Fast forward to today. Flux Channeler provides the perfect catalyst for go wide artifact mana, since everything you're already casting constantly is giving you more and more proliferation triggers. We can abuse it with counter-matters artifacts like Magistrate's Scepter(Time Walk every turn if you can cast 3 spells), Orochi Hatchery, Lux Cannon, etc.
The newly spoiled Karn, the Great Creator gives us strictly better things to do with the mana, and some of the other proliferate cards in WAR are playable. Having powerful narrow hosers game one like Ensnaring Bridge, Torpor Orb, Relic of Progenitus, etc, is a very strong plan, and 10 mana in one turn isnt much to ask from this deck, the famed Mycosynth Lattice payoff well within it's reach. Constant proliferation with Flux Channeler and Tezzeret's Gambit also allows us to use his -2 more than twice in a row without offing him. I think a retooling of the pieces could create something cool, discuss?
First they came for the Cantrips, and I didn't speak up, because I wasn't a Cantrip.
Then they came for the Artifacts, and I didn't speak up, because I was an Instant.
Then they came for the Rituals, and I didn't speak up, because I wasn't really a Ritual.
Then they came for me, and by that time there was no one left to speak up for me.
Paradox Engine would help keep a huge proliferate combo going. I use Magistrate's Scepter to take infinite turns until i find my Myr Turbine, then i pump out 1/1 myr tokens and attack with lethal. Since i saw flux channeler spoiled, i also decided to dust off the jankness and see if i can squeeze afew copies in. This is whhat i came up with:
Magistrate's Scepter seems quite good, Honestly I dont even think you'd need Paradox Engine to power it. The deck produces so much mana, and is more than capable of casting 3+ spells a turn that if we keep the Thoughtcast + Gambit +(?) Ancient Stirrings package. I think using smaller redundant artifacts we can find and drop for cheap that accelerate us like Voltaic Key might have the upper hand, but the engine can do some crazy things too. Engine would enable maindeck Walking Ballista to randomly win games by itself, not that it doesn't already in this shell. I just think it needs some generically powerful payoff cards that we can slam with our mana and always get value if we cant "combo". The new Karn, The Great Creator, Ugin, Old Karn, and big Eldrazi all seem like reasonable payoffs. Especially new karn with his ability to fetch Ensnaring Bridge from the board game 1, or Mycosynth Lattice to lock them out of the game, as this deck can often pay the 10. There's also that new land that proliferates for 4 which i could totally see being good here
I don't think I've seen anyone mention Orochi Hatchery? I made (basically) this deck awhile back, and used Orochi Hatchery as the main wincon, seemed to work pretty well. Eventually I added in a singleton Cryptolith Rite and Lightning Greaves so I could go infinite if need be.
Combo decks usually like to have ways to search or dig for their combo pieces. How do you get the Channeler in the first place guys ? The deck does absolutely nothing if there's not the engine on board.
Actually I don't see the point of proliferation on anything else than the wincon itself. The rest should be cantrips and cards that find the combo pieces, no ?
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Pioneer - A bunch of stuff Modern - Humans Legacy - Grixis Phoenix / Death & Taxes
Combo decks usually like to have ways to search or dig for their combo pieces. How do you get the Channeler in the first place guys ? The deck does absolutely nothing if there's not the engine on board.
Actually I don't see the point of proliferation on anything else than the wincon itself. The rest should be cantrips and cards that find the combo pieces, no ?
Absolutely not. This deck doesnt need Flux Channeler to make a bunch of mana. Its more than capable of doing it without it, why play *****ty tutors for 1 card that we dont need? We could play dig spells that generate card advantage instead. Thoughtcast Tezzeret's Gambit Ancient Stirrings
All of these are much more synergistic with the artifact mana plan. 8 Divination effects refill on gas, 4 of which even proliferate without a Channeler in play. Thoughtcast is often U = Draw 2. Stirrings finds us land if we need it, even hitting payoffs like Karn or Ugin. The best part is, you can string them together, sometimes just casting 2-3 dig spells in a turn, letting you see more cards and fight disruption. And when you do have a Flux Channeler, they become exponentially better, sometimes becoming pseudo-free spells by adding to your mana reserves.
