Maybeboard


Description

The theme for this deck is Artificers and all the wonderous inventions they create.





Welcome to my first theme deck! I've been wanting to make one of these for a while, and since I really like artifacts, I thought now was a pretty good time with all the cool ones that came out with Kaladesh (not to mention masterpiece inventions). I tried to make everything fit the theme as best I could, from card names, to effects, images, and flavor text. I even ordered some Chessex Borealis Teal-Blue dice to represent aether when I use this deck. This also means that some obviously powerful cards were skipped as they didn't fit the theme. I hope you enjoy it as much as I had fun putting it together!

I would like to tell you there was some grand reason or philosophy behind choosing to play these colors, but the fact is that I took notice of artificers in Kaladesh with the excellent Whirler Virtuoso and thought I might find a useful commander to build a deck around it, but it turns out there aren't any other / legendary artificers except for Mishra, Artificer Prodigy, and sadly, his ability seems less than useful in EDH. That's when I found Sydri and the deck started forming in my head.

This deck is primarily blue since that seems to be the main color for artificers, I even considered making it a mono-blue deck, but as I was digging for things to put into it, I found myself wanting some white cards, and Sydri seemed like the best choice for that.

As a player I generally favor / , or / , so these colors are a pretty big departure for me, but this deck turned out better than I had hoped.

Getting set up quickly is one of the things this deck does well. There are alot of cards that allow you to fetch for what you need like Aetherworks Marvel and Kuldotha Forgemaster. You can also go very wide with Animation Module and Prototype Portal, constantly adding more creatures to the board.

There are a good number of wincons with cards like Aetherflux Reservoir (my favorite way to kill an opponent), Marionette Master, Electrostatic Pummeler, or even Glassdust Hulk (or any other creature with stacked +1/+1 counters and made unblockable with Whirler Rogue or Venser, the Sojourner.

This deck tends to be pretty resistant to both targetted removal and board wipes with Mycosynth Lattice, Padeem, Consul of Innovation, and Darksteel Forge. There's also the advantage that with the lattice, color protection is no longer relevant which might help you or even other players deal with problematic cards that stall everyone, etc.

This deck is pretty vulnerable to trigger shutdowns like Hushwing Gryff and Torpor Orb; and activation shutdowns such as Stony Silence. Not being able to fetch for what you need because of Stranglehold can also be pretty bad. And of course, losing your artifacts from a Hellkite Tyrant can be disastrous as it potentially takes everything from you if Mycosynth Lattice is out, but then it pretty much ends the game outright as they will most likely hit the 20 artifact wincon. Lastly, board wipes that exile like Merciless Eviction will get through your defenses pretty easily, but that's also the case with most everyone.

This deck is capable of alot of shenanigans, but I don't think it's overly difficult to play.

The idea is obviously to win the game. Part of the reason I love this deck so much is how you can win with alot of style. Blasting everyone dead with an animated Aetherflux Reservoir, Rings of Brighthearth, and Illusionist's Bracers is defintely my favorite (in a 4-player game, of course). Not only do you spend 50 life to kill 3 opponents, but it's like the very aether the deck uses came to life to defend itself! (I have a vivid imagination, ok?). This deck is obviously not geared towards being competitive, so if that's your jam, you probably won't enjoy it as much.

While early game aggression is certainly viable, I don't think it's really necessary since this deck really wants to do its thing with as much style as possible by duplicating triggers and the like. You can happily sit back and let the other players duke it out while you quietly create more and more inventions, and then leap out and strike!

Early on the idea is to set up your board as quickly as possible. Using Kuldotha Forgemaster, Enlightened Tutor, and the card draw instants to fetch for things like Mycosynth Lattice, Master Transmuter, Aetherworks Marvel, Vedalken Orrery, Unwinding Clock, Padeem, Consul of Innovation, and Darksteel Forge.

Then, setting up combos and trigger duplication from the Module Chain, Rings of Brighthearth, Illusionist's Bracers, and Strionic Resonator.

After you've got most of the pieces of the puzzle on the board, it's not unlikely that you've drawn most of the deck, made countless energy and +1/+1 counters, and have more servos than you will ever need. Now it's about how you want to win. Do you prefer to unleash the Aetherflux Reservoir Cannon like myself, or maybe scratch every one to death with Marionette Master, or simply march down with the aformentioned servos with tons of counters piled onto them.

