Issues reliably getting MF out. Can't tutor it and eggs don't push far enough into the deck without it. Thought Monitor (7CMC, Affinity for Artifacts) might be a good. Inventor's Fair let's me tutor an artifact for 4 mana, but it's a land. Maybe swapping in some spells and lands would be good if it can help me draw quicker.
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Altar of the Brood (AotB) is pobably a better wincon for MFCK Engine, since it procs when I play eggs and doesn't need any further interactions, unlike Sacc Engines. Salvage Titan is a must for this deck; it would be foolish not to include it. If need be, AotB can be swapped out for another wincon. Aetherflux Reservoir (4CMC) is too expensive and has a life requirement. Dragonspark Reactor (2CMC) is cheaper and can one-shot while avoiding any requirements for popping. Pyrite Spellbomb (1CMC) is great because it's the cheapest option, but winning requires the Engine to run for longer and would need Feldon's Cane or Elixir of Immortality. At least one should be included regardless.I could switch it up and run Grapeshot or Brain Freeze as the wincon. Storm works well with MFCK. Dragonspark Reactor is slightly better than Grapeshot since it accumulates charges over time and fires from the board but, it can also be destroyed while charging; however, Grapeshot can be countered. Maybe it's worthwhile to keep in the Sideboard, or one in the pocket so that it doesn't interfere too much with the Engine. I'm beginning to wonder if CK is really needed. The Engine doesn't run off of CK's ability, it just gets much easier. CK also gets in the way of the Engine since it isn't an artifact. Only 2 are probably needed. Might be worth it to ditch some artifact lands. They help proc Mox Opal, but some other lands might be more useful.Serum Powder still seems like an important addition.
The problem with Scrap Trawler combos is that you can't escape the diminishing returns. You can't 'go off' with an infinite ability. You have to carefully assemble your board and then pop on one turn. I think it takes too long to put together. MF CK combo is also kind of wonky since it relies on pieces that I can't tutor. AI isn't even in the current iteration this comment is coming from. As long as one of the two comes out, then going through the deck gets easier. MF (4CMC) is probably better than CK but CK is 2CMC so is easier to cast early. Since this combo is focused on deck thinning, it can populate the field with plenty of eggs for Mecha Craw Wurm. Cast on sight.Also, you can hold onto your eggs for longer while MF and/or CK thin the deck before hand. Save the eggs with draw effects for when the topdeck stalls out. Between MF casting from topdeck, CK scrying cards out via casting eggs, MF tap to exile topdeck, AND cracking eggs to draw cards, the Engine shouldn't stall too quickly. Remove lands or other MF / CK (though additional CK on board would mean more Scry1 procc's). MF CK combo is dependent on HoA (mostly) or LoY (lesser) to work. Engine can only run for a few cards at most without them. Seriously considering Serum Powder for more pre-game maneuverability.
Notes to Self:Furnace Celebration makes good use of the mana generated from KCI; it's even stronger if paired with Scrap Trawler. Add Juri, Master of the Revue for even more points. Or Dragonspark Reactor, which might be the better fit.Thought Monitor looks like the best way to get more draws without needing the engine, but depends on affinity for low cast cost. Contraband Kingpin (CK) is also strong, since it's 2CMC but isn't an artifact. Realistically, CK could replace Artificer's Intuition (AI). Mystic Forge (4CMC) lets you cast from the top of deck and can tap to remove another Mystic Forge from the topdeck. Pairs really well with CK, KCI Emrakul Turbo, Dragonspark Reactor, really all Sacc Engines, but is too much mana to pair with them. Therefore, Mystic Forge would need to be made into its own Engine. Mystic Forge + Contraband King:MF reveals top card of library and let's us cast from deck. Together with HoA or Locket of Yesterdays (LoY), many artifacts are free. If there is a card that is unfavorable to the engine, CK can screen that card and send to the bottom of deck with Scry1 as long as an artifact is cast. This process can be repeated. If that doesn't work, then MF can tap to remove the topdeck again and keep the Engine moving.Combo with Dragonspark Reactor/Burn or KCI Turbo or just pull out 4 Mecha Craw Wurms. Suit Yourself.
