draft much?
Contraptions are non-creature artifact tokens that are given abilities by the Riggers that make them, just as token creatures have varying stats and abilities.
for example, my personal new favorite Rigger (because of the combo with Steamflogger Boss which i outline in post #50): Jettermik, Paranoid Clocksmith
Creature - Human Rigger
Whenever a creature comes into play, untap Jettermik, Paranoid Clocksmith.
: Put a Contraption into play with "Sacrifice this Contraption: Prevent the next 1 damage that would be dealt to target creature or player."
1/2
the nice thing about Contraptions is that they stick around after the Rigger that made them is sent to the bin. mass creature removal leaves your Contraptions ticking away...
is that really how it works?
then what about the "Assmbles an contraption" part of Steamflogger Boss? I would assume the word "assembly" in any form of the word would be in it...
This diesn't work. How do you want to get the Machination to work on Turn 3??? Remember that the Ultra Combo of Cabertron Machination and Steamflogger Apprentice doesn't work because the Apprentice can assemble his contraptions only after Turn 3 because of its silly restriction.
Crap, another setback. But come on guys, I think we can really make this deck competitive if we work at it.
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Forced Labor is so overrated. Even on turn 5, it's far too slow to handle all the variations of that Stramash deck that are floating about, let alone Kobolds United.
Ok, if they hadn't banned Rustheart Engine so soon, it might be a viable solution, but without it, I can't see it doing more than stopping them for one attack phase. Sure, that might help you win the game on those rare occasions, but with everyone playing Steam Malfunction for disruption, I don't think it's worth it.
Still looking for a combo with Wind-Up Gambit. It's a bit janky and possibly too expensive, but there must be something we can pair it with. With some acceleration (I'm looking at you Junkyard Catalyst), I think it could be pretty powerful. What do people think?
I'm not saying Forced Labor is a god card or anything just that it solidifies the combo by giving you an alternate win condition. I agree with Wind-Up Gambit but haven't thought of a way to get past the drawback if you lose the toss.
if you want to go aggro instead of combo, a card with nice synergy with both the Boss and Cybertron Machination is: Lubricating Spinfly 5
Artifact
Contraptions you control have ":symtap: : Tap target creature."
I'm not saying Forced Labor is a god card or anything just that it solidifies the combo by giving you an alternate win condition. I agree with Wind-Up Gambit but haven't thought of a way to get past the drawback if you lose the toss.
Well, Krark's Thumb is supposed to be reprinted in 12th ed this summer, so maybe that could help smooth it out.
Artifact
Whenever a Contraption is assembled, it gains ":symtap: : Tap target creature."
The synergy is great, but it's way too expensive. Touch will be looking to combo out by the time you can play that, Jungle Fever will have you almost dead, and I don't even want to think about it in the Elves matchup.
Quote:
Originally Posted by harmless player This diesn't work. How do you want to get the Machination to work on Turn 3??? Remember that the Ultra Combo of Cabertron Machination and Steamflogger Apprentice doesn't work because the Apprentice can assemble his contraptions only after Turn 3 because of its silly restriction.
Crap, another setback. But come on guys, I think we can really make this deck competitive if we work at it.
OBVIOUSLY you guys don't visit Star City very much. Some japanese player recently made the combo work, and it's RIDICULOUS!
Dolphi artificer has ridiculous synergy with Red Tide and the lab. It gives the deck constistancy and just enough control to get off the boss/machination combo.
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I still don't see the point of Lubricating Spinfly in that deck. It looks like a good list, but that card is just way to slow. I still think the spinflies would be better as Thundercharged Cogs... they don't have as powerful an effect, but they accel your mana and the sac ability keeps it relevant late game.
Edit: also, looking at that list makes me nostalgic for the days before Metotrus Minor was banned :(.
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WOW! That's all I can say about that. But I don't get the point of Das Boot seems a little superflous to me. Perhaps Junk Shield to provide some protection from Targeted Malfunction?? Unfortunately that feels better in the sideboard as it is useless against Kobolds United and marginal against Chicked and Eggs but totally pwns Abyssmal Touch decks.
That's a real meta choice. But in a meta with a lot of Touch, yes, I could see Junk Shield working out. In fact, I've been testing it as a three-of maindeck, because Kobolds is a pretty good matchup for this deck anyway, and Touch is probably the worst one. It hardly makes the deck bulletproof against Touch, but it's only one mana and we don't really have a lot to do first turn anyway, and it can really come through sometimes.
