I've finally finished it! Almost nothing of the original deck remains. It can durdle all it wants, and it can also win out of nowhere, exploding in just one turn with the weirdest and most unlikely cards. (EDIT: Future FG here. Translation: I've spent altogether too much time crafting this deck, and the same goes for this description. It's horribly outdated, but I can't bear to delete it. So I'll be adding metacommentary)

Most people don't know about the cards that I run, and the creativity that went into them. (They totally do now.) No one suspects a thing! (It's colossally overpowered.) By themselves, they are very subpar. (There are no two-card combos.) But together, they form an engine that is just as lethal as any other blue combo, but a lot more fun. It is neither 100% artifacts, nor 100% superfriends. It's a perfect amalgamation of both. (It's a little closer to superfriends now.)

If I may go into detail, this is what I would call the perfect deck. It has no dead slots. Every single card serves a purpose, every card synergizes with one another and improves the better your board state is (guaranteeing good tempo no matter your draws), and not one single card is purely defensive. (Except the control spells and the hard combat lock.) It doesn't need it. (It totally does.) Every single card has some offensive characteristics, be they low cost or incredible power. As much as it likes to durdle, it's always getting something done.

You'll notice the lack of Ghostly Prison. This is intentional and not without thought. It doesn't help planeswalkers and is a dead draw in late game and against Voltron decks. (But Ensnaring Bridgefoil isn't!) Having every card be of somewhat assertive if not totally offensive quality guarantees good topdecks and good overall hand quality. Ghostly Prison is good as a shield in one hand when your big sword is in the other, but here, we're wielding ten swords at once. You can't even get near it without getting stabbed. (Unless you have a gun.)

My Oloro (peace be upon him) is famous for its rattlesnakes. But here, they are outright deadly. The one thing that this deck does not have a trump on is enchantments. It can't destroy them easily (except for Ethersworn Adjudicator and Nicol Bolas, Planeswalker, both repeatable of course) but it can just steal them all if Aura Thief dies. (No room for him anymore. Put in Arena Rector instead!) This makes hitting your planeswalkers very hard without eating some significant losses. (Or, straight up giving you more of them!) Forcing them to waste their most choice removal on a 1/2 is nice...

...when of all things a Prince of Thralls could hit the table. (Nope. It's Nicol Bolas, God-Pharaoh now.) This is where the deck shines. Most decks save their Timmy slot for a big noncreature spell like Rise of the Dark Realms, but where's the fun in that? (Will and Rowan say hi.) This deck takes pride in being interactive, for that is the best way to be offensive. You not only kill their stuff, but in the later game, you have so many options to also steal from them as well. Dack Fayden can work the same way with your cards, either gaining you life with your own Swords to Plowshares, or flipping your own deck with someone else's permanents by using Indomitable Creativity with his emblem active. Will Kenrith's emblem makes all your spells more powerful, and gets factorially stronger the longer his sister Rowan Kenrith has been out. Emblems upon emblems upon emblems! (Not to mention Oath of Teferi which makes your walkers so overpowered you won't even miss green.)

In addition to all the sheer value you will be pumping out with your army of insane artifact-impersonating planeswalkers, you have the artifacts themselves, which are the meat of the deck. Or at least, the less-prime meat. Paradox Engine makes everything shine, from the cheap spells to the drawing artifacts to the Mimic Vat pumping out more and more creatures the more spells you play and the more mana rocks you can get in on the fun. It's one thing to get a Trinket Mage or a Trophy Mage or even a nice Wurmcoil Engine if you're totally at a loss for someone else's creatures, but getting a dead Eternal Witness into the pot is a thing to behold. That's a game-ending boner from the Meren player if there ever was one. Recurring one-mana tutors and drawing the card you tutored with a Serum Tank or Sensei's Divining Topfoil and then playing that card with a Paradox Engine on the board... you just got yourself a thirty-minute turn.

(Nope, that's all gone. Too dependent, not to mention too slow, the mana requirements for that particular five-plus-card combo are insane and it's too easy to disrupt. Lots of extra turns is better than one big long turn. It helps keep people from nopeing out when there's an illusion of progress.)

But that is the best part. None, absolutely none of it is lazy arbitrary nonsense. Everything must work perfectly and be kept track of, all the way to the colors of mana you have floating and from what source, so when you play Indomitable Creativity with all the mana you floated from Pyromancer's Goggles, you know just how many copies of it you're getting, and how much life you've got coming when you finally get your Aetherflux Reservoir online at 26 storm. It's quite the mental workout, one every Magic player should experience, or be on the receiving end of, at least once. (And then never do it again, or else run the risk of total nuclear war.) It helps to keep the tracking consistent throughout the game (read: starting that one thirty-minute turn) so it's not a huge surprise to everyone at the end, and so no pesky rules lawyer can beat you at your own deck. (It will get tedious if you don't know when you're gonna win, though. It does get obnoxious when you tease it all the time with no Reservoir on board.)

Finally, it does all of this without being boring (to play. Hopefully). You could have a hundred decks that all do a fraction of what this deck can do, and still not feel satisfied. (Maybe.) This is the deck that will make you feel smart and powerful, the two things every player wants. It's also fun! A lot more fun than regular, imperfect combo decks that can only win one way. (It's also a thousand f***ing dollars! and has like one and a half too many walkers. How could you not win with thirteen top planeswalkers? I'm almost tempted to call it goodstuff at this point. And we all know goodstuff is brainless, even more brainless than netdecking. I couldn't live with myself if I were responsible for someone netdecking a goodstuff deck.)

(The last note I'd like to make is, don't be afraid to make cuts for the sake of budget and to keep the deck from falling into any sort of bloated incoherence. Aura Thief is only two dollars compared to Arena Rector, and Karn is just for show and for extra control content. The only real stickler for price is Mana Crypt, and that's because it's vital for Breya's sac shenanigans with Scrap Trawler. You tap it for 2, you sac it and another artifact that costs more, and the Crypt goes back to your hand for immediate replay, or on your next turn after your upkeep so you don't take damage. You can make the deck more Breya-centric and less superfriends and that'll keep the price down, or you can go the complete other direction and have the planeswalker support that I don't have room for, like The Chain Veil. You can make it as streamlined or as durdly as you wish! I'm just attached to some of these cards a little too much... It is my favorite deck, after all. Don't want to ruin it.)

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Had to take out Mana Crypt after almost eight years in the deck. Maybe the Rules Committee is clearing the way for a less powerful meta for Paradox Engine's insider trading related return. That's the only way they unban things, these days. Not like the cards they chose to legalize got any less powerful, and it's not like Sway of the Stars would make an impact today. Only reason that's still banned is because they can't make a profit flipping it. Paradox Engine is the only card that would fit that description, and the repeated phrase "don't want five mana on turn two" is very oddly specific.

Maybe once they've killed a couple more boogeymen they can give us back our blimp. In the meantime, infinite mana engine Basalt Monolith will have a place in speeding up the deck and giving more avenues to win, not to mention more fodder for the Ligma Jewel.

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