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Generate myr tokens at an alarming rate, then take advantage of the near-limitless number of artifacts in play (and/or the mana from Blinkmoth Urn).I used this deck to compete briefly in the Mirrodin block, but it was too vulnerable to removal to get far competitively. The myr battlesphere and galvanizer are recent additions.
Get up to 5 mana as fast as you are able, and put out a Blinkmoth Urn as quickly as possible. It will generate mana for every artifact you control. Once you've played your hand, funnel the extra mana into the Myr Matrix for more myr tokens and more mana next turn. It goes even faster when you have more than one Urn out. The mana can also be funneled into counters for Clockwork Dragon, or spent on a game-finishing Fireball. Feedback Bolt works just as well once the number of tokens are up. Myr Battlesphere can finish the game before it even finishes attacking. Mana echoes and Myr Matrix work together for an infinite combo once there are five myr in play. Two Myr Galvanizers and two mana myr also become infinite mana. Use Sculpting Steel to replicate Blinkmoth Urn or Galvanizer, or if you need the damage use it for a Matrix. Levitation gets around most blockers if you need to attack, and Lodestone Myr gets bigger for every artifact you can tap for it (even more with galvanizer). You can also "switch off" the Blinkmoth Urn for your opponent by using Lodestone to tap the Urn, since it only functions while untapped (though I've killed people with mana burn before the rules changed). Use Fabricate, Machinate, and Thoughtcast to dig for the infinite combos and get them out as fast as possible - or grab the Darksteel Forge to make virtually everything you control indestructible.
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I like the deck, but looking at it on here I have to ask what the point of the green mana is.. other then naturlize
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I guess it doesn't hurt but I am with drake42 in that green doesn't seem all that useful in the grand scheme of things. - even seeing you play this deck I am not sure I have ever seen naturalize actually used
Too many enchantments can lock down this type of deck. Also, it needs as many artifact lands as possible - at 17 land for a 60 card deck it's already running light. So, it's not like I would be able to just "remove" green anyway - there will be SOME other color of land in there. Besides, ANY deck needs removal of some sort - if I didn't have the Naturalize I would just run Terror or something similar instead.