The artificers are the main theme of the deck. Every non-artifact creature is an artificer. They all provide great synergy to the rest of the deck, and most of them have pretty great flavor text.

Sydri, Galvanic Genius [Commander]: Oddly enough, this deck's commander isn't all that important. She helps to get things off the ground, but once you get going, she's only marginally useful. Earlier version of the deck had a bigger emphasis on animating artifacts and then using Voltaic Construct to untap them, but the group I play with tends to dislike infinite combos, and they were really easy to achieve this way. They are still possible, but much trickier and take longer to get to.

Arcum Dagsson: Artifact fetch at the cost of an artifact creature, which this deck will have no shortage of. Also the mean grandpa of the deck.

Chief Engineer: Allows you to get your artifacts on the board very quickly, and looks down on you from his perch while doing it.

Etherium Sculptor: Makes things cheaper, pretty straightforward.

Hanna, Ship's Navigator: Everything about Hanna is excellent. She helps with recursion, and not only is she a great navigator, but she'll make you a mean Tequilla Sunrise as well. One of my favorite card arts in Magic.

Marionette Master: Some artificers take their craft very seriously, while others just want to play around all day. Whatever you do though, don't take away her toys!

Master Transmuter: The shenangians you can pull off with this card are just crazy. Dodge removal, accelerate artifacts drops, and bounce ETB effects.

Muzzio, Visionary Architect: Puts artifacts on the board, plus he seems to like kites, and kites are cool.

Padeem, Consul of Innovation: Protects your inventions and creations, and he's probably nice enough to draw you a card on your turn, if you impress him enough.

Restoration Gearsmith: She likes to fix things and restore them to their former glory. I just like bringing back stuff from my graveyard to my hand.

Whirler Rogue: Used drones before they were cool, but mostly makes your creatures easily connect.

The rest of the creatures are made up of Golems and Constructs, except for a pair of novel replicas of a human and an angel. I didn't really intend it that way, it just sort of turned out like that as I was building the deck, and it adds a nice sub-theme which is neat.

Accomplished Automaton: Not only is this guy accomplished, but he comes with a mini-me version of himself. How cool is that?

Electrostatic Pummeler: Will pummel opponents dead very quickly with the amount of energy this deck can generate.

Filigree Angel: Everything about this card makes me a believer. There are a few ways to get pretty crazy value out of this angel, from bouncing for ETB, to copying it, not to mention Prototype Portaling in an army of them. Who knew angels were the best fuel for the Aetherflux Reservoir cannon?

Foundry Inspector: This is Harold. He loves his clock and takes it everywhere, even sleeps with it - which is a little weird.

Glassdust Hulk: Triggers off of ETBs and not casting, which makes it alot more powerful in this deck. It's important to remember that this Hulk turns other things into glassdust, not that it is made of glassdust itself, which would be silly.

Golem Artisanfoil icon: Provides whatever you need in just about any situation, or can simply turbo-boost a creature for a finishing blow. Has been caught before trying to pimp out other artifacts with blacklights and spoilers.

Hangarback Walkerfoil icon: While he's unfortunately too big to fit in the Prototype Portal, he's more than happy to march to his death and come back right after to do it all over again.

Kuldotha Forgemaster: Provides a nice way to use all the servo and thopter tokens this deck generates to fetch what you need. He also keeps the Darksteel Forge running smoothly, but he's pretty fed up with Harold's antics.

Mage-Ring Responder: Great beater since this deck can easily get around the untap cost. Don't leave any rings lying around though, he's a bit of a klepto.

Metalwork Colossus: He's big, he's mean, he secretly really wishes he could have a kitten as a pet.

Multiform Wonder: Incredible utility and versatility. There's not much this wonder cannot do.

Noxious Gearhulk: This is removal at its finest (for this deck). It even fuels the Aether Cannon.

Silas Renn, Seeker Adept: It's not too hard for him to be able to connect and bring something back from the graveyard. He casts it so it will trigger Aetherflux Reservoir.

Solemn Simulacrum: Token Golem that somehow finds his way into almost every deck.

