Welcome to the deck that collects the greatest artificers of the multiverse (and some goblins for some reason) and tries to create a DOOMSDAY MACHINE out of random scraps of metal and some other parts, like goats, maybe.
Historically, this was my Pia and Kiran Nalaar deck, a commander that came with some Thopters to use as spare parts. I wanted a commander though, preferably with some artifact synergies, and that’s where Jhoira, Weatherlight Captain came in. The cards added some less chaotic options in building artifacts, as opposed to how approached the process. Later, Saheeli, the Gifted came out in Commander 2018, and serves as an alternate commander.
I don’t now which of the two is better for the deck. Jhoira should draw you tons of cards, while Saheeli can produce scrap in the form of Servo tokens, and ramp out the more expense artifacts.
The deck itself is low on interaction; It’s generally more concerned doing it’s own thing, trying to convert one resource into another and creating a rube goldberg-esque sequence of activations to come out ahead, and eventually create loops that can be repeated infinitely. It’s a combo deck.
There are some standard combos like the Fifth Dawn Station cycle, but the deck offers some shortcuts into these combos, or alternate ways to set these things up. It’s essentially a puzzle, and I don’t think I know every interaction and combo by heart yet. There are so many.
You can’t count on opponents to just sit there, so there are a bunch of way to get artifacts back from the graveyard. This makes it ok to just discard or sacrifice stuff you don’t need right now, and get it back later. In fact, the deck can use some self-mill to dig for any needed parts. It’s perfectly acceptible to just mill, then use Scrap Mastery to assemble your DOOMSDAY MACHINE at once from the graveyard. Just try not to run into any graveyard hate, or you’ll have to depend on plan B)
Plan B) Have Mycosynth Lattice and Kill Switch and shut the game down long enough to find another solution, like:
Plan C) Put a Darksteel Colossus under a Prototype Portal, make an army of really big indestructable robots. Or create Lodestone Golems to choke out mana production, or;
Plan D) Have Quicksmith Rebel add some stopping power to one of the many self-untapping artifacts like Staff of Domination and go to town. Or;
Plan E) Improvise with what you have. It’s a URdeck; When plans fail, think on your feet and wing it. There is a non-zero chance there is something weird you can do to advance your goals.
The deck also features sub-goals such as assembling Urzatron. That’s not exactly like winning, but at least it’s an achievement when you do it.
There is a lot going on here, so let’s take a look at the current list:
Aside from the vulnarability from graveyard- and artifact hate, from the list there is one more appearant flaw in this list. The land count is just 32, which should ring some alarm bells. I won’t tell you not to worry about this. Despite the fact there are some artifact concerned with helping you with mana production by either tapping for mana, help find lands or even become lands themselves, 32 ís dangerously low and greedy. Some testing should reveal if it is indeed too low, but if it is there are some ways to get the land count up a couple of percent and make things run a little more smoothly. Some suggestions are:
This should keep the basic functionality, but up the land count a little. If even more lands are needed, it’s probably Karn, Scion of Urza and Pia and Kiran Nalaar that are here for the Rule of Cool, but are non-essential parts of the deck.
The fact that commander decks are required to have exactly 100 cards does mean there are cards we don’t have space for, but would be nice to include. Some of these are:
-Aetherflux Reservoir. Nothing says DOOMSDAY MACHINE! like a weapon that uses your own forsaken life as a disposable resource. Right now there is little lifegain outside of Wurmcoil Engine and the deck isn’t stormy enough to reliably power this thing up.
- Mechanized Production. Not only does this produce more scrap (sometimes Colossi!) but also functions as an alternative win condition. At the very least we hope to create a lot of Servos and Thopters. If anything, it occupies a niche similar to Prototype Portal in our deck, so maybe we replace the Portals for Productions.
- Padeem, Consul of Innovation offers an extra layer of protection for our Artifacts, while also generating some incidental card draw. Running her would be… nice.
- The Antiquities War. The card selection and draw is helpful in finding the correct pieces to suplement your current plans, and have all Thopters/Servos/Clues turn into (very telegraphed) 5/5s might be game winning. There is a lot of card draw as it is, though, and any boardwipe nullifies the effect of the final chapter. It was in at one point, but I don’t think it’s good enough, so for now it’s out.
- Null Brooch. A literal last-ditch effort stopping any spell, while putting artifacts in the graveyard. With all the rest of the stuff in your hand. It protects your Scrap Mastery from being countered a little bit, or blocks some of the mass artifact removal around. Still, our deck has Uso if we wanted to stop spells, we had less drastic effects to counter things.
- Other cycles like Kaldra or Empire Regalia – But the deck is crowded as it is, so adding another entire cycle of artifacts just can’t be done.
I hope you like the deck. Maybe I'm missing some obvious cool things, so let me know what you think!
Arkham, the 1920's. Investigators battle horrors from beyond time and space, risking life and sanity while conspiracies of cultists and malign servitors seek gateways for their outer gods to return...
