Nice list. I'm building Sydri as my next deck (hopefully, it takes me a long time to decided on generals). Maybe try out Esper Charm? Card draw is nice, and it gets rid of problems like Stony Silence.
Since your group isn't cool with combos, I'm sure they aren't cool with MLD, but running a single Armageddon could be good. You have a million mana rocks, and plenty of sweepers.
I'm in the same camp as DTrain. I have tried a disruptive build that leans heavily on cards like Winter Orb, Tangle Wire and Armageddon. The strategy basically revolved around resolving rocks early, blowing up the lands, keeping them off with cards like Storm Cauldron, Overburden and Mana Vortex, then beating face with animated mana rocks.
I think there is still room for that strategy to work in the right meta. That said, I'm not sure it is strong enough to outclass a combo strategy.
I'm in the same camp as DTrain. I have tried a disruptive build that leans heavily on cards like Winter Orb, Tangle Wire and Armageddon. The strategy basically revolved around resolving rocks early, blowing up the lands, keeping them off with cards like Storm Cauldron, Overburden and Mana Vortex, then beating face with animated mana rocks.
I think there is still room for that strategy to work in the right meta. That said, I'm not sure it is strong enough to outclass a combo strategy.
The strategy I took was more of a toolbox, if you pardon the pun.
I built the deck with the theme of a few artificers in a workshop taking over the world like mad scientists... So my primary focus was durdling... my win conditions tend to rate as follows:
a) beating with animated rocks/spines/utility artifacts and letting them untap with unwinding clock
b) thopter foundry/sword of the meek stall out
c) blightsteel colossus
d) completing the rube goldberg machine of durdlery and assembling 3-4 card infinite combos involving thopter/sword or salvaging and blasting station.
e) Tezz 2.0 Ult with Mycosynth lattice
f) Grind the game to a halt with caltrops/portcullis and deck my opponents! I have no fast way of doing this as i don't run temple bell but I can codex shred them one at a time and recycle my library with Conjurer's Bauble and Elixir of Immortality. I have never had to use this win con...
...
z) re-add mindslaver to the deck... But honestly, screw that card.
I'm wondering what the purpose of Karn is in the list, though? I mean, it adds redundancy if Sydri gets tucked I guess, but other than that I'm like never happy to see him.
Nice list. I'm building Sydri as my next deck (hopefully, it takes me a long time to decided on generals). Maybe try out Esper Charm? Card draw is nice, and it gets rid of problems like Stony Silence.
Since your group isn't cool with combos, I'm sure they aren't cool with MLD, but running a single Armageddon could be good. You have a million mana rocks, and plenty of sweepers.
Esper Charm is definitely nice with the flexibility, and this deck can always use more card draw. Seems like a good addition. My group isn't cool with combos or MLD and other denial strategies such as stax, so although Armageddon would be very good, it's not an option for me.
I'm in the same camp as DTrain. I have tried a disruptive build that leans heavily on cards like Winter Orb, Tangle Wire and Armageddon. The strategy basically revolved around resolving rocks early, blowing up the lands, keeping them off with cards like Storm Cauldron, Overburden and Mana Vortex, then beating face with animated mana rocks.
I think there is still room for that strategy to work in the right meta. That said, I'm not sure it is strong enough to outclass a combo strategy.
See, I would be very interested in trying a build like this, but my playgroup would not take kindly to this strategy, so it's not really an option for me.
The strategy I took was more of a toolbox, if you pardon the pun.
I built the deck with the theme of a few artificers in a workshop taking over the world like mad scientists... So my primary focus was durdling... my win conditions tend to rate as follows:
a) beating with animated rocks/spines/utility artifacts and letting them untap with unwinding clock
b) thopter foundry/sword of the meek stall out
c) blightsteel colossus
d) completing the rube goldberg machine of durdlery and assembling 3-4 card infinite combos involving thopter/sword or salvaging and blasting station.
e) Tezz 2.0 Ult with Mycosynth lattice
f) Grind the game to a halt with caltrops/portcullis and deck my opponents! I have no fast way of doing this as i don't run temple bell but I can codex shred them one at a time and recycle my library with Conjurer's Bauble and Elixir of Immortality. I have never had to use this win con...