Between Mox Opal, Coretapper, Voltaic Key, Astral Cornucopia, Everflowing Chalice, etc, theres no shortage on mana generation redundancy. Flux Channeler is icing on the cake, the fuel for your busted draws which you'll eventually hit with 8 divinations. No need to dilute to push a clunky infinite combo plan. If anything, using these instead increases the effectiveness of the Channeler, giving you the gas you need to fuel its triggers. What does Neoform or Eldritch Evolution even do for us in a deck that asks we run as many noncreature spells as possible?
After some thought i'd say 100% that Karn, the Great Creator is the payoff we're looking for. We make mana, and a lot of it, Flux Channeler or otherwise. We can just make it faster with the channeler and have the potential to abuse counter based artifacts like Magistrate's Scepter, or Orochi Hatchery as mentioned above. The cards we should be searching for are more gas and our payoffs. Narrow tutors for cards we can play without dont help us see more cards or refill our hand. This allows us to have a backup plan, and more consistent hands, which leads to way more victories than hedging our bets on some 5 card combo that loses to Lightning Bolt. Being a big mana deck with access to the sideboard game 1 is strong, and better positioned to handle more meta threats.
Magistrate's Scepter seems quite good, Honestly I dont even think you'd need Paradox Engine to power it. The deck produces so much mana, and is more than capable of casting 3+ spells a turn that if we keep the Thoughtcast + Gambit +(?) Ancient Stirrings package. I think using smaller redundant artifacts we can find and drop for cheap that accelerate us like Voltaic Key might have the upper hand, but the engine can do some crazy things too. Engine would enable maindeck Walking Ballista to randomly win games by itself, not that it doesn't already in this shell. I just think it needs some generically powerful payoff cards that we can slam with our mana and always get value if we cant "combo". The new Karn, The Great Creator, Ugin, Old Karn, and big Eldrazi all seem like reasonable payoffs. Especially new karn with his ability to fetch Ensnaring Bridge from the board game 1, or Mycosynth Lattice to lock them out of the game, as this deck can often pay the 10. There's also that new land that proliferates for 4 which i could totally see being good here
Paradox Engine helps maximize Flux Channeler's ability to proliferate by meshing so well with not only Master Transmuter, but practically every other card in the deck. I generate the majority of my mana with nonland permanents and my wincons(magistate's scepter/myr turbine/any tezzeret) are nonland permanents, being able to untap them by casting a spell makes my chances of pulling off a game-winning combo(infinite turns, infinite myrs, infinite mana, infinite proliferation)/combos higher and more consistent. My version is more all-in on infinite turns, as i can continue digging for one of my main wincons.
The new karn is definitely testworthy. Have you tried it out yet with a silver bullet/prison sideboard to abuse?
Hi there, the concept of this deck is quite established in another thread called "dice factory". If you want to take a look, we also have a discord server where we discuss all the possible cards for our deck.
Here is a link to the disord if you want to: https://discord.gg/TZdy67
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"Master they threatened to darken the sky with their arrows!"
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
Yeah, but it's really more "Disney Evil" than practical. It's like being a bond villain and giving a monologue rather then just shooting them.
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
Hi there, the concept of this deck is quite established in another thread called "dice factory". If you want to take a look, we also have a discord server where we discuss all the possible cards for our deck.
Here is a link to the disord if you want to: https://discord.gg/TZdy67
I've graced the thread before, and I don't think these two decks have the same goals. They utilize similar cards to generate mana, but end the game in completely different ways, and Dice Factory as far as i'm aware has never entertained any Infinite/Pseudo-Infinite backup plans outside of Paradox Engine. I would say that this was inspired more by Channeler/Karn + Dig Spells than the mana. The proposed build leans heavily on two cards that don't exist yet, and aren't discussed in current DF builds, so I felt it appropriate to give it its own thread. I think it would be incorrect to categorize all big mana artifact decks as dice factory, considering its history of mostly just building to abuse Wildfire. However, I think a bigger community with more ideas is a better place to foster brews, and would be more than happy to take builds there if welcome to.