Steel Overseerfoil icon: He makes other creatures bigger by stacking heaps of steel onto them, which you would think wouldn't be that helpful. He tends to really go crazy when Animation Module is in play.

The inventions are all the trinkets the artificers have invented, and some of them are simply masterpieces (litteraly!).

Aetherflux Reservoir: THE AETHER CANNON! Seriously, there is little more satisfaction to be had over blasting someone dead for 50 life. One of the main reasons I wanted to make this deck.

Aetherworks Marvel: A very good way to spend all the energy that's lying around. The energy ramp is pretty slow on it, but that's pretty much irrelevant.

Alhammarret's Archive: More Fuel for the Aether Cannon, as well as tons of books that make you draw more cards.

Animation Module: This is the first part of the module trio that makes up a large part of the massive shenanigans this deck in capable of. This deck can generate alot of mana, which means lots of servos to use as payment for abilities, chump blocking, or trying to assemble Servo-Zilla; if you're into that sort of thing. This in turn makes the other modules go, along with trigger duplication and artifact copying.. yeah, shenanigans.

Chromatic Lanternfoil icon: Keeps all the workshops lit, as well as provides interesting new ways to make shadow animals on the wall.

Clock of Omens: A handy way to get around the untap costs of Mage-Ring Responder and Mana Vaultfoil icon. Less handy because Harold can't keep his hands away from it.

Conjurer's Closet: Every self-respecting artificer (and conjurer, of course) needs a proper closet to store all their trinkets and failed experiments in. This one happens to store a massive trampoline.

Darksteel Forge: Helps make your permanents more... err, permanent.

Deadlock Trap: The premier panic room for all your nasty opposing creatures and planeswalkers.

Decoction Module: The second module, this one providing alot of energy and allowing you to bounce some stuff. Also makes a pretty decent wine decanter.

Everflowing Chalice: The first step any inventor should do is to ensure they have enough resources for everything they want to do. It's also handy when you're thirsty. Once it's on the field, you can also keep pumping counters onto it with Animation Module, which is pretty great. (This is the first card I had a little trouble justifying its place in the theme, but as with the other cards in this situation, it's just too useful to pass up, while still being somewhat within the theme).

Fabrication Module: The last of the modules, this one beefs up creatures. Arguably the least useful of the trio, but it makes the module chain go round and round.

Illusionist's Bracers: Copying abilities is one of the things this deck does very well. This can be made even more useful by animating an artifact with Sydri and sticking the bracers on them. You can never have enough shenanigans.

Mana Vaultfoil icon: With the amount of aether energy this deck generates, you'll need some place to store all of it. Obviously.

Mind's Eyefoil icon: Sometimes you have to visualise something in your mind before it appears in front of you in the form of a card.

Mirrorworks: This is where this deck can really get out of control. Having multiple copies of certain artifacts can propel the shenanigan levels to new heights.

Mox Opalfoil icon: A great target for Master Transmuter's ability, it's also a solid mana ramp. The art is one of my favorite of the Kaladesh Inventions.

Mycosynth Lattice: Sometimes experimental inventions can lead to some unexpected results. This makes color protection irrelevant, and helps extend the indestructibility from Darksteel Forge, and hexproof from Padeem, Consul of Innovation to all your permanents. (This is the second card I had trouble justifying in the theme, but again it's not too bad and provides great utility).

Panharmonicon: Harmony for all! This is the main reason I decided to put this deck together with Kaladesh's release. The amount of shenanigans to be had with this card are just off the charts. If you have more than one of them on the battlefield, well, you get the idea.

Prototype Portal: Who said prototypes weren't as good as a finished invention? The effect can also be Panharmonicon'd to exile 2 artifacts, that will in turn put both of them on the field for their combined CMC whenever you activate the ability. Rings of Brighthearth can get you 2 of each artifact. Now, if you animate it, put the Illusionist's Bracers on it, and activate the ability, you can get 4 of each artifact for + the total CMC of the imprinted cards! Fun times!

Rings of Brighthearth: Another great source of shenanigans. Don't let the Mage-Ring Responder get too close to them though! (he's a klepto, remember?).

Sculpting Steelfoil icon: A prime target for the Prototype Portal, it's like putty in your hands.