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@epock: thanks for posting that deck. i feel vindicated by japanese tech using the Spinfly. it's really a brilliant deck (must build!). i love the inclusion of Revolutionize, they won't see that coming! go rogue!
@extarbags: yes, the Spinfly is expensive, but this deck has no problem getting the mana with 3 main deck Red Tides and a Desolation Lab. and when Spinfly hits the board, it's a softlock if you have a Dolphi Artificeror a Forced Labor in your hand.
i agree with taking out the Das Boots and adding in Junk Shields.
i might also take out one of the Bosses and a Steamcoach to add in a pair of Oremongers to further smooth out the mana base. i love Oremonger in the matchup against Kobold United. "oh, you cast a free Kobold? i'll just add 6 mana to my mana pool during my next main phase. thanks!"
reminder for those who haven't looked hard enough at Oremonger: Oremonger 3R
Creature -- Giant
Whenever a player plays a creature spell add X red mana to your mana pool at the beginning of your next main phase where X is equal to 6 minus the converted mana cost of that creature.
3/2
he's become so much more useful since they got rid of mana burn!
Oh hey, I didn't notice that about Oremonger, spectacular against Kobold United. It definitely makes the Spinfly easy on you for that match-up.
What do we think of using Rite of Flame so it can beat Jungle Fever to the punch? I think it's got potential. Wasn't it nice of them to put it in 12th?
I mean, even if you aren't playing against Kobolds United, multiple copies of Oremonger means you can accelerate into Spinfly, and that's not even mentioning how it frees up your blue mana for counters.
Speaking of counters, is it just me, or does Magnetic Repulse seem like it has potential in this deck? Once you get to 4 contraptions, not too hard thanks to Steamflogger Boss, it's actually decently costed, and once you pass 6 it's undercosted. Thoughts?
I see what you're saying, riddle, but Red Tide is extremely vulnerable to Brooding Magmosaur, which gets played in Touch quite a bit these days, if you haven't noticed. Better to not rely on it too much.
I've been working on more of a toolbox build. See what you think of this:
Ok, ok, I know what you're thinking: Dolphi Architect? And Eastern Cliffs? But the fact is, they work brilliantly together. The drawback on Eastern Cliffs is steep, to be sure, but it's worth it to get out the prohibitively expensive Dolphi Architect.
Most of this list should be self-explanatory, but the idea is to basically use Dolphi Scout to fish out whatever you need to set up, usually an Inertia Coil if you don't draw one and the Dolphi Puzzle Box, which you obviously use to get Eastern Cliffs for Dolphi Architect, which you can get out turn three or four with a little luck. From there, just assemble as normal, using the Architect to fetch whatever answers you need (Muddling Antenna in particular greatly improves the Touch matchup), and Firecharge Steamcoach and Steamflogger Boss when you don't need any. From there, you can pick your poison; I usually go for Cabertron Machination or Creaking Automaton ftw because I find them more resilient, but you can use any of the riggers in the deck; the variety is nice because it really helps get around Curse of Kher Keep and Viper Mage.
What do we think of using Rite of Flame so it can beat Jungle Fever to the punch? I think it's got potential. Wasn't it nice of them to put it in 12th?
I mean, even if you aren't playing against Kobolds United, multiple copies of Oremonger means you can accelerate into Spinfly, and that's not even mentioning how it frees up your blue mana for counters.
I don't think it's needed. It's good against Touch, but I prefer the disruption provided by Muddling Antenna, and against most other decks, Red Tide is enough.
Speaking of counters, is it just me, or does Magnetic Repulse seem like it has potential in this deck? Once you get to 4 contraptions, not too hard thanks to Steamflogger Boss, it's actually decently costed, and once you pass 6 it's undercosted. Thoughts?
Yeah, but the thing is, if you've got four 'traps out already, plus a Boss, you can probably just go for the throat and win. I have seen some strange "trap-control" decks that use that card, along with more defensive riggers like Homarid Smelter and Ol'Rethi Prodigy, setting up a solid control base using Humming Orb. But I don't think Magnetic Repulse has much of a place in the combo builds, no.
interesting, but all those one-ofs make the deck difficult to play. i think i'd still go with modified Flogging Dolphin deck, putting in the Oremongers. (i really think you're undervaluing Lubricating Spinfly in this deck. Brooding Magmosaur in Touch doesn't negate this build, just put the Muddling Antennas in your sideboard for it.)
i was especially amused by your addition of Dolphi Scout. i use him in a goofy Resonance deck with Charm Gather to "fish" out Callibrates! after the 3rd turn, i can usually play 2 a turn, and Resonate to 50 by turn 6. it usually loses, but when it wins, it's hilarious! Callibrate UU
Instant
If you are resonating, add X to your Resonance where X equals the number of tapped lands you control.
