E
Ephraim
Guest
The "Big Effin' Gun" thread reminded me of an artifact based deck that I constructed. The deck tends to revolve around Vedalken Engineer, since the only lands are Islands, despite there being artifacts with red and black activation costs. They're aided by Iron and Leaden Myr, which serve both as colour-fixers and mana-accelerators for the large golems that make up the deck's win condition.
Workers (12)
4 Vedalken Engineer
4 Iron Myr
4 Leaden Myr
Golems (13)
4 Hematite Golem
4 Spire Golem
4 Lunar Avenger
1 Bosh, Iron Golem
Utilities (17)
3 Darksteel Ingot
2 Gemstone Array
3 Machinate
2 Serum Tank
1 Crystal Shard
1 Granite Shard
1 Skeleton Shard
1 Door to Nothingness
3 Loxodon Warhammer
Land (18)
18 Island
I chose the 18 Island scheme to help get Spire Golem out faster. It's one of the deck's best early plays and having all of the Islands makes it pretty easy to execute. Further, the only strictly coloured cards in the deck are Machinate and Vedalken Engineer, both of which are blue. Although they may coloured activation costs, all of the rest of the cards in the deck are artifacts. This means that it is critically important that I protect my workers. Although the Vedalken Engineers are perpetually vulnerable, Skeleton Shard makes it possible for me to resurrect my mana-myr if they die.
Although none of the cards are overtly very powerful, there's a lot of strong synergy between the cards. All of the workers help to accelerate out the golems one or more turns earlier than they should be playable, which allows for an early beat-down. The mana curve is fairly stable, with the workers being playable on the second turn and as a result, the golems being playble on the third and subsequent turns. The deck quickly reaches a state of mana glut, but that's not typically a problem, because...
Hematite Golem absolutely thrives on an abundance of mana. A single Vedalken Engineer, with no other resources available, makes him a 3/4 threat. Additional mana allows me to threaten a very large golem. With the state of mana glut, I can force unfavourable blocks by threatening five or more points of damage a turn.
Lunar Avenger more or less tops out my mana curve. Since my mana is accelerated and I often find myself able to produce three or more colours of mana, he's a powerful addition to the deck.
Bosh, Iron Golem is one of the deck's two (well, three-ish) alternate win conditions. With creatures such as Spire Golem (converted mana cost of six) and Lunar Avenger (converted mana cost of seven), he can lay down the direct damage very quickly. Furthermore, with six or more Islands in play, a Spire Golem, and an active Skeleton Shard, I get "3RB: Deal 6 damage to target creature or player" every turn.
Door to Nothingness is the deck's other alternate win condition. If I find myself in a stalemate, it isn't that difficult to hunker down on a Gemstone Array and generate charge counters until I draw into Door. Although it's only a one-of, finding it is sped up immensely by...
Machinate is simply awesome in this deck. Okay, under some circumstances, it's strictly worse than Impulse. However, I've often been able to Machinate for eight or more cards. With the number of utility singletons I run in this deck, it almost operates as a tutor. Even if it doesn't draw into a singleton, it will then almost certainly draw into another Machinate.
Granite Shard is the deck's "thirdish" win condition. It's so slow that I never expect to be able to use it. Typically the shard acts more as board control or to speed along another win condition, but theoretically, twenty activations will win me the game!
Loxodon Warhammer is a recent addition to the deck. I realized that while all of my golems are huge, only one of them has trample. Anybody who's played a big creature deck knows that the chump block is your enemy, so I threw in the Warhammers more for the trample ability than for the power boost or the life gain. Of course, those things are considerable and I have mana to spare, which is why I chose Loxodon Warhammer over the alternative: Vulshok Battlehorns.
Workers (12)
4 Vedalken Engineer
4 Iron Myr
4 Leaden Myr
Golems (13)
4 Hematite Golem
4 Spire Golem
4 Lunar Avenger
1 Bosh, Iron Golem
Utilities (17)
3 Darksteel Ingot
2 Gemstone Array
3 Machinate
2 Serum Tank
1 Crystal Shard
1 Granite Shard
1 Skeleton Shard
1 Door to Nothingness
3 Loxodon Warhammer
Land (18)
18 Island
I chose the 18 Island scheme to help get Spire Golem out faster. It's one of the deck's best early plays and having all of the Islands makes it pretty easy to execute. Further, the only strictly coloured cards in the deck are Machinate and Vedalken Engineer, both of which are blue. Although they may coloured activation costs, all of the rest of the cards in the deck are artifacts. This means that it is critically important that I protect my workers. Although the Vedalken Engineers are perpetually vulnerable, Skeleton Shard makes it possible for me to resurrect my mana-myr if they die.
Although none of the cards are overtly very powerful, there's a lot of strong synergy between the cards. All of the workers help to accelerate out the golems one or more turns earlier than they should be playable, which allows for an early beat-down. The mana curve is fairly stable, with the workers being playable on the second turn and as a result, the golems being playble on the third and subsequent turns. The deck quickly reaches a state of mana glut, but that's not typically a problem, because...
Hematite Golem absolutely thrives on an abundance of mana. A single Vedalken Engineer, with no other resources available, makes him a 3/4 threat. Additional mana allows me to threaten a very large golem. With the state of mana glut, I can force unfavourable blocks by threatening five or more points of damage a turn.
Lunar Avenger more or less tops out my mana curve. Since my mana is accelerated and I often find myself able to produce three or more colours of mana, he's a powerful addition to the deck.
Bosh, Iron Golem is one of the deck's two (well, three-ish) alternate win conditions. With creatures such as Spire Golem (converted mana cost of six) and Lunar Avenger (converted mana cost of seven), he can lay down the direct damage very quickly. Furthermore, with six or more Islands in play, a Spire Golem, and an active Skeleton Shard, I get "3RB: Deal 6 damage to target creature or player" every turn.
Door to Nothingness is the deck's other alternate win condition. If I find myself in a stalemate, it isn't that difficult to hunker down on a Gemstone Array and generate charge counters until I draw into Door. Although it's only a one-of, finding it is sped up immensely by...
Machinate is simply awesome in this deck. Okay, under some circumstances, it's strictly worse than Impulse. However, I've often been able to Machinate for eight or more cards. With the number of utility singletons I run in this deck, it almost operates as a tutor. Even if it doesn't draw into a singleton, it will then almost certainly draw into another Machinate.
Granite Shard is the deck's "thirdish" win condition. It's so slow that I never expect to be able to use it. Typically the shard acts more as board control or to speed along another win condition, but theoretically, twenty activations will win me the game!
Loxodon Warhammer is a recent addition to the deck. I realized that while all of my golems are huge, only one of them has trample. Anybody who's played a big creature deck knows that the chump block is your enemy, so I threw in the Warhammers more for the trample ability than for the power boost or the life gain. Of course, those things are considerable and I have mana to spare, which is why I chose Loxodon Warhammer over the alternative: Vulshok Battlehorns.