TheManaDrain.com
October 18, 2025, 01:36:47 pm *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: Volcatic construct / metal worker combo  (Read 1832 times)
vaneger
Basic User
**
Posts: 4

vaneger
View Profile
« on: February 25, 2004, 09:54:34 pm »

please critique my build of the deck :::::::

       1 Memory Jar
        1 Grim Monolith
        1 Sol Ring
        1 Mana Vault
        1 Mana Crypt
        1 Chrome Mox
        1 Lotus Petal
        1 Black Lotus
        1 Mox Emerald
        1 Mox Ruby
        1 Mox Jet
        1 Mox Pearl
        1 Mox Sapphire
        1 Mox Diamond
        1 Vampiric Tutor
        1 Demonic Tutor
        1 Yawgmoth's Will
        1 Time Walk
        1 Ancestral Recall
        1 Mystical Tutor
        1 Fabricate
        1 Reshape
        1 Stroke of Genius
        1 Tinker
        1 Fact or Fiction
        4 Goblin Welder
        4 Duress
        3 Magma Mine
        3 Metalworker
        3 Voltaic Construct
        1 Tolarian Academy
        1 Strip Mine
        4 Gemstone Mine
        4 Polluted Delta
        4 Underground Sea
        4 Volcanic Island
SB:  3 Defense Grid
SB:  4 Red Elemental Blast
SB:  4 Fire / Ice
SB:  4 Wasteland
Logged
thorme
Full Members
Basic User
***
Posts: 268


thorme
View Profile
« Reply #1 on: February 25, 2004, 10:52:44 pm »

1.  If your combo is Construct + Metalworker, you definitely want to run 4 of each.  

2.  You don't have a ton of extra colored spells, so I would take out the Chrome Mox.  

3.  Transmute Artifact > Reshape

4.  Mystical doesn't quite pack as big of a punch here as you might want.  Although it might be a bit kooky, I'd run a single Power Artifact in here since you have Monolith and so much search already (and plenty of ways to win w/ infinite colorless).

5.  Timetwister > Fact or Fiction in a combo deck

6.  Not sure that Welders are worth the red splash, and you have very little card draw.  I would think about dumping red and playing 4 Thirst for Knowledge.

So, my changes would be:

+ 1 Metalworker
+ 1 Voltaic Construct
+ 1 Transmute Artifact
+ 1 Power Artifact
+ 1 Timetwister
+ 4 Thirst for Knowledge

- 1 Chrome Mox
- 1 Reshape
- 1 Fact or Fiction
- 1 Mystical Tutor
- 1 Magma Mine
- 4 Goblin Welder

-- Fix mana


Just eyeballing the list, those are the changes I would try out.  Good luck!
Logged

Team Short Bus
Lamenting Hasbro's destruction of the G.I. Joe brand since 2005.
Fëanor
Basic User
**
Posts: 154


sonsoffinwe
View Profile WWW
« Reply #2 on: February 25, 2004, 11:44:38 pm »

yes.......this is a good deck.....you have approximately four ways to use your infinite mana.........
As was said previously in an old discussion here in the newb, the creature combo is a little too weak to be played in T1, but the way youre playing, it doesn't matter all that much.

@thorne: I think thirst for knowledge, while undeniably good draw, kinda has the drawback of putting art you want in your graveyard. AK might work just as well,  but if you want to put thirst in, why NOT keep the welders eh?

time to find a good way to win. I was thinking of the janky wanky combo of "Fling"ing a 100+/100+ Shifting Wall at my opponent. there's also always firball and urza's rage and comnsume spirit, for other jankwerk...im a jank player at heart Wink

If youre goin to stay with the stroking, then add some safety counters, that  way you wont HAVE to play timetwister to win...oh and some sort of real good art removal, since Totem and Rod are game over for you.

Peace Cool
Logged

**Team Bolt**-_-The best damn team ever to walk the earth, since the last team that came before it

USB!
Colossus
Basic User
**
Posts: 47

CyanMerdonna
View Profile
« Reply #3 on: August 05, 2004, 10:55:38 pm »

You need Mishra's workshops. . . I just thought of this last night for some reason, because I like the deck in extended a lot.

Also, my choice for the win condition i think is going to be the visions card Magma Mine, that way I can run as many artifacts as possible.

The ideal play is: Turn one, workshop, Metalworker, turn two- tap worker, reveal voltaic construct magma mine and one other artifact add 6.  Play construct, then add mana to 82, play Magma mine, add 20 counters, kill.
 That's turn two, which is slow for combo, but I can't think of a good consistent way to give the worker haste, maybe lightning grieves?

I dunno, I'll work on a decklist.
Logged
goober
Basic User
**
Posts: 264


Goobady
View Profile Email
« Reply #4 on: August 05, 2004, 11:14:21 pm »

Run Staff of Domination over Magma Mine, it adds another combo which helps consistancy.  Also it acts as a win condition of its own, just throw in 1 magma mine.  I actually threw togeter a horrible artifact deck with combos like that which I'll put up once I get to that computer.
Logged

Team Grosse Manschaft
Matt
Post like a butterfly, Mod like a bee.
Adepts
Basic User
****
Posts: 2297


King of the Jews!


View Profile
« Reply #5 on: August 05, 2004, 11:22:35 pm »

Closed. Why, you ask?[/color]

#4: Lack of Content
Logged

http://www.goodgamery.com/pmo/c025.GIF
----------------------
SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
----------------------
noitcelfeRmaeT
{Team Hindsight}
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.069 seconds with 19 queries.