The Infernal Machine

by drakeraenes on 14 February 2016

Main Deck (60 cards)

Sideboard (10 cards)

Artifacts (1)


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Deck Description

Power up the infernal Omen Machine and watch as it spews out insanity!

How to Play

So the deck is fairly linear strategy-wise. You want to get a Goblin Welder out first with a Jeweled Amulet and any multicolor land besides Holdout Settlement.
Next turn you need to cast Entomb and drop Omen Machine into the graveyard, then activate Welder's ability to swap it with the Amulet. Now that you've gotten Omen Machine out, things get fun. Use your second land for the turn to pop Enlightened Tutor and put Assemble the Legion on the top of your library.
From this point you start building your army of tokens. Get a Suture Priest out as soon as you can to gain insane amounts of life, and Doubling Season to make your clock tick faster. The end game is to either win from your army of 1/1 soldiers attacking or, if that fails, have a Blood Artist and Ratchet Bomb out with a ton of tokens for mass life loss.

Once you have gotten the majority of your setup completed, fish for Selective Memory to clear out any unnecessary spells or creatures. This clears out most of the pieces you won't need and smooths out the late game engine for an easier victory

Deck Tags

  • Combo
  • Legacy
  • 5-Color
  • DHA

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,686 times.

Mana Curve

Mana Symbol Occurrence

114586

Card Legality

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

Deck discussion for The Infernal Machine

You said we shouldn't butcher but ... just read your description again, you need no less than 4 different cards between your opening hand and your first 1-2 draws! And that's just to get started and not even counting lands. One of these cards is a 1/1 creature that needs to be active. If you don't draw a Welder or if he gets bolted/pathed/swordsed/whatever then your entire plan crumbles.

Other problems: This is like two decks in one, an Omen Machine deck and a token deck with Blood Artist/Surture Priest. But both parts don't work together. Omen Machine lets you cast stuff for free but the two enchantments you actually want to have in play cost just 5 (and the creatures only 2). So, why going through the trouble of adding a second combo (Welder-Entomb) to get a cc6 Artifact in play if all you use it for is casting cc5 cards? If you have Omen you could Enlighten Tutor for Blightsteel Colossus if you understand what I mean. In fact, if you had an active Welder and Entomb you could have put the Colossus into the grave and exchange it directly with Welder ... your deck is like 3 levels of unecessary Inception :)
That's not even touching all the other issues with Omen Machine. Yeah, your opponent doesn't draw cards anymore but he also gets to cast from the top of his library for free! Your deck doesn't run any kind of removal whatsoever. Even if everything works as planned I don't see your deck being fast enough. By the time Omen Machine hits play he will have drawn about 9 cards he can work with plus one card for free from then on. Do the math, any creature deck will overrun you before you get going, even if they play nothing but vanilla creatures! Here (and I will be generous with all odds in your favour, you going first and all):

Turn 1
You: Land, Welder, Amulet.
Opponent: Land, 1/1 creature.

Turn 2
You: Land, Entomb, activate Welder to get Omen in play
Opponent: Gets a card from Omen, lets say a 2/2, plays a land and plays another 2/2, attacks for 1.

Turn 3
You (19 life): In Upkeep Enlighten Tutor on Assembly the Legion, play Legion.
Opponent: Gets a card from Omen, lets be generous and say it's a land this time. Plays a land, has now 4 mana and casts a 4/4. Attacks for 5.

Turn 4
You (14 life): In upkeep you get your first token, yay! Also, tutor for Doubling Season, play Season
Opponent: Gets a card from Omen, lets be generous again and say it's a 1/1. Let's be even more generous and say he doesn't hold any more creatures. Swings for a total 9 damage, you can either kill the 1/1 and eat 8 or chumpblock the 4/4, you'll probably do the latter.

Turn 5
You (6-9 life): Finally you get going, 4 tokens! You are lucky again and Omen into a Blood Artist.
Opponent: Attacks with everything and you have to block and lose all your tokens again.

So, you will have stabilized by turn 5 but as you can see this is a perfect draw against the most basic of all decks and assumes all sorts of things.
- If the opposing creatures trample, you'll die
- If the opposing creatures fly, you'll die
- If the opponent has direct damage, you'll die
- If the opponent Omens into a fatty, you'll die
- If the opponent kills your Welder early on, you'll die
- If the opponent destroys the Legion, you'll die
- If the opposing creatures pump each other (like all of the tribes and block mechanics do), you'll die
- If the opponent is playing combo himself, well, that's hard to calculate, but odds are ... you'll die

Basically if the opponent looks funny at you, you'll die.

So, sorry, but I would HAVE to butcher! Either focus on the Omen and make this a lock deck (I think Omen Machine is an intresting card, didn't know it before) or cut all the chaff and focus on your tokens, adding midrange creatures that help you survive until Legion hits play.

