Charge counters

by jabe480 on 11 August 2011

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

I gotta keep this deck close to $20 so i can get it as soon as possible

This deck will work alot with charge counters ex. energy chamber, titan forge, chimeric mass, ect. The offensive cards that give me creatures, titan forge, orochi hatchery, and chimeric mass. The cards that will keep me alive are eternity vessel, wall of frost, and doom blade. My cards that add counters are Gilder Bairn, coretapper, vedalken infuser, and thrummingbird. Everflowing chalice is for mana and skeletal shard is for comboing coretapper, titan forge, and itself. tap coretapper, sac it put the 3 charge counters on titan forge then tap 1 B and tap skeletal shard and bring back coretapper, play it, tap titan forge put a 9/9 on the field. This combo works with any artifact that uses charge counters just with different effects. The Psionic Gift and Heretic study are for tapping gilder bairn.
Update -- changed the name, wasnt all artifacts anymore.

Deck Tags

  • Artifact

Deck at a Glance

Social Stats

15
Likes

This deck has been viewed 23,559 times.

Mana Curve

Mana Symbol Occurrence

025004

Card Legality

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

Deck discussion for Charge counters

The first thing you need to do is figure out exactly what you want your deck to do. I would suggest taking out Trinket Mage and Treasure Mage. You don't have enough artifacts that meet their requirements. Then put in more Grand Architects and Leonin Abunas'. If you have the money, get four of the corresponding artifact lands for the colors you are using. Take out Worldslayer. You're not going to get to use it that many times and people work to kill you right when they see it. Plus a lot of your stuff can still be destroyed. If you want you can put in the combo that I use. I would suggest using that combo while you back it up with big darksteel artifact creatures. But make the deck how you want to make it and give it your own flare!

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Posted 11 August 2011 at 15:01

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could yall check out my super speed infect?? http://www.mtgvault.com/ViewDeck.aspx?DeckID=222077. i would really apreciate tons of help. thanx in advance.


oh and great artifact deck too man.

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Posted 15 August 2011 at 14:54

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Few things I can see straight off. Not enough land. You should have atleast 20 land in a 60 card deck, at least. If you only have 1 card which needs Plains mana, wouldn't it just be better to remove the Leonin and replace the Plains with Islands? Same with the swamps, I can't see anything which needs them so why not change them up to Islands? Another thing may be to find the winning combo in your deck and work around that idea so if you're playing Islands, you can put in counter spells to mess up your opponents game and keep your game going. Basic streamlining is needed here more than anything to start with. Find the thing that works the best, cut it down to that at it's most basic level and then build up from there.

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Posted 12 August 2011 at 01:02

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Just noticed the Skeleton Shard. Maybe play this as a black deck over a blue deck. Your choice.

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Posted 12 August 2011 at 01:03

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ok updated towards the comments, i focused on charge counters and cut it down and re-did the deck

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Posted 12 August 2011 at 06:38

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dang after i did the first 3 hands i realized i didnt put enough cards in that gave charge counters what do i do??!!

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Posted 12 August 2011 at 06:39

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I still don't think you've cut it down properly. It sounds like you're trying to get out Titan Forge and put out a 9/9 a turn. You basically need lots of mana giving, small cheap creatures to keep you alive and if you're playing UB, counter and removal. The usual counters and removal are Mana Leak, Doom Blade/Go for the Throat and Negate. Put in 4 of the Titan Forges, the 2 Tumble Magnets, find some cheap creatures and maybe something with proliferate and other things which give you counters.

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Posted 12 August 2011 at 15:45

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Once thats done, expand on the idea and add and adjust as you find your play style and the best things for you deck. Also, 20 lands minimum! I see 18 or 19.

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Posted 12 August 2011 at 15:46

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i have 20 lands... 8 swamps 7 islands 4 vault of whispers and 1 darksteel citadel my main win condition is the 9/9 every turn combo i also have chimeric mass, riptide replicator, and orochi hatchery for creatures, there is also the clearwater goblets for life and lux cannon for removal. i agree that i should have removals, counters, and cheap creatures w/ proliferate. but what should i take out?

