Winding Machinations

by Esqo on 23 February 2017

Main Deck (60 cards)

Sideboard (2 cards)

Creatures (2)

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Deck Description

Deck Idea
Idea came to me when I wanted to make something similar with Winding Conscriptor, but with a twist of my own. I did not want to make a clone deck of those BG standard counter decks. Instead, I wanted to find use for such cards as Fretwork Colony and Gonti's Machinations and try to create a steady combo to support Dynavolt Tower even entirely without sorceries/instants. Also idea was to make a starter/budget friendly version of deck that emphatizes on more than one simple combo to get a good touch on the MTG gameplay. Idea is to not include any gearhulks or alike expensive cards to this deck (I only have 1 Verdurous Gearhulk so it is also out from my possibilities to effectively use it).

Deck Legality
Standard legal. Kaladesh block constucted + 2 Evolving Wilds from Battle for Zendikar. Feel free to swap these for entirely block constructed.

Card Selections
Winding Conscriptor
This snake increases energy and counter gain. It is always beneficial to have atleast one of these on the battlefield. Allows your energy to steadily rise for using Dynavolt Tower

Gonti's Machinations
This is in the deck mainly to get you some energy. If you have multiple of these on the battlefield, the better. Fretwork colony gives you 1 energy for each Machinations and wi you have Winding Conscriptor, this energy gain increases by one for each Winding Conscriptor and Gonti's Machinations. Can also be used to damage your opponent(s) for some life gain if needed or you can get rid of your enemy withit in a single blow.

Fretwork Colony
Also in the deck mainly for energy gain with Gonti's Machination. This creature also benefits from Winding Conscriptor as it get's additional +1/+1 counter from the snake's effect and at the same time snake's effect gives you additional energy.

Glint-Sleeve Siphoner
This is here as an early attacker with it's Menace and also to bring in some energy. Feel free to use draw card effect to trigger Gonti's Machination energy gain effect.

Artifacts
Multiple artifacts included in the deck. Try to get Implement of Ferocity and Implement of Malice (or several) to battlefield early on. Scrap Trawler begins to be your friend after this. First sacrifice a Implement of Ferocity to put in a +1/+1 counter on some creature (Winding Conscriptor should be on battlefield..). Scrap trawler does not allow you to get Implement of Ferocity from the graveyard as it should have smaller mana cost than the artifact that just went to graveyard. Then it is time to sacrifice Implement of Malice to get Implement of Ferocity back to hand to be played again for more +1/+1 and card draws. Treasure Keeper is here only to get some additional draw possibility, so do not try to protect it. Attack freely and try to get it killed. Dynavolt Tower should be used as your energy sink to clear out the way or burn the hair out of your opponents head.

Herald of Anguish
This fellow is here to control the creatures slightly. Sacrifice excess artifacts, possibly if you have 2 or 3 Scrap Trawlers on the battlefield, sacrifice these to get back Implement of Malice's from graveyard.

Combos simlified
These were descibed in detail above, but the cards and cast orders are simplified here

Gonti's Machination + Fretwork Colony/Glint-Sleeve Siphoner + Winding Conscriptor
- Energy gain and Fretwork Colony increases in size

Scrap Trawler + Implement of Malice + Implement of Ferocity
- Sacrifice IoF, sacrifice IoM -> get back IoF

Previous combo with 2 or more Scrap Trawlers + Herald of Anguish
- Sacrifice Scrap Trawler for Herald -> get back IoM to start previous combo again


Sideboard
At the moment sideboard is open. I only have there Defiant Salvager. I thought it would fit in nice as a replacement for Herald of Anguish as you might end up in low life with Fretwork Colony and you have no means of getting rid of it.

Playtesting
Deck is not yet constucted or tested and only exists here.

How to Play

Example gameplay order for how this deck should work in my opinion:
T1: Gonti's Machinations
T2: Winding Conscriptor, Fretwork Colony or Glint-Sleeve Siphoner
T3: Winding Conscriptor, Fretwork Colony or Glint-Sleeve Siphoner

At T3 you should have one Gonti's Machination and one Winding Coscriptor on the battlefield. In addition you should have either Glint-Sleeve Siphoner or Fretwork Colony on battlefield at this stage.

T4: Implement of Ferocity/Malice or both if available
T5: Scrap Trawler and sacrifice IoF and possibly IoM if you have mana

Deck Tags

  • Budget
  • Standard
  • Block Constructed
  • Casual

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

002207

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Winding Machinations

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