Artifact deck(please comment)

by Wampler on 11 February 2010

Main Deck (64 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

needs fixing

Deck Tags

  • Artifact

Deck at a Glance

Social Stats

0
Likes

This deck has been viewed 1,034 times.

Mana Curve

Mana Symbol Occurrence

817112

Card Legality

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

Deck discussion for Artifact deck(please comment)

sorry to say but this is the opposite of kick ass

-not enough lands, your alternate mana generation is extremely slow.
-overly expensive creatures.
-too many equipment for the amount of creatures and the creatures you do have don't really need equipment anyway.
-no real artifact synergy beyond the transmuter.

it'll take forever to get any kind of steam going

i don't see this being successful against any decent deck. I can't even think of constructive suggestions that would help, throw it out and start from scratch.

0
Posted 11 February 2010 at 13:59

Permalink

That is the reason for the cloudposts and the vesuvas. To generate mana quickly. Along with expedition map and explorer's scope.

0
Posted 11 February 2010 at 14:03

Permalink

I have to agree with seras. Too chaotic. Good idea, but not focused.

0
Posted 11 February 2010 at 14:08

Permalink

cloudposts/vesuvas, expedition maps and explorer's scope are all pretty damn slow. honestly the cloudposts are the only good card among these...and the odds of you getting 2 or more in your starting hand and first few turns isn't very good.

I don't see you being able to generate 5 mana till a good 8-9 turns into the game..and that's spending most of those turns only getting these into play while the opponent is free to do as he wants



0
Posted 11 February 2010 at 14:18

Permalink

well I don't know how to fix it exactly. Any suggestions?

0
Posted 11 February 2010 at 14:18

Permalink

what if I added 3 of each urza and took away some of the equip?

0
Posted 11 February 2010 at 14:22

Permalink

what if I added 3 of each urza and took away some of the equip?

0
Posted 11 February 2010 at 14:23

Permalink

cloudposts/vesuvas, expedition maps and explorer's scope are all pretty damn slow. honestly the cloudposts are the only good card among these...and the odds of you getting 2 or more in your starting hand and first few turns isn't very good.

I don't see you being able to generate 5 mana till a good 8-9 turns into the game..and that's spending most of those turns only getting these into play while the opponent is free to do as he wants



0
Posted 11 February 2010 at 14:29

Permalink

I would add in Etherium Sculpltor, Master of Etherium, and Vesuva and Mutavault (to work with the Cloudpost), and possibly Mishra, Artificer Prodigy.

0
Posted 11 February 2010 at 14:30

Permalink

(gah sorry for doublepost.....stupid refresh posted again,my bad)

0
Posted 11 February 2010 at 14:31

Permalink

any suggestions for what I should remove?

0
Posted 11 February 2010 at 14:33

Permalink

any suggestions for what I should remove?

0
Posted 11 February 2010 at 14:39

Permalink

(God damn doublepost lol)

0
Posted 11 February 2010 at 14:39

Permalink

Right off the bat I can say 16 lands in a 64 card deck?
16/64 means you have a 1/4 chance of picking up a land for each card
You will have many Mulligans, and each one will not necessarilly give you the hand you want

I like the master Transmuter Combo with inkwell and Darksteel

Look for some Cascade/Transmute cards. Because as it is now, the likely hood of you getting that "perfect" hand is low

You have too many big creatures, and not enough ways to get the Transmuter out.

16 creatures
14 of which have a manacost greater than four, meaning IF you get a creature (1/4 chance per card) you have a 1/8 chance of actually playing it third turn.

Then IF you play it (I'm guessing master trnamuter would be your choice, A single red burn, black destroy or counter will stop it from even being useful.

you have a lot of good equipment ideas I can tell
Except, the likely hood of actually being able to use them effectively is low since I doubt you'll be able to get many of your creatures out.

Sword of ages will not help you out unfortunately since you won't be able to get any creatures out, but its a good idea. I'd say its better for a speed green or red attacker deck, where 4th turn, you play that, attack with some big creatures as a distraction and attack with small creatures and play some giant growths on them when they get through. Then as a final hit, sacrfice sword of ages.

Behemoth Sledge would be good if you could actually get creatures out.
Priaha's sheild is excelent on darksteel... too bad you won't be able to get him out in time

Either way... Good ideas, but...
1) overload on the big creatures without much protection early on
2) the way you get out your big creatures is extremely delicate with 0 protection
2) Not enough mana though the locus' is a good idea...

0
Posted 11 February 2010 at 18:19

Permalink

If you want to make a good deck revolved around Artifacts look at my deck for maybe ? you know? Ideas!

0
Posted 11 February 2010 at 20:00

Permalink