If you are not resonating, your Resonance becomes 1.
A deck can have any number of cards named Callibrate.
umm pita, what are you smoking?;)
"Steamflogger Lotus" !!! maybe it'll make the next Un-set: Unplayable!
but seriously, we don't want to confuse the noobs.
the Lotus and Doom Contraptionmaker are not real cards, kiddies, so don't go asking your local card shop for these.
so, let's get back to discussing Boss strategy with real cards...
So I've tested with the Spinfly in place of one Spark of Creativity, and I have to say you guys were right. I wouldn't run more than one maindeck, especially in my build, where it's easy to get anyway, because it's useless in a lot of matchups, but man, it just makes Kobolds soooooooo much better, and other aggro as well. Good call.
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I can't believe you're completely leaving out Krozan, Overseer of Lorwyn! Yeah, the cost is steep, and its a Mech Legend, but it still works as a one-of! Seriously!
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'93-'94: Black Lotus, the moxen, and Mishra's Workshop introduced. Artifacts are broken.
'98-'99: Tolarian Academy, Tinker, Memory Jar, and Metalworker introduced. Artifacts still extremely broken.
'03-'04: Wizards decides to base a full block around broken artifacts.
'08-'09: You do the math. There will be broken artifacts in Rock Block. You will see.
ALL YOU NAIVE FOOLS SHALL SEE!!!
-Jed
I can't believe you're completely leaving out Krozan, Overseer of Lorwyn! Yeah, the cost is steep, and its a Mech Legend, but it still works as a one-of! Seriously!
No, no and no. It's not necessary, and it's not worth splashing green for. Plus, it has anti-synergy with Cabertron Machination.
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it's Cybertron!!!
sorry, but spelling is a pet peave of mine!
and, yeah, Krozan is fun, but the GG in his cost keep him out of this deck.
let's point this thread in a new direction: what cards from the Starwolf crossover could work with the Steamflogger Boss if we use Starwolf's Duty Officer to change creature types to "Rigger" at will? remember, Starwolf has a lot of other creature types that assemble Contraptions...
it's Cybertron!!!
sorry, but spelling is a pet peave of mine!
pet peeve.
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'93-'94: Black Lotus, the moxen, and Mishra's Workshop introduced. Artifacts are broken.
'98-'99: Tolarian Academy, Tinker, Memory Jar, and Metalworker introduced. Artifacts still extremely broken.
'03-'04: Wizards decides to base a full block around broken artifacts.
'08-'09: You do the math. There will be broken artifacts in Rock Block. You will see.
ALL YOU NAIVE FOOLS SHALL SEE!!!
-Jed
it's Cybertron!!!
sorry, but spelling is a pet peave of mine!
and, yeah, Krozan is fun, but the GG in his cost keep him out of this deck.
let's point this thread in a new direction: what cards from the Starwolf crossover could work with the Steamflogger Boss if we use Starwolf's Duty Officer to change creature types to "Rigger" at will? remember, Starwolf has a lot of other creature types that assemble Contraptions...
Hmm... interesting. The only problem is, most of those are worse than actual Riggers, and Duty Officer is useless if you don't already have Steamflogger Boss in play.
Still, could be worth a shot. Let us know your results.
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After playtesting extarbags' decklist, I love it. We should work on a sideboard. I'm thinking Oremonger, Dissipate, and an extra copy of Dolphi Puzzle Box belong here. What else?
Oh, is anyone actually upset about the move to 20 card sideboards? WotC was saying that the only reason they waited this long was they were afraid of public reaction, but so far I haven't heard of a negative reaction.
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My anecdotal evidence disagrees with yours! EXPLAIN THAT!
@extarbags: I REALLY like what you did to the deck, adding Eastern Cliffs to the deck to make it to a full fledged toolbox deck.
While you're going with so many one-ofs, why not run a copy of Terraform? Even the one copy vastly helps your matchups against both Droppin da Pox.dec and Omega Flare.
Another thought: what about adding purple? I think the manabase could support a third color, especially if you run both the lab and Blowhowl. This would give you Touchstone Maze,Barbary Citadel, and the oftentimes ignored T26, Ethereal Construct Champ, which is a machine in this sort of deck, as well as a single copy of Ionize to help in the Palm Beach Sunday match.
