Metalworker Combo
Timmah
Posted: Oct 18 2007, 10:14 PM


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Alright this deck is still in playtest mode. There seems to be a lot of good combo in this deck and it all works together towards going infinite.

Unfortunately like most workshop decks its very draw dependant. However it can disrupt while going off very fast and having too many threats to counter.

Anyway onto the decklist


4 Sphere of Resistance
4 Thorn of Amethyst
4 Duress
4 Thoughtseize
1 Trinisphere
7 SoLomoxencryptlotus
4 Black artifact land
4 Mishras workshop
1 Urborg
1 Mana vault
2 Planar portal
1 Memory jar
1 Demonic Tutor
1 Goblin Cannon
4 Metalworker
4 Rings of Brighthearth
4 Staff of Domination
4 Time Vault
4 Basalt Monolith

The basic idea is to toss down some discard and spheres to disrupt and then one of your many combos.

Rings of Brighthearth + Time Vault
Rings of Brighthearth + Basalt Monolith
MetalWorker + Staff of Domination


It could potentially make some room for some Nights whispers or other low CC draw to help it early game.

Thoughts...





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Sethy
Posted: Oct 19 2007, 09:40 AM


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Goblin Cannon Tim? Really? biggrin.gif

At a glance the mana base seems janky.

Really janky.

Black Sources:

Urborg
4 Artifact Land (why aren't they swamps?)
Mox Jet
Black Lotus
(That's it???)

Other Sources:

4 Workshop
5 Moxen/crypt
4 Basalt monolith (I don't know whether to count that or cry)
1 Mana Vault

Hand destruction doesn't really seem to fit this deck, but this is without any testing on my part.

Card ideas:

Power Artifact. Fits your combo theme to a "T." This would mean that you don't need to find one of your 4 whatchamaimba artifacts.

Voltaic Key is unbanned rolleyes.gif

I'll try to give you some more meaningful feedback later, gotta run!
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Sethy
Posted: Oct 20 2007, 02:45 PM


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9 Sphere Effects

8 Disruption Effects

17 Mana Sources (WTF???)
+
4 Metalworkers (Still WTF???)
+
4 Basalt Monolith (IDK if I should even count these)

4 Draw/Search

12 Combo Pieces (This is like running 12 Tendrils in a storm deck '-.-)

1 Win Condition (Which could be included under the Combo Pieces category as a 13th Tendrils)

+1 Unnamed and unaccounted for card.


A: In a deck that is claiming to be combo, usually you'll find a higher presence of card draw/tutoring.

B: 13 Combo pieces is too much. These are 13 cards in this deck that reQuire another specific card in order to DO ANYTHING. The combo itself is cute, but when you're staring down a time vault or a rings but not both you're going to feel like shooting yourself in the face. "Oh cool, a metalworker and a time vault! Oh cool a metalworker with 3 black cards in my hand! Oh cool a Basalt Monolith.... Sweet I drew ALL my Rings of Brighthearth!" Yes, all combo decks have a situation or two like this. What separates the good combo from the bad is being able to minimize the freQuency of this situation.

C: Black is a bad idea, in my opinion, when you're running 9 sphere effects. Use the spheres as disruption, maybe tanglewires too, but cut black. Black has bad synergy with metalworker, all the spheres, and your MANA BASE which seems to all-but-ignore the fact that you are, indeed, running black at all.

D: Bonus style points for using goblin cannon as your win condition biggrin.gif

At a glance, here's how I'd "change" your deck. Since it involves reworking about half of it I don't know if "change" is the right word.

4 Rings
4 Time Vault
4 Basalt Monolith

4 Sphere
3 Thorn
1 Trinisphere

4 Thirst
1 Ancestral
1 Demonic Tutor
1 Vampiric Tutor
1 Imperial Seal
3 Power Artifact

1 Memory Jar
2 Planar Portal

4 Gemstone Mine
4 Misrha's Workshop
4 City of Brass
1 Tolarian Academy

1 Grim Monolith
1 Mana Vault
1 Mana Crypt
5 Moxen
1 Black Lotus
1 Sol Ring
2 Coalition Relic

1 Goblin Cannon

This is completely without testing, but it looks like what I'd do.
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Sethy
Posted: Nov 19 2007, 10:16 PM


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I think I broke Brighthearth combo.

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Dissolution
Posted: Nov 21 2007, 10:13 AM


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Rings + Timevault or Rings + Monolith?
-T
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