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Without infinite mana combos this deck would be worthless. I've decided to stick with two card combos as 3 card ones are too easy to stop.
I quite happy with the way this deck has been behaving, considering it started more or less as a joke.
Please comment away as I know it's far from perfect.
You could even drop a couple of your artifact pieces to 2 ofs and run Fabricate this way you can just tutor for whatever card you need as opposed to flooding your hand with unneeded pieces.
I'm a bit worried your combos are pretty disruptable, all it will take is a Lightning Bolt in most cases and you need to reassemble. Spellskite could help with this, drawing removal to buy you some time.
card:Blue Sun's Zenith can also be a win condition as well as card advantage in a pinch.
Muddle the Mixture and Drift of Phantasms are something to consider as well, on their own they aren't very good, but their transmute ability is pretty amazing for a deck like this where you are going to be looking for specific cards.
I'd be afraid of running 20 lands, I'd bump it to 24 and include Scalding Tarn and Misty Rainforest , drop the shock lands to a 1 of each because you can tutor for them now, this should help with color fixing which I don't think was too big of a problem, but I don't think you should have any less than 23 lands. Academy Ruins can help bring back pieces that were destroyed.
Hope fully this helps a bit, I've been interested in making a deck like this for a while.
I might think about adding the infinite creature combo in place of the myrs: I don't really like the myr combo as it requires three cards. However, If you can thing of another Modern-legal two card infinite mana combo I'll be very happy to hear about it.
zkfuzzy1: card:Pemmin's Aura is great, but not legal in modern. How would I use the other cards in an infinite mana combo?
Mutliplying-Mites is my pestertwin deck if you are interested in checking it out. It's a generally unfun deck for both parties because it consistently wins on turn 4, even in multiplayer games.