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The "400lb Gorilla "of this deck is the Steel Overseer. This is a HIGHLY EFFECTIVE deck; when I have him in my opening hand, my win rate is well over 90%! Steel Overseer is here to pump up the other artifact creatures. In the case of the mana-producing Myr, they get harder to kill and more likely to be able to produce mana or to swing, and there is a nice spread of all types of artifact creatures - at all different converted mana costs - so you can get them out, pump them up, and keep the fear factor high in your opponent.[NOTE: there is NO "sidedeck". These are cards that were swapped out.]
Mulligan to at least 5, maybe even four, to try and get an Overseer in your hand with at least one mana. You should be able to get him out on Turn 2. Turn three you might be able to get another artifact creature out before you pump both up. Remember, try to play your artifact creatures before using Overseer's ability; often I will wait until I need to declare blockers since I can declare Steel Overseer as a blocker before activating his ability. This often proves a good deterrent to my opponent's decision to attack. The Geothermal Crevice is in here to help with getting both Fervor and Darksteel Forge out as quickly as possible; mostly the latter because they can be sacked for two mana, making Forge much easier to afford quickly.There is a LOT more than these going on in this deck. It offers a few different win-cons and is a whole lot of fun to play!
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I like the idea. I have thought about making an artifact deck, but haven't gotten around to it. The one thing I would want to change is the land selection. I'd remove:2 Plains4 Transguild Promenade1 Vault of Whispers1 Great Furnace1 Shimmering GrottoI'd replace them with:2 Rouge's Passage (in addition to the one you already have)4 GlimmervoidAnd three of any one of these:Cavern of SoulsMirrodin's CoreArchaeological DigThe Glimmervoid is excellent when you're putting out tons of artifacts and isn't anywhere near as slow as the Transguild Promenade. Cavern of Souls gives good protection from counters for your Myr creatures. Mirrodin's Core can put out artifacts until you're at a stand still and can afford to boost it up so it taps for any color mana. Finally, Archaeological Dig is cheap, doesn't enter tapped, and can put out artifacts all day. But when you need the mana to be any color you can sack it. This is what I'd do if it were me. That said, some of these are a bit pricey.
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Thank you EagleEye! I had seen Mirrodin's Core before, but it didn't register at the time. I once had a Cavern of Souls pulled out of a booster and gave it to a friend thinking it was a cheapie rare. Guess I should've checked. He's enjoying it, so I'm happy anyway. I'll have to trade for the Glimmervoid set; you're absolutely right that they'd be 100% perfect for this deck. The Rogue's Passage, the Mirrodin's Core, and the Archeological Dig - which I didn't know about until you told me - have been ordered from TCGPlayer per your recommendation. Wish I could afford the Glimmervoid now that I know about them!I really appreciate your advice. I built this deck out of what I had, and your help cleaning it up and tuning it is very kind. :DCheers,Robert~
No problem. As I said, I've been looking into making an artifact deck and this one gave me some ideas.
Hi EagleEye,The cards came in, and the subs have been made. Hopefully I'll get a chance to play it this weekend. :)By the way, I have a lot of artifact decks. Check them out; some may give you more ideas!Thanks again for your suggestions and letting me know about these other cards. Perhaps one day I will spend the $$ and get the good stuff for this one.Peace,Robert~
Cool! I will be sure to check them out when I get the chance.
im guessing this is for casual play. why not cut it to 60 cards? gives you a better chance of drawing what you want/need
Correct. Most of this is illegal in Standard. It's only illegal in Modern because of the lands which are easily swapped. I don't play Modern so it doesn't bother me. However, EagleEye58 suggested some new lands which are coming in, and those will make it legal in Modern.Thanks for the suggestion about going to 60 cards; I did consider going to 60, but discovered something along the way: The 60-card deck is a great misconception, even in Standard, and really only applies in head-to-head / 2-player games. Usually a 60-card deck requires an exact set of circumstances to obtain a win, with a sideboard used to address different opponents. Since I don't use a sideboard and I rarely play 1v1, the additional four cards adds a number of different scenarios and additional power. The difference between this deck and a 60-card deck equals just 1/16th of a chance of not getting something - except the four additional cards actually make it more likely (with the exception of Roar of Reclamation). In 1v1, this can mean the difference between a win and a loss, but believe it or not the odds actually favor me even though I have a bigger deck.There are some other things here that can be exploited too, without losing its core engine. For example, it includes an infinite mana loop of any/all colors, so with an Azure Mage on my battlefield I could conceivably draw my entire deck then play any and all spells I want. If I had both a Shimmer Myr and an Elixir of Immortality then I could do play nearly everything before my turn, crack Elixer of Immortality during my upkeep, and proceed with my turn, discarding all the remaining lands in my hand down to 7 cards, though if I haven't won during that turn I did something wrong. This is merely one alternate scenario which can be done with only extra three cards in the deck, meaning that a fourth card could provide yet more fun combos.What it boils down to is that, with this deck and my play style, 64 is the optimal number. Kinda blows conventional "wisdom" out of the water, eh? But while 60 cards is a misconception, going more than - or even up to - 66 is very risky in 2-player/head-to-head style play.That said, I really do need to dump the Roar of Reclamation for a couple of Fog Bank creatures since board wipe happens a lot less than you'd expect.Thanks Zaklax!
well if you do multiplayer that surely opens up your options, in a slower game you have more time to draw cards. if its just fun play try and pick up skullclamp, worldfire, stuffy doll. those may keep life interesting
LOL! Yes, definitely interesting! I have three separate decks, each using one of those. :) Skullclamp is a particular favorite, along with cranial plating. He he he!