![]() I feel a one-of counterspell is mostly useless, as it’s rarely in your hand when you need it, and often forces you to keep mana open when you should otherwise not. Not only does it require red mana, but our deck very rarely keeps mana up on other player’s turns. Counterflux was a very weird inclusion in the build. There’s one last change I want to propose. I would replace Blinkmoth Urn with Grim Monolith, Vedalken Orrery with Mox Opal, and Ichor Wellspring with Mox Amber. It’s usually free, but the rare case where you pay mana for it make the card feel very awkward. Lastly, Ichor Wellspring, Mishra’s Bauble, and Tormod's Crypt are in the deck as cheap artifacts to help fuel the rest of the deck so any of them may be replaced without too much impact. Blinkmoth Urn is good, but it’s too expensive and does nothing the turn you play it, our deck is looking to combo off in a single turn.Additionally, although Vedalken Orrery is a great card, it doesn’t really help our strategy and, like the urn, does almost nothing the turn we play it. I would fill the deck with better mana rocks, notably: Grim Monolith, Mox Amber, and Mox Opal. I am considering going down to a single Mountain because Path to Exile is an auto-included in any white deck so it’s important to have at least one if we need red. Any mana that isn’t blue is far less useful. The deck is essentially colorless, but our Signature Spell Thoughtcast requires blue mana to cast it. Only 2 cards cost red: Storm the Vault and Counterflux. Speaking of lands, you may have noticed the deck is only running 2 Mountains. I sent my decklist to my league organizer and didn’t realize those lands would be better off as islands. During deck building, I vastly underestimated the deck’s power and thought it would take much longer to combo off. Like I said at the beginning, this build is the first iteration and I must admit I no longer have justification for including these. Tron: Urza's Mine, Urza's Tower, Urza's Power Plant. If you manage to play it on turn 4 with Etherium Sculptor and a couple artifact lands, you might get 4 to 6 mana more than enough to win a couple turns earlier than planned. Although inefficient at this cost, the Urn can let you go off one turn earlier with the slight mana boost on early turns. It’s also a good way to use all of our extra colorless mana to draw more cards.īlinkmoth Urn Yet another 5 mana artifact, this one is likely to be cast for the full cmc. Exiling a hand of 12 lands to draw a fresh 7 and keep your engine going is an ecstatic feeling. Memory Jar Although expensive, your cost reducers can make this free. This card has won several games after my servos were destroyed by a Damnation. ![]() This will net you a colorless mana every time you play an artifact. Mishra’s Self Replicator This expensive and seemingly garbage card is actually quite efficient in fringe cases. Then, I’ll walk you through some of the changes you could make to make this list even more powerful. Next, let’s talk about some weird inclusions in the deck and why. There are two more topics I want to address. ![]() Here’s where our second win condition comes into play. Of course, those can certainly attack when needed. Most of the time you will have around 5 to 8 tokens on the board before you combo off. We weaponize those 1/1s with the altar and kill everyone through milling. Attacking with 40 1/1s isn’t the way to win. We will end up with an armada of servos, but can’t count on them attacking the turn they are created, and you most likely won’t get another turn if you get a battlefield full of servos. I speak with experience when I say this is your main win condition. (Not that you need more than 1 or 2 to win, anyway!). Prototype Portal also generates a new altar every turn. Mirrorworks, Sculpting Steel and Saheeli herself can provide you with a second altar, making the milling job that much more efficient. Our deck is packing cards to help the altar do it’s thing by making MORE altars. Almost every card in the deck will trigger it twice (once for the permanent itself and once for the servo our Oathbreaker produces), making for a very fast milling machine. Altar of the Brood not only fits the goal of playing small artifacts to generate more Servo artifacts, but also serves as one of our main win conditions. This is, in my opinion, a very underrated card. The deck wins with the help of 2 cards, both doing completely different things. With enough artifacts in play, our Signature Spell will cost a single blue mana…until someone wipes your board. Affinity reduces the casting cost of Thoughtcast, which means it helps counteract the command zone tax. The deck relies on the Affinity keyword of Thoughtcast to cast it for 1 mana again and again and again as many times as needed to secure a win.
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