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I need suggestions on the numbers, thinning it to the Standard 60 cards deck. Please leave comments.

You can't have Kaladesh being the latest in Standard and not have an awesome Artifact deck somewhere in the works because Kaladesh is known for it's automatons and artifacts. This standard cycle should be known for it's Artifacts and it kinda already is. While everybody knows the prominence of Smuggler's Copter and Vehicles I want to exploit another powerhouse creature that can strike fear in the heart of the opponent.

Metalwork Colossus

At it's core, this is an Artifacts Affinity Deck. Yes, in Standard... and yes it actually works and is fun. I chose to do a Dimir Shell for a couple of reasons. The powerful Emerge creatures combo well with our overall theme. Our finishers, a 10/10 colossus, a 5/6 giant octopus, and a 5/5 giant eldrazi insect. All three of them creatures in combat will kick your ass 9 times out of 10. Each takes large enough chunks out of the opponent that they can close out games in just a few turns. Putting them on a short clock is what this deck does best. It's getting there though that is the challenge of the build.

Creatures:

Metalwork Colossus necessitates and dictates we build our deck a certain way but he also gives us incentives to build your deck in such a manner as he is a massive body 10/10 colossal creature. It took a little work in deck building in order to truly harness its power, but the payoff is well worth it. Trust me.

Glint-Nest Crane is obviously included for the ability to grab our artifacts but it shouldn't be overlooked as an important 2-drop creature with flying. Smuggler's Copter dictates we have an early game answer where the Looter Scooter is at it's best. It's the one card that has dominated early Kaladesh Standard. It's in a high number of decks, from all ranges of types, and it is a legitimate threat. It was clear from the onslaught of Kaladesh and it's going to be stay around for awhile so you clearly need to be prepared for the early game. How are you going to deal with Smugglers Copter?

Dhund Operative I love Deathtouch. It makes for great defenders. There's plenty of cheap deathtouchers like Rancid Rats but this guy like Artifacts and so do we. (Sidenote: If you bring this back with Soul Separator you got a 1/1 flying deathtouch spirit.)

Contraband Kingpin A 1/4 blocker isn't bad. A 1/4 blocker with Lifelink is decent. A 1/4 blocker with Lifelink that is a 2-drop is kinda okay. A 1/4 blocker with Lifelink that's a 2-Drop that also rewards us for Artifacts coming into play, okay now this card is good to go for this deck.

With utility cards such as Contraband Kingpin and cards that reward us for playing Artifacts pr controlling artifacts such as Dhund Operative. It's cards like these that give you extra mileage out of simply playing a type of card (artifact) into play.

Padeem, Consul of Innovation I think it's fairly self explanatory for why this is a powerful tool in this deck. Let's just give everything Hexproof and draw an additional card every turn. The only bad thing about this deck is with Smuggler's Copter's dominance in the format means we're already going to see a ton of Artifact-hate in sideboards and plenty of builds with reactive answers for the Looter Scooter. What can destroy one artifact can take down most our deck too. This is why giving everything Hexproof is so powerful and important.

Foundry Inspector cheapens how much Artifacts cost to cast.

Yes, it's only by and the Colossus has this effect already built in to it but we're not looking to cheapen the Colossus per se, we're looking to speed up the rate of which we're able to accrue non-creature artifacts into play so that we can cast the Colossus. (Chief of the Foundry has a lot of flavor with it but is not what this deck needs.)

EMERGE: An emerge cost means that you can sacrifice a creature not only to make the cost start out cheaper, but you can then reduce the cost further by whatever that sac'd creature costs.

One of the better creatures to sacrifice is Matter Reshaper. When you do it lets you put another cheap artifact into play for free or draws you a card off the top of your library. Either way that's at no cost.

Elder Deep-Fiend Flash cast it on their turn, Emerge and sac a creature to cheapen it. Then tap 4 of their lands and make them waste the turn or tap their creatures so you are forcing them to not be able to attack into you. Since it's a colorless card with CMC7+ it triggers Sanctum of Ugin and you can then tutor out the Metalwork Colossus. A 5/6 body is not bad by any means even if your about to cast a 10/10.

Distended Mindbender is our other Emerge threat, and these two creatures are big reasons why I chose a Dimir shell over other colors, because it too is 8CMC so it triggers Sanctum of Ugin. The curve of turn three three-drop creature, turn four emerge out Distended Mindbender is going to be feared by your opponent still likely holding a grip full of interaction he don't want to lose.

Making the opponent discard a card that costs three or less AND a card that costs four or more.

That's not hard to see that it's ETB is an extremely powerful effect. (and one you can repeat with Soul Separator)

First of all, you will always get at least one card unless your opponent is holding all lands and you will get two cards frequently. It can come in on turn four or five, take two of the opponent's best cards, and stick around and demand an answer (which they are less likely to have after the ability resolves).

That mindbending ability is the real reason we like him but with a body of a 5/5 it's not a small creature, and is certainly big enough to be considered a respectable finisher in its own right. It beats most creatures in combat, and takes large enough chunks out of the opponent that it can close out games in just a few turns.

When you don't have to pay more than a couple mana to play either of these on turn four or so they become really powerful Midrange spells and can turn the tide in your favor.

The Artifacts:

Now we're getting to the real meat and bones of this deck, the Artifacts. The whole gameplan is to deploy as many Artifacts as you can into play with cards and creatures that reward you for utilizing Artifacts to their max.

Hedron Archive is the best ramper in Standard. is better than anything else and we don't care that it is colorless with this build. That's perfectly fine.

