Voting to remove Stoic Rebuttal. We can just replace that with regular counterspell. Why have something that's only counterspell some of the time when you can have something that's counterspell all of the time?
Voting to remove one liquimetal coating. I know why its here, it combos well with both Karn and Arcum to go nuts on our opponents stuff. But that being said, it does almost nothing on its own so 2 copies should be plenty.
I'm going to add 1 copy of summoning station. I realise the tokens are not artifact creatures.
So, what are we going to use Dagsson to tutor into play? Equipment for our artifact creature weenie horde, or maybe some sort of combo?
Well the first thing you tutor for is probably going to be Mycosynth lattice and then arcum becomes a pretty cool creature killer (against decks that have nothing to tutor for, that is...) and then you can try to dig for Karn, silver golem so you can snipe off whatever other artifacts your opponents might have.
In terms of equipment, the living weapons sound pretty good (batterskull, Bonehoard). The germ tokens make them very good value.
In terms of combo's, I'm clueless... hopefully someone else can come up with something
A good thing is though, we can afford to make this a very toolbox oriented deck thanks to the repeatable tinker.
And now with coalition relic gone we need more mana rocks. So I'm adding 4 mind stone which is boring as... but very much necessary if we hope to resolve wild evocation in a timely manner.
Also, I feel we really want 4 copies of the namesake card because we don't yet have a reliable way to draw into it nor tutor for it. Voting to increase.
I don't like Desperate ravings because we're now trying to firmly plant ourselves out of blue, so we can't flash it back (which makes it a pretty bad card imo). Holding vote, though.
Seething song is the wrong kind of ramp here. If it's one of the spells we reveal with Wild Evocation then we've really wasted our time trying to ramp into it. I think signets and other mana rocks are at least half decent because they develop board presence and we can use the mana outside of our upkeep if that's what we reveal to wild evocation. Voting against seething song.
All I can think of is coalition relic which can get us a turn 4 wild evocation if we hit all our land-drops. Otherwise there's mind stone which is slower to ramp but can draw a card which is okay if that's what we get off of wild evocation.
To be fair though, if we're trying to ramp here, you might as well just go back into green....
Her version (the promo) of path to exile is one of my favourite arts ever. I actually quite like Guay's stuff because its so very distinct in its style. You can almost always tell "oh, this is a guay card". I haven't actually heard anyway speak out against it.
Actually I think CFB did a top-8 artist list and included her on it. (subjective, I know)
The biggest problem I see with these is how many it would take to get a complete cycle, if you wanted to cover all the possible combinations. A ten-card cycle that only covers just allied or just enemy pairs isn't very efficient in terms of space in a set.
I'm not so sure that's a fair argument. Wizards just managed the full cycle of "spell" lands ala moorland haunt and considering it took a full block to release I'd say it was spaced well enough to not take up too much room. Okay, 20 cards is a lot when you say "thats almost 10% of a large set!" but if you spread it over a block (of say 500-600 cards?) then that's only like 5% of the cards they released which doesn't feel that bad.
Or if you consider the duals ala Glacial Fortress, they could hypothetically print the two parts of the whole cycle (enemy cycle, allied cycle) years apart from each other and that would still feel smooth.
You know what, considering we already have Murmuring Bosk, I wouldn't say its out of the question to ever see something like it, (not so sure that they would ever complete that particular cycle... but you never know)
I'm adding 2 Thornbite Staff because I feel that it would be very devastating if we can get it equipped to the hero.
Consider this, turn 2 play it, turn 3 play the hero and turn 4 equip and proceed to mow down any 4 power guys on the table. Actually, considering there wont be many targets on turn 4, you might just wait till turn 6 (assuming you hit all your land-drops) and then play&equip all in one go and go to town with his ability.
Perhaps we need Birds of paradise? That can let us keep Ghitu War Cry if we really want it. Well actually, considering Skyshroud Elf was suggested earlier, that is probably the wiser choice.
Sould we just add 4 cranial plating and start cutting?
Anyway in the meantime... 4Darksteel citadel because that card will be very important here especially with the phylactery lich (even though it would make the lich a turn 4 play... but still)
I'm not so sure, that seems like a lot of work to get any decent amount of damage out of it. Besides, not all of our lands are going to be swamps (at least 8 artifact lands I hope and possibly buried ruin if that fits) and plus since we are only running 22 lands and that card makes me feel like we need to hit every land drop.
