This is my second ever EDH deck. I love it with a passion. It's probably my favorite EDH deck I own next to my deck:tenebs deck. This deck has made so many people rage quit!
What the deck is trying to accomplish.
The deck is mainly trying to assemble one of its MANY infinite combos. When it does that, it pretty much always wins.
List of combos.
Infinite combos:
Basalt Monolith + Rings of Brighthearth - Tap to make 3 mana, and use the 3 mana to untap. Use 2 extra mana to copy the untap ability, tap it once between each untap which will generate 6 mana, use 3 of the 6 to untap, and 2 of the remaining 3 to copy, making 6 more mana to 7 total mana. Net gain of 1 Repeat.
Basalt Monolith + Power Artifact - Power artifact makes the untap cost less than the mana it makes.
Grim Monolith + Power Artifact - Same as above.
Doubling Cube
+ Voltaic Key + Rings of Brighthearth + 10 mana - Use 3 mana to double it to 14. Spend 1 to use key, paying 2 extra to copy the ability untapping both key and cube and having 10 mana floating. Repeat for exponential growth!
Summoning Station + Kuldotha Forgemaster + Clock of Omens + Mycosynth Lattice - With all 3 of these on the battlefield, and at least two other artifacts, make a pincher token with Summoning Station (which is now an artifact from Mycosynth Lattice. Sacrifice the pincher token and two other artifacts that aren't involved in this combo. When you do that, the Summoning Station will trigger 3 times, giving you 3 untaps. Tap it between each to make a total of 3 pincher tokens. Tap two of the pincher tokens with clock of omens to untap Kuldotha Forgemaster, and repeat! This will allow you to fetch every artifact out of your deck into play.
Arcum Dagsson
+ Mycosynth Lattice+ Summoning Station + Clock of Omens - Tap the Summoning Station to make a token, and sacrifice it to Arcum Dagson which will trigger the summoning station to untap. Fetch whatever artifact you want. Tap the Summoning Station to make a pincher token, tap the token + the artifact you just fetched for to untap
Arcum Dagsson
, and repeat to fetch for all the tapped noncreature artifacts!
Also, all of these combos can be done with Myr Welder imprinting any piece with an activated ability.
Combos that require infinite mana:
Infinite Draw v.1 - Sensei's Divining Top + Rings of Brighthearth + Infinite mana - With infinite mana, you simply tap the Sensei's Divining Top, copy the ability with Rings of Brighthearth. You will draw a card, put the Sensei's Divining Top back on top, then the copied ability will resolve making you draw it. Then with your infinite mana, simply recast it and repeat!
Ininifte Draw v.2 - Mind Over Matter + Sensei's Divining Top + Infinite mana - Tap the top, and with the ability on the stack, discard a card to untap it with Mind Over Matter then tap the top again, you will draw a new card and the Sensei's Divining Top. With your infinite mana, recast it and repeat. You won't gain any cards this way, but you can cycle through the deck to find any card you need to kill the opponent(s)
Infinite Draw v.3 - Mikokoro, Center of the Sea + Voltaic Key + Mycosynth Lattice + Rings of Brighthearth + infinite mana - Activate Mikokoro, Center of the Sea, Use Voltaic Key targeting the land, paying 2 for Rings of Brighthearth to untap the key itself. Repeat and deck everyone! Alternatively, you can just use this draw method to draw into Blue Sun's Zenith Killing one opponent. When it gets shuffled back in, use the land to draw it again, repeat.
Infinite Draw v.3 - Mind Over Matter + Mikokoro, Center of the Sea + infinite mana. Use Mind Over Matter to untap Mikokoro, Center of the Sea and then use your infinite mana to use Mikokoro, Center of the Sea again. Repeat this until you get an Eldrazi or another grave to deck shuffler so you can deck everyone else while never decking yourself :)
Infinite creature kill -
Masticore
+ Infinite Mana - Pretty obvious. You can throw in a Stuffy Doll for 1v1 to kill the opponent instantly if you like.
Infnite creatures -
Urza's Factory
+ Voltaic Key + Rings of Brighthearth + Mycosynth Lattice + Infinite mana - Simply make a token with
Urza's Factory
use Voltaic Key, copying the ability with Rings of Brighthearth to untap both Voltaic Key and
Urza's Factory
, which is an artifact through the lattice, and repeat. Then maybe throw down Akroma's Memorial for the win!
