TheWeeklyBrew: Puresteel

by TheNightbringer on 06 August 2016

Main Deck (60 cards)

Sideboard (15 cards)

Enchantments (2)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

So this deck is not a the combo storm puresteel deck that was seeing fringe play a bit back. This is the epitome of the white grind. The goal of this deck is to simply outvalue your opponents as you grid your way to victories. Now to state the obvious this deck can be very good against linear creature based decks ala fish and zoo, this deck can also fare quite well against aggressive decks such as junk and jund as you can outvalue them depending on who gets card advantage. Now the decks weaknesses this deck is not very good against combo decks and it also gets incidentally hated out by anti affinity techs.

So once again as always ill go through the cards and why they are here.

Leonin Shikari: This card is largely a personal preference and is the card that i would say would be my first cut as though it is powerful it is also largely situational.

Puresteel Paladin: One of the Engines that makes this deck work. If puresteel sticks you will probably win the game through the value this card will generate for you.

Spellskite: A card that is largely important as a cheap body that protects the paladin as well as giving metalcraft synergy.

Stone Haven Outfitter: An unassuming card that does a surprising amount of work however depending on meta changes this card could see exclusion in favor of something else.

Trinket Mage: An incredibly valuable card that helps you drive your value however the number of copies you run should be thoroughly tested as its not necessarily much better as a 3 of than a 2 of.

Steelshapers Gift: A one mana tutor that is always a relevant draw enough said.

Dispatch/ Path: Ive personally found the 2/2 split works for me however a number of splits here are acceptable though i would run no more than 6 copies total. Metal craft is relatively easy to hit in this deck and as such dispatch can be extremely good however it is awful if your missing metalcraft so a split is necessary.

Basilisk Collar: Fetchable with Trinket Mage and can combo ruthlessly with mortarpod and viridian longbow.

Batterskull: One of two endgame equipments that you fetch to well end the game also has use against incredibly aggresive decks.

Flayer Husk: An equipment thats fetchable with trinket mage that makes a creature its really good in this deck.

Mortarpod/ Viridian longbow: Im playing around with which is better but both combo great with basilisk collar and have insane amounts of value generation in their own right.

Mox Opal: YOU CAN FETCH IT OFF TRINKET MAGE really its good i dont think you need more than 2 as it can be a dead draw late but a turn three metalcrafted mox is insane.

Paradise Mantle: an effective counterpart to mox opal. you dont need more than one if any at all its in here cause im playing safe for diversity and consitency.

Sword of Fire and Ice: It's good its a one of it will win you games. If you find it lackluster it could be replaced with feast and famine or war and peace for more relevant protections, you are however losing value on the abilities.

Sylvok Lifestaff: Fetchable with trinket mage and an effective lifegain card that synergises with kor haven outfitter and mortarpod.

22 Lands: This is the minimum i would run here 24 might be more appropriate but im being greedy with the opals and the paradise mantle if your running into mana issues swapping a paradise mantle or a mox opal for a land could be the way to go.

Academy Ruins: Its good as their isnt alot of exile removal of artifacts in modern so getting back your abrupt decayed sword or wear // tear on your batterskull is relevant.

Mistveil Plains: Its a worse academy ruins in its ability but you can fetch it so its good enough to run as a one of.

Moorland Haunt: Having dudes is relevant having the ability to make dudes that fly off a land its good enough to run one as you have no way of recurring creatures anyway.

Inkmoth Nexus: I might change this out but its a cheeky one of that gives you options in a control matchup again it might not be worth it but i think its worth the testing.

Sideboard:

Timely Reinforcements: It gains life it makes dudes a great card against aggressive decks.

Dismember: Removal that might get swapped for dispatches in the side.

Wear/Tear: consider 4 of them you have to kill the stony silence.

4 Artifact toolbox: This is what i chose however play around with this but stick to one ofs you can fetch of trinket mage.

Sword of Feast and Famine: Better against some of the tier 1 decks than fire and ice because of relevant protections.

Ghirapur Aether Grid: Considering this card in main because of how beastly it can be remember tapping equipment is irrelevant for you.


Cards to Consider:

Sigarda's Aid : Gives flash and free equips might be worth swapping for the shikaris however has the downside of not being a dude has the upside of being one mana.

Etched Champion: Card can be insane and you hit metalcraft consistently he would only make it even more consistent.

Glint Hawk: The card is powerful however i feel like it just doesn't do enough to warrant running it i could be wrong though.

Darksteel Citadel: If your having trouble hitting metalcraft this could be an answer to that though i felt only getting colorless mana makes it not worth it i would say no more than a two of.

How to Play

So this deck is decidedly non linear and can play out a number of different ways.

It can be highly aggressive early at the cost of synergy or it can grind out value so im not going to tell you exactly how to play it but some things you should know before playing it instead.

The viridian longbow/ Mortarpod / Basilisk collar combo will win you an insane amount of games. Against linear creature decks this is a devastating synergy that will take over the game by itself.

Puresteel Paladin is by far the best card in your deck. It can be very valid to mulligan to 5 to find a puresteel its that good. I cant emphasize enough how game ending this card is its effectively a better dark confidant in your deck. Don't be afraid to waste resources protecting him.

You are running 7 tutors you have to use them wisely so unless you absolutely know what you want wait this deck isnt in a hurry and what you tutor for will make or break you.


So that's all for this weeks weekly brew let me know what you think in the comments below and what you think could be done to improve the deck or how i present the content thanks and have a nice day.

Deck Tags

  • Modern
  • Puresteel
  • TheWeeklyBrew
  • Competitive

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 947 times.

Mana Curve

Mana Symbol Occurrence

222000

Card Legality

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

Deck discussion for TheWeeklyBrew: Puresteel

+1
I would trade "Lightning Greaves" for "Swiftfoot Boots". They cost {1} more to equip but don't have the drawback of shroud and also give haste. Another card that really loves a high number of artifacts would be "Cranial Plating", personally I would sideboard/ remove "Mortarpod" for it.

Greetings
Muktol

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Posted 31 August 2016 at 08:23

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I think the equip cost is relevant cause the shroud is most relevant early

As for cranial plating it just doesn't combo as well with basilisk collar if I cut the mortarpod it would probably be for another longbow. But the body for mortapod is incredibly relevant and synergises with stone haven outfitter nicely.

0
Posted 04 September 2016 at 01:47

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