Tale of Redemption: The Overlords of Metal

Casual Artifact Five Color

Vulnoth Score: 20


Description

Sometime a little over a decade ago, a young aspiring wizard was given his first arsenal of spells. They were not powerful, or even harmful, but they were varying in color and easy to use. Predominantly they were summon spells of simple machines, and though they were far from devastating, he found them to his liking. Duel after duel he lost to his brother and mentor, but regardless of his quickly mounting defeats, he did not lose hope for the day he would summon and control his spells with real skill. Slowly, he found an affinity for the simple machines he summoned such as Arcbound Bruiser, Anodet Lurker, and Dross Golem. With each duel that passed, these Artifacts became akin to his family.

However, his brother and mentor was not to be everlasting, and when his master passed on, he left in the boy's charge his entire collection of spells that he accumulated over his years of traveling and discovery. Among them, the boy came across the fabled Artifact that he had heard unendingly great things about: Darksteel Colossus. From the day he found the Colossus and onward, he began winning duels and battles with more ease and he became confident in his abilities, venturing out into the world to see what he might bring into his dominion.

Then, during an expedition to the islands around the remnants of the Tolarian Academy, the young mage strayed too close to the seas of time rifts, and after countering an opposing spell too aggressively, the resulting blast threw him into a space wedged between a fast time and a slow time rift. The two erratic rifts tore at him, threatening to shred him in a mutual tug-of-war against one another.

Facing his mortality and seeing his quest at a tragic end, his spark ignited and, with no small amount of effort, wrenched him free of the distorted space and flung him across the Blind Eternities, into the shard of Alara known as Esper. Here, he found his Green and Red magic severely stunted, and was forced to recuperate in this foreign plane until he could do that thing again. The Vedelkan and Human Artificers scoffed at his ravings of Red and Green magic, only knowing Black, Blue, and White magic to be true. While it certainly was mind-boggling to him, he did not mind it. What he did mind, however, was that something felt wrong, and no matter what wonders of artifice he crafted he could not shake that creeping darkness. What he did not know was that he began to silently obsess with his near-death experience and how fragile life was, the constant negativity subtly pushing him into indulging in usage of ambition and selfishness. The subversive and self-serving nature of Black mana's nature took root in his fear of death.

Once he finally could Planeswalk again, he 'walked with Black mana as his guide to Grixis. Now in a new shard, one with the chaotic Red mana now accessible while the lawful White was dismissed, the young Planeswalker found his destructive magics empowered. It was not long until he ceased using much of his skills in artifice and indulged in spells of outright annihilation. Creature, human, demon, and otherwise, he slaughtered his way through the wretched place with spells of fire and shadow until he stumbled into Unx. He summoned forth his prized colossus and through great great effort, obliterated all of the undead as well as the demon commanding them, leaving no small disaster radius as a grim reminder of his might.

Many more planes he invaded, taking what he desired or destroying what he wished before departing for his next destination. He came upon a great bastion of unity and might, much to his chagrin. For months, he watched as other would-be destroyers came and went, failing repeated with the same mundane approaches. It occurred to him that perhaps if he applied his own fractured state of being to the plane, that perhaps he could tip the scales beyond favorably. After all, no fortress was invincible.

Though it took many months of constant corruption, the deranged 'walker subverted the healthy balance by either corrupting or outright replacing the native creatures with zombified mockeries. He isolated himself within a great swamp that was notorious for its leeching of the light and life, using it as a scapegoat while he worked relentlessly to put this plane through the same misfortune he suffered. The plane, though it fought against him valiantly with all of its inhabitants and concentration of 'walkers, fell to the corruption and the unaware 'walkers focused only on the zombie hordes soon fell to the unending darkness. Between satisfaction of his conquering and boredom after turning a great safe haven into a desolate waste, he 'walked back home to Dominaria, where he sought to continue his works in artifice in solitude.

With new and dark ideas swirling in his mind, the corrupted 'walker began constructing and designing countless machines and spells that would vastly improve upon those he was given. The problem, however, was that many of these creations required a heavy flow of sustenance, which he would not find in the battered lands of Benalia. His searches led him to a lush and abundant forest, guarded by an Elvish Planeswalker, who while saw the approaching corruption also saw that this young 'walker was not but a possessed soul fallen to misfortune.

Instead of fighting the being before him, he saw a damaged soul, and felt compelled to repair what he could, and offered him a deal: if he could wield Green and White magic with the same skill that he could Blue, Black, and Red, then the forest's life would be forfeit to him.

Blinded by greed, the 'walker accepted the proposition, temporarily discarding both the usage and influences of Blue, Black, and Red in favor of Green and White. All he had to do was practice with these magicks, and then he could at last realize his wicked designs.

The clever ruse worked, much to the guardian 'walker's approval. The constant use of Green and White magic and the nearly nonexistent exposure to Blue, Black, and Red magic undid much of the damage caused to his soul by his fractured mind and took away much of the hold Black mana had over him. At long last, he fulfilled the conditions of their deal, and the forest was not his for the reaping.

However, his mind changed along with his powers. With a humble refusal, the renewed 'walker conceded the forest to its guardian.

A new Planeswalker, the young man thanked this wise fellow 'walker for mentoring him and returned to his home in Benalia. It was exactly how he left it, and exactly how he swore it would never be again.