Prophetic Prism Simple. draw a card. Tap: Add a mana of any color to your pool. It's a mana ramper with a cantrip.

Metalspinner's Puzzleknot is basically the same thing but at a cost of 2 life you can do it again and draw 2 cards.

Cultivator's Caravan this is our hidden gem. It plays such a important role. It's a mana fixer and mana ramper. If we wanted to splash a third color like white we could. It's also able to become a pretty big 5/5 creature despite it counting towards the Colossus cheapening effect when it's normally not a creature.

Skysovereign, Consul Flagship It cheapens the Colossus by 5. Also it has has an ETB Lightning Bolt-effect (just planeswalkers and creatures though) that means you can get some immediate removal out of it even if you cannot crew it to make it a creature. 3 damage kills a lot of creatures or it can really bring down the loyalty counters on a planeswalker, almost killing them or severely stunting their progress towards their ultimate.

Ghirapur Orrery It cheapens the Colossus by 4. Since we have a ton of draw engines and a bunch of cheap artifacts we might just be able to play a ton of lands and empty our hand, then every upkeep we get to draw 3! Amazing draw engine and really it fits just fine for the amount it cheapens the colossus by. Downside is they can play lands faster as well.

Soul Separator Return a Colossus from graveyard as a 10/10 Zombie.

Key to the City Discard Outlet. Draw Engine too.

Smuggler's Copter If you can afford to run these, they fit in great as a discard outlet and draw engine and obviously early evasion attackers. Plus it counts as -2 towards Colossus when it's not a creature.

The Land/Mana Base:

Who cares, we're colorless.

Actually being a majority colorless deck actually opens us up to running some cool unique lands and taking full advantage of their effects.

Sanctum of Ugin is a great land for this deck. The Metalwork Colossus becomes a tutor. It's great alongside any Emerge creature. too like Elder Deep-Fiend.

Inventors' Fair has great synergy with any Artifact-based deck.

Holdout Settlement is okay mana fixing.

Maybe Shrine of the Forsaken Gods but it kinda sucks needing 7 lands to get any use out of it.


The Spells:

Fortuitous Find in this deck is almost as good as Ever After and a helluva lot cheaper.

Refurbish is great graveyard recursion.

Yes the Colossus has that built in to it and you might need to sacrifice 2 artifacts to return Metalwork Colossus from graveyard to hand at some point in a match because after all there's nothing more scary than a 10/10 creature that you can keep bringing back making their removal(s) pointless. Fabricate and Servo Artifact tokens could be one way of doing this too if we ever get any cards that are justifiable and worth playing but for now we run enough Artifacts we can probably afford to drop two.

Refurbish however means we don't have to. Using Key to the City to get Artifact Creatures into the graveyard you can Rise from the Grave them into play. Instead of for Metalwork Colossus it's that much cheaper.

Let's set up a little scenario here. Using your Key to the City you discard Metalwork Colossus to your graveyard. Now you cast Refurbish and it's in play.

Or say you don't have a Refurbish in your hand but you do have a Soul Separator in play.

It counts as a -3 towards Colossus while it's in play but it lets us bring back a Metalwork Colossus as a 1/1 Spirit and puts a 10/10 Zombie into play. You could include any ETB creature now too and just discard the ETB creature with Key to the City and then separate their soul bringing it into play for it's ETB effect and a Zombie for it's X/Y body giving us 2 for 1 creatures now.

Aside from Key to the City we got the champ, Smuggler's Copter to be our discard outlet to send our Colossus into the graveyard so we can recur or rather Refurbish it. That's also yet another way to draw cards in this deck.


Sideboard:

Deadlock Trap Sideboard in vs Planeswalker heavy builds.

Even though we can just bring back the colossus by sac'ing 2 artifacts running blue means we have plenty of access to protection for our creatures in the form of counterspells. When they cast a removal spell having something like Turn Aside & Negate works well. Revolutionary Rebuff is another.

Personally my favorite is Horribly Awry because it'll cover most all of the removal-spells they'll be casting and it also can counter certain creature threats and other spells cast like Artifact Vehicles, specifically Smuggler's Copter. Not only that though, instead of letting B/G Graveyard Shenanigans take place it Exiles them rather than sending them to their second hand in their graveyard.

We can easily splash things like Refurbish with Cultivator's Caravan or an Aether Hub and then we can return discarded or removed Artifacts straight to play which is very powerful. Both really help if we wanted to include more white, go full on lifegain perhaps, we should focus on Dazzling Reflection and Aetherflux Reservoir. All we need to reach 50 life is a few of these spells and our giant 10 power creatures like Metalwork Colossus and Demolition Stomper.

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Hoping they reprint Whirler Rogue in Aether Revolt! Tap 2 Artifacts, make Metalwork Colossus unblockable for 10 damage. PLEASE!

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Revision 1 See all

(8 years ago)

+1 Animation Module maybe
+4 Choked Estuary main
+1 Cogworker's Puzzleknot maybe
+1 Contraband Kingpin side
+4 Cultivator's Caravan main
+2 Dhund Operative main
+2 Distended Mindbender main
+2 Elder Deep-Fiend main
+3 Fortuitous Find main
+3 Foundry Inspector side
+2 Geier Reach Sanitarium main
+1 Ghirapur Orrery side
+3 Glint-Nest Crane main
+3 Hedron Archivefoil main
+1 Holdout Settlement main
+2 Horribly Awry side
+3 Inventors' Fair main
+3 Island main
+2 Key to the City main
+1 Malakir Familiar maybe
and 38 other change(s)