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Posted 12 August 2011 at 16:18

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Well, you just said what you have in your deck and for what uses. Take everything out except those cards, flush them out so you have have 3 or 4 of each, depending on use and need for them, and then put in removal and such.

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Posted 12 August 2011 at 21:06

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I always break my deck down into:
What I need
Things to keep them around or safety net
Land

What I do is I sit on the floor, lay my whole deck out in front of me. Put out my win condition, my safety net and my land. I think sift through them and think about the games I played and games I will play and change the deck accordingly.

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Posted 12 August 2011 at 21:12

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updated, i still don't think there are enough cards that give charge counters what do i do?

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Posted 12 August 2011 at 22:09

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Have you played through with this deck? After you've played with it a few times, see if you need to put more in.

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Posted 12 August 2011 at 22:21

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what ive found is i need a way to tap gilder bairn and if i have that i will need to take out some cards =(

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Posted 12 August 2011 at 22:45

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ive also been drawing to many lands so im going to cut 1 or 2 lands out

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Posted 12 August 2011 at 22:49

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Dont take out anymore land, believe me. Remove the Lux Cannon and put in another Thrumming Bird. I'd also be tempted to take out the Eternity Vessels add 2 more Energy Chamber and another Mana Leak.

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Posted 12 August 2011 at 22:52

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it doesnt really feel like an artifact deck with most of these changes... and i can't get the 4th energy chamber yet

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Posted 13 August 2011 at 00:52

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12/61 require charge counters to use, 17/61 raise the amount of charge counters an artifact has, and 13/61 support the deck, 19/61 are lands

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Posted 13 August 2011 at 00:59

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I dont see anything really wrong with the deck now. You have everything there, it's now really all about fine tuning by you as you're to person playing this.

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Posted 13 August 2011 at 10:35

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Anyone have any ideas on how to tap gilder bairn without attacking?

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Posted 13 August 2011 at 16:55

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Paradise Mantle is the most used card. Put out a Training Grounds, equip Paradise Mantle to Gilder Bairn and then you can make infinite counters.

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Posted 13 August 2011 at 19:03

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You may want to look at Tezzeret's Gambit for some draw power and proliferate.

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Posted 14 August 2011 at 00:50

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not too bad lookin honestly. just from a personaly stand point i would take out chimeric mass, hatchery, and gift. i would probably add in some paradise mantles, mana leaks and maybe some go for the throat. but thats just me. i like hermic study and if u bump it and the bairn to a total of 4 u can have another win condition.

i agree with swizlestick about using the gambit it has enough of a payoff to help this deck.
other than those few things i think its a pretty good deck, again though those r all things i wold do personaly.

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Posted 14 August 2011 at 03:41

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skeletal shard only retrieves artifact creatures, which you have none. You should replace it with either voltaic key, mana leak or lux cannon

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Posted 14 August 2011 at 06:17

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Aaaah, you have a point there, didn't realise that.

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Posted 14 August 2011 at 15:05

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didn't notice that and it was for a combo for a 9/9 every turn

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Posted 14 August 2011 at 18:05

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i do have coretapper lol what should i put in to replace the skeleton shards? im taking 1 or 2 out.

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Posted 14 August 2011 at 23:08

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seems like a really fun deck to play with, nice job. :)

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Posted 15 August 2011 at 13:54

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I also really like tidehollow strix in this deck. Chump block anything with his deathtouch and then use skeleton shard to get him back , or put gift/study on him for "Tap: Destroy target creature". This deck could also really use some card draw, once you get the chalices out and start proliferating/energy chambering them, you'll power through your hands quickly.

I'm working on a similar deck right now ( http://www.mtgvault.com/ViewDeck.aspx?DeckID=218538 ) and would appreciate any feedback.

