Transmuted

by db8r_boi on 26 February 2010

Main Deck (60 cards)

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Deck Description

The idea is to get out Darksteel Colossus and the sphinxes and then destroy them.

Deck Tags

  • Artifact

Deck at a Glance

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This deck has been viewed 664 times.

Mana Curve

Mana Symbol Occurrence

1826700

Card Legality

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

Deck discussion for Transmuted

I think you're trying to do too much here. You'll get overrun early in the game because you won't have the kind of defense you need I haven't found the cannonist to be too useful, but you could prove me wrong. Look at your mana curve on the right and you'll see that its too heavy. Whispersilk also seems unnecessary with the amount of power creature that you have. Look at my deck for some ideas:
http://www.mtgvault.com/ViewDeck.aspx?DeckID=44834

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Posted 26 February 2010 at 11:18

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Thanks for the ideas! Do you have any suggestions for what I would replace the Canonists and Cloaks with?

When I've played this deck, I've very rarely gotten overrun early. Ornithopters are typically effective blockers early (and great for transmuting and powering up the Master of Etherium late). More typically, my problem is opponents using removal on my Transmuters. That's why the Whispersilk Cloaks are in there. Also, the mana curve is misleading because the object isn't to hardcast anything over five mana, but instead to transmute them into play with the Master Transmuter. The Sphinx Summunors and the Fabricates help me get what I need when I need it. Typically this deck has great synergy, it's only when I get mana screwed or mana overloaded (seems weird with a deck like this, but it's happened) that I don't have a chance. Getting mana screwed actually doesn't happen much with the sculptors and the borderposts, but sometimes I'll keep a starting hand with only two mana and a ponder, thinking I'll get more, and then it doesn't happen and I'm stuck at two mana for awhile.

What this deck really struggles with is removal and control. I don't know how to keep from having my useful creatures pathed or bolted, and if I can't get creatures to stick early and have to rely on hardcasting my finishers, I'll lose quickly. What I'm really looking for are ways to protect the deck without losing the synergy by adding cards that don't really mesh well. That's one reason why I added the Canonist: she really shuts down Ally and Weenie decks (and Control to a lesser extent) because they're stuck playing one spell per turn, which prevents them from really overwhelming me early and allows me time to build up. She also provides a target for their removal so that they get used up before I play creatures they should have held the removal for.

Oh, another reason for Whispersilk Cloak is to stall with Platinum Angel. They would have to destroy the cloak, and then the angel, in order to win the game.

Thanks again for the comments!

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Posted 27 February 2010 at 11:03

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