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Ever wanted a 15/15 out on turn 5? Quicksilver Amulet is the answer! Using some of the oldest tricks in the book, mechanics like Urza's lands can combo for 7 by turn three, 10 by turn four if you get the ideal draw, it's an expensive deck to build but I think once I refine this down, it will be all but undefeatable. I tried to add the most brutal Eldrazi's and creatures in the game and make a deck that could get them out quick enough to destroy! It so far is fun to play, not too over powering but enough to entertain.
Basic oldschool mechanics...Urza's lands... Tower, Powerplant, mine, all work together if in play to add 3 mana for the tower, and two for the mine and powerplants, 3 cards = 7 mana, get another tower, 3 more mana, another mine 2 more mana, etc, the most powerful mana sources in the game.Quicksilver Amulet... Still Modern legal! Somehow this card hasn't been banned, and It probably should, a pretty broken mechanism that hasn't been reprinted since 'X' series, but still a great card for getting the largest Eldrazi's out early in game.Platinums... The Angel is pretty broken, the wording makes getting around it near impossible. Emperion is even more broken together you can't loose the game and you can't loose life, pretty unstoppable by most mechanisms.Equipment... Darksteel Plate and a Whispersilk Cloak on a Angel or Emperion, game over man... Add an Exoskeleton for added reassurances.
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NOTE: Set by owner when deck was made.
Have you played/tested this?
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I constantly add and change my decks as I get new cards and play others. Yes I have tested this and it works around 30%+ of the time. I split up an older deck I had into two to make this and my Artifact deck so it's not as refined as it once was, but with a Platinum Angel and a Whispersilk Cloak or a Platinum Emperion with Grafted Exoskeleton you are in pretty good situations by turn 5 or 6 if you get the right card combos... aka Urza's three + another land, or four lands and a Quicksilver Amulet.