Infinite Permanent steal - Memnarch + Mycosynth Lattice + Infinite mana - Pretty self explanitory. The only reason I mention the lattice is because a lot of the combos for infintie mana make infinie colorless mana, except the Doubling cube one if you have a single blue mana in it. So with the colorless mana, you need the lattice.
Other combos
Nevinyrral's Disk + Mycosynth Lattice + Darksteel Forge - This will destroy everyone's non planeswalker permanents but yours.
Mycosynth Lattice + Karn, Silver Golem - With both on the battlefield, pa 1 mana targeting an opponents land and it becomes a 0/0 artifact creature and dies. Great land destruction!
Isochron Scepter + Counterspell or Arcane Denial or Pact of Negation or Mystical Tutor - Pretty self explanatory
Temple Bell + Mind Over Matter + Ulamog, the Infinite Gyre. With Temple Bell and Mind Over Matter in play. You can tap the bell for all players to draw a card. Then you discard a card with Mind Over Matter to untap the bell. Eventually discarding Ulamog, the Infinite Gyre to shuffle back your grave so you can repeat this forever, decking all of your opponents.
Blasting Station + Summoning Station + Mycosynth Lattice. With all three of these in play, tap the Summoning Station to make a pincer. sac it to the Blasting Station to deal one damage. Because of Mycosynth Lattice the Summoning Station will untap. Tap it to make a pincer untapping the Blasting Station. Repeat for infinite damage.
Combo searching cards:
Obviously the blue draw spells are here to search for cards, so I won't mention them.
- Fabricate - Extremely cheap artifact tutor, which is the key to most of the combos
- Tezzeret the Seeker - This card is extremely useful. As the untap can help you get into a combo, the minus ability can find almost any piece to the infinite mana combos, and he can also be a game ender if he lasts long enough!
- Trinket Mage /
Treasure Mage
- One of the most important cards for the combos is Mycosynth Lattice which the
Treasure Mage
finds effortlessly, and Trinket Mage can find the Sensei's Divining Top or Voltaic Key which are just as important!
-
Arcum Dagsson
- Pretty obvious, he can just go infinite if he has enough time to search, and is one of the best cards in the deck, and sometimes does become the general!
- Kuldotha Forgemaster - This can take a lot to get this guy going, but he's pretty amazing when he does. He gets creatures as well, unlike
Arcum Dagsson
so you can fetch a Blightsteel Colossus and Akroma's Memorial/ Lightning Greaves.
- Sensei's Divining Top - not only is this my favorite card in magic, but in this deck, it can be used for a few infinite combos, and can find a lot of pieces for others!
- Scroll Rack Pretty obvious. Puts away bad cards, helps find the ones you really need.
- Muddle the Mixture - This allows you to specifically fetch Grim Monolith, Power Artifact or
Doubling Cube
- Drift of Phantasms - This allows you to fetch for Basalt Monolith, Rings of Brighthearth, Temple Bell Blasting Station or Blue Sun's Zenith.
- Mystical Tutor - This is a lot slower, but it lets you find Fabricate to get an artifact you need, Muddle the Mixture to fetch for Power Artifact / Grim Monolith or Blue Sun's Zenith if you got the infinite mana already.
Protection cards:
There is a disparity of these in this deck, mainly because of the 3 free counterspells + other counterspells typically keep you safe, but there's also just not too much room.
- Myr Welder - This may seem odd, as it sort of doesn't answer anything, but since almost every combo requires an artifact with an activated ability, he can midigate losses,
- Willbender - An uncounterable Redirect that can get through split seconds.
- Master Transmuter - Since most of the combo cards are artifacts, if Master Transmuter is on the battlefield as they try to kill something, you can simply return it to your hand as part to activate the cost and possibly put it back down if you feel it'll be safe, put something else down, or just hold onto it.
- Stormtide Leviathan - Getting this out early, or even mid game can just completely halt some forces, and act as a fast clock.
- Jin-Gitaxias, Core Augur - Another odd choice, but versus a blue opponent, I will sometimes resolve this before a game ending combo/card to strip their hand away from any shenanigans they may have.
- Lightning Greaves - Obvious protection for any creature card
- Evacuation - Pretty great card at stopping alphas.
- Wash Out - This card can absolutely wreck so many decks it's not even funny.
- All Is Dust - Not only does this protect me from most creatures, but since most of my combo pieces are colorless, my combos are almost never harmed.