PART 1 EARLY GAME
This deck aims to board control the earlygame with the ability of
Armix, Filigree Thrasher
which is the reason why we generally want to play him first so that he can attack early and start killing the minions of our opponents. Our second commander
Toggo, Goblin Weaponsmith
helps to support this idea with his rock landfall ability quiet well so that armix's debuff grows very fast.
besides the usual edh ramp the early game has two very important goals :
Goal #1 is as already stated to grow the ability of
Armix, Filigree Thrasher
as fast as possible. to achieve this goal I included as many cheap artifacts that cycle as i could. (
Urza's Bauble
,
Mishra's Bauble
,
Arcum's Astrolabe
,
Chromatic Sphere
,
Chromatic Star
,
Terrarion
,
Wayfarer's Bauble
that also synergises with Toggo,
Conjurer's Bauble
,
Sensei's Divining Top
,
Nihil Spellbomb
and
Panic Spellbomb
which also helps wih goal #2 :
Help
Armix, Filigree Thrasher
survive the attack ! To This category I count
Dolmen Gate
,
Welding Jar
,
Slobad, Goblin Tinkerer
and
Maze of Ith
PART 2 ROCK SYNERGIES
the next focus of the deck is to convert those useless rocks that are piling up on your side of the battlefield into value.
Reprocess
and
God-Eternal Bontu
transform them into cards,
Krark-Clan Ironworks
and
Blinkmoth Urn
make them into mana and
Kuldotha Forgemaster
sacs them to straight up go for your win cons.
Saheeli's Directive
is also awesome because it floods your board with even more artifacts.
PART 3 DARETTI EFFECTS
I really like the red theme of cheating big artifacts into play by sacing crappy ones and this deck is just perfect for it ! Not only does
Toggo, Goblin Weaponsmith
provide the crappy artifacts but
Armix, Filigree Thrasher
lets you discard the good ones. The whole package of
Goblin Welder
,
Goblin Engineer
,
Scrap Mastery
(which also provides much needed resilience against
Vandalblast
!) and
Daretti, Scrap Savant
is an easy auto include. Plus many of the cheap cycle Artifacts even let you draw a card when you sac them. More sweet Value !
PART 3.b THE'SINCE I PLAY DARETTI I CAN ALSO PLAY' PACKAGE
Yeah not much to say here.
Duplicant
is awesome removal
and for the Timmy in me there is
Metalwork Colossus
and
Phyrexian Triniform
which is also like
Myr Battlesphere
an army in a can and that's always great.
PART 4 CUTE CARDS AND GRINDY STUFF
In this category of cards I count everything that helps getting some kind of advantage which usually isn't directly game winning but tends to accumulate reliable value that gets you there.
At first we have the classic 'draw two cards a turn effects' with
Tome of Legends
and
Idol of Oblivion
.
Trading Post
can also do that but it deserves a to be named on its own because its awesome and this deck synergises very well with it.
one of my favorite sweet synergies is
Squee, Goblin Nabob
with the discard of
Armix, Filigree Thrasher
and I am very happy that I have found a place for the little guy. He didn't deserve to be in my folder.
Another favorite card of mine is
Mimic Vat
there is simply nothing better in magic than using the threads of your opponents against them.
I am also experimenting with
Lithoform Engine
in this Deck since I really like the card.
PART 5 WINNING
In the Late Game this Deck tries to dig as deep as it can to find its win con.The synergie of
Alhammarret's Archive
and the cycle artifacts has to be mentioned here but
Bolas's Citadel
is definetly the best at getting deep fast. The Citadel is definetly a contender for the single best card in this deck because it also is a combo piece.
Bolas's Citadel
+
Sensei's Divining Top
is a DIY
Yawgmoth's Bargain
but
Mystic Forge
+
Sensei's Divining Top
+ one of the cost reduction cards like
Helm of Awakening
is an even better combo because it allows you to draw the whole deck immediatly.
PART 6 THE OTK
One key moment of building this Deck was when I discovered
Salvaging Station
. I actually didn't know the card and I immediatly wanted to build around it. This card is the main reason why this deck plays so many cheap Artifacts and even though it is propably not the strongest card in the deck it is certainly the card that everything else has crystallized around. To honor this it is only fitting to let the deck win through it.
The combo needs four cards in total :
Salvaging Station
+
Krark-Clan Ironworks
+
Flayer Husk
to make endless mana and finally
Walking Ballista
to win.
What you do is sacrifice
Flayer Husk
to
Krark-Clan Ironworks
now the Germ Token is 0/0 and dies through state based actions which in turn causes
Salvaging Station
to untap. Now you can bring back
Flayer Husk
so that you arrive at the previous board state but with 2 colorless mana in the pool. Rinse and repeat and you have infinite mana which you can use to cast a very huge
Walking Ballista
to kill your opponents.