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Posted 16 February 2016 at 08:51

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I said don't be too harsh. This isn't harsh so much as constructive feedback to me. Anyhow yes, I get that the deck is complicated. It's only the initial build and I haven't smoothed out any of the kinks in it yet. Now I do want to point out that you actually misread something somewhere around turn two. You said I would use entomb to get omen and left it at that, but assuming that I had an enlightened tutor in hand I would be able to cast it that turn. That actually would speed up my clock just a tiny bit, but it helps. As for no removal and such, yeah I know, but I want to see what does and doesn't need to be in here first before I start chipping away for removal. I made this over the course of two days so I haven't had a lot of time to sort everything out, plus I haven't even tried to test it on paper. Now the reason I went with using the enchantments and not something else like colossus is because that wasn't my focus. Yah I could switch to that and be better off, but I don't want to because then it's not what I had initially wanted to do. As for the blood artist/ratchet bomb/tokens thing, it's only there as a contingency. Even if I sac a token to chump block and it doesn't kill the opposing creature, I still get a life and the other guy loses one. So long as it's not trample or anything else janky, I'm fine. As for picking one plan or the other, I can make different decks, but I like this build. It just needs work.

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Posted 16 February 2016 at 13:53

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I just don't get why you want to take the detour via Omen Machine. This adds no less than 3 different cards, another colour and the risk you take giving your opponent stuff for free. Just to accelerate the Legion a turn or two every 20 games where you got it together? Why not just good old mana acceleration? A mix of Grim Monolith, Elvish/Simian Spirit Guide, Dark Ritual and such would get your enchantments out as fast but without the risk and by far more consistently. Heck, using things like Eladamri's Vineyard is less risky than Omen!

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Posted 16 February 2016 at 14:19

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This is more of a kitchen table thing though. I know how my friends play and this would really fuck with them in the worst way

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Posted 17 February 2016 at 05:37

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WHy not then make a deck that focusses on Omen? With things like Brainstorm and Sylvan Library. Or maybe we can do that in this deck - but to make room we would have to ditch the Blood Artists and Suture Priests (and we could cut some of the tutors then).

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Posted 17 February 2016 at 08:12

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Hey I'm okay with that. Let me look at those cards and then make some adjustments. We'll go from there

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Posted 17 February 2016 at 18:05

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Ok so here's the issue with using those two cards: omen machine prevents drawing. I considered brainstorm before and didn't use it because of that, and sylvan library does the same thing. Early game they're great, but eventually they're dead draws once omen is out

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Posted 17 February 2016 at 18:34

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I did consider using Containment Priest, but it's only useful if I'm not using creatures and my opponent is, which I can't always count on. Omen screws control over hard if I can get it out, but otherwise it's entirely dependant on what is across the table to determine if I'm going help them or hinder them

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Posted 17 February 2016 at 19:11

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Hm, okay, I think they changed the text of Sylvan Library once again. But anyway, early game is what counts! If you use Brainstorm and Sylvan to set up something nasty, who cares that they will be dead later on?
But okay, next suggestions would be:
- Scroll Rack, it's great both for setup and for later. Another would be
- Necropotence since it doesn't draw, you put the cards into your hand - but we just wanted to eliminate black and this costs BBB. So scratch that and look into
- Fact or Fiction: It doesn't draw, too, and is therefore good both before and after Omen. It also goes well with the Welder (we keep him, right?).
- Mind Bomb could be used to discard Omen (for Welder) while annoying your opponent at the same time. Or
- Thirst for Knowledge. But you only run two Omens because you plan to tutor for it ... hm.
- Wheel and Deal would Mind Twist all opponents with Omen out :)
- Diabolic Vision: Doesn't draw AND sets up your lib
- Ancestral Knowledge: Probably the best setup card out there!

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Posted 17 February 2016 at 19:23

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Ok I'll look at each of them and get back to you

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Posted 18 February 2016 at 03:09

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Alright so I got a good look at each of them. Scroll rack looks amazing and I think that it's going to find a slot in here. I honestly love necropotence and would love to use it, but triple black does hurt so sadly it won't be going in unless this deck ends up only being two colors (most likely blue black since that's what the feel of the deck is). Fact or fiction isn't bad, but I'm not really a fan of it personally. Mind bomb is just so much trolling that I may include it simply for that. Thirst is okay, but tutor is cheaper and better, and I have like six collecting dust right now. Wheel and deal is nasty and probably will find a spot in here. Diabolic vision is just win, so probably going to run at least three. Ancestral knowledge is nice and I can choose how long I want it out before letting it die, and I can tutor for it!

Honestly not sure how I missed some of these. Guess my search skills are getting rusty. I really do appreciate the help with this by the way. I feel like the deck will primarily blue and black, with tiny splashes of red and white for specific pieces. Now here's the all inclusive question: how do we wrap this up and win?

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Posted 19 February 2016 at 20:04

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I am currently wasted since I am with buddies over a weekend of oldschool magic.

As for you missed some of these: I play since 1994 nonstop, this is kindof an advantage. Stay tuned!

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Posted 20 February 2016 at 04:41

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All good pusch. Recover and get back to this when you can. I do appreciate the experience

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Posted 20 February 2016 at 11:38

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