Magistrate's Scepter seems quite good, Honestly I dont even think you'd need Paradox Engine to power it. The deck produces so much mana, and is more than capable of casting 3+ spells a turn that if we keep the Thoughtcast + Gambit +(?) Ancient Stirrings package. I think using smaller redundant artifacts we can find and drop for cheap that accelerate us like Voltaic Key might have the upper hand, but the engine can do some crazy things too. Engine would enable maindeck Walking Ballista to randomly win games by itself, not that it doesn't already in this shell. I just think it needs some generically powerful payoff cards that we can slam with our mana and always get value if we cant "combo". The new Karn, The Great Creator, Ugin, Old Karn, and big Eldrazi all seem like reasonable payoffs. Especially new karn with his ability to fetch Ensnaring Bridge from the board game 1, or Mycosynth Lattice to lock them out of the game, as this deck can often pay the 10. There's also that new land that proliferates for 4 which i could totally see being good here
Paradox Engine helps maximize Flux Channeler's ability to proliferate by meshing so well with not only Master Transmuter, but practically every other card in the deck. I generate the majority of my mana with nonland permanents and my wincons(magistate's scepter/myr turbine/any tezzeret) are nonland permanents, being able to untap them by casting a spell makes my chances of pulling off a game-winning combo(infinite turns, infinite myrs, infinite mana, infinite proliferation)/combos higher and more consistent. My version is more all-in on infinite turns, as i can continue digging for one of my main wincons.
The new karn is definitely testworthy. Have you tried it out yet with a silver bullet/prison sideboard to abuse?
It's been hard to test due his lack of printing as of yet, but i have plugged a few games with friends on Cockatrice with him. Really feels like a powerhouse. The Mycosynth combo is backbreaking and being able to get hosers game 1 against Phoenix and Dredge is really helpful. I think Paradox Engine and Master Transmuter are interesting pickups, but would worry about their consistency. How do they feel goldfishing? Any Idea what your turn average is undisrupted?
I wish i could just copy and paste results, but my ipad's browser has a problem with this site. So, i'll give you the summary of the first 10 games that comboed quick enough to win, before i added flux channeler. Then, i'll write up summaries of my post-channeler list for comparitive information. Also, i always take the draw due to Gemstone Caverns
First off, my original list was:
+1 MyrTurbine
+1 Throne of Geth
-2 Flux Channeler
Opening hand 1:
Eveflowing Chalice, Throne of Geth, Magistrate's Scepter, Island, Paradox Engine, Springleaf Drum, Astral Cornucopia
Turn 1:
Draw Coretapper, drop island, cast springleaf drum, pass turn
Turn 2:
Draw island, drop island, cast coretapper, pass turn
Turn 3:
Draw encroaching wastes, drop wastes, cast Chalice kicked once, tap coretapper for a counter on chalice, cast magistrate's scepter, pass turn
Turn 4:
Draw Master Transmuter, coretapper puts a counter on chalice, cast paradox engine, drop cornucopia to untap nonland permanents, coretapper puts a counter on cornucopia, tap chalice an cornucopia ([3][U]), cast master transmuter, untap nonland permanents, put a charge counter on scepter, sacrifice coretapper to put two charge counters on scepter, tap scepter to take an extra turn, pass turn
Turn 4a:
Infinite turns
Opening hand 2(Mulliganed to 6 from 2 opals, cornucopia, 4 land):
Darksteel Citadel, Magistrate's Scepter, Coretapper, Tezzeret's Gambit, Paradox Engine, Springleaf Drum
Turn 1:
Draw Citadel, drop Citadel, cast drum, pass turn
Turn 2:
Draw island, drop Citadel, cast Coretapper, pass turn
Turn 3:
Draw Gambit, drop island, cast scepter, coretapper puts counter on scepter, pass turn
Turn 4:
Draw paradox engine, cast gambit proliferaating and drawing an island & everflowing chalice, drop island, cast chalice kicked once, pass turn
Turn 5:
Draw gemstone caverns, drop caverns, coretapper puts counter on scepter, cast paradox engine, scepter gives an extra turn, pass turn
Turn 5b:
Draw Whir of Invention, coretapper puts counter on scepter, tap chalice for (1) to cast tezzy's gambit(untap nonland permanents) proliferating and drawing tezzy the seeker & another scepter, coretapper puts counter on chalice, tap chalice for (3), cast tezzy(untap nonland permanents), coretapper puts counter on scepter (2), tap chalice for (3), +1 tezzy to untap chalice & coretapper, coretapper puts counter on scepter(3), take an extra turn
Turn 5c:
Hand is paradox engine, whir of invention, magistrate's scepter
Draw gemstone caverns, tap chalice(3), drop caverns saccing tapped one, tap caverns, drum coretapper for (U), tap other two islands, whir for (4)(untap nonland permanents) by tapping scepter and engine to grab master transmuter, still have two lands untapped and (1) floating, coretapper puts counter on scepter, tap chalice to cast scepter(untap all nonland permanents), coretapper puts counter on scepter(2), use previous (1) floating, tap chalice for (3), tap citadel, cast engine(untap all nonland permanents), coretapper puts counter on scepter(3), take an extra turn
Turn 5d:
No cards in hand until draw, but who cares? Infinite turns
Opening hand 4:
I goofed this one up by accidentally hitting the mulligan button on turn 3. It could've went either way, though:
Tezzy agent of bolas, darksteel citadel, astral cornucopia, gemstone caverns, everflowing chalice, throne of geth, throne of geth
Exiked a throne of geth to gemstone caverns
Turn 1:
Draw swamp, drop citadel, cast chalice kicked once, pass turn
Turn 2:
Draw paradox engine, drop swamp, cast cornucopia(x=1), cast throne of geth, pass turn
Turn 3:
Draw paradox engine, cast agent of bolas and +1. I saw coretapper before i accidentally hit mulligan.