Skysovereign, Consul Flagship: The only way to travel if you're an artificer! This vehicle is a beast and will make short work of most things standing in its way.

Sol Ringfoil icon: A staple mana ramp. Again, keep the Responder away from it!

Strionic Resonator: The tuning fork for the Panharmonicon, its creator never expected it to be this useful for things other than tuning.

Unwinding Clock: Harold's Clock! No wonder he takes that thing everywhere. It's still a little weird though.

Vedalken Orrery: For those times when you absolutely must empty your hand every turn.

Voltaic Key: The master key of this deck, you can use it to open all sorts of shenanigan doors.

The spells in this deck are mostly centered around digging for things that might be needed.

Brainstorm: Whenever the artificers get together, ideas start flying out of everywhere.

Enlightened Tutor: Fetch whatever artifact (or enchantment) you're missing, and feel enlightened while doing it.

Glimmer of Genius: The artificers work in mysterious ways, and it's not easy to comprehend their sometimes illegible scribles.

Fabricate: There's nothing artificers can't create!

Muddle the Mixture: Everyone gets it wrong the first time.

Thirst for Knowledge: Artificers will do just about anything for more knowledge. They always want more of it!

I decided to be a little lenient for lands and not bother too much about making them fit within the theme. Since this is a three-color deck (mostly, anyways), I needed to include dual-color lands, and WotC just don't have any regards for theme decks, apparently! (I'm kidding. Probably.) There's not much to say about them so I won't be going over each one individually.

Enchantments round out the deck nicely, and have a nice bonus of fitting in a more conceptual way into the theme.

Era of Innovation: Innovating some new shenanigans!

Rhystic Studyfoil icon: Studying is important. It might someday allow you to draw a bunch of cards on your opponents's backs! Stay in school kids!

Thopter Spy Network: When information is knowledge, and knowledge is key, you build an army of drones to be your eyes and ears.

The planeswalkers in the deck provide key wincons and shenanigans. Maybe the theme of this deck should be shenanigans instead...

Dovin Baan: The man in charge. Dovin is the head Consul Inspector and makes sure the artificers don't invent a bunch of faulty machinery.

Tezzeret the Seeker : Every good story needs a villain and Tezzeret fits the bill. He also enables shenanigans and fetches for what you need. I guess he's not such a bad guy afterall.

Venser, the Sojourner: Venser loves teleporting things in and out of the battlefield, and we thank him for his inclinations! He also likes sending all his creations into his opponents's faces.

These are the cards that have been removed from the deck after I considered it finished. These are here mostly only for posterity's sake.

Aetherstorm Roc: It doesn't matter where you travel to on Kaladesh, there's always one of these nearby. Just hope you don't have deck cleanup duty on Skysovereign, Consul Flagship. If you thought seagulls crapping on your car was bad...

Golem's Heart: Not every creation is meant to see the light of day. The ones that don't get to give life to other machines, and also make killer rims on vehicles.

Supreme Verdict: The consuls have the final word over everything. Jerks.

Thought Vessel: With all the card draw this deck can generate, you'll need something to keep track of all your thoughts.

The most interesting aspect (to me, anyways) of this deck is its incredible ability to duplicate triggers and abilities, as well as permanents. I will go over these here since they are a specific subset of the combos this deck generates. Needless to say, they all enable unhealthy amounts of shenanigans.

Illusionist's Bracers These go great with pretty much anything that has an activated ability.

Electrostatic Pummeler: It's hard to gauge how much more value this can give you, since the ability itself has a doubling effect. The answer is almost always going to be: "alot".

Kuldotha Forgemaster: Because the creature sacrifice is part of the activation cost, you won't have to kill off another three creatures, but you will get to fetch two artifacts. Now that's what I call value.

Steel Overseerfoil icon: An extra +1/+1 to all your creatures is definitely not bad. It might even be good!

Hanna, Ship's Navigator: You get to bring back two artifacts for the price of one!

Master Transmuter: Bounce one, Play two. It's like you were playing with little Johnny who made up rules as the game progressed to always turn things into his favor; except he made them to be in your favor instead.

Muzzio, Visionary Architect: Another pay once, play two. Little Johnny must really like you.

And then, as if these weren't enough, you can also animate some non-creature artifacts with either Sydri, Galvanic Genius, or Tezzeret the Seeker and equip the bracers onto them, if only until the end of the turn.