I definitely agree that turn 1 plays aren't everything, I don't have any turn 1 combo decks, as many are very expensive to create and, as you said, are very reliant on clinching the opening hand. Games like that are games won before they even start, which kind of defeats the purpose, imo. Thank you for sharing that link, I'm going to use it to better understand the decks I'm currently building and have already built. I also agree that it is unrealistic in some respects for this deck to have a guaranteed turn 1 play, but I think it's also important to note that there are a few niche cards that can bypass mana costs, which might prove useful. Simian Spirit Guide, which I had mentioned before, is useful at almost any point in the game and can let you cast spells that you might not have been able to cast at any particular turn, so at the very least, I'm committed to the idea that it would have a good impact on this deck. I would personally replace Iron Myr with SSG, especially since there are cards that more effectively reduce the cost of summoning dragons. The myr just feels too slow, imo. I strongly agree with many of your points, especially your claim that this deck needs a game-changer by turn 5, especially considering your points concerning mid-range and control decks, which is why I agree with one of the earlier comments that Scourge of Valkas is a strong card to consider adding. At the same time, I think this deck will really struggle against noncreature-spell heavy decks, So some form of board removal (destroying target permanent(s), or target artifact/enchantment) would do wonders for the mid-game of this deck, like the comment below points out. I think this deck would benefit from at least a splash of another color.
I agree with the comments that u probably need to add some removal spells. My biggest thing is having a turn one play in all my decks. Without a turn 1 play, you're putting yourself (or your cousin) at a HUGE disadvantage against aggro decks. Idk what your mtg scene is like, whether it's mostly casual or competitive or casually competitive. My brother and I never stuck to any formats, so the arms race between our decks got intense very quickly. Turn 1 plays are usually what tips the games we play, if only cause it gets the ball rolling and eventually a snowball begins to happen where one of us is just doing more per turn than the other.To that end you might wanna consider cards like Lightning Bolt, Simian Spirit Guide (don't summon, just exile from hand for mana), or Gamble, which will let you make some early moves. I would also consider cards like Final Fortune, Last Chance, or Warrior's Oath, which can let you scrape that victory by the skin of your teeth in those high intensity situations. Sorry if this post is getting too large, but one of the last points I want to make is that you should consider adding some non-basic lands, especially since you have cards like Ruby Medallion and Geosurge. Assuming you don't steamroll your opponent in 3 or 4 turns, you'll eventually have an excess of mana and a lack of places to spend it. Even if you jack up the nearest dragon with an activated ability, you might still have some leftover. Valakut, the Molten Pinnacle is a perfect addition that would let you keep pumping out damage to supplement your attack power and remove potential threats/blockers at the same time. Also consider adding cards that let you draw, so that you can refill your hand and keep casting multiple spells per turn. Nothing sucks more than an empty hand, cause your opponent will know that you have no tricks up your sleeve.The name of the game is actions per turn. Once you can focus those actions towards a unified goal, this deck will go from a cutesy dragon tribal deck to a frighteningly aggro dragon-burn deck. Idk what your deck-building process is, but consider these key questions: What does this deck's first three turns look like? Are the first three turns consistent or variable? What is the specific win condition of this deck, and what's the quickest way to fulfill that condition? Are there any redundancies within the deck and if so, how important is it to have those cards that do essentially the same thing? Okay, I'll stop here... sorry if this was too much. Good luck with the deck and I hope your cuz appreciates all the work you put into this!!
medomai the ageless??
Yeah maybe, but consistency helps make a deck better because you can solidify your game plan, rather than having to wonder at if the card you need is gonna come up soon. I mean, the point is kinda moot since the only cards you have one of are all removal spells and you already have plenty of those. And yeah you have almost as many removal spells as you have creatures lol. Try the simic cards I suggested!! They're useful for exchanging +1/+1 counters as a surprise attack or to keep them from fading when a creature is about to die
imho, there's no point to putting only one of a card into a deck b/c the chances of you pulling it are too small for it to really contribute to your deck. And you already have a ton of removal, I'd personally get rid of some of them and also add more of the same card for consistency. Also, why mutavault? Maybe add some simic cards like experiment one, bioshift, give//take
Agree. Get Mogis in there!!