Opening hand 5
Myr turbine, paradox engine, coretapper, swamp, gemstone cavern, throne of geth, everflowing chalice
Pitch throne to gemstone cavern
Turn 1:
Draw Mox Opal, drop swamp, cast coretapper, cast chalice, cast opal, pass turn
Turn 2:
Draw whir of invention, coretapper puts counter on chalice, pass turn
Turn 4:
Draw mox opal, coretapper puts counter on chalice(3), cast paradox engine, activate transmuter ability with opal and don't put an artifact onto the battlefield, cast opal (untap all nonland permanents), coretapper puts counter on chalice(4), tap chalice, activate transmuter ability with opal & bounce opal(choosing not to use second part of ability like always), cast opal(untap all nonland permanents), coretapper puts counter on chalice(infinite loop), rinse and repeat until you pass turn since there isn't enough blue mana to cast whir into scepter(unless i missed something)
Turn 5:
Draw magistrate's scepter. Infinite turns
Opening hand 7
Astral cornucopia, magistrate's scepter, field of ruin, swamp, master transmuter, mox opal, coretapper
Turn 1:
Draw tezzy agent of bolas, drop field of ruin, cast opal, pass turn
Turn 3:
Draw whir of invention, drop caverns, cast cornucopia(x=0), coretapper puts counter on cornucopia, cast master transmuter, pass turn
Turn 4:
Draw paradox engine, coretapper puts counter on cornucopia(2), cast engine, tap opal for (U), transmuter ability bouncing opal, cast opal(untap all nonland permanents), tap opal for (U), coretapper puts counter on cornucopia(3), tap cornucopia to have(UUUU) total floating, transmuter ability with opal, cast opal(infinite mana& charge counters), keep repeating to cast magistrate's scepter, tezzy agent of bolas, and Whir of invention(x=5 to grab turbine). Amass a myr army, take an extra turn, swing for lethal.
Accidentally hit mulligan on 2 out of three hands(hands 9-10) and would've lost game 8(opening hand and mulligan hand were trash). I'd keep going, but it takes forever to write all of this on a playstation 4 browser.
anyway just an idea, it's kinda of a control-combo, where you could use Gigadrowse at your opponents end step to tap all their lands, so then you could combo more safely with Dispel just in case.
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The idea is to use cards like Everflowing Chalice, Astral Cornucopia, Mox Opal, and Voltaic Key (possibly even Surge Node) to generate a ton of mana quickly and draw a lot of cards using using proliferate (Thoughtcast, Tezzeret's Gambit, Ancient Stirrings, Coretapper). Then, dump the mana into cards like Ugin, The Spirit Dragon and All Is Dust to disrupt while continuing to build up your board, and eventually sink that huge pool of mana into things like Emrakul or Walking Ballista. I've included cards like Lux Cannon in some versions, and even Steady Progress. You can use Indigo Faerie with your abundance of mana in conjunction with Ugin or Dust to clear away their lands or other colorless permanents.Its kind of a silly idea, but t4 Ugin into t5 1 way Armageddon wallops a lot of decks.
Fast forward to today. Flux Channeler provides the perfect catalyst for go wide artifact mana, since everything you're already casting constantly is giving you more and more proliferation triggers. We can abuse it with counter-matters artifacts like Magistrate's Scepter(Time Walk every turn if you can cast 3 spells), Orochi Hatchery, Lux Cannon, etc.