Soon, the stars will be right! Great Cthulhu shall rise!
Plan C) Put a Darksteel Colossus under a Prototype Portal, make an army of really big indestructable robots. Or create Lodestone Golems to choke out mana production, or;
I instantly thought of Master Mold from X-Men and Sentinel-creating factory.
Doomsday Machine just shouts Paradox Engine out too me. With all the rocks and Prototype portal on a Fatty could be a great engine for Dooming out the table. Storm the Vault for like a fallout doomsday flavor win.
Yeah. My plan isn't to be * that guy * and totally lock the board without having a plan to get out of it myself. It's more of a delaying tactic to set up whatever engine I can get my hands on. If I lock the board down that way, at least I would have to find a way to still do things myself.
Doomsday Machine just shouts Paradox Engine out too me. With all the rocks and Prototype portal on a Fatty could be a great engine for Dooming out the table. Storm the Vault for like a fallout doomsday flavor win.
Storm the Vault is high on the inclusion list and technically is a land, but still...
I realize Paradox Engine is one of the untappers I haven't included. Maybe I'll get another one of those, the question is what to leave out though.
Arkham, the 1920's. Investigators battle horrors from beyond time and space, risking life and sanity while conspiracies of cultists and malign servitors seek gateways for their outer gods to return...
Soon, the stars will be right! Great Cthulhu shall rise!
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Historically, this was my Pia and Kiran Nalaar deck, a commander that came with some Thopters to use as spare parts. I wanted a commander though, preferably with some artifact synergies, and that’s where Jhoira, Weatherlight Captain came in. The cards added some less chaotic options in building artifacts, as opposed to how approached the process. Later, Saheeli, the Gifted came out in Commander 2018, and serves as an alternate commander.
I don’t now which of the two is better for the deck. Jhoira should draw you tons of cards, while Saheeli can produce scrap in the form of Servo tokens, and ramp out the more expense artifacts.
The deck itself is low on interaction; It’s generally more concerned doing it’s own thing, trying to convert one resource into another and creating a rube goldberg-esque sequence of activations to come out ahead, and eventually create loops that can be repeated infinitely. It’s a combo deck.
There are some standard combos like the Fifth Dawn Station cycle, but the deck offers some shortcuts into these combos, or alternate ways to set these things up. It’s essentially a puzzle, and I don’t think I know every interaction and combo by heart yet. There are so many.
You can’t count on opponents to just sit there, so there are a bunch of way to get artifacts back from the graveyard. This makes it ok to just discard or sacrifice stuff you don’t need right now, and get it back later. In fact, the deck can use some self-mill to dig for any needed parts. It’s perfectly acceptible to just mill, then use Scrap Mastery to assemble your DOOMSDAY MACHINE at once from the graveyard. Just try not to run into any graveyard hate, or you’ll have to depend on plan B)
Plan B) Have Mycosynth Lattice and Kill Switch and shut the game down long enough to find another solution, like:
Plan C) Put a Darksteel Colossus under a Prototype Portal, make an army of really big indestructable robots. Or create Lodestone Golems to choke out mana production, or;
Plan D) Have Quicksmith Rebel add some stopping power to one of the many self-untapping artifacts like Staff of Domination and go to town. Or;
Plan E) Improvise with what you have. It’s a URdeck; When plans fail, think on your feet and wing it. There is a non-zero chance there is something weird you can do to advance your goals.
The deck also features sub-goals such as assembling Urzatron. That’s not exactly like winning, but at least it’s an achievement when you do it.
