When I saw the deck "Cheerios" I knew I had to make it. I always wanted to do something cool with Puresteel Paladin but I didn't know how. So Let's go through, in detail, how the deck plays, and what each thing does.

Idea of the Deck


This deck does a couple things. It utilizes both of Puresteel Paladin's abilities, and then it wins by drawing through the deck. A typical rundown would look like this:
1. Seachrome Coast
2. Plains, Puresteel Paladin
3. Seachrome Coast or Plains, Sram, Senior Edificer or another Puresteel Paladin. Drop all of the 0 cost equipments in hand, then keep going until you can't. Eventually you'll probably need to use Retract, it just helps to refill hand and then keep drawing. Sooner or later you'll run into Mycosynth Golem. This is going to kind of be your win-con. Start dropping creatures and swing with Myr Adapter.

Each Card's Purpose


Accorder's Shield: In here to help cycle through
Bone Saw: In here to help cycle through
Cathar's Shield: In here to help cycle through
Cranial Plating: If Myr Adapter doesn't hit or dies, it lets any other creature get just as big. Or if he is out, it gives that overkill.
O-Naginata: Lets whoever is going to attack have trample, and guarantees the win that turn.
Paradise Mantle: Allows to have 4 mana turn three, which ends up being really important most of the time. Maybe you need to Retract twice? It's very helpful in almost every situation.
Spidersilk Net: In here to help cycle through
Swiftfoot Boots: Allows to swing or make mana the turn things come out.
Foundry Inspector: Allows to play every equipment for free when both are out
Mycosynth Golem: The ultimate artifact ramp. It basically gets paid for by the time you see it. Lets you drop every creature from your deck for free, AND is a nice 4/5
Myr Adapter: This card was originally Blightsteel Colossus, but this works better as a win con. While Blightsteel Colossus is harder to deal with, especially with the hexproof off Swiftfoot Boots, Myr Adapter is just more playable because it only costs to play, and it's going to achieve the same thing. Besides, they probably won't remove it on turn 3, and counterspells aren't very likely. Even if it gets removed, the same effect will be using any other creature. So it really comes down to money. The difference between 15 cents, and $30.
Puresteel Paladin: The whole engine of the deck. It really doesn't work without having one. The metalcraft ability is a NECESSITY, so I almost never keep a hand unless I either have one or know one is coming.
Sram, Senior Edificer: Helps go through deck, but not much else. It's a strictly worse version of Puresteel Paladin, would much rather playing Puresteel Paladin over Sram, Senior Edificer. But, it's here as a backup.
Retract: Such a nice card for this deck. If you ever get stuck and can't drop anything, drop that and do it again, just keep on cycling through the deck.
Laboratory Maniac: This is probably going to be the main win con. You can play it turn three, and then if it gets countered, then you have the back up Laboratory Maniac, or Myr Adapter, because it's very doubtful that they'll be countering 3 things turn 3.

In the original version of the deck located here, it was triple the price, not as fun, and used Laboratory Maniac as the win-con. It was a much easier win, but I didn't like it, so I started working on this version, using that deck as a mold.

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Date added 6 years
Last updated 6 years
Legality

This deck is not Modern legal.

Rarity (main - side)

2 - 0 Mythic Rares

19 - 0 Rares

13 - 0 Uncommons

15 - 0 Commons

Cards 60
Avg. CMC 1.37
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