Lock, Clock, and Two Smoking B..

by SavageTheCabbage on 30 July 2011

Main Deck (60 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

A fun little idea using Unwinding Clock.

I've sampled some disgusting opening hands, and I've sampled some mediocre opening hands. For my favorite so far, if you were my opponent this is what you would see:

First turn: Rishadan Port -> Voltaic Key

Second turn: Darksteel Citadel -> Grim Monolith -> Add {3} -> Pay and tap Voltaic Key to untap Grim Monolith -> Add {3} -> Trinisphere, Winter Orb

Third Turn: Island, Untap Rishadan Port -> Pay and tap Voltaic Key to untap Grim Monolith -> Add {3} -> Cast Unwinding Clock.

Good game.

By the way, was Trinisphere just un-restricted in Legacy? I could have sworn it was restricted a few weeks ago...

Deck Tags

  • Prison

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

07000

Card Legality

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

Deck discussion for Lock, Clock, and Two Smoking Barrels

A few things
first off, its a cool idea, but hard to get out, try something like tinker, or trinket mage or something to find the ones you want out
Also why phrexian metamorphs, you dont need them, if the combo works, your opponet probably wont have anything worthwhile out, so they couldnt copy much, and also, you would need something to win with. While theyre locked down, you need to be able to hit them with something big

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Posted 30 July 2011 at 19:57

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I agree it is a bit slow to get running. The initial build had a lot more going for it, but it wasn't legal in Legacy, so I had to tone it down. It does open with a near instant lockdown (as described above), but most often is capable of stalling long enough to get the win. Sometimes it can be like trying to herd cats, however, and I'm trying to find solutions to solve that.

I do have 4x Fabricates, but Tinker is banned. Unfortunately the only thing Trinket Mage could fetch is Voltaic Key or an artifact land, and I don't have anything above CMC 4, so Treasure Mage has nothing to fetch. (Note, I don't know why the side-bar says I have 3x cards at CMC 5. Must be an error in the database)

Metamorph was initially in the deck prior to the initial build, when this started off as an Iso deck with Unwinding Clock. I left it in when I changed over to an Orb/Lockdown deck for various reasons. First of all, it's simply a great card, and I can't always rely on the stall or lockdown to be successful. In that way, I have something that can copy an opponent's artifact or creature to use against them. Also, Metamorph can copy Grim Monolith, Icy Manipulator, Lodestone Golem, and Voltaic Key. Each of which can be used to great effect to perpetuate the stall when I cannot successfully obtain the lockdown.

Lodestone / Metamorph is my win con. Lodestone works amazingly alongside Trinisphere, and he swings for 5, and he protects himself from 1 CMC removal (Lightning Bolt, Nature's Claim, Crush, Shattering Spree, etc.) so long as Winter Orb or Trinisphere is in play.

Cheers, and thanks for your comments!

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Posted 30 July 2011 at 20:48

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Nice deck, great synergies. Not fun to play against tough and imho Magic should always be fun for all players involved. What good is a deck nobody wants to play against? Something I had to learn myself and the reason I disassembled or at least weakened some of my decks.

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Posted 29 December 2014 at 18:01

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