Vote against Myr Turbine. People have added cards that make this deck a lot faster. This is a different game-plan to what I expected but it should work fine. It's gone.
Vote to drop lands down to 22, we can get away with it. We're now at 22 lands
Vote to increase Ichor-Wellspring, this will offer great card advantage with the titan. We're now at 4 copies.
Vote to increase Myr Sire to 4 copies, much the same reason as Ichor Wellspring, it generates card advantage with the titan.
Although it won't help us "accelerate" into a salvage titan, I still think it would be useful to have a few copies of Myr Turbine. Which can also tutor out an alternate win condition for us if we can't find a titan in time. Ideally though, it will provide a constant stream of dudes so we can just keep playing the titan for free and keep up mana to do other stuff.
Voting to remove one liquimetal coating. I know why its here, it combos well with both Karn and Arcum to go nuts on our opponents stuff. But that being said, it does almost nothing on its own so 2 copies should be plenty.
I'm going to add 1 copy of summoning station. I realise the tokens are not artifact creatures.
4 Arcum Dagsson
3 Myr Battlesphere
3 Etched Champion
4 Memnite
3 Myr Sire
2 Karn, Silver Golem
4 Trinket Mage
4 Stoic Rebuttal (-1)
Sorceries - 4
4 Thoughtcast
Artifacts - 17
1 akroma's memorial
1 Summoning Station
1 Lantern of Insight
1 Mycosynth Lattice
3 Liquimetal Coating (1@-all, 1@-1)
1 Darksteel Forge
1 sword of light and shadow
20 Placeholder
4 Seat of the Synod
Well the first thing you tutor for is probably going to be Mycosynth lattice and then arcum becomes a pretty cool creature killer (against decks that have nothing to tutor for, that is...) and then you can try to dig for Karn, silver golem so you can snipe off whatever other artifacts your opponents might have.
In terms of equipment, the living weapons sound pretty good (batterskull, Bonehoard). The germ tokens make them very good value.
In terms of combo's, I'm clueless... hopefully someone else can come up with something
A good thing is though, we can afford to make this a very toolbox oriented deck thanks to the repeatable tinker.
What's the combo? Booby trap? Or something even better than that?
Let's see how we go here...
In all my searches I've only ever stumbled across some EDH builds for this crafty character.
So please, let's get some cool 60 card ideas going
I don't mind if you include Master Transmuter. She's a cool girl who doesn't afraid of anything.
Otherwise, we're following the legacy banlist
And you can find the official GMAD rules right here: http://forums.mtgsalvation.com/showpost.php?p=6362721&postcount=1
Artifacts! Artifacts everywhere!!!
4 Arcum Dagsson
24 Placeholder
Off we go!
Also, I feel we really want 4 copies of the namesake card because we don't yet have a reliable way to draw into it nor tutor for it. Voting to increase.
I don't like Desperate ravings because we're now trying to firmly plant ourselves out of blue, so we can't flash it back (which makes it a pretty bad card imo). Holding vote, though.
1 Phage the Untouchable (-1)
4 Kokusho, the evening star (1 @ -2)
Enchantments: 9
3 Zombie Infestation (2 @ -all)
3 Wild Evocation
Sorceries: 15
4 Blightning (1 @ -all)
4 Seething Song (2 @ -all)
3 Night's Whisper
2 Decree of Pain
1 Diabolic Tutor
1 Insurrection
4 Desperate Ravings (2 @ -all)
4 Terminate
Artifacts: 7
3 Rakdos Signet
4 Mind Stone
Lands: 24
4 Badlands
2 Crystal Vein
18 placeholders
Are you sure? Because the namesake card will be letting us cast it for free... its only as "slow" as the time we take to get out W.E
All I can think of is coalition relic which can get us a turn 4 wild evocation if we hit all our land-drops. Otherwise there's mind stone which is slower to ramp but can draw a card which is okay if that's what we get off of wild evocation.
To be fair though, if we're trying to ramp here, you might as well just go back into green....
