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The idea is to use the Vedalkens to reduce costs + add mana to get to the Master Transmuter as fast as possible, then use the transmuter + Artifact lands to bring in the big guns. Mathematically possible on turn 4 to run Sphinx of the Steel Wind. Issues: Only Master Transmuter can get anything out, so if something happens to the Transmuter, the deck is pooched. I've dealt with sacrifice and death by adding in recursion (academy ruins, buried ruin) and Darksteel Forge for indestructible. However, exile and remove from game is still a major issue.
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nice awesome deck. Not only do you have a decent early game, but your late game is unstoppable. With only 12 lands its ok cause some of your creatures make up for it. So in general, its a pretty formidable deck.
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It's also running 8 artifact lands (Synod and Darksteel Citadel); they provide mana and give me something to bounce with the Master Transmuter.