There is a lot going on here, so let’s take a look at the current list:
1 Jhoira, Weatherlight Captain
1 Saheeli, the Gifted
Artificers
1 Chief Engineer
1 Feldon of the Third Path
1 Goblin Welder
1 Pia and Kiran Nalaar
1 Quicksmith Genius
1 Quicksmith Rebel
1 Reckless Fireweaver
1 Riddlesmith
1 Sai, Master Thopterist
1 Slobad, Goblin Tinkerer
1 Thopter Engineer
Artifacts
1 Aetherworks Marvel
1 Animation Module
1 Blasting Station
1 Clock of Omens
1 Darksteel Forge
1 Decoction Module
1 Expedition Map
1 Fabrication Module
1 Flayer Husk
1 Grinding Station
1 Izzet Signet
1 Key to the City
1 Kill Switch
1 Krark-Clan Ironworks
1 Mana Vault
1 Mirrorworks
1 Mycosynth Lattice
1 Mycosynth Wellspring
1 Planar Bridge
1 Prototype Portal
1 Renegade Map
1 Retrofitter Foundry
1 Salvaging Station
1 Sculpting Steel
1 Sol Ring
1 Soul Foundry
1 Staff of Domination
1 Summoning Station
1 Tamiyo’s Journal
1 Thran Dynamo
1 Trading Post
1 Unwinding Clock
1 Arcbound Ravager
1 Arcbound Reclaimer
1 Combustible Gearhulk
1 Darksteel Colossus
1 Dross Scorpion
1 Duplicant
1 Golden Guardian
1 Hangarback Walker
1 Karn, Silver Golem
1 Kuldotha Forgemaster
1 Lodestone Golem
1 Metalworker
1 Mindless Automaton
1 Myr Battlesphere
1 Scarecrone
1 Steel Overseer
1 Wurmcoil Engine
Planeswalkers
1 Daretti, Scrap Savant
1 Karn, Scion of Urza
1 Tezzeret, Artifice Master
1 Tezzeret the Seeker
Sorceries
1 Scrap Mastery
1 Trash for Treasure
Lands
8 Island
8 Mountain
1 Buried Ruin
1 Darksteel Citadel
1 Foundry of the Consuls
1 Geier Reach Sanitarium
1 Great Furnace
1 Inventors’ Fair
1 Izzet Boilerworks
1 Mishra’s Factory
1 Seat of the Synod
1 Spire of Industry
1 Sulfur Falls
1 Terramorphic Expanse
1 Urza’s Factory
1 Urza’s Mine
1 Urza’s Power Plant
1 Urza’s Tower
Aside from the vulnarability from graveyard- and artifact hate, from the list there is one more appearant flaw in this list. The land count is just 32, which should ring some alarm bells. I won’t tell you not to worry about this. Despite the fact there are some artifact concerned with helping you with mana production by either tapping for mana, help find lands or even become lands themselves, 32 ís dangerously low and greedy. Some testing should reveal if it is indeed too low, but if it is there are some ways to get the land count up a couple of percent and make things run a little more smoothly. Some suggestions are:
- Replace Arcbound Reclaimer with Academy Ruins.
- Replace Key to the City with Desolate Lighthouse
This should keep the basic functionality, but up the land count a little. If even more lands are needed, it’s probably Karn, Scion of Urza and Pia and Kiran Nalaar that are here for the Rule of Cool, but are non-essential parts of the deck.
The fact that commander decks are required to have exactly 100 cards does mean there are cards we don’t have space for, but would be nice to include. Some of these are:
-Aetherflux Reservoir. Nothing says DOOMSDAY MACHINE! like a weapon that uses your own forsaken life as a disposable resource. Right now there is little lifegain outside of Wurmcoil Engine and the deck isn’t stormy enough to reliably power this thing up.
- Mechanized Production. Not only does this produce more scrap (sometimes Colossi!) but also functions as an alternative win condition. At the very least we hope to create a lot of Servos and Thopters. If anything, it occupies a niche similar to Prototype Portal in our deck, so maybe we replace the Portals for Productions.
- Padeem, Consul of Innovation offers an extra layer of protection for our Artifacts, while also generating some incidental card draw. Running her would be… nice.
- The Antiquities War. The card selection and draw is helpful in finding the correct pieces to suplement your current plans, and have all Thopters/Servos/Clues turn into (very telegraphed) 5/5s might be game winning. There is a lot of card draw as it is, though, and any boardwipe nullifies the effect of the final chapter. It was in at one point, but I don’t think it’s good enough, so for now it’s out.
- Null Brooch. A literal last-ditch effort stopping any spell, while putting artifacts in the graveyard. With all the rest of the stuff in your hand. It protects your Scrap Mastery from being countered a little bit, or blocks some of the mass artifact removal around. Still, our deck has Uso if we wanted to stop spells, we had less drastic effects to counter things.
- Other cycles like Kaldra or Empire Regalia – But the deck is crowded as it is, so adding another entire cycle of artifacts just can’t be done.
I hope you like the deck. Maybe I'm missing some obvious cool things, so let me know what you think!
• Call of Cthulhu CCG Servitor for the Netherlands!
Arkham, the 1920's. Investigators battle horrors from beyond time and space, risking life and sanity while conspiracies of cultists and malign servitors seek gateways for their outer gods to return...
Soon, the stars will be right! Great Cthulhu shall rise!
You could look at Orb of Dreams and Frozen Aether as a way of backing up the Mycosynth Lattice and Kill Switch plan. Null Rod of course locks down everything with Mycosynth Lattice.
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The Planar Bridge is a great card, pricey though.
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Yeah. My plan isn't to be * that guy * and totally lock the board without having a plan to get out of it myself. It's more of a delaying tactic to set up whatever engine I can get my hands on. If I lock the board down that way, at least I would have to find a way to still do things myself.
Storm the Vault is high on the inclusion list and technically is a land, but still...
I realize Paradox Engine is one of the untappers I haven't included. Maybe I'll get another one of those, the question is what to leave out though.
• Call of Cthulhu CCG Servitor for the Netherlands!
Arkham, the 1920's. Investigators battle horrors from beyond time and space, risking life and sanity while conspiracies of cultists and malign servitors seek gateways for their outer gods to return...
Soon, the stars will be right! Great Cthulhu shall rise!