing and sacrificing a bunch of eggs. This is just a side effect of being able to play a bunch of eggs a turn (usually for free) and drawing cards while only being able to play one land a turn. The good news is that we only need 4 or 5 lands to really function so it's no big deal to discard them all and draw into more eggs or combo pieces. Cards that allow us to have an unlimited hand size are very good for us here (like Praetor's Counsel and Reliquary Tower ) because what we definitely DON'T want to be doing is discarding our eggs to get back down to hand size.

Paradoxical Outcome : This functions as another copy of Flux except it is one sided. Most of the time, we will be playing our eggs for free, so picking them back up to draw that many cards is not an issue because we can just replay them. It is equally important that we have an unlimited hand size here as well.

Riddlesmith and Quicksmith Genius: These turn into massive card draw spells when paired with any recursion card since Quicksmith Genius will trigger for every artifact entering the battlefield and Riddlesmith lets you loot when you cast an artifact. These are both extremely important for digging through the deck quickly.

Cycling lands: We have also included the cycle of lands that let you cycle them for one mana of the color they produce (e.g., Barren Moor). Running any more than one cycle of these lands proved to be a bit too clunky and the cycling lands that cycled for 2 mana were a bit too expensive at 2 mana.

VALUE CARDS

While most of the deck is made up of eggs, ways to get more eggs and combo pieces, there are also some cards we added that we felt were good inclusions to the deck purely as value cards.

Thran Turbine and Vedalken Orrery are two value cards of note. Thran Turbine allows us to essentially begin drawing into more eggs in our upkeep assuming we already have eggs on the battlefield from the previous turn (hint: you should). There's nothing quite like drawing cards for free. Vedalken Orrery is just in the deck to allow us to potentially combo off on anyone's turn. The only thing better than drawing eggs on your turn is drawing eggs on other people's turns.

Ashnod's Altar is another important card in the deck which allows us to combo off while using Scrap Trawler and Myr Retriever without using Krark-Clan Ironworks.

Finally, Junk Diver and Workshop Assistant are other ways to recur artifacts from the graveyard to our hand. They also combo with Myr Retriever by taking the place of Scrap Trawler in the combos above.

TUTORS

The deck only runs two tutors in Fabricate and Trophy Mage. We don't need too many tutors since we are so good at drawing through the deck, but cards like mana reducers, artifact recursion cards and Krark-Clan Ironworks are so important that we do run a couple tutors to get them.

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Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

1 - 0 Mythic Rares

30 - 0 Rares

25 - 0 Uncommons

34 - 0 Commons

Cards 100
Avg. CMC 2.45
Tokens Myr 1/1 C, Servo 1/1 C
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