Sideboard


Maybeboard


Lands:

I tried to cut down on the taplands as much as possible. I may be getting rid of the Temple lands later on, though the Scry plus fixing is usually very helpful. The Mirage fetches are also on the chopping block.

Ramp:

My ramp is pretty cheap. Lotus Bloom goes infinite with Auriok Salvagers. Thran Dynamo is somewhat expensive, but it has powerful synergy with Voltaic Key, so I kept it.

Creatures:

I only included creatures which had an immediate impact on the board. Duplicant exiles problem creatures. Magister Sphinx will take that Oloro player to 10 life. Sphinx of the Steel Wind helps fight against Prossh. Myr Battlesphere helps enable combos, as well as helps fight against Grave Pact effects.

Utility/Disruption:

I focus on cheap artifacts for disruption. Dispeller's Capsule, Executioner's Capsule, Pithing Needle, Nihil Spellbomb, Tormod's Crypt. These are recurred easily using Auriok Salvagers or Trading Post or Sharuum.

Recursion:

In the mid-to-late game, I don't care if my stuff is countered or destroyed. I have a couple of ways of bringing things back aside from Sharuum, but my favorite is Open the Vaults.

I have an Animate Dead and an Unburial Rites, just in case I don't have access to my recursion engines. Animate Dead is usually saved to target something tasty in an opponent's graveyard.

Card Draw and Card Selection:

I have a couple of ways to toss artifacts into my graveyard. Intuition, Impulse, Fact or Fiction, and Thirst for Knowledge. There are two "wheel" cards: Memory Jar and Whispering Madness

Scry-lands.

Extras:

Krark-Clan Ironworks offers some resilience against exile and enables some combos.

Combos:

Thopter Foundry + Sword of the Meek: Pay 1 mana, gain 1 life, make a blue 1/1 Thopter token with flying.

Thopter Foundry + Sword of the Meek + Krark-Clan Ironworks: Pay 1 mana, gain 1 life, make a thopter token, sacrifice the thopter token for 2 mana. This is infinite.

Sharuum + Phyrexian Metamorph/Sculpting Steel + Blood Artist: Copy Sharuum with Phyrexian Metamorph or Sculpting Steel while Blood Artist is in play. Sharuum or the clone will die due to the Legend Rule. Target the artifact that was sent to the graveyard with Sharuum's triggered ability still on the stack. Allows for infinite drain on all opponents.

Mirrorworks + Voltaic Key + Trading Post + Krark-Clan Ironworks + Myr Battlesphere: Use Mirrorworks and Myr Battlesphere to get 10 artifact creatures for 9 mana. Sacrifice 9 artifacts to Krark-Clan to get 18 mana. Use 1 mana (17 mana remaining) and 1 remaining creature to recur the Myr Battlesphere using Trading Post. Use Voltaic Key to untap Trading Post (16 mana remaining). Sacrifice Voltaic Key when it becomes tapped (18 mana remaining). Use 9 mana to get another 10 artifact creatures (9 mana remaining). Use 1 more mana to sac an artifact creature to get back Voltaic Key (8 mana remaining). Use 3 mana to get 2 Voltaic Key (5 mana remaining). You can now untap Trading Post using your new Voltaic Keys repeat the combo for infinite colorless mana. Once you have infinite Mana, you can then make infinite Voltaic Keys, then, you recur and copy any Non-Mirrorworks, non-Trading Post artifact on the battlefield. You may also use the infinite untaps and creatures for infinite card draw using Trading Post.

Mindslaver + Academy Ruins: Lock one opponent out of the game

I may remove some cards for Prototype Portal or Clock of Omens.

Suggestions

Updates Add

I removed Shimmer Myr. It's a powerful effect, but a 2/2 artifact creature doesn't last long enough to allow me to gain a lot of value. Additionally, I don't have too many artifacts that I want / need to give flash. It was too janky. In Shimmer Myr's place, I added Propaganda. I feel like I need an effect like this to hold off those aggressive decks.

I removed Kuldotha Forgemaster. I have plenty of tutors, and a 3/5 non-flying blocker that sacrifices my artifacts a turn after it hits the board isn't what I'm looking for. I added Witchbane Orb in its place in order to survive longer versus direct damage spells, discard effects, and sacrifice effects.

I removed Wurmcoil Engine and added Triskelion. I feel as if Wurmcoil Engine did not do enough when it entered the battlefield, and I often found myself wanting a Triskelion to ping tokens / players.

I removed Executioner's Capsule and added Ratchet Bomb. My meta is full of tokens and black creatures. Ratchet Bomb does a much better job of clearing those threats than Executioner's Capsule.

I added Mystifying Maze in the place of Reliquary Tower. I often find myself at 7 cards or less, and there aren't many effects that allow me to draw over 7 cards. Mystifying Maze has been included to stop commanders such as Grimgrin, Animar, and Prossh from attacking my face.

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Date added 9 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

47 - 3 Rares

30 - 2 Uncommons

13 - 2 Commons

Cards 100
Avg. CMC 3.23
Tokens Copy Clone, Emblem Venser, the Sojourner, Goat 0/1 W, Myr 1/1 C, Thopter 1/1 C, Thopter 1/1 U
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