The newly spoiled Karn, the Great Creator gives us strictly better things to do with the mana, and some of the other proliferate cards in WAR are playable. Having powerful narrow hosers game one like Ensnaring Bridge, Torpor Orb, Relic of Progenitus, etc, is a very strong plan, and 10 mana in one turn isnt much to ask from this deck, the famed Mycosynth Lattice payoff well within it's reach. Constant proliferation with Flux Channeler and Tezzeret's Gambit also allows us to use his -2 more than twice in a row without offing him. I think a retooling of the pieces could create something cool, discuss?
(sample list)
Land (18) - Creature (8) - Artifact (25) - Planeswalker (4) - Sorcery (12)
4 Karn, the Great Creator
2 Magistrate's Scepter
- Rocks -
4 Astral Cornucopia
4 Everflowing Chalice
3 Mox Opal
4 Voltaic Key
- Counter Manipulation -
4 Coretapper
3 Flux Channeler
2 Surge Node
4 Tezzeret's Gambit
4 Thoughtcast
4 Ancient Stirrings
- Land -
4 Botanical Sanctum
3 Darksteel Citadel
4 Glimmervoid
4 Spire of Industry
1 Calciform Pools
1 Inkmoth Nexus
1 Karn's Bastion
4 Relic of Progenitus
1 Torpor Orb
2 Ensnaring Bridge
1 Orbs of Warding
1 Mycosynth Lattice
3 Walking Ballista
1 Batterskull
2 Unmoored Ego
4 Coretapper
2 Flux Channeler
3 Master Transmuter
Artifacts(24):
3 Mox Opal
4 Everflowing Chalice
4 Astral Cornucopia
3 Springleaf Drum
2 Throne of Geth
4 Magistrate's Scepter
3 Paradox Engine
1 Myr Turbine
3 Tezzeret's Gambit
3 Whir of Invention
2 Tezzeret, Agent of Bolas
1 Tezzeret the Seeker
Land(18):
2 Encroaching Wastes
2 Field of Ruin
3 Gemstone Caverns
2 Dreadship Reef
1 Academy Ruins
3 Darksteel Citadel
4 Island
1 Swamp
Traverse the Ulvenwald, Eldritch Evolution, the new Neoform...
Actually I don't see the point of proliferation on anything else than the wincon itself. The rest should be cantrips and cards that find the combo pieces, no ?
Absolutely not. This deck doesnt need Flux Channeler to make a bunch of mana. Its more than capable of doing it without it, why play *****ty tutors for 1 card that we dont need? We could play dig spells that generate card advantage instead.
Thoughtcast
Tezzeret's Gambit
Ancient Stirrings
All of these are much more synergistic with the artifact mana plan. 8 Divination effects refill on gas, 4 of which even proliferate without a Channeler in play. Thoughtcast is often U = Draw 2. Stirrings finds us land if we need it, even hitting payoffs like Karn or Ugin. The best part is, you can string them together, sometimes just casting 2-3 dig spells in a turn, letting you see more cards and fight disruption. And when you do have a Flux Channeler, they become exponentially better, sometimes becoming pseudo-free spells by adding to your mana reserves.
Between Mox Opal, Coretapper, Voltaic Key, Astral Cornucopia, Everflowing Chalice, etc, theres no shortage on mana generation redundancy. Flux Channeler is icing on the cake, the fuel for your busted draws which you'll eventually hit with 8 divinations. No need to dilute to push a clunky infinite combo plan. If anything, using these instead increases the effectiveness of the Channeler, giving you the gas you need to fuel its triggers. What does Neoform or Eldritch Evolution even do for us in a deck that asks we run as many noncreature spells as possible?
After some thought i'd say 100% that Karn, the Great Creator is the payoff we're looking for. We make mana, and a lot of it, Flux Channeler or otherwise. We can just make it faster with the channeler and have the potential to abuse counter based artifacts like Magistrate's Scepter, or Orochi Hatchery as mentioned above. The cards we should be searching for are more gas and our payoffs. Narrow tutors for cards we can play without dont help us see more cards or refill our hand. This allows us to have a backup plan, and more consistent hands, which leads to way more victories than hedging our bets on some 5 card combo that loses to Lightning Bolt. Being a big mana deck with access to the sideboard game 1 is strong, and better positioned to handle more meta threats.
