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Muzzio's Tinkertoys

Ancient Tomb

Basalt Monolith: A good use of ramp that works amazingly well with an untapping ability or even better with Rings of Brighthearth.

Gilded Lotus: A great use of coloured mana ramp if put into play with Muzzio, Visionary Architect ability.

Mana Crypt:

Mana Vault: Like a secondary Sol Ring, it allows for very early fast ramp at the draw back of it costing 4 to untapped and dealing 1 damage each upkeep.

Metalworker: One of the best ramp spells for this deck to hard cast any high costing creature or other spell. It also happens to combo well with Staff of Domination + three artifacts to create massive amounts of mana.

Mind Stone:

Myriad Landscape: Land base ramp that taps for colourless but allows you to tutor for two base lands. Only drawback is the unfortunate entered tapped issue.

Scorched Ruins:

Sol Ring: The best value for ramp. Being able to get two colourless mana from a one cost on turn one or two is a perfect start.

Solemn Simulacrum:

Unstable Obelisk:

Wayfarer's Bauble:

Arcum Dagsson: A very powerful non-creature reusable artifact tutor. Capable of gathering all your best noncreature artifact cards (i.e. Darksteel Forge) if not felt with quickly.

Fabricate: Essentially a blue Demonic Tutor (Kinda..?) that searches for any type of artifact.

Inventors' Fair:

Kuldotha Forgemaster: Another strong tutor, like Arcum Dagsson, but with the ability to fetch Artifact creatures.

Long-Term Plans: Great card tutor that works well in cooperation with Sensei's Divining Top or

Muzzio, Visionary Architect's ability if it is an artifact.

Sanctum of Ugin: A land tutor that works very well when Mycosynth Golem is put into play as it allows you to search for a beatstick and possibly put it into play right away.

Tezzeret the Seeker: A useful utility or a Planeswalker card in a mono-blue artificer deck.Tezzeret the Seeker allows to tutor for any artifact for its -X along with untapping up to two artifacts if needed for his +1 ability.

Tolaria West: A perfect tutor for finding the proper utility land such as Academy Ruins,Homeward Path,or Strip Mine to name a few.

Treasure Mage: Cheap but somewhat effective way of fetching for a 6+ CMC artifact for whatever predicament you may be in.

Trinket Mage: A cheap artifact tutor that works best early on to fetch 1 or lest CMC artifacts. Such as Sol Ring, Mana Vault, Sensei's Divining Top, or Tormod's Crypt to name just a few.

Trophy Mage:

Basalt Monolith + Rings of Brighthearth + 2x Island = infinite colourless mana.

Muzzio, Visionary Architect + Rings of Brighthearth = Double digging ability.

Mycosynth Golem + Mycosynth Lattice = Highly reduced costs on artifact creatures.

Mycosynth Golem + Sanctum of Ugin = Search for 6+ costing artifacts.

Muzzio, Visionary Architect + Mycosynth Lattice + Unwinding Clock = Allowing for Muzzio to use his activated ability during other players turns.

Rings of Brighthearth + Sensei's Divining Top + 2x mana = draw a card by return Sensei's Divining Top to your hand. Than top's draw ability is copied, drawing you the top card, and then Sensei's Divining Top.

Darksteel Forge + Nevinyrral's Disk + Unwinding Clock = Lesser infinite boardwipe lockdown.

Darksteel Forge + Mycosynth Lattice + Nevinyrral's Disk + Unwinding Clock = Major infinite boardwipe lockdown.

The Starting hand is debatably the most important part of this deck. A simple starting had should, at the very least, contain three lands, two of them being blu sources, and an artifact within a CMC of three or less to get Muzzio, Visionary Architect started up. The best starting hand (or god hand) would be to have one land (colour mana not necessary), Sol Ring, Mana Vault, Copper Gnomes, Mana Crypt, and Blightsteel Colossus.

More later..

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Casual

94% Competitive