Aetherworks Marvel: Yet another pay once, play two. This one actually casts the cards, so will trigger other things like Aetherflux Reservoir to cause even more shenanigans, especially with other duplicators like Panharmonicon.

Animation Module: Give something two tokens! Maybe you want more mana out of your Everflowing Chalice, or to accelerate Dovin Baan or Venser, the Sojourner to get to their ultimates faster.

Deadlock Trap: Double the lockdown fun!

Prototype Portal: Gets you double the artifacts per activation. Add a Panharmonicon into the mix, and you either get four artifacts if it was on the board when the Portal came into play (it makes it trigger twice to exile two artifacts, which can then be put on the board for their combined CMC), or you potentially get lots of actvations out of whatever the portal brings into play - and probably both.

Strionic Resonator: It's hard to imagine just how much shenanigans you can create by having the bracers attached to this. Tripling a triggered ability of, say Noxious Gearhulk, and then doubling down on the original trigger with a Panharmonicon. You also have Rings of Brighthearth on the field you say? That gets you six total trigger activations from that single Gearhulk. Let's not even talk about also having Mirrorworks on the board, where that trigger would also get Panharmonicon'd, enabling you to get three Gearhulks down. If you somehow got the Resonator untapped from a Voltaic Key, for example, well... this is just getting brain-melting at this point. Now, imagine you have more than one of any of these on the board from previous mirrorworks triggers (as none of these are Legendary), and/or from Prototype Portal, and you truly get the extent to which this deck will melt your brain.

Voltaic Key: While certainly more innocuous than the example above, untapping two artifacts is nothing to sneeze at; unless you also happen to sneeze at that exact moment. Bless you.

Mirrorworks While not as crazy as some of the other duplicators in the deck, the ability to copy any artifact entering play for a measly is very good, and still offers interesting combos with other duplicators, Rings of Brighthearth being the main one. For an extra , you get three of any artifact that enters the battlefield on your side. There's really nothing in this deck that you wouldn't want more than one of when possible.

Aetherflux Reservoir: Having more than one of these on the board will only accelerate the charging time on the cannon. While the extra blasting from multiple copies are of no use since they don't require tapping, multiple life gain triggers are certainly nice.

Animation Module + Decoction Module + Fabrication Module : Having more than one of any of these just makes everything crazier, and you'll more triggers than you know what to do with.

Illusionist's Bracers: As seen in the previous section, these enable far more shenanigans than should ever be allowed in a deck.

Panharmonicon: Having just one of these on the board is enough to make all sorts of crazy things happen. Having more than one just tells you that WotC should probably have made this a legendary artifact. It isn't, though, so that means more shenanigans for everyone!

Prototype Portal: If you couldn't tell by now, duplicating anything that duplicates other things tends to get horribly broken, and this is no exception.

Rings of Brighthearth: Another artifact that just tends to bring things to broken levels by having more than one on the board.

Strionic Resonator: Ditto for this card. It does cost to activate, but honestly, this shouldn't be an issue except for the very early game in this deck.

Voltaic Key: Untapping more artifacts can never be a bad thing.

Every non-legendary creature in the deck benefits from being duplicated, but a few are especially good:

Filigree Angel: This has the potential to fuel the Aether Cannon extremely quickly.

Noxious Gearhulk: Just one of these is great, two is even better!

Panharmonicon This is basically the centerpiece of this deck. When I saw this card, my eyes lit up from all the possibilities that it enables and I built the deck around it. It's a farily straightforward trigger duplicator, but it is important to remember that it will trigger both permanents already on the board, as well as those entering play, since at that point they are permanents you control.

Aetherflux Reservoir: This will cause the life gain from casting a spell to trigger twice. Unfortunately it checks spells cast and not times activated, so it won't add to the amount of life gained each time, just give you that amount twice. That barely slows this cannon down, though.

Animation Module + Decoction Module + Fabrication Module : Doubles the module chain activations no matter where the point of entry is. Combined with things like Era of Innovation and Aetherstorm Roc, you can get alot of Servos, Energy, and +1/+1 counters.

Golem's Heart: More fuel for the Aether Cannon.

Restoration Gearsmith: It's a two-for-one sale!

