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The main purpose of this deck is to simply create an endless loop of extra turns. Unless someone finds a way to stop you, once you begin the loop it will always be your turn until you win or run out of cards. Thankfully, with a pair of Elixir of Immortality cards, a Laboratory Maniac, two Traveler's Cloaks, and a Tricks of the Trade, you should be able to kill your foes, win with no cards in your library, or at least draw a stalemate.It is possible to trigger the loop on your 4th turn.
WARNING: *NEVER* have more than one Thopter Assembly out at a time!I try to keep back the Time Sieve until after a Thopter Assembly has been cast and returned to my hand, leaving the five Thopter tokens on the battlefield. Tricks of the Trade needs to be played on an artifact creature if possible. I hold on to Laboratory Maniac as long as possible. I also wait to drop an Elixir of Immortality; no sense in letting it be destroyed without being able to pay its cost. Because this deck is nearly 50% artifacts, it is beneficial to wait to play Filigree Angel as long as possible.I'll play any land that comes in tapped in the first round. As soon as possible, I play the Etherium Sculptors and the Palladium Myrs to ramp the mana quickly; Thopter Assembly is 6 colorless, and you must be able to pay its cost each and every turn in order to keep the loop going. The Vedalkan Engineers and Leonin Abunas provide additional support Azorius Guildmage is good for countering activated abilities as well as tapping opponents' creatures, but otherwise is a good choice for substitution.It's a very simple deck, filled with goodies to get the combo out fast and provide several win cons.
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I like it. If you take out the Tinkers and put in something like Fabricate it would be legal in Modern and honestly I could see it taking some games. I can see infinite as early as Turn 4, but there are other ways to speed up that clock. Mox Opal is expensive but effective, Springleaf Drum is an idea, it allows you to tap your non mana producing creatures for mana. Also the artifact lands need to go unless this is just a casual deck. Pretty cool combo.
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Some great suggestions, thanks! I built this deck mostly with what I had on hand, which included the Tinkers. I've really only ever played casual, but I'll definitely take a look at your idea of making it legal in modern and make a separate offset for those cards. I know I have a Fabricate somewhere, and I'm sure I could get them easily. And unless I open a booster with a Mox Opal, that isn't happening any time soon - my wife would slaughter me if she found out I spent that kind of dough on a card. I do like the idea of Springleaf Drum. I know I have one or two of those as well.The artifact lands are certainly optional; I was considering going another route, and kept them in there just in case. Easy enough to swap them out for Plains and Islands if need be.By the way, I replaced the two Vedalken Engineers with Grand Architects. +1 U, which might mean a turn later, but much more powerful.I appreciate the comments, and will look at your suggested changes; always nice to have a deck available to play that isn't necessarily casual. :DCheers,Robert~
Just FYI, I had to rob a Grand Architect from here, and sub it with a Vedalken Engineer. Will replace Grand Architect as soon as possible.