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Posted 15 August 2011 at 14:40

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for a deck based on charge counters suprised that i dont see surge node anywhere a great first turn drop making a great mana ramp with everflowing chalice

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Posted 15 August 2011 at 18:32

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i considered it, but i just decided against it

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Posted 15 August 2011 at 19:07

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Check out my own deck, its similar to yours, but you NEED to add golem foundry to your deck

http://www.mtgvault.com/ViewDeck.aspx?DeckID=162902

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Posted 16 August 2011 at 00:52

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Surge Node, Voltaic Key, Unwinding Clock, more Tezzeret's Gambits. Lux Cannon, Tumble Magnet, more Everflowing Chalices.

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Posted 16 August 2011 at 05:04

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Artifact Decks are almost always an entertaining time. I made one a while back to be standard legal. chekc it out here http://www.mtgvault.com/ViewDeck.aspx?DeckID=214885

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Posted 16 August 2011 at 21:12

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Have you thought about Ratchet Bomb? That would be pretty great with all the charge counters, and you need some real damage in this deck if you actually want to kill the opponent.

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Posted 17 August 2011 at 15:13

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the damage was going to be dealt by the creatures >.< titan forge, chimeric mass, orochi hatchery...

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Posted 17 August 2011 at 15:19

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I'd definitely recommend Lux Cannon and Tumble Magnet, the magnet doubles as a way to get your attackers through and also as a staller. Surge Node would probably go well too, maybe try some draw power? With so many artifacts, Thirst for Knowledge and Thoughtcast would give you some card advantage to be sure.

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Posted 19 August 2011 at 20:31

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I would also definitely run 4 Paradise Mantle over 2 Hermetic Study and 2 Psionic Gift for Gilder Bairn, unless you're playing against extraction.

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Posted 21 August 2011 at 10:35

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well i don't want to be to hard to beat lol but if i can get my hands on some and a couple more training grounds (i only have 1) i will put in the infinite counter combo but for now im fine with the 1 damage

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Posted 21 August 2011 at 17:47

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cool ideas ive used orochi hatchery in a snake deck i built once. Could you guys check out my quicksilver amulet?http://www.mtgvault.com/ViewDeck.aspx?DeckID=226001

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Posted 26 August 2011 at 04:53

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you don't have any need for black lands, go mono blue 18 islands and exchange the 4 Vault of Whispers fore something useful like some cheep creatures, you could use 1 or 2 mana cost creatures.

also if you want to see a good artifact deck, check out mine. Completely original idea.
Deck link: http://www.mtgvault.com/ViewDeck.aspx?DeckID=50181

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Posted 26 August 2011 at 12:16

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first of all skeleton shard uses black, and second of all did u just call my deck bad? "also if you want to see a good artifact deck, check out mine." exact words from u...

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Posted 26 August 2011 at 15:03

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Adding 7 mana of an off color for the ability to play 2 cards... Going mono blue would make it stronger.

This deck is not an artifact deck, so me saying mine is a good artifact deck does not imply yours is bad.

I just noticed your update that it is no longer longer all artifact and it reminded me of my artifact deck. Thats all.

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Posted 26 August 2011 at 16:52

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Just because a card is a good card does not mean it will make your deck stronger. If it had more of a black focus then maybe, but as is; going mono blue is whats best.

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Posted 26 August 2011 at 16:57

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that makes sense but i would like to have skeleton shard in this deck because it goes in a combo with coretapper and any of my charge counter cards

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Posted 27 August 2011 at 03:12

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In that case; in place of skeleton shard I would recommend.

Buried Ruin(0:Land): T: Add 1 to your mana pool.
2, T, Sacrifice Buried Ruin: Return target artifact card from your graveyard to your hand.

Myr Retriever(2: artifact creature 1/1): When Myr Retriever is put into a graveyard from play, return another target artifact card from your graveyard to your hand. 1/1

Reconstruction(U: Sorcery): Bring one artifact from your graveyard to your hand.

I know the appeal of skeleton shard being used turn after turn, but built right it can still work with mono blue.

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Posted 27 August 2011 at 05:08

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there is a better card for this combo anyway, Scarecrone. brings coretapper back using colorless, also to the field not your hand, and with training grounds out the ability could cost 2.

nice deck, just build a similar one and i enjoy it

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Posted 08 September 2011 at 21:03

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