This deck is built mostly for single player, but I'd like to make it more for multiplayer. It functions as a combo deck with some control. it wins by creating one of the combos and then fueling a large mind spring etc, to generate infinite Assembly-Worker Tokens, getting a huge soramaro or aeon chronicler, decking my opponents with hedron crab or soratami mindsweeper and/or capsizing and tidespout tyranting all of my opponent's permanents. I do not have force of will,mana drain etc, and sol ringmana crypt etc, don't really fit the idea of the deck. I would like to find room for, or even just note whether they are worth running, these cards: Mirari,Rising Waters, Arcane Laboratory, Storage Matrix, Relic of Progenitus, Lat-Nam's Legacy, Telling Time, Sleight of Hand, and Feldon's Cane.
PS: I like your deck alot! good work. Future Sight Effects would be good in here
I run both magus of the future and future sight.
Thank you
It does work with turnabout.
A fully levelled up echo mage would let you get 2 copies of turnabout before the original. Use the first to untap creatures you control and the second for lands, then tap your lands using 2 of the mana to tap the mage again getting 2 copies of the original turnabout each time netting mana equal to 2- the number of lands you have. Then you can eventually only have to untap the mage and use the other turnabout copy to tap all of your opponent's permanents.
With reality spasm you need at least 7 lands 5 to play reality spasm for 3 and the rest to use the mage's effect. tap the mage and and 2 blue to get 2 copies of the spasm before the original. Use the first to untap the mage and two lands tap the mage again, getting an additional copy of reality spasm each time. It will also work with 6 lands. Note that with reality spasm it works on permanents, so cards like teferi's isle, and khalni gem will mean less permanents needing to be untapped, and so it can be done quicker.
I'm not entirely sure that into the roil or soratami rainshaper are worth the slots. Both seem to be a little on the crappy side. The other cards seem good enough to deserve a spot (although inundate's sorcery speed makes me sad :p). I like the hedron crab win condition, that's pretty boss.
Thank you oranjikuma, I shall take into the roil and soratami rainshaper off my consideration list, and yes the crab gets it done, the crustacean way.
Will goldfish a few games and post.
Game 1
Opening Hand: Echo Mage, Ancient Tomb, Island, Palinchron, High Tide, Gush, Storm Cauldron.
Turn 1
Island, Pass
Turn 2 (Draw Compulsive Research)
Ancient Tomb, Compulsive Research (38) (Drawing telling time, grantic search, and drift of phantasms) Discard echo mage and gush.
Turn 3 (Draw Island)
Island, Frantic Search (36) (1 Mana floating) (Draw Island and relearn, and discard relearn and telling time) untap all lands. Play high tide tap ancient tomb (34) and 2 island total mana = UUUU3. Transmute Drift of Phantasms for trinket mage, play trinket mage and search for amulet of vigor, play amulet of vigor.
Turn 4 (Draw Ponder)
Play Island, Tap out for storm cauldron (32) Pass turn.
Turn 5 (Draw Dispel)
Tap Ancient Tomb for 2(30), replay ancient tomb, tap ancient tomb for 2 (28), tap 3 island for patron of the moon, play an island, tap it for U, pay 1 to play 2 island, amulet of vigor untaps them, tap an island for U, pay 1 to play 2 more island, they untap, tap 2 island for UU, repeat to generate 500,000 mana. Play ponder revealing muddle the mixture, an island and rewind. Draw the mixture, transmute for mind spring. Mind spring for 60, Play lightning greaves, play hedron crab, equip the crab with a whole lot of counterspell back up, deck all enemies, and pass OR play aeon chronicler and soramaro, equip soramaro with greaves draw til I draw capsize bounce all enemies permanents and kill each enemy one by one or ind addition to the soramaro into capsize meloku up a field of 1/1 illusions and assembly-workers via playing tapping and retapping urza's factory.
That was kinda lucky, fastest a win could've occurred in this deck yet.
I don't have a cryptic command, and I'd actually like to keep my counterspell to a close to a cost of 0 as possible without paying $50 for force of will. Also cryptic is out of my budget, and accordingly scroll rack is $15+. Did the -Relic of Progenitus +Evacuation. Found a new counterspell for free in Foil. Will replace disrupting shoal with foil when I get one.