Paradox Engine helps maximize Flux Channeler's ability to proliferate by meshing so well with not only Master Transmuter, but practically every other card in the deck. I generate the majority of my mana with nonland permanents and my wincons(magistate's scepter/myr turbine/any tezzeret) are nonland permanents, being able to untap them by casting a spell makes my chances of pulling off a game-winning combo(infinite turns, infinite myrs, infinite mana, infinite proliferation)/combos higher and more consistent. My version is more all-in on infinite turns, as i can continue digging for one of my main wincons.
The new karn is definitely testworthy. Have you tried it out yet with a silver bullet/prison sideboard to abuse?
Here is a link to the disord if you want to:
https://discord.gg/TZdy67
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
I've graced the thread before, and I don't think these two decks have the same goals. They utilize similar cards to generate mana, but end the game in completely different ways, and Dice Factory as far as i'm aware has never entertained any Infinite/Pseudo-Infinite backup plans outside of Paradox Engine. I would say that this was inspired more by Channeler/Karn + Dig Spells than the mana. The proposed build leans heavily on two cards that don't exist yet, and aren't discussed in current DF builds, so I felt it appropriate to give it its own thread. I think it would be incorrect to categorize all big mana artifact decks as dice factory, considering its history of mostly just building to abuse Wildfire. However, I think a bigger community with more ideas is a better place to foster brews, and would be more than happy to take builds there if welcome to.
It's been hard to test due his lack of printing as of yet, but i have plugged a few games with friends on Cockatrice with him. Really feels like a powerhouse. The Mycosynth combo is backbreaking and being able to get hosers game 1 against Phoenix and Dredge is really helpful. I think Paradox Engine and Master Transmuter are interesting pickups, but would worry about their consistency. How do they feel goldfishing? Any Idea what your turn average is undisrupted?
First off, my original list was:
+1 MyrTurbine
+1 Throne of Geth
-2 Flux Channeler
Opening hand 1:
Eveflowing Chalice, Throne of Geth, Magistrate's Scepter, Island, Paradox Engine, Springleaf Drum, Astral Cornucopia
Turn 1:
Draw Coretapper, drop island, cast springleaf drum, pass turn
Turn 2:
Draw island, drop island, cast coretapper, pass turn
Turn 3:
Draw encroaching wastes, drop wastes, cast Chalice kicked once, tap coretapper for a counter on chalice, cast magistrate's scepter, pass turn
Turn 4:
Draw Master Transmuter, coretapper puts a counter on chalice, cast paradox engine, drop cornucopia to untap nonland permanents, coretapper puts a counter on cornucopia, tap chalice an cornucopia ([3][U]), cast master transmuter, untap nonland permanents, put a charge counter on scepter, sacrifice coretapper to put two charge counters on scepter, tap scepter to take an extra turn, pass turn
Turn 4a:
Infinite turns
Opening hand 2(Mulliganed to 6 from 2 opals, cornucopia, 4 land):
Darksteel Citadel, Magistrate's Scepter, Coretapper, Tezzeret's Gambit, Paradox Engine, Springleaf Drum
Turn 1:
Draw Citadel, drop Citadel, cast drum, pass turn
Turn 2:
Draw island, drop Citadel, cast Coretapper, pass turn
Turn 3:
Draw Gambit, drop island, cast scepter, coretapper puts counter on scepter, pass turn
Turn 4:
Draw paradox engine, cast gambit proliferaating and drawing an island & everflowing chalice, drop island, cast chalice kicked once, pass turn
Turn 5:
Draw gemstone caverns, drop caverns, coretapper puts counter on scepter, cast paradox engine, scepter gives an extra turn, pass turn
Turn 5b:
Draw Whir of Invention, coretapper puts counter on scepter, tap chalice for (1) to cast tezzy's gambit(untap nonland permanents) proliferating and drawing tezzy the seeker & another scepter, coretapper puts counter on chalice, tap chalice for (3), cast tezzy(untap nonland permanents), coretapper puts counter on scepter (2), tap chalice for (3), +1 tezzy to untap chalice & coretapper, coretapper puts counter on scepter(3), take an extra turn
Turn 5c:
Hand is paradox engine, whir of invention, magistrate's scepter
Draw gemstone caverns, tap chalice(3), drop caverns saccing tapped one, tap caverns, drum coretapper for (U), tap other two islands, whir for (4)(untap nonland permanents) by tapping scepter and engine to grab master transmuter, still have two lands untapped and (1) floating, coretapper puts counter on scepter, tap chalice to cast scepter(untap all nonland permanents), coretapper puts counter on scepter(2), use previous (1) floating, tap chalice for (3), tap citadel, cast engine(untap all nonland permanents), coretapper puts counter on scepter(3), take an extra turn
Turn 5d:
No cards in hand until draw, but who cares? Infinite turns
Opening hand 4:
I goofed this one up by accidentally hitting the mulligan button on turn 3. It could've went either way, though:
Tezzy agent of bolas, darksteel citadel, astral cornucopia, gemstone caverns, everflowing chalice, throne of geth, throne of geth
Exiked a throne of geth to gemstone caverns
Turn 1:
Draw swamp, drop citadel, cast chalice kicked once, pass turn
Turn 2:
Draw paradox engine, drop swamp, cast cornucopia(x=1), cast throne of geth, pass turn
Turn 3:
Draw paradox engine, cast agent of bolas and +1. I saw coretapper before i accidentally hit mulligan.
