Hey all,
I posted this here rather than the Workshop-Based Prison forum because I felt that this is much more experimental and doesn't make use of a lot of the pieces most prison decks seem to be running at the moment, but apologies if that would have been the better forum to post it in.
After several years of rarely playing Magic, I've decided to get back into it, and after building several new decks here is the one that I feel has the most potential. The aim of the deck is to cast
Mycosynth Lattice to turn all permanents into artifacts and then
Kill Switch to tap them all and lock the opponent down.
So, here's the decklist:
Creatures:1x Blightsteel Colossus
Other Win Conditions:1x Black Vise
Card Draw:1x Ancestral Recall
1x Brainstorm
1x Thirst for Knowledge
1x Timetwister
1x Wheel of Fortune
1x Memory Jar
4x Gitaxian Probe
4x Thoughtcast
Removal:2x Rack and Ruin
Lock:4x Killswitch
4x Tangle Wire
4x Orb of Dreams
Utility:1x Time Walk
1x Tinker
4x Mycosynth Lattice
4x Serum Powder
Mana:1x Black Lotus
1x Mox Sapphire
1x Mox Emerald
1x Mox Ruby
1x Mox Jet
1x Mox Pearl
1x Mox Opal
1x Sol Ring
1x Mana Vault
1x Lotus Petal
1x Tolarian Academy
1x Strip Mine
4x Volcanic Island
4x Mishra's Workshop
So, a few card explanations

:
Black Vise: Not the most amazing win condition, but it works well once the opponent's been locked down; I've been thinking of replacing it with
Psychosis Crawler, though.
Timetwister, Memory Jar, and Wheel of Fortune: These work brilliantly to find Black Vise or Tinker once Mycosynth Lattice and Kill Switch are out, and once Black Vise is out Timetwister and Wheel of Fortune top the opponent's hand up before their upkeep.
Gitaxian Probe: Obviously seeing the opponent's hand and then drawing a card can give you a great advantage over your opponent, and for 0 mana I think this card is brilliant.
Thoughtcast: The affinity for artifacts ability makes this card very cheap to play in this deck, and it often proves very useful at any point in the game.
Orb of Dreams: Great early game disruption, often allowing an extra turn or two to find the other lock pieces or Tinker.
Serum Powder: Provides a great way to get at least one of your key cards in your opening hand, and late game can provide a little extra mana if needed.
I've yet to create a sideboard for the deck, but Tormod's Crypt, Fire/Ice, and Chalice of the Void look like possible candidates.
So, any thoughts on the deck?
Thanks for reading!