1 Patron of the Moon
Search (8)
1 Drift of Phantasms
1 Fabricate
1 Long-Term Plans
1 Muddle the Mixture
1 Mystical Tutor
1 Planar Portal
1 Tezzeret the Seeker
1 Trinket Mage
Draw Power (14)
1 Brainstorm
1 Careful Consideration
1 Frantic Search
1 Gush
1 Jace, the Mindsculptor
1 Magus of the Jar
1 Memory Jar
1 Mind Spring
1 Ponder
1 Seer's Sundial
1 Serum Visions
1 Thirst for Knowledge
1 Treasure Hunt
1 Windfall
Counterspells (10)
1 Counterspell
1 Deprive
1 Dispel
1 Disrupting Shoal
1 Forbid
1 Hinder
1 Mindbreak Trap
1 Negate
1 Rewind
1 Thwart
1 Amulet of Vigor
1 Echo Mage
1 Gauntlet of Power
1 High Tide
1 Palinchron
1 Reality Spasm
1 Storm Cauldron
1 Turnabout
Recursion (2)
1 Mnemonic Wall
1 Relearn
Protection (4)
1 Evacuation
1 Inundate
1 Lightning Greaves
1 Neurok Stealthsuit
Disruption (1)
1 Quicksilver Fountain
Win Conditions (5 + Urza's Factory)
1 Avarice Totem
1 Capsize
1 Hedron Crab
1 Soramaro, First to Dream
1 Walk the Aeons
Trinkets (3)
1 Expedition Map
1 Library of Leng
1 Pithing Needle
Mana (6)
1 Armillary Sphere
1 Dreamstone Hedron
1 Everflowing Chalice
1 Journeyer's Kite
1 Khalni Gem
1 Mind Stone
1 Academy Ruins
1 Darksteel Citadel
1 Ghost Quarter
1 Halimar Depths
24 Island
1 Lonely Sandbar
1 Reliquary Tower
1 Remote Isle
1 Saprazzan Skerry
1 Seat of the Synod
1 Soldevi Excavations
1 Tectonic Edge
1 Temple of the False God
1 Tolaria West
1 Urza's Factory
The combos are:
Patron of the Moon + Amulet of Vigor + Storm Cauldron = Infinite Mana
Echo Mage level 4 + Turnabout/ Reality Spasm=Infinite Mana and tapped out opponents
[CARD]
Palinchron[/CARD] + High Tide/Gauntlet of Power = Infinite Mana
Recent Changes:
-Aeon Chronicler
-Whispersilk Cloak
-Tidespout Tyrant
+Avarice Totem
+Dreamstone Hedron
+Mind Stone
A lot.
Uyo was dropped as echo mage doesn't require patron and can be done as early as turn 6, or 5 with a chalice for 1, when uyo is played.
Meloku got dropped as he is $5, and his win condition spot is easier to achieve with other cards. Thinking of also dropping the tidespout tyrant.
Tezzeret, the seeker seems really good, teferi's isle was only good with the echo mage combo otherwise it was terrible. Ancient tomb hurt too much. Also a few other minor edits.
//www.starcitygames.com/php/news/article/8552.html[/url">
[url]http://forums.mtgsalvation.com/showthread.php?p=5301342#post5301342"]What kind of Magic Player are you?
Probably the most brokenly created commander deck ever:http://deckstats.net/decks/811/1859-ubr-teps-desire-commander
I don't think this works with turnabout.
PS: I like your deck alot! good work.
Future Sight Effects would be good in here
My Current EDH Decks
WUBRG Lorwyn Block Horde of Notions WUBRG
UG Momir Vig Glimpse Combo UG
UW "Rasputin Dreamcrusher" Control UW
I run both magus of the future and future sight.
Thank you
It does work with turnabout.
A fully levelled up echo mage would let you get 2 copies of turnabout before the original. Use the first to untap creatures you control and the second for lands, then tap your lands using 2 of the mana to tap the mage again getting 2 copies of the original turnabout each time netting mana equal to 2- the number of lands you have. Then you can eventually only have to untap the mage and use the other turnabout copy to tap all of your opponent's permanents.
