Sporkcore
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« on: October 09, 2010, 03:09:25 am » |
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This is my current EDH deck. It's not optimal due to me not willing to spend the money on a Mishra's Workshop or random good cards like Force field. The mana base is pretty silly due to the number of colorless producing lands the deck needs, though I found enough relevant ones that I didn't need to put in any Panoramas.
General: Karn, Silver Golem.
Creatures: 16 Arcbound Crusher Arcbound Reclaimer Darksteel Juggernaut Duplicant Emrakul, The Aeons Torn Grim Poppet Junk Diver Kozilek, Butcher of Truth Kuldotha Forgemaster Myr Retriever Platinum Angel Scarecrone Steel Hellkite Sundering Titan Triskelion Wurmcoil Engine
"Sweepers":5 All Is Dust Contagion Engine Lux Cannon Nevinyrral's Disk Oblivion Stone
Draw/Deck Manipulation/Tutor:10 Candles of Leng Crystal Ball Mind's Eye Expedition Map Planar Portal Scroll Rack Seer's Sundial Sensei's Divining Top Serum Tank Thran Tome
Misc/Utility:14 Akroma's Memorial Clock of Omens Crucible of Worlds Darksteel Forge Erratic Portal Kill Switch Lightning Greaves Mindslaver Mycosynth Lattice Reito Lantern Relic of Progenitus Rings of Brightearth Sculpting Steel Voltaic Key
Mana Artifact:17 Basalt Monolith Blinkmoth Urn Cloud key Coalition Relic Doubling Cube Dreamstone Hedron Everflowing Chalice Grim Monolith Gilded Lotus Mana Crypt Mana Vault Semblance Anvil Sissay's Ring Sol Ring Thran Dynamo Ur-Golem's Eye Worn Powerstone
Non-mana producing Lands:3 Eye of Ugin Maze of Ith Vesuva
Utility/Misc Lands:12 Blinkmoth Well Darksteel Citadel Desert Ghost Town High Market Maze of Shadows Miren, The Moaning Well Mystifying Maze Petrified Field Reliquary Tower Tower of the Magistrate Urborg, Tombof Yawgmoth
"Man" Lands:9 Blinkmoth Nexus Dread Sanctuary Gargoyle Castle God's Eye, Gate to the Reikai Mishra's factory Mutavault Stalking Stones Urza's Factory Zoetic Cavern
"Strip" Lands:5 Dust Bowl Ghost Quarters Strip Mine Tectonic Edge Wasteland
Multiple Mana Lands:8 Ancient Tomb City of Traitors Crystal Vein Eldrazi Temple Temple of the False God Urza's Mine Urza's Power Plant Urza's Tower
Originally the deck started as an Emerakul deck, but it gets boring to play a deck that pretty much only ramps out to Emerakul and beats face with the 15/15. I decided that being from Long Island, I should try to have an Artifact Legend Lock deck (we do happen to have a large group of Stax players here as the NYSE guys would tell you).
The deck tries to win through either some kind of hard lock or Infinite combo.
Rings of Brightearth + either Monolith = Infinite mana. Use the untap ability, copy with Rings, let the Rings copy resolve, tap Monolith, use mana to Rings original untap for a gain of 1 mana each time.
Once you have infinite mana, what can you do?
Rings of Brightearth + Voltaic Key + Lux Cannon = using the infinite mana, tap Lux Cannon to add a counter to it, then use Voltaic key to untap it and use Rings to untap the key also. Repeat till there are a redic amount of counters on the Cannon and then use that same combo to start blowing stuff up with the cannon.
Rings of Brightearth + Triskelion = Ping with Trisk and copy many times with Rings
Mycosynth Lattice + Karn, Silver Golem = Blow up any land you want.
Other Combos that work without infinite mana
Erratic Portal + Emerakul, the Aeons Torn = Infinite turns
Kill Switch + Mycosynth Lattice = Tap everyone's board down forever except yours.
Mycosynth Lattic + Darksteel Forge + Nevinyrral's Disk = Blow up everyone else's board forever.
There are plenty of questionable cards in the deck. While most of them are the random lands, there are a couple I'd like to explain.
Akroma's Memorial - While there aren't that many creatures, the Memorial is a beater on its own with Karn out. Karn's ability to animate artifacts is the reason why Akroma's Memorial, Ur-Golem's Eye and Sissay's Ring are in the deck. In most decks the Ring and Eye are underwhelming mana producers, in this deck, they're 4/4 beaters as well and who doesn't like beating with a 7/7 Flying, haste, Trample, Pro Black and Red, First Striking Vigilance artifact?
Scarecrone - Playing today made me realize one thing. People around my area don't know what Scarecrone really does. Yes, you can sac a Scarecrow to draw a card, but the magic is in it's ability to bring back an artifact creature from the grave. Being able to get multiple uses from any of the creatures with CIP abilities or Arcbound creatures in a colorless deck is awesome.
Blinkmoth Urn - This card can produce STUPID amounts of mana in this deck. Most of the time it'll produce you more mana than you know what to do with while giving your opponents maybe 2 mana if they have a Sensei's Divining Top and Sol Ring out. If you're really scared of it helping out an opponent, just animate it with Karn and attack, tap it with Blinkmoth Well or use...
Clock of Omens - Way too broken in this deck. It's mana ramp, gets multiple uses out of draw spells, gives the creatures pseudo vigilance and abuse tap abilities all in one card.
The only cards I'm on the fence about putting in is Null Brooch. Having a way to counter artifact sweepers might be good, but most of the players play black/X or blue, so there aren't that many sweepers. Every so often, someone might be running white and have an Austere Command or someone drops an Oblivion Stone, but I can power through those.
I'd love to hear what people think and advice that people have.
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