$0.260.03 |
Instant, Sorcery, Enchantment, Artifact (27) | |||
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$0.20€0.120.03 | |||
1
Get Lost
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$8.49 | ||
$0.50 | |||
$29.641.97 | |||
$6.00€2.83 | |||
$1.742.03 | |||
$14.70€10.32 | |||
$0.690.44 | |||
$15.80€11.74 | |||
$3.48 | |||
$2.350.10 | |||
$10.262.11 | |||
$7.150.05 | |||
$0.22€0.150.03 | |||
$0.290.02 | |||
$2.160.02 | |||
$0.40 | |||
$1.00 | |||
$0.500.02 | |||
$3.37 | |||
$1.000.02 | |||
$1.20 | |||
$0.15€0.080.03 | |||
$0.89€0.540.03 | |||
$24.79€20.212.28 | |||
Creature (6) | |||
$1.100.02 | |||
$40.010.71 | |||
$0.45 | |||
$7.56€7.05 | |||
$6.64 | |||
$0.81€1.07 | |||
Planeswalker (2) | |||
$1.82€1.500.02 | |||
$1.19 | |||
Land (24) | |||
7
Plains
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$0.34€0.180.04 | ||
5
Island
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$0.40€0.160.03 | ||
$7.00€7.440.81 | |||
$8.67 | |||
$0.49 | |||
$1.65 | |||
$3.010.27 | |||
$0.650.01 | |||
1
Mirrex
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$3.470.53 | ||
$15.140.45 | |||
$0.19€0.080.01 | |||
$14.10 | |||
$5.12 | |||
$31.99 |
$27.57€18.64 | |||
$0.28€0.360.02 | |||
$0.66€0.760.02 | |||
$19.99€15.680.34 | |||
$0.25€0.18 | |||
$0.30€0.24 |
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Learn more Download For WindowsI would love to hear your thoughts on this deck. Comments, feedback, suggestions or ideas, it's all welcome.
This deck wins mostly from the effects of Thousand Moons Smithy // Barracks of the Thousand and Simulacrum Synthesizer.
However it also does fairly well with Malcator, Purity Overseer's trigger and the various forms of token generation it has.
Worldwalker Helm is extremely powerful in this deck. It makes triggering Malcator, Purity Overseer trivial and has the ability to pump out the strongest creatures we have access to while simultaneously buffing that creature.
At first when I added The Eternal Wanderer I was on the fence as to wether or not it would stay in the deck. It seemed like just a high cost board wipe that misses one creature and occasionally would trigger some beefy ETBs for me. However it seems most players don't bother to read her +1 ability and if you target their commander they choose to put it back into the zone instead of letting it resolve. This makes it a lot more powerful obviously.
Platoon Dispenser swapped for Collector's Vault, by the time platoon dispencer is going to trigger drawing cards, the game is usually already tilted in our favor. Collector's Vault should offer more utility when the game win is still up for grabs. Plus it's got built in artifact generation to trigger our commander.
Fabrication Foundry swapped for Realmbreaker, the Invasion Tree, Being 3 mana means it can trigger Simulacrum and the mana generated by it's ability can be spent on anything. I've never once utilized the exile ability of the foundry so I don't think it's worth keeping. Plus we have Tameshi, Reality Architect so exiling cards is not an ideal form of recursion.
On the topic of recursion, there's not a whole lot of artifact hate that gets played so Tameshi is debatably replacable with some more card draw.
UPDATE
Removed:
Myrel, Shield of Argive: I was finding I had enough token generation without her and she's targeted very quickly.
Ojer Taq, Deepest Foundation // Temple of Civilization: Mana cost was just too high for how much use I got out of it.
Collector's Vault : I just found I was casting other cards over this more often than not.
Added:
Syr Ginger, the Meal Ender: Lowers the mana curve and the artifacts to graveyard ability triggers quite a bit with all the tokens.
Portal to Phyrexia: With the powerstones and weakstone this is easier to cast than I originally thought, and it's very good since we wipe so often.
Case of the Uneaten Feast: We make so many creature tokens this is very strong for us.
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