Opening hand 5
Myr turbine, paradox engine, coretapper, swamp, gemstone cavern, throne of geth, everflowing chalice
Pitch throne to gemstone cavern
Turn 1:
Draw Mox Opal, drop swamp, cast coretapper, cast chalice, cast opal, pass turn
Turn 2:
Draw whir of invention, coretapper puts counter on chalice, pass turn
Turn 3 :
Draw master transmuter, coretapper puts counter on chalice(2), cast transmuter, pass turn
Turn 4:
Draw mox opal, coretapper puts counter on chalice(3), cast paradox engine, activate transmuter ability with opal and don't put an artifact onto the battlefield, cast opal (untap all nonland permanents), coretapper puts counter on chalice(4), tap chalice, activate transmuter ability with opal & bounce opal(choosing not to use second part of ability like always), cast opal(untap all nonland permanents), coretapper puts counter on chalice(infinite loop), rinse and repeat until you pass turn since there isn't enough blue mana to cast whir into scepter(unless i missed something)
Turn 5:
Draw magistrate's scepter. Infinite turns
Opening hand 7
Astral cornucopia, magistrate's scepter, field of ruin, swamp, master transmuter, mox opal, coretapper
Turn 1:
Draw tezzy agent of bolas, drop field of ruin, cast opal, pass turn
Turn 2:
Draw gemstone caverns, drop swamp, cast coretapper, pass turn
Turn 3:
Draw whir of invention, drop caverns, cast cornucopia(x=0), coretapper puts counter on cornucopia, cast master transmuter, pass turn
Turn 4:
Draw paradox engine, coretapper puts counter on cornucopia(2), cast engine, tap opal for (U), transmuter ability bouncing opal, cast opal(untap all nonland permanents), tap opal for (U), coretapper puts counter on cornucopia(3), tap cornucopia to have(UUUU) total floating, transmuter ability with opal, cast opal(infinite mana& charge counters), keep repeating to cast magistrate's scepter, tezzy agent of bolas, and Whir of invention(x=5 to grab turbine). Amass a myr army, take an extra turn, swing for lethal.
Accidentally hit mulligan on 2 out of three hands(hands 9-10) and would've lost game 8(opening hand and mulligan hand were trash). I'd keep going, but it takes forever to write all of this on a playstation 4 browser.
4 Sleight of Hand
4 Serum Visions
3 Merchant Scroll
1 Blue Sun's Zenith
4 Flux Channeler
4 Twiddle
4 Dramatic Reversal
4 Time Reversal
2 Gigadrowse
18 Island
not sure if I would go with this or a Arcane version of it like:
1x Blue Sun's Zenith
4x Dispel
4x Flux Channeler
18x Island
4x Opt
4x Peer Through Depths
2x Petals of Insight
4x Psychic Puppetry
4x Reach Through Mists
4x Sleight of Hand
4x Time Reversal
2x Toils of Night and Day
1x Wipe Away
You just put Astral Cornucopia with a counter on it and Flux Channeler into play and go on Splicing Psychic Puppetry into Arcane spells until you can cast Blue Sun's Zenith into your opponent for lethal.
Petals of Insight and Psychic Puppetry makes a loop if you got at least six counters.
anyway just an idea, it's kinda of a control-combo, where you could use Gigadrowse at your opponents end step to tap all their lands, so then you could combo more safely with Dispel just in case.