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This is the deck I played back in Mirrodin block. My inspiration was to build a deck that could hold its own in multiplayer games. I specifically wanted it to seem like I am benefiting my opponents early game (turns 1 - 4), mid game show that I am not to be messed with (turns 5 - 6), and win in the most brutal fashion by late game (turns 7 - 8). I put an 8 turn limit on my deck because most multiplayer games are rather slow and people play the "diplomacy" game for the first three setting up temporary alliances anyway. Because of these facts and inspirations this deck came into being.
You would want to get Helm of Awakening out first thing. ASAP get the Vedalken Archmage out with it. Slowly but surely you will be able to start to toss out the majority of your deck out into play without paying almost any mana at all. When drawing more cards and playing them make sure you have Arcbound Crushers out first before playing other artifacts as they will grow in power. Eventually you can either steam roll your opponents over with a huge Trampler, Flyer, or Unblockable and Fear creature if you reached into the sideboard. The other strategy is to start sacrificing creatures with (Modular), to Altar of Dementia's ability, starting with the most powerful ones FIRST. As the modular counters move from one to the next the mill becomes incomprehensibly powerful. With this deck my fastest "flood" of cards out in play is 36 permanents out on turn 5. My largest successful mill was in a 8 man free-for-all multiplayer where on turn 7 I milled all 7 of my opponents libraries down to 0 cards. Back then Platinum Angel was my safety-net card which I tended to get by using Reshape. Echoing Truth was less about control and more about returning some low cost artifacts back to my hand and playing them immediately in order to draw MORE cards from Vedalken Archmage and putting more (+1 / +1) counters on Arcbound Crushers. Usually Arcbound Workers or Stingers were my targets. Arcbound Reclaimer was VERY important as it could replenish my library as I began to run through it. Quicksilver Fountain usually slowed down my non-Blue using opponents to a crawl in single or multiplayer matches. This allowed me time and breathing room to setup my field of play to where I wanted it.
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Just to let you know, seat of the synod is restricted to 4 per deck just like everything else.
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I just double checked the Mirrodin FAQ posted by Natedogg on the WotC site... it does not state that specifically under the Artifact Land description. Its the reason why I put in 12... back then I did in fact run it with 4 and 8 Islands... but as I see in newer rulings of newer NBL's cards the "reminder" that only 4 can exist in a deck remains and the Gatherer also for some reason never really clarified this... if that's the case they really need to re-update that... granted its older than some players now. BTW I loved the John Avon islands from Mirrodin.
JARWONDERS is right, since all formats except perhaps pre-releases? have a permanent 4 off each limit, which has been around for almost 13-14 years :) I like this deck, and I was wondering if you could fit "grinding station" in there as well, which will complement the millingaspect ;)
Thank you for the heads up on Grinding Station.