...
z) re-add mindslaver to the deck... But honestly, screw that card.
A and B tend to be my primary win conditions with this deck. Caltrops is also an awesome card in this deck, and Blightsteel would be an option. I think putting in Mycosynth Lattice would tempt me to do other broken things too much, like blowing up lands with Sydri or assembling Lattice + Darksteel Forge + Nevinyrral's Disk.
I'm wondering what the purpose of Karn is in the list, though? I mean, it adds redundancy if Sydri gets tucked I guess, but other than that I'm like never happy to see him.
He is there for exactly this reason. He also a bit easier to tutor up than Sydri if both are in my library since I have a solid number of ways to tutor for artifacts. If you don't feel like you need to worry about tuck effects, you could easily cut Karn for something else.
T : Target permanent becomes an artifact in addition to its other types until end of turn.
It turn Sydri as a Strip Mine effect on lands.
Prototype portal seems fun as hell also
Yes, I know of Liquimetal Coating, but I have chosen not to include it, just as I have chosen not to include Mycosynth Lattice. Both are potentially very strong cards, but I know that they would not be welcomed in my playgroup. I agree that Prototype Portal is a cool card, but I also think it's very risky because it costs quite a bit of mana (4 + the artifact's CMC) and also causes card disadvantage when you initially play it. If it dies before you get at least two activations out of it, you'll probably wish it had been something else.
He is there for exactly this reason. He also a bit easier to tutor up than Sydri if both are in my library since I have a solid number of ways to tutor for artifacts. If you don't feel like you need to worry about tuck effects, you could easily cut Karn for something else.
Alright, cool. I've only been testing on cockatrice, but I'll have all of the parts for my own version soon. I'll have some infinites since my group is cool about them. Will post the list once I have it together.
Anybody think of using thopter foundry,sword of the meek, time sieve, and intruder alarm along with Sydri to make infinit tokens and or turns?
You don't really need Intruder Alarm, since Infinite Turns will win you the game with just Thopter Foundry, Sword of the Meek, and Time Sieve. You can find many infinite combos revolving around Thopter Foundry and Sword of the Meek in the OP, but I don't play any of them in my deck since my playgroup discourages combo decks.
I play in a very similar meta as the OP, but also love Sydri and enjoy playing her. What are the wincons that this deck can best utilize without your playgroup being up in arms?
Also, at 6cmc, is Sharuum the Hegemon worth a play if not for just the CIP ability and that she can be tutored by Treasure Mage? I understand that it doesn't fit perfectly with Torpor Orb, but how long does that card usually last?
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Quote from Galspanic »
If someone is playing Icy Manipulator against you, you've already won.
I play in a very similar meta as the OP, but also love Sydri and enjoy playing her. What are the wincons that this deck can best utilize without your playgroup being up in arms?
Also, at 6cmc, is Sharuum the Hegemon worth a play if not for just the CIP ability and that she can be tutored by Treasure Mage? I understand that it doesn't fit perfectly with Torpor Orb, but how long does that card usually last?
Sorry for the late reply, I don't play this deck much anymore.
Thopter Foundry + Sword of the Meek is easily the strongest non-infinite win condition for this deck. Combos are typically the way to go with Sydri, but if your playgroup isn't cool with them, it's better to just use Sydri with your defensive cards like Caltrops until you can either puts some big artifacts out, or else assemble Thopter + Sword and beat down to victory. Getting Darksteel Forge and Nevinyrral's Disk out together is also incredibly strong, but may not be appreciated by some groups.
Sharuum is pretty good, and could possibly go back in the list, but I basically just felt like I didn't have enough room for her. A lot of our artifacts are just small value stuff that you don't really want to pay 6 mana to get back, but if you can return something awesome and get a 5/5 flyer, she can be a pretty good deal.
I play in a very similar meta as the OP, but also love Sydri and enjoy playing her. What are the wincons that this deck can best utilize without your playgroup being up in arms?
Also, at 6cmc, is Sharuum the Hegemon worth a play if not for just the CIP ability and that she can be tutored by Treasure Mage? I understand that it doesn't fit perfectly with Torpor Orb, but how long does that card usually last?