HONEY BADGERS!!! I love how Charging Badger has trample even though it's only a 1/1 XD
Someone may have already suggested this (idrk cause I didn't read too many of the comments), but Doorkeeper would get some early game milling in there
Good way to build mana w/out many lands is to use Hidden Strings on Flitterstep Eidolon or Siren of the Silent Song (or something that can get through defenses) and untap lands, then re-tap for 2 more mana ;D and that's if you have only one Hidden Strings Out
Ohh I didn't even see that combo either lol. Nevermind then, you got this figured out. I know it doesn't necessarily fit in with the theme but maybe a Diabolic Tutor or two?? Just to make sure you don't have one of those games where you can't seem to draw one at all
Goddamn that's clever lol. Then I suppose my only advice would be to maybe find some creature or other spell that does damage when an opponent's creatures die. Also, check out Dismember, from New Phyrexia, I believe. -5/-5, cmc=3 but two are phyrexian mana so it can come out of nowhere. Great for removing really big creatures.* also, maybe run more of that legendary enchantment to increase the chance of you getting it** also also, Cower in Fear is cool cause it specifically targets creatures your opponents control.. and not just one opponent, ALL opponents. cmc=3; 1colorless 2B.. but it only does -1/-1, sadly );
Nice! :) Why the Carnariums tho? I'm pretty sure that either Theros or Born of the Gods has a new spell (black I think) that does -2/-2 to all creatures as well, you should check it out!
No problem
Yeah it sucks how expensive eldrazi cards can be. I've been working on mine for like the past 2 years and I just finally finished it and even then there're some changes I want to make but can't because of how expensive they are. So yeah, it'll definitely take a while, but it's so satisfying when you can look at your deck and know that your friends are scared of it.Just keep on keeping on and I'm sure it'll come out great :)
Definitely better than before, it totally reminds me of the my eldrazi deck right before I changed it to it's current version cause I used the exact three defenders you're using in the exact same amounts. And there is never too much ramp for eldrazi. Personally, I'd ditch pelakka wurm and ant queen for llanowar elves and arbor elves. Even though they are weak creatures, they're 1 drops that each mana ramp. My brother runs an elf deck that spams them and he gets mana out like it's his daytime job. My eldrazi deck used to use defenders as it's ramp but they cost too much mana to get out. You're not using quicksilver amulet though so it might not be such a bad idea to keep them, although I heavily recommend that you add it to your deck. Another great addition to this deck would be everflowing chalice. 0 mana to cast and you can multikick the everloving shit out of it. You might also want to add some more eldrazi to the deck, cause what's the point of all this ramp if there's only a 3-in-60 chance of drawing one. Maybe get spawnsire of ulamog, cause his final ability can allow you to cast any number eldrazi from outside the game. If not him, try pathrazer of ulamog. He's pretty badass.
I have an eldrazi deck too and I did the same thing for a long time, but you gotta think about it like this. Every turn you get a creature that doesn't mana ramp is a turn that you just lost out on. Sure, the blocker might be able to hold off creatures, but it's also slowing you down by diluting your deck with it's non-mana ramp-ness and is making you wait that much longer to get the mana you need to get your eldrazi out. As far as quicksilver amulet goes, I used to be with you 100%. But even without the destroy target permanent, draw 4 cards, or extra turn, you're still getting a 10/10, 12/12, or 15/15 with annihilator on turn 4 or 5. That's pretty much game right there. I mean, in the end, it's your deck so do what makes you feel like a badass planeswalker, but to me, it feels like your deck is kind split. On the one hand you have a normal green buff/stomp deck and on the other you have a mana ramp eldrazi deck. I would kind of split this deck into two separate ones. One for the green stomp and stuff, and one for an eldrazi mana ramp deck.
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