Vintage Artifact Prison

by dknight27 on 02 January 2019

Main Deck (60 cards)

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Deck Tags

  • Vintage
  • Artifact
  • Prison

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

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Deck Format


Vintage

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Vintage Artifact Prison

Trinisphere's cost increase happens after all of the taxing effects. Honestly, I might switch it out for a Ghirapur Aether Grid, perhaps. Though if you have a reason for using it, I'd like to hear it.

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Posted 05 January 2019 at 02:20

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Actually, trinisphere is basically the best card in this deck for taxing, as it turns all the fantastic 0 and 1-drops opponent is going to run (should be like 30-35 cards) into non-playable 3 drops. Vintage basically runs off of turn 1 acceleration via mox-like effects, and trinisphere turns mox-like cards into dead cards. And, best of all, as most vintage decks run fewer actual lands because they supplement them with mox-like cards, you are going to basically pull out 5-7 lands in their deck without removing the card slots. Turn 1 trinisphere is devastating, and its SOOOO easy to get out in this build. Mishra's workshop does it on its own, ancient den + any mox-esk, mana crypt + any land/or other mox, black lotus on its own, sol rong + any land +any mox.

Also, it ups the tax card numbers (1 thorn, 4 sphere, 4 orb, 1 trinisphere, 1 chalice (this deck only has a single 1-drop, so turn 1 chalice on 1-drops is a winner) for a total of 10 that you want to play turn 1. If you get any of them out, it should be enough to get you through to the middle game at least. So there is a pretty good argument for including trinisphere just to up this number from 9 to 10.

Topdecking a trinisphere with any of the other tax effects in play is definitely going to dilute the effect, you're absolutely right about that, but this deck's only real goal is to drop a tax turn 1 and grind them out after that, so its really a good bet to risk the top deck redundancy.

The grid is a fantastic card for this deck, and the build could easily be rearranged to have that as its win condition. I chose to keep the build colorless so I could max out the big colorless producer lands and never have to worry about dead draws based on lack of color. But, it wouldn't be a big deal to swap in 4 great furnaces and rely on the ruby mox, mox opal, black lotus, and perhaps a little other red-producing effects to get it done. Food for thought for sure.

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Posted 05 January 2019 at 03:03

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K. Thanks for getting back to me. It's good to know what a deck creator is thinking. And that does make sense, now that I look at it. Especially with the lack of card-drawing effects, the redundancy would be key. Any thoughts on Defense Grid or Metalworker?

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Posted 05 January 2019 at 13:26

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Defense grid for sure will be in the side, and I would pull out the howling mines for it. Metal worker is extremely powerful for fast combos and general artifact ramp, but because it doesn't have haste it doesn't do precisely what I want 3-drops to do in this deck. If it had haste, absolutely as you could dump your whole hand if you could field it turn 1. It also fits perfectly with ballista, walker, and wurmcoil, so in a build that focuses on directly ramping into ridiculous critters it is an absolute must.

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Posted 06 January 2019 at 22:16

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Cool. Always good to hear the reason why.

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Posted 07 January 2019 at 10:02

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