Sorry for the late reply, I don't play this deck much anymore.
Thopter Foundry + Sword of the Meek is easily the strongest non-infinite win condition for this deck. Combos are typically the way to go with Sydri, but if your playgroup isn't cool with them, it's better to just use Sydri with your defensive cards like Caltrops until you can either puts some big artifacts out, or else assemble Thopter + Sword and beat down to victory. Getting Darksteel Forge and Nevinyrral's Disk out together is also incredibly strong, but may not be appreciated by some groups.
Sharuum is pretty good, and could possibly go back in the list, but I basically just felt like I didn't have enough room for her. A lot of our artifacts are just small value stuff that you don't really want to pay 6 mana to get back, but if you can return something awesome and get a 5/5 flyer, she can be a pretty good deal.
No worries for the delay in reply, lol..
I decided to cut Sharuum combo in lieu of thopter/sword (which doesn't seem to anger those around the table as much).
I have run the Disk/Forge synergy and those in my meta don't "love" it, but it doesn't seem to bother them.
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Quote from Galspanic »
If someone is playing Icy Manipulator against you, you've already won.
So looking through 4 pages so far and I'm surprised nobody has mentioned a few cards definitely worth adding to the deck.
My main concern is that March of the Machines has no presence. March + Mycosynth Lattice = permageddon, but even without the lattice it still creates a beefy wincon, especially if you have forge in play.
Some other useful cards are Blinkmoth Urn and Vedalken Engineer. I know you are shying away from creatures and my build doesn't have a lot either but engineer is good early and it also makes colored mana for any colored artifacts you run.
My build has more artifacts but no real infinite combos, but if sydri is not in play I don't really have any issues, though Sydri and Caltrops is nice insurance.
The landbase could use some work and I would eventually like to get all the necessary fetchlands and the actual duels necessary, but im not made of money. This version is more artifact focus with some utility cards. White is also not represented as much as black so I lean towards black lands more than white. If I can find a planar portal it will def go in. I dunno this is just my take on it, and my playgroup doesn't like inf combos. There are some combos in the deck, but nothing that just autowins me the game.
The new Ballista Charger works pretty well in this deck, you can either tap a creature or pay the blue to make it a creature, then it can kill one of your opponent's creatures before combat damage.
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Since your group isn't cool with combos, I'm sure they aren't cool with MLD, but running a single Armageddon could be good. You have a million mana rocks, and plenty of sweepers.
I'm in the same camp as DTrain. I have tried a disruptive build that leans heavily on cards like Winter Orb, Tangle Wire and Armageddon. The strategy basically revolved around resolving rocks early, blowing up the lands, keeping them off with cards like Storm Cauldron, Overburden and Mana Vortex, then beating face with animated mana rocks.
I think there is still room for that strategy to work in the right meta. That said, I'm not sure it is strong enough to outclass a combo strategy.
Sydri's Magical Castle WUB
Chainer, Dementia Master: "Bring out your dead!" BBB
Riku Because Copying Decimate URG
Xira Arien, Jund StaxBRG
The Sylvan-Primordial-PlasmBUG
Trostani ComboGW
Vizkopa Guildmage - Peasant VariantBW
The strategy I took was more of a toolbox, if you pardon the pun.
I built the deck with the theme of a few artificers in a workshop taking over the world like mad scientists... So my primary focus was durdling... my win conditions tend to rate as follows:
a) beating with animated rocks/spines/utility artifacts and letting them untap with unwinding clock
b) thopter foundry/sword of the meek stall out
c) blightsteel colossus
d) completing the rube goldberg machine of durdlery and assembling 3-4 card infinite combos involving thopter/sword or salvaging and blasting station.
e) Tezz 2.0 Ult with Mycosynth lattice
f) Grind the game to a halt with caltrops/portcullis and deck my opponents! I have no fast way of doing this as i don't run temple bell but I can codex shred them one at a time and recycle my library with Conjurer's Bauble and Elixir of Immortality. I have never had to use this win con...
...
z) re-add mindslaver to the deck... But honestly, screw that card.