Filigree Angel: If you guessed "more fuel for the Aether Cannon", then you guessed right.

Noxious Gearhulk: Creature removal is always a good thing.

Aetherstorm Roc: Even without the module chain, this can still get you a decent amount of energy on its own.

Prototype Portal If you've been reading through the description in order, it should be obvious by now all the shenanigans that are possible with this card. What's more, if the game progresses and you either have enough of whatever you were portaling in (protip: you can never have enough), or find something better to portal, you can simply bounce it back to your hand with things like Master Transmuter, or Conjurer's Closet and Decoction Module if you animate it first.

Conjurer's Closet: Bouncing things is fun! Bouncing them alot is even more fun.

Illusionist's Bracers: Just one of these is dangerous levels of shenanigans. Two or more, especially equipped to the same creature, is said to be able to unravel the fabric of space-time, as it will be unable to contain the amount of shenanigans that are generated.

Mana Vaultfoil icon: If you need more mana, this is a prime candidate for that. Unwinding Clock will take care of the untap costs, because clocks are cool like that.

Panharmonicon: If you're like me, then you like to sow chaos and destruction upon your opponents in the coolest way possible. This card does all that for you and then some.

Rings of Brighthearth Honestly, by this point I'm running out of ways to describe the crazy things this deck can do. Just know that many copies of this will make them even crazier.

Sculpting Steel: If your opponents happen to have some cool artifacts of their own, be sure to let them know how much you appreciate them playing them as you put one of your own down on the battlefield. And since this creates a copy, but not a token, you can then proceed to duplicate it with Mirrorworks and Panharmonicon. If worst comes to worst, you can always just copy one of your own already-cool artifacts, and still feel pretty good about yourself.

Sol Ringfoil icon: Just like the vault, this is a prime target to portal in if you need more mana.

Strionic Resonator: This... just, yeah...

Voltaic Key: There has to be a joke about finding the master key somewhere in here. In short: Have Keys, Will Untap.

Filigree Angel: Not only do you get a decent creature, but you fuel the Aether Cannon en masse. Downside, however, is that the portal's activation doesn't benefit from cost reductions provided by Etherium Sculptor and Foundry Inspector.

Kuldotha Forgemaster: Once you get the Module Chain going, having servos to sacrifice to this won't be an issue, so having an army of them will allow you to fetch exactly what you need.

Noxious Gearhulk: Just call us at 1-800-Removal-On-Demand.

Rings of Brighthearth There isn't too much that hasn't been said yet about this duplicator, but there are still a few notable combos to be had.

Aetherworks Marvel: Allows you to cast two permanents. Again, these are cast, so they will trigger the additional life from Aetherflux Reservoir.

WIP

Many of the combos are explained in the Duplication section above, but there are others that work just fine with out any added shenanigans.

Aetherflux Reservoir + Golem's Heart : Not only does casting things activate the reservoir, but any artifact will also trigger life gain to get you that much faster to 51 life (you don't want to kill yourself at the same time, now do you?).

Alhammarret's Archive + Golem's Heart : Activate your Aether Cannon twice as fast! Oh and also, stay alive longer by gaining a bunch of life.

Animation Module + Decoction Module + Fabrication Module : The module chain provides lots and lots of tokens, energy, and +1/+1 counters all by themselves.

Kuldotha Forgemaster + Marionette Master : Sac three to fetch what you need, and and each of them triggers the master to potentially deal alot of damage.

Master Transmuter + Mox Opal : Easily put an artifact on the board while re-casting the mox opal to trigger other things like Aetherflux Reservoir.

Animation Module + Everflowing Chalice : Allows you to keep adding counters to get more mana from the chalice.

A Note about Mycosynth Lattice + Sydri, Galvanic Genius : This enables you to blow up lands for and mess with opponents's manabase. Destruction is not a theme this deck is going for, but unfortunately it's still there, and very much allowed, but I feel it goes against the spirit of the deck.

WIP

Because this is a theme deck, there are some cards that I will not use which would obviously be very powerful in this kind of deck. Here are some of the more notable ones. Most of these will be fairly self-explanatory, but I will try to go over why I feel they don't fit the theme.

