A Fools Field Day

by clawzizking on 25 September 2013

Main Deck (60 cards)

Creatures (15)


Sorceries (2)


Sideboard (15 cards)

Sorceries (4)


Instants (4)

Artifacts (3)


Enchantments (4)

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

basic idea behinf this deck is to use ramping artifacts to move into an end game of removing all useful cards from your opponents deck using the jesters cap multipe times. usually three or four detonations seems to bring most opponents out of the game. to remove the players cards they currently have on the field the use of all is dust or scourglass should help hold them until they have been disarmed from your jesters cap. once they are missing all their kill moves you can simpley pick away at their remaining library with the cap or just attack thei r hopefully open fiels with your weaker creatures.

the idea was meant to be a home for a playset of the comical effect of jesters cap to torment my friends in casual. any help narrowing the deck down would be amazing as i am currently lost on what to do with what i have hear and how to narrow it down to a 60 card deck.

most likely going to lose the myr retriever and two lands but that leaves four cards that i still need to remove from the deck. the zero drops are possibe candidates but they are often my cest defense against decks that come out swinging trying to get me before the cap hits board.


Also thinking about splashing black. Some vault of whispers and a few swamps to the mix to help me get rid of the 3 cost of activating the skeleton shard. Thoughts on that would also be nice

Deck Tags

  • Help
  • Too many Cards
  • Artifact
  • jester's cap

Deck at a Glance

Social Stats

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Likes

This deck has been viewed 1,091 times.

Mana Curve

Mana Symbol Occurrence

180000

Card Legality

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

Deck discussion for A Fools Field Day

In your deck, Mine Excarvation is better than Ritual of Restoration.

Ornithopters could be Junk Divers.

Instead of the Shard and black I would splash red for 4 Goblin Welders.

What if your opponent has dangerous artifacts as well? I don't see any artifact removal.

For a deck this cheap you run too many lands, especially considering Metalworker and Golden Myr is there as well.

Does probably need a way to exile opponent's graveyard as well. Tormod's Crypt, Necrogen Spellbomb if you stick to your plan to add black mana, Phyrexian Furnace might work as well.

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Posted 25 September 2013 at 15:34

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Sorry, forget about the Excarvation, conspire only works if the creatures share a colour. Argivian Find is the correct replacement for Ritual of Restoration.

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Posted 25 September 2013 at 16:29

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The junk diver has a cost three and has to die to return something which is about as effective as a myr retriever. Its a good idea and the thopter does probably need to be dropped.

The welder seems like a good idea. A bit fragile but what of any power for low manager doesn't have a draw back.

And the artifact thing has me worried a bit too. I was hoping to use something like killing wave from black to keep affinity decks from getting too out of hand and reducing my creature count so it doesn't bomb me out to use it. As for non creature artifacts I haven't many answers in black so I may end up splashing red to use one cost artifact removal spells in the side board. Possible using some of the answers in white to get my worst nightmares such as high power artifacts and stone silence which stops the whole deck.

The furnace seems good but I'm not huge on the spell bomb. I might move toward more targeted discard if I want to go that route. And the argivian find seems good since its instant speed and is more flexible.

The crypt is definitely a good idea. Graveyards are one of the few places I don't have much control over with this deck.

Thanks for the ideas. I'm gonna swap stuff out when I get to a computer and can type more accurately.

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Posted 26 September 2013 at 00:45

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What land.count would you reccomend in a sixty card version?

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Posted 26 September 2013 at 00:47

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Made changes. Went with twenty land. So far I have only played one game and it works rather well.

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Posted 26 September 2013 at 18:41

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Why did you cut the Myr Retrievers? Do you really need to cast Memnites for zero? Retrievers instead of Memnites would make the deck more consistent, I think.

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Posted 26 September 2013 at 18:55

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because after testing with them I've found that although they work well the two cost doesn't work out as well as i thought it would. i thought it would be better but for some reason unknown to me the 0 drop seems to work better. however i have found that i have no way to interact with cards in the hand. i was killed by a blaze held in hand for the whole game until the last moment. i think i might add castigate main board but i am looking at what to swap out. also the artifact interaction problem seems to be a major issue as well but this deck seems to do what i want it to do rather consistently.

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Posted 27 September 2013 at 01:20

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So, that means you need them as early blockers only? Have you considered Shield Sphere then?

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Posted 27 September 2013 at 08:31

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Correct. And that might be a better option.

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Posted 27 September 2013 at 11:17

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