Esper Charm is definitely nice with the flexibility, and this deck can always use more card draw. Seems like a good addition. My group isn't cool with combos or MLD and other denial strategies such as stax, so although Armageddon would be very good, it's not an option for me.
See, I would be very interested in trying a build like this, but my playgroup would not take kindly to this strategy, so it's not really an option for me.
A and B tend to be my primary win conditions with this deck. Caltrops is also an awesome card in this deck, and Blightsteel would be an option. I think putting in Mycosynth Lattice would tempt me to do other broken things too much, like blowing up lands with Sydri or assembling Lattice + Darksteel Forge + Nevinyrral's Disk.
He is there for exactly this reason. He also a bit easier to tutor up than Sydri if both are in my library since I have a solid number of ways to tutor for artifacts. If you don't feel like you need to worry about tuck effects, you could easily cut Karn for something else.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Yes, I know of Liquimetal Coating, but I have chosen not to include it, just as I have chosen not to include Mycosynth Lattice. Both are potentially very strong cards, but I know that they would not be welcomed in my playgroup. I agree that Prototype Portal is a cool card, but I also think it's very risky because it costs quite a bit of mana (4 + the artifact's CMC) and also causes card disadvantage when you initially play it. If it dies before you get at least two activations out of it, you'll probably wish it had been something else.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Alright, cool. I've only been testing on cockatrice, but I'll have all of the parts for my own version soon. I'll have some infinites since my group is cool about them. Will post the list once I have it together.
You don't really need Intruder Alarm, since Infinite Turns will win you the game with just Thopter Foundry, Sword of the Meek, and Time Sieve. You can find many infinite combos revolving around Thopter Foundry and Sword of the Meek in the OP, but I don't play any of them in my deck since my playgroup discourages combo decks.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Also, at 6cmc, is Sharuum the Hegemon worth a play if not for just the CIP ability and that she can be tutored by Treasure Mage? I understand that it doesn't fit perfectly with Torpor Orb, but how long does that card usually last?
Sorry for the late reply, I don't play this deck much anymore.
Thopter Foundry + Sword of the Meek is easily the strongest non-infinite win condition for this deck. Combos are typically the way to go with Sydri, but if your playgroup isn't cool with them, it's better to just use Sydri with your defensive cards like Caltrops until you can either puts some big artifacts out, or else assemble Thopter + Sword and beat down to victory. Getting Darksteel Forge and Nevinyrral's Disk out together is also incredibly strong, but may not be appreciated by some groups.
Sharuum is pretty good, and could possibly go back in the list, but I basically just felt like I didn't have enough room for her. A lot of our artifacts are just small value stuff that you don't really want to pay 6 mana to get back, but if you can return something awesome and get a 5/5 flyer, she can be a pretty good deal.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
No worries for the delay in reply, lol..
I decided to cut Sharuum combo in lieu of thopter/sword (which doesn't seem to anger those around the table as much).
I have run the Disk/Forge synergy and those in my meta don't "love" it, but it doesn't seem to bother them.
My main concern is that March of the Machines has no presence. March + Mycosynth Lattice = permageddon, but even without the lattice it still creates a beefy wincon, especially if you have forge in play.
Some other useful cards are Blinkmoth Urn and Vedalken Engineer. I know you are shying away from creatures and my build doesn't have a lot either but engineer is good early and it also makes colored mana for any colored artifacts you run.
My build has more artifacts but no real infinite combos, but if sydri is not in play I don't really have any issues, though Sydri and Caltrops is nice insurance.
Anyways, heres my take on her:
Commander: Sydri, Galvanic Genius
Creatures:
Mana Artifacts
Other Artifacts
Enchantments:
March of the Machines
Planeswalkers:
Venser, the Sojourner
Sorcery:
Instant:
Land:
The landbase could use some work and I would eventually like to get all the necessary fetchlands and the actual duels necessary, but im not made of money. This version is more artifact focus with some utility cards. White is also not represented as much as black so I lean towards black lands more than white. If I can find a planar portal it will def go in. I dunno this is just my take on it, and my playgroup doesn't like inf combos. There are some combos in the deck, but nothing that just autowins me the game.