Akroma's Memorial: While it could be argued that a memorial could be present somewhere on Skysovereign, Consul Flagship or something along those lines, Akroma and angels in general are just not present in this deck. There's Filigree Angel, of course, but it's there as a fabricated creature in the image of an angel, rather than an actual angel.

Blightsteel Colossus: He's a golem and can pretty much finish games by himself, but I feel he has more of an evil theme than what I am going for, especially with the card art; and I don't really like infect.

Cranial Plating: That card art is much too spoopy for me.

Gilded Lotus: While it is an artifact, it represents a flower/something organic, and this deck is all about machines and artificial things.

Memnarch: Usually a staple of pretty much every artifact-centered deck out there, I limited myself to only Artificers, and a wizard is not an artificer. Honestly, he's also not really needed.

Skullclamp: Another artifact that would do very well in this deck, but sucking the life out of things is not a theme that fits a deck that is all about creation.

Sundering Titan: I try to fit destruction in the deck as a byproduct with creatures like Electrostatic Pummeler, rather than a straight up goal. Also, destroying a player's manabase is simply not fun, IMO.

Nevinyrral's Disk: Again, destruction is not a goal or a theme of this deck.

Thopter Assembly + Time Sieve : Thopter assembly's art is a complete mystery to me, but it doesn't look like it would fit in the theme very well. Time Sieve also doesn't really fit in the theme, but both of them together is about the easiest infinite turn combo I can think of, as long as you have the 6 mana to play the assembly each turn.

Sword of the Meek + Thopter Foundry : Another easy semi-infinite combo, the sword doesn't fit the theme, and as I mentioned in the intro, my play group dislikes easily achievable infinite combos.

Note: The description isn't quite finished yet, but it's close enough for now. The rest will be updated shortly.

Thanks for taking a look! I appreciate all comments and suggestions, and if you liked this deck, please be sure to leave a +1

If you enjoyed the deck, be sure to check my other theme decks!


Theme Deck - Dungeons and Dragons

Commander / EDH* SolarisFall

SCORE: 2 | 2 COMMENTS | 146 VIEWS | IN 1 FOLDER




Suggestions

Updates Add

I finally got around to updating the deck after almost exactly a year. It's been on my to-do list for a while!

Not too many new additions since the last update, and I've long since put back Mycosynth Lattice back into the deck. So here they are:

In: Mycosynth Lattice - This card is just too useful in this deck to take it out.
Out: Skysovereign, Consul Flagship - While it was great to have a base of operations for the artificers and is an otherwise great card, it just doesn't do anything to advance the goals of the deck, and after struggling for a while about it, I decided to replace it with the lattice.

In: Mechanized Production - Being able to copy things in this deck, again, can get out of control pretty quickly, and you also have a wincon attached to it to boot!
Out: Thopter Spy Network - A potentially useful card as a sac outlet for cards like Arcum Dagsson, but overall, not that great.

In: The Immortal Sun - This card has all the abilities ever printed on it, so it's kind of hard not to include it, y'know? Seriously though, it's just a straight upgrade to Deadlock Trap, sans the energy.
Out: Deadlock Trap - As above, aside from the two energy and a lower mana cost, this card is just completely outclassed by the sun.

In: Mirage Mirror - This mirror is so versatile and difficult to get rid of, it's insane. Does a ton of work in just about every area of this deck.
Out: Dovin Baan - I mulled over what to remove for the mirror for a long time, and when it came down to it, much like Skysovereign, this card just doesn't do much to advance the deck's gameplan, so out it goes.

In: Workshop Assistant - You can never have enough help while toiling away at creating the next big invention, not to mention bringing the last scrapped experiment back for a second attempt.
Out: Glassdust Hulk - Most of the time this creature just sat back and crewed Skysovereign, and very rarely got to get in for big damage, and the assistant simply provides more value.

Comments

38% Casual

62% Competitive





Compare to inventory

Revision 10 See all

3 weeks ago)

+1 Whirler Rogue main
-1 Mind's Eye main
+1 Isolated Chapel main
-1 Isolated Chapel main
-1 Whirler Rogue main
+1 Mycosynth Lattice main
-1 Mycosynth Lattice main
+1 Mind's Eye main
+1 Artificer's Epiphany maybe
-1 Artificer's Epiphany maybe