I'll put in 4xCoalition Relic for now though.
2 Ulamog, the Infinite Gyre
2 Emrakul, the Aeons Torn
4 Fauna Shaman (-2 all)
2 Phage the Untouchable
3 Wild Evocation
4 Paradox Haze
Sorceries: 8
4 Blightning (-1 all)
4 seething song (-1)
3 Rakdos Signet
4 Coalition Relic
Lands:
24 placeholders
Actually I think CFB did a top-8 artist list and included her on it. (subjective, I know)
I'm not so sure that's a fair argument. Wizards just managed the full cycle of "spell" lands ala moorland haunt and considering it took a full block to release I'd say it was spaced well enough to not take up too much room. Okay, 20 cards is a lot when you say "thats almost 10% of a large set!" but if you spread it over a block (of say 500-600 cards?) then that's only like 5% of the cards they released which doesn't feel that bad.
Or if you consider the duals ala Glacial Fortress, they could hypothetically print the two parts of the whole cycle (enemy cycle, allied cycle) years apart from each other and that would still feel smooth.
You know what, considering we already have Murmuring Bosk, I wouldn't say its out of the question to ever see something like it, (not so sure that they would ever complete that particular cycle... but you never know)
Consider this, turn 2 play it, turn 3 play the hero and turn 4 equip and proceed to mow down any 4 power guys on the table. Actually, considering there wont be many targets on turn 4, you might just wait till turn 6 (assuming you hit all your land-drops) and then play&equip all in one go and go to town with his ability.
Perhaps we need Birds of paradise? That can let us keep Ghitu War Cry if we really want it. Well actually, considering Skyshroud Elf was suggested earlier, that is probably the wiser choice.
3 Primordial Hydra
3 Seedcradle Witch
4 Intrepid Hero
3 Sun Titan
2 Quirion Druid
3 Reverence
3 Flickering Ward
2 Ghitu War Cry (-1)
Artifacts:6
2 Dragon Blood (-1)
2 Angel's Trumpet
2 Puppet Strings
2 Thornbite Staff
3 Elspeth, Knight-Errant
Lands:24
24 Placeholder
Vote against Glaze Fiend
Vote against Disciple of the Vault
Vote against Moriok Rigger
Vote against Memory Jar
Vote against Grave pact
4 Salvage Titan
4 Perilous Myr
4 Ornithopter
4 Memnite
4 Myr Servitor
3 Myr Sire (2 vote +1) (1 vote -all)
3 glaze fiend (-2)
4 Disciple of the Vault (-2)
2 Moriok Rigger (2 vote -all)
4 Skullclamp
4 Ichor Wellspring (1 vote -all)
2 Lightning Greaves
Land: 22
10 Placeholder
4 Darksteel citadel
4 Vault of Whispers
4 Phyrexia's Core
Anyway in the meantime... 4Darksteel citadel because that card will be very important here especially with the phylactery lich (even though it would make the lich a turn 4 play... but still)
4 Salvage Titan
4 Perilous Myr
4 ornithopter
4 Memnite
4 Myr Servitor
3 Myr Sire (1 vote +1)
4 glaze fiend
4 Disciple of the Vault
4 Moriok Rigger (1 votes -2)
2 Phylactery Lich
4 Skullclamp
2 Memory Jar
4 Ichor Wellspring
2 Lightning Greaves
Land: 22
14 Placeholder
4 Darksteel citadel
4 Vault of Whispers
Vote to drop lands down to 22, we can get away with it. We're now at 22 lands
Vote to increase Ichor-Wellspring, this will offer great card advantage with the titan. We're now at 4 copies.
Vote to increase Myr Sire to 4 copies, much the same reason as Ichor Wellspring, it generates card advantage with the titan.
4 Salvage Titan
4 Perilous Myr
4 Memnite
4 Myr Servitor
3 Myr Sire (1 vote +1)
4 glaze fiend
4 Disciple of the Vault
4 Moriok Rigger (1 votes -2)
2 Phylactery Lich
4 Skullclamp
2 Memory Jar
4 Ichor Wellspring
Land: 22
18 Placeholder
4 Vault of Whispers
4 Salvage Titan
3 Myr Turbine
24 Placeholder