Arti-Fiend

by RoughneckBarbarian on 28 May 2010

Main Deck (70 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

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

Lots of free and nearly-free artifacts to use to pump up Glaze Fiend. I imagine this will do well 1-on-1, but I doubt it will fare too well in the bigger games that I play.

Deck Tags

  • Fun

Deck at a Glance

Social Stats

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This deck has been viewed 776 times.

Mana Curve

Mana Symbol Occurrence

012700

Card Legality

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

Deck discussion for Arti-Fiend

this deck has 10 cards too many, and not enough utility.

mid game, when your opponents are putting down large threats (or disrupting your spells) from the extra draw you've given them, and you've lost the one or two glaze fiends you might have played (most decks can remove or deal with two creatures, without a problem) you'll be drawing fairly useless 0-cost artifacts and losing ground.

simply put; this isn't very good. however, it has some potential.

so, let's add some stuff and take other stuff away.

-4x the howling mines
-3x the font of mythos
(neither give you an effective advantage - your opponent will be accelerated into their threats or disruption spells)

-4x spidersilk net
-4x bonesaw
(you have enough 0-cost artifacts, replace these ones with some utility to make your deck run smoother)

so that's 15 cards axed straight away. you're now at 55 cards...... and seeing as your deck is mostly 0-cost spells, i think you can afford to drop a couple of each land as well (because after the first 4 land, the rest is pretty much useless)

-2x swamp
-2x island

51 cards. right. now let's start adding new stuff. you need some draw spells.

+4x Kaleidostone (an artifact draw spell? hell yeah)
+4x elsewhere flask (another one? awesome) - importantly, both of these draw effects trigger if they come from the graveyard to play.

59 cards. i think we can get this even better though. let's remove some more stuff that isn't needed.

-3x hunger of the nim (with the card i'm about to add, hunger becomes pointless)
56 cards
-4x spellbook (replacing some 0-cost artifacts with cantrip draw artifacts is more efficient)
52 cards
-4x fountain of youth (again, only 12 0-costs are needed to get regular draws)
48 cards

now for the biggy!
+4x Time sieve
+4x Open the Vaults

this combo blows your deck wide open. when you open the vaults, your cantrip draw artifacts give you extra cards in hand for you to play, and then you can take plenty of extra turns with time sieve. you basically own the game.
56 cards. but wait! we need some white mana. ok this is easy.

-2x swamp
-2x island
52 cards
+4x arcane sanctum
+4x mistvein borderpost
+4x fieldmist borderpost

64 cards. we just need to trim it down a little.

-4x phyrexian walker

and seeing as time sieve grants you extra turns, you may as well add in a couple of howling mines again

+4x Howling mine.
64 cards

-4x master of etherium (if you're saccing lots of artifacts to get extra turns, he won't be much use)
60 cards.


there you go. a perfect platform for your glaze fiend. it looks like this:

4x Glaze Fiend

4x Howling Mine
4x Kaleidostone
4x Elsewhere Jar

4x Time Sieve
4x Open the Vaults
4x Counterspell

4x Ornithopter
4x Shield Sphere

6x Island
6x Swamp
4x Arcane Sanctum

4x Mistvein borderpost
4x Fieldmist borderpost



your strategy would be as follows:
borderpost on first turn. get a glaze fiend or howling mine out second turn. after that, focus on getting your Time Sieve engine up and running by casting the two draw-cantrip artifacts for extra cards, all the while beating with the glaze fiend. once you've got more than 5 artifacts in play and an open the vaults in hand, go for the extra turn and play open the vaults, taking another turn straight after. the artifacts that come into play from open the vaults should pump your glaze fiend by more than +10/+10 easily.

it's a really solid deck. hope i was helpful.

(p.s. if it was me, i would drop the ornithopters and run Ponder. extra draw for the win.)
(p.p.s if you're close to milling yourself from taking extra turns with howling mine, sac the mines to the Time Sieve to save yourself some trouble)

0
Posted 04 June 2010 at 05:21

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Or I could play this deck as it is and you could build your own fucking Glaze Fiend deck.

0
Posted 08 June 2010 at 10:17

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well yeah sure, lol. but my first comment still stands:

you've played a couple of glaze fiends, your opponent has zapped/countered them.... and then you're just drawing useless 0-cost artifacts for ages. game lost.

best way to use glaze fiend is to make sure that your "fodder" for it is actually giving you some extra utility at the same time. maximum efficiency.


another artifact combo you may want to try is the Thopter Foundry + Sword of the Meek combo. makes your glaze fiend into a HUGE threat, as well as gaining you life and masses of creatures as well. good times.


and no need to be rude, dude. i was only trying to help.

0
Posted 10 June 2010 at 05:47

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