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needs fixing
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sorry to say but this is the opposite of kick ass -not enough lands, your alternate mana generation is extremely slow. -overly expensive creatures. -too many equipment for the amount of creatures and the creatures you do have don't really need equipment anyway. -no real artifact synergy beyond the transmuter. it'll take forever to get any kind of steam going i don't see this being successful against any decent deck. I can't even think of constructive suggestions that would help, throw it out and start from scratch.
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That is the reason for the cloudposts and the vesuvas. To generate mana quickly. Along with expedition map and explorer's scope.
I have to agree with seras. Too chaotic. Good idea, but not focused.
cloudposts/vesuvas, expedition maps and explorer's scope are all pretty damn slow. honestly the cloudposts are the only good card among these...and the odds of you getting 2 or more in your starting hand and first few turns isn't very good. I don't see you being able to generate 5 mana till a good 8-9 turns into the game..and that's spending most of those turns only getting these into play while the opponent is free to do as he wants
well I don't know how to fix it exactly. Any suggestions?
what if I added 3 of each urza and took away some of the equip?
I would add in Etherium Sculpltor, Master of Etherium, and Vesuva and Mutavault (to work with the Cloudpost), and possibly Mishra, Artificer Prodigy.
(gah sorry for doublepost.....stupid refresh posted again,my bad)
any suggestions for what I should remove?
(God damn doublepost lol)
Right off the bat I can say 16 lands in a 64 card deck? 16/64 means you have a 1/4 chance of picking up a land for each card You will have many Mulligans, and each one will not necessarilly give you the hand you want I like the master Transmuter Combo with inkwell and Darksteel Look for some Cascade/Transmute cards. Because as it is now, the likely hood of you getting that "perfect" hand is low You have too many big creatures, and not enough ways to get the Transmuter out. 16 creatures 14 of which have a manacost greater than four, meaning IF you get a creature (1/4 chance per card) you have a 1/8 chance of actually playing it third turn. Then IF you play it (I'm guessing master trnamuter would be your choice, A single red burn, black destroy or counter will stop it from even being useful. you have a lot of good equipment ideas I can tell Except, the likely hood of actually being able to use them effectively is low since I doubt you'll be able to get many of your creatures out. Sword of ages will not help you out unfortunately since you won't be able to get any creatures out, but its a good idea. I'd say its better for a speed green or red attacker deck, where 4th turn, you play that, attack with some big creatures as a distraction and attack with small creatures and play some giant growths on them when they get through. Then as a final hit, sacrfice sword of ages. Behemoth Sledge would be good if you could actually get creatures out. Priaha's sheild is excelent on darksteel... too bad you won't be able to get him out in time Either way... Good ideas, but... 1) overload on the big creatures without much protection early on 2) the way you get out your big creatures is extremely delicate with 0 protection 2) Not enough mana though the locus' is a good idea...
If you want to make a good deck revolved around Artifacts look at my deck for maybe ? you know? Ideas!