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Fëanor
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« on: January 23, 2004, 05:44:35 pm » |
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card higlight here, i thought the newb forum would allow single card discussion. um, this guy is a little expensive, but artifacts are pretty easy to play. Voltaic Construct - 4 Artifact Creature - Golem 2 : Untap target artifact creature. 2/2 not too many people got the combo i saw right away. metalworker, how can you not abuse another infinite mana combo??? tell me what you guys think about my idea, not that id actually follow through...  you thinnk it would work? also feel free to give any other opinions or comments concerning this card. some of you must think this card blows, please do tell. peace Thread title edited to make it more clear.
Hyperion
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**Team Bolt**-_-The best damn team ever to walk the earth, since the last team that came before it USB!
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Ephraim
Adepts
Basic User
   
Posts: 2938
The Casual Adept
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« Reply #1 on: January 23, 2004, 06:02:54 pm » |
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Voltaic Construct + Gilded Lotus + March of the Machines: infinite mana of any colour - and it's all within the Mirrodin Block. I think I'll take a humongous Fireball, please.
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Did you know that Red is the color or art and music and passion? Combine that with Green, the color of nature, spiritualism, and community and you get a hippie commune of drum circles, dreamcatchers, and recreational drug use. Let's see that win a Pro Tour.
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RoadTrippin
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« Reply #2 on: January 23, 2004, 08:22:48 pm » |
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It's a cute T2 trick, but in T1? Let's weigh this "combo" as opposed to others. It's based around 2 permanents that have to stay in play. 2 Artifact Creatures. One has to have already been in play (summoning sickness on Metalworker). Fire Kills either. Swords. Rack and Ruin takes it all out. What are you going to do with the mana? Magma Mine? But, it does have its pros: With Workshop turn 1, Metalworker can drop right away. Turn 2 you can easily plop this sucker down, and proceed to go arbitrarily large. There are obviously plenty of things to do with the mana- Magma Mine was obviously a poor example. Cursed Scroll maybe? I'd say give it a try if you want, but if you've got access to workshops, you don't want to get too close to this.
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foolinc
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« Reply #3 on: January 24, 2004, 05:45:38 pm » |
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I can't really see it becoming a part of a fully powered Workshop deck but it could be useful to budget players that don't have Workshops. I might have to try putting them in my budget WelderMUD deck though.
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noobo the clown
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« Reply #4 on: January 24, 2004, 09:38:53 pm » |
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im not saying this is the best combo to go off the contrust + metal worker but you could do something like this. first turn workshop out a metal worker. second turn tap metalworker than get out contrust and do the contrsut over and over to get like lets say 10 billion and 10 mana. play myr matrix for 5 than get 2 billion and 1 2/2 myrs  its not the best combo out there but its funny. i made a decklist that imma keep underrapes even though i dont have many of those cards or the money for things like workshops or the moxes ect but its a colorless plain artifact deck that just gets stuf out fast lets just keep it at that. also you could to magma mine but i like myr over it cuz i can karn myr matrix into a 5/5 creature but mine only to a 1/1 cuz more than likly i would just make matrix a 5/5 over using it for the myrs but sometimes like i said you can get that funny combo  just thought i would post that
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Team Clockwise
All sain and logical
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noobo the clown
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« Reply #5 on: January 24, 2004, 11:17:05 pm » |
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while testing the deck out somemore i decided the combo stuff in it makes the deck slower. yea construct is an ok idea but without that one combo and it isnt like artifacts have a bunch of drawing like blue so i decided to cut both matrix and construct. but in my workshop deck i use online now i put in collosus because first turn or quick metalworker can make an early collosus very easy. also something else i just put in that deck is mana web. If im reading it right they tap like a underground sea they tap all land that produces blue or black mana. if that is the case than that card can be very good in slowing down control decks. they tap a blue and tap all the other blues before spell is casts making it harder or maybe almost impossible to cast a spell what is a good thing but i could also be reading it wrong
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Team Clockwise
All sain and logical
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BrokenDeck
Guest
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« Reply #6 on: January 25, 2004, 12:51:42 am » |
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Noobo: Mana Web does tap all of their swamps and islands (including dual lands) if they tap an underground sea. But first they can float as much mana as they want, so the card is not as effective as it seems. I think the new trinisphere would work better in place of mana web, because most of the stuff control will be using is at eot anyway.
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?ISuck@MTG?
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« Reply #7 on: January 25, 2004, 11:09:09 am » |
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This card could have possibilities, just look:
Turn 1: Workshop, Metalworker Turn 2: Mountain, Metalworker for 6+ (not very hard to have), Voltaic Construct, untap Metal worker, Fireball
Turn 2 win for Welder MUD, pretty good I'd say, adds a Combo element, in a sense anyway. I think it is pretty nice.
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GodzillA
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« Reply #8 on: January 26, 2004, 05:49:02 pm » |
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Rocket Launcher would probably be a better kill condition than Fireball, considering it has better synergy with Workshop and Metalworker. Even so, it seems like a pretty fragile combo to me. You can't just throw the combo pieces in MUD and call it a day - it will lose its consistency because of the need to remove lock components for combo components. This means you'd have to build a deck around the combo, which means if you don't find your pieces early, you're going to have a much harder time of it. Combine that with the fact that it's a fairly easily disrupted combo, and it calls the concept's viability into question. Lightning Bolt, Chain Lightning, Swords to Plowshares, Crash, Oxidize, Null Rod, Mox Monkey, etc. etc. will stop the combo cold. Theoretically, Trinisphere could buy you a couple turns to combo out, since all of the aforementioned hate would be unplayable until turn 3. Might be worth trying.
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brendan
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« Reply #9 on: January 26, 2004, 09:04:57 pm » |
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Even rocket launcher is sub optimal, for the reasons you suggested. The best kill to use is the one where even without infinite mana, it's playable. Clockwork Dragon is the best I can think of. It's quite decent, and in fact got played a fair bit in 1.x Tinker. It's not as good as rocket launcher or fireball in that it takes a turn to kill, but it is almost playable by itself.
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Charlie
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« Reply #10 on: January 27, 2004, 01:43:09 pm » |
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Voltaic Construct - 4 Artifact Creature - Golem 2: Untap target artifact creature. 2/2
This forms a very easy infinite mana combo with Metalworker, and it sounds very possible to fit in Workshop-based decks
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?ISuck@MTG?
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« Reply #11 on: January 27, 2004, 03:41:47 pm » |
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Rocket Launcher would probably be a better kill condition than Fireball, considering it has better synergy with Workshop and Metalworker. Even so, it seems like a pretty fragile combo to me. You can't just throw the combo pieces in MUD and call it a day - it will lose its consistency because of the need to remove lock components for combo components. This means you'd have to build a deck around the combo, which means if you don't find your pieces early, you're going to have a much harder time of it. Combine that with the fact that it's a fairly easily disrupted combo, and it calls the concept's viability into question. Lightning Bolt, Chain Lightning, Swords to Plowshares, Crash, Oxidize, Null Rod, Mox Monkey, etc. etc. will stop the combo cold. Theoretically, Trinisphere could buy you a couple turns to combo out, since all of the aforementioned hate would be unplayable until turn 3. Might be worth trying. I know, I was just saying that it could fit in pretty easily, but it may just bring up a new archetype, combo MUD or something like that 
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