Krark Klab Ironworks can achieve the infinite combo with Myr Retreiver as well. Combine that with a Disciple of the vault and it is an infinite life drain
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Elbras and Artful dodge should come out, they don't fit the theme. Master of Etherium could go in, as well as Stoic Rebuttal. Etched Champion is a nice touch as well. And don't forget Energy Chamber
Love it. Totally gonna copy it for my own records
Interesting deck, but what are its win conditions? I can see it being annoying, but I cannot see how you would finish a match
Curator's Ward could be helpful for keeping Arcades safe, with an added bonus on if he does die, you get 2 cards
I love it, though I feel like you could replace rolling stone with something, as it is a weaker version of your commander. Personal recommendation would be Ensnaring Bridge if the cost isn't too much.
It is definitely all over the place, but in a good way. There are a wide selection of varying options which is nice, though in competitive play risks getting rolled. I do like it though, has a nice kitchen table feel
I really like this deck, though I feel like some instant/sorceries could add a lot to it. Maybe fetching lands or removal of some sort, but I would take out 2 palladias, 2 forebearer's blade, and 2 jousting lances to make room for them.
White is present in 2 gold myr, 1 plains, and 2 detention spheres. The iron myr could also be removed, however if you wanted to keep goblin sharpshooter, then I would cut the white out entirely and only keep the splashing of red for the sharpshooter, and add some more blue spells
It is, but this deck shouldn't be 3 colors. The white can be removed entirely, as can the red. Make it mono blue and its not an issue.
I would add the card Charisma. it is similar to Sigil of Sleep, except instead of bouncing the creature to the hand, you gain control of it
Get rid of the Temporal Trespass. It is the only card (well cards since there are 2 of em) that keep the deck from standard, and ultimately doesn't mesh with the deck at all. You exile a lot of your jumpstart cards for a single extra turn, which can be big but unless its a game winning move, just depletes your resources. I would replace with either Ionize or Expansion//Explosion
I don't disagree, but since you can only have 1 helm out at a time, I'd be worried that you'd draw a copy of it, or 2-3 copies of it and have bunk cards in your hand. I'd rather replace em with cards that can search our a copy from your deck, like fabricate, or something that can pull em back from your graveyard in case one gets destroyed
OH! I totally glance over that. Clever!
But how do you suspend the fanatic?
I'd cut everything down to 2 copies except for Diabolic Tutor, Opt, and Thran Temporal Gateway. With the 14 other slots, I would add some removal and things that can keep you alive. I would also add about 2 more lands
Ahhh I gotcha. Play world fire while holding a mountain and fanatic in your hand, then play mountain then fanatic then sac and boom right?
I feel like suspending a direct damage card would be hilarious in this
Now I'm not 100% sure on the ruling here, but would adding a copy of the 5 artifact lands from Mirrodin work? Obviously they'd be a great addition, however I am unsure if the colors they represent can be used.
https://www.mtgvault.com/jkleebs/decks/mazes-end/ Here is the link to my Maze's End deck that I made back when Dragon's Maze came out. It also was slower, but once I got going it was unstoppable. well alright, not unstoppable, but it would win enough times that I kept it for a few years.
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