Oh, is anyone actually upset about the move to 20 card sideboards? WotC was saying that the only reason they waited this long was they were afraid of public reaction, but so far I haven't heard of a negative reaction.
I am kinda pissed that they had to get rid of Legacy, but otherwise, not too pissed about the sideboard.
BTW, remember to play a game in memory of MaRo's death 3 years ago. We miss you
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is that really how it works?
then what about the "Assmbles an contraption" part of Steamflogger Boss? I would assume the word "assembly" in any form of the word would be in it...
Crap, another setback. But come on guys, I think we can really make this deck competitive if we work at it.
I'm not saying Forced Labor is a god card or anything just that it solidifies the combo by giving you an alternate win condition. I agree with Wind-Up Gambit but haven't thought of a way to get past the drawback if you lose the toss.
Lubricating Spinfly
5
Artifact
Contraptions you control have ":symtap: : Tap target creature."
Well, Krark's Thumb is supposed to be reprinted in 12th ed this summer, so maybe that could help smooth it out.
The synergy is great, but it's way too expensive. Touch will be looking to combo out by the time you can play that, Jungle Fever will have you almost dead, and I don't even want to think about it in the Elves matchup.
OBVIOUSLY you guys don't visit Star City very much. Some japanese player recently made the combo work, and it's RIDICULOUS!
4 Steamflogger Boss
4 Cabertron Machination
4 Forced Labor
4 Das Boot
4 Firecharge Steamcoach
4 Steamflogger Apprentice
4 Dolphi Artificer
3 Lubricating Spinfly
3 Revolutionize
3 Red Tide
4 Desolation Lab
4 Blohowl, Capital of Dolphi
7 Mountain
4 Island
Dolphi artificer has ridiculous synergy with Red Tide and the lab. It gives the deck constistancy and just enough control to get off the boss/machination combo.
GAYMERS, the cause of, and solution to, all life's problems.
Edit: also, looking at that list makes me nostalgic for the days before Metotrus Minor was banned :(.
@extarbags: yes, the Spinfly is expensive, but this deck has no problem getting the mana with 3 main deck Red Tides and a Desolation Lab. and when Spinfly hits the board, it's a softlock if you have a Dolphi Artificer or a Forced Labor in your hand.
i agree with taking out the Das Boots and adding in Junk Shields.
i might also take out one of the Bosses and a Steamcoach to add in a pair of Oremongers to further smooth out the mana base. i love Oremonger in the matchup against Kobold United. "oh, you cast a free Kobold? i'll just add 6 mana to my mana pool during my next main phase. thanks!"
reminder for those who haven't looked hard enough at Oremonger:
Oremonger
3R
Creature -- Giant
Whenever a player plays a creature spell add X red mana to your mana pool at the beginning of your next main phase where X is equal to 6 minus the converted mana cost of that creature.
3/2
he's become so much more useful since they got rid of mana burn!
What do we think of using Rite of Flame so it can beat Jungle Fever to the punch? I think it's got potential. Wasn't it nice of them to put it in 12th?
I mean, even if you aren't playing against Kobolds United, multiple copies of Oremonger means you can accelerate into Spinfly, and that's not even mentioning how it frees up your blue mana for counters.
Speaking of counters, is it just me, or does Magnetic Repulse seem like it has potential in this deck? Once you get to 4 contraptions, not too hard thanks to Steamflogger Boss, it's actually decently costed, and once you pass 6 it's undercosted. Thoughts?
I've been working on more of a toolbox build. See what you think of this:
4 Dolphi Artificer
4 Forced Labor
4 Dolphi Scout
4 Junk Shield
4 Inertia Coil
4 Spark of Creativity
1 Creaking Automaton
1 Dolphi Architect
1 Firecharge Steamcoach
1 Steamflogger Boss
1 Cabertron Machination
1 Delphinus Cube
1 Dolphi Puzzle Box
1 Muddling Antenna
1 Smelting Station
1 Goblin Smelter
1 Ogre Tinkerer
4 Steamflogger HQ
4 Desolation Lab
4 Eastern Cliffs
4 Mountain
3 Island
Most of this list should be self-explanatory, but the idea is to basically use Dolphi Scout to fish out whatever you need to set up, usually an Inertia Coil if you don't draw one and the Dolphi Puzzle Box, which you obviously use to get Eastern Cliffs for Dolphi Architect, which you can get out turn three or four with a little luck. From there, just assemble as normal, using the Architect to fetch whatever answers you need (Muddling Antenna in particular greatly improves the Touch matchup), and Firecharge Steamcoach and Steamflogger Boss when you don't need any. From there, you can pick your poison; I usually go for Cabertron Machination or Creaking Automaton ftw because I find them more resilient, but you can use any of the riggers in the deck; the variety is nice because it really helps get around Curse of Kher Keep and Viper Mage.