With reality spasm you need at least 7 lands 5 to play reality spasm for 3 and the rest to use the mage's effect. tap the mage and and 2 blue to get 2 copies of the spasm before the original. Use the first to untap the mage and two lands tap the mage again, getting an additional copy of reality spasm each time. It will also work with 6 lands. Note that with reality spasm it works on permanents, so cards like teferi's isle, and khalni gem will mean less permanents needing to be untapped, and so it can be done quicker.
//www.starcitygames.com/php/news/article/8552.html[/url">
[url]http://forums.mtgsalvation.com/showthread.php?p=5301342#post5301342"]What kind of Magic Player are you?
Probably the most brokenly created commander deck ever:http://deckstats.net/decks/811/1859-ubr-teps-desire-commander
Will goldfish a few games and post.
Game 1
Opening Hand: Echo Mage, Ancient Tomb, Island, Palinchron, High Tide, Gush, Storm Cauldron.
Turn 1
Island, Pass
Turn 2 (Draw Compulsive Research)
Ancient Tomb, Compulsive Research (38) (Drawing telling time, grantic search, and drift of phantasms) Discard echo mage and gush.
Turn 3 (Draw Island)
Island, Frantic Search (36) (1 Mana floating) (Draw Island and relearn, and discard relearn and telling time) untap all lands. Play high tide tap ancient tomb (34) and 2 island total mana = UUUU3. Transmute Drift of Phantasms for trinket mage, play trinket mage and search for amulet of vigor, play amulet of vigor.
Turn 4 (Draw Ponder)
Play Island, Tap out for storm cauldron (32) Pass turn.
Turn 5 (Draw Dispel)
Tap Ancient Tomb for 2(30), replay ancient tomb, tap ancient tomb for 2 (28), tap 3 island for patron of the moon, play an island, tap it for U, pay 1 to play 2 island, amulet of vigor untaps them, tap an island for U, pay 1 to play 2 more island, they untap, tap 2 island for UU, repeat to generate 500,000 mana. Play ponder revealing muddle the mixture, an island and rewind. Draw the mixture, transmute for mind spring. Mind spring for 60, Play lightning greaves, play hedron crab, equip the crab with a whole lot of counterspell back up, deck all enemies, and pass OR play aeon chronicler and soramaro, equip soramaro with greaves draw til I draw capsize bounce all enemies permanents and kill each enemy one by one or ind addition to the soramaro into capsize meloku up a field of 1/1 illusions and assembly-workers via playing tapping and retapping urza's factory.
That was kinda lucky, fastest a win could've occurred in this deck yet.
//www.starcitygames.com/php/news/article/8552.html[/url">
[url]http://forums.mtgsalvation.com/showthread.php?p=5301342#post5301342"]What kind of Magic Player are you?
Probably the most brokenly created commander deck ever:http://deckstats.net/decks/811/1859-ubr-teps-desire-commander
Haha, well looks like I'm bad at reading and magic (/sarcasm)
Let me try an be a little more useful
-Faerie Trickery
+Cryptic Command
-Telling Time
+Scroll Rack
-Relic of Progenitus
+Evacuation
My Current EDH Decks
WUBRG Lorwyn Block Horde of Notions WUBRG
UG Momir Vig Glimpse Combo UG
UW "Rasputin Dreamcrusher" Control UW
//www.starcitygames.com/php/news/article/8552.html[/url">
[url]http://forums.mtgsalvation.com/showthread.php?p=5301342#post5301342"]What kind of Magic Player are you?
Probably the most brokenly created commander deck ever:http://deckstats.net/decks/811/1859-ubr-teps-desire-commander
//www.starcitygames.com/php/news/article/8552.html[/url">
[url]http://forums.mtgsalvation.com/showthread.php?p=5301342#post5301342"]What kind of Magic Player are you?
Probably the most brokenly created commander deck ever:http://deckstats.net/decks/811/1859-ubr-teps-desire-commander