With great sweeping decisions, he scrapped all of his ideas and constructed a great fortress of metal and ingenuity. From its depths to the tops of its spires, it stood impassively and observantly, an eye of curiosity gazing upon a world etched with epic history. Within its confines, he created new and greater designs, bringing them to life with a vigor he had not known since his training days with his older brother. This time, however, he knew what brought him this joy: unity.

Then the idea came to him. What if he formed a council of Planeswalkers dedicated to maintaining balance and the expansion of knowledge and wisdom across the multiverse? What if he could grow Dominaria into the same bastion that the now-nameless plane once was? Surely there were others like him beyond the limits of this plane, and he vowed to find them.

However, his stronghold and vault would need a warden to guard it in his absence. It would have to be more than a warden, however, it would have to be a friend that he may one day share his experiences with so that it might truly appreciate the multiverse. He compiled his ideas and blueprints, and over the course of years the ambitious 'walker created a golem that could serve his needs.

The primary problem was that an inconspicuous fortress in the center of Benalia was prone to draw attention, and before long people near and far sought to claim it for their own. All of their efforts were for naught, for the lord of the stronghold boasted might beyond all of them.

But then other Planeswalkers laid siege upon him, draining his energies constantly and putting his artifact creations under pressure beyond their designs. The lord of the fortress let his defenses cave while he gathered his mind and mana for one last furious spell that would leave them incapacitated, disabled, or dead. When the inner sanctum's doors were battered down, they set their assault on the lord, who was too deep in his concentration to know of their presence.

That was when his golem shielded its master, offering its body in exchange for its master's safety. Instead of oblivion when struck by a fireball, the golem's own inadvertently created spark ignited and flung it far from home, allowing the lord to permanently silence the aggressors.

Months passed as the disheartened 'walker rebuilt his home and mourned the death of his friend, until one day his creation reappeared, accompanied by a Soratami from Kamigawa and a human mind mage currently residing on Ravnica, both curious of the idea the golem proposed.

Much explaining ensued, and by the time the two foreign 'walkers departed, the visionary had found the first two allies in his council. With a newfound excitement alight in his soul, he wished to scour the multiverse himself to both see what was out there and to help find seeds to grow Dominaria's destined greatness. The golem planeswalker Lod was happy to oblige his creator, and thus Vulnoth began his journeys anew. Perhaps one day he might perfect the library of spells once entrusted to him by his brother...

Now I 'walk the multiverse, investigating and learning everything from the wisest of sages and oldest of lands. Over my adventures, I have gained proficiency in many ways to use the five colors of mana, and expanded my arsenal beyond what I could have imagined as a boy. Despite everything I have been through, my artifice remains what I hold closest to heart and it remains the greatest weapon I can wield. Artifice is my blood, and creativity my body through which I wield my power. I will fight as I must to continue my quest into the infinity of magic, never forgetting from where I come and never losing sight of where I am to be.

From all across the planes, I have gathered the greatest Artifacts and lords of metal to form the greatest force that the multiverse has ever seen. We seek not to dominate the multiverse, but to study it and protect it. From my base of operations when I am at rest, I continually scout for new 'walkers to join my loosely associated council. Such as a a curious pair, a traveling shadow mage and life mage, for example...

Together with my council, the other Lords and Ladies of Metal, we have banded together to form The Overlords of Metal - Metalfriends

Ajani Vengeant - Lord of Classic Metal

Daretti, Scrap Savant - Lord of Thrash Metal

Karn Liberated - Lord of Progressive Metal

Nahiri, the Harbinger - Lady of Symphonic Metal

Nicol Bolas, Planeswalker - Lord of Power Metal

Sarkhan Vol/Sarkhan the Mad/Sarkhan, the Dragonspeaker/Sarkhan Unbroken - Lord of Folk Metal

Narset Transcendent - Lady of Neo-Classical Metal

Tezzeret the Seeker /Tezzeret, Agent of Bolas - Lord of Industrial Metal

Ugin, the Spirit Dragon - Lord of Avant-Garde Metal

DECK STUFFS

~under (re)construction~

Updates

As per need to emphasize my deck's design based upon Vulnoth (artificer obsessed with his work and somewhat detached from the plights of the people he seeks to protect, but has not lost his humanity), I'm essentially scrapping any semblance of "friendliness" to the deck. As Vulnoth is not necessarily a friendly person toward enemies, the deck will follow suit. But just as well, I won't play the deck often anymore now that Vulnoth spends his time in his bastion rather than adventuring much of the time, unlike Xixus and Hasna.

The intention is to move toward an artifact centered bane of everyone, hence me giving in to the unlimited win generator of Time Vault + Voltaic Key , which already promises unholy things. Inclusion of Legacy Weapon + Mycosynth Lattice + Tolarian Academy will serve as a super removal combo, which is surprisingly consistent (okay, I run a set of Tinkers, sue me). The goal will be to win without relying on my infinite turn shenanigans, but as always be ready to do so when necessary.

Just as his artifice is devastating and he always has the support of the Overlords, the deck will also reflect the backing of the Overlords. Seeing as how I want to avoid a Superfriends (Metalfriends, in this case) build, I find that 5 is a good enough number to usually draw someone in most games but not enough to outnumber my creature draws. I sideboard in whoever appropriately depending on what decks I'll be facing down. The build on TO is primarily my one more balanced for both quick and long games.

The only real changes that I expect to make in the future are potential 'walker lineup changes. Seeing as how my mainboard is 4/5 backbreaking old 'walkers and the artifact champ himself, it's unlikely the main lineup will change. But nonetheless, nothing is set in stone.

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