I don't think it's needed. It's good against Touch, but I prefer the disruption provided by Muddling Antenna, and against most other decks, Red Tide is enough.
Yeah, but the thing is, if you've got four 'traps out already, plus a Boss, you can probably just go for the throat and win. I have seen some strange "trap-control" decks that use that card, along with more defensive riggers like Homarid Smelter and Ol'Rethi Prodigy, setting up a solid control base using Humming Orb. But I don't think Magnetic Repulse has much of a place in the combo builds, no.
i was especially amused by your addition of Dolphi Scout. i use him in a goofy Resonance deck with Charm Gather to "fish" out Callibrates! after the 3rd turn, i can usually play 2 a turn, and Resonate to 50 by turn 6. it usually loses, but when it wins, it's hilarious!
Callibrate
UU
Instant
If you are resonating, add X to your Resonance where X equals the number of tapped lands you control.
If you are not resonating, your Resonance becomes 1.
A deck can have any number of cards named Callibrate.
BTW, its Cybertron Machination, not Cabertron.
Hey, don't knock it till you try it. It does take some practice, but it's unbelievably consistent. Dolphi Scout does an awful lot for U.
But I'll try the Spinfly in my build and get back to you.
"Steamflogger Lotus" !!! maybe it'll make the next Un-set: Unplayable!
but seriously, we don't want to confuse the noobs.
the Lotus and Doom Contraptionmaker are not real cards, kiddies, so don't go asking your local card shop for these.
so, let's get back to discussing Boss strategy with real cards...
So I've tested with the Spinfly in place of one Spark of Creativity, and I have to say you guys were right. I wouldn't run more than one maindeck, especially in my build, where it's easy to get anyway, because it's useless in a lot of matchups, but man, it just makes Kobolds soooooooo much better, and other aggro as well. Good call.
'98-'99: Tolarian Academy, Tinker, Memory Jar, and Metalworker introduced. Artifacts still extremely broken.
'03-'04: Wizards decides to base a full block around broken artifacts.
'08-'09: You do the math. There will be broken artifacts in Rock Block. You will see.
ALL YOU NAIVE FOOLS SHALL SEE!!!
-Jed
No, no and no. It's not necessary, and it's not worth splashing green for. Plus, it has anti-synergy with Cabertron Machination.
sorry, but spelling is a pet peave of mine!
and, yeah, Krozan is fun, but the GG in his cost keep him out of this deck.
let's point this thread in a new direction: what cards from the Starwolf crossover could work with the Steamflogger Boss if we use Starwolf's Duty Officer to change creature types to "Rigger" at will? remember, Starwolf has a lot of other creature types that assemble Contraptions...
pet peeve.
'98-'99: Tolarian Academy, Tinker, Memory Jar, and Metalworker introduced. Artifacts still extremely broken.
'03-'04: Wizards decides to base a full block around broken artifacts.
'08-'09: You do the math. There will be broken artifacts in Rock Block. You will see.
ALL YOU NAIVE FOOLS SHALL SEE!!!
-Jed
Hmm... interesting. The only problem is, most of those are worse than actual Riggers, and Duty Officer is useless if you don't already have Steamflogger Boss in play.
Still, could be worth a shot. Let us know your results.
Oh, is anyone actually upset about the move to 20 card sideboards? WotC was saying that the only reason they waited this long was they were afraid of public reaction, but so far I haven't heard of a negative reaction.
While you're going with so many one-ofs, why not run a copy of Terraform? Even the one copy vastly helps your matchups against both Droppin da Pox.dec and Omega Flare.
Another thought: what about adding purple? I think the manabase could support a third color, especially if you run both the lab and Blowhowl. This would give you Touchstone Maze, Barbary Citadel, and the oftentimes ignored T26, Ethereal Construct Champ, which is a machine in this sort of deck, as well as a single copy of Ionize to help in the Palm Beach Sunday match.
I am kinda pissed that they had to get rid of Legacy, but otherwise, not too pissed about the sideboard.
BTW, remember to play a game in memory of MaRo's death 3 years ago. We miss you
GAYMERS, the cause of, and solution to, all life's problems.