Hello, folks, after seeing this trio of artifacts, which I'll call for now "Artifacts of Empires" as a group, I was thinking that there could be some strategy to assemble a decent deck with them.
In theory, the three artifacts together can win a game in a few turns, as they go from barely good cards to powerhouses if you get the right combination in the field, as was the old Urzatron in its day (Urza's Mine, Urza's Power Plant, Urza's Tower and sometimes Urza's Factory too)
The problem with these is obvious, you need the three cards together in the table to start doing some actual harm, and once they're on the table, they need to stay a couple of turns to give you a position from which you can go into offensive without risk of the combo being brought down by some things as an untimely Disenchant.
There's more, you need to survive the first turns against the aggresive decks that slam a buttload of damage in the table and take you to single digits before you can pull out the combination, and sometimes, being in such life totals can become such a liability that you couldn't recover even if you assemble the artifacts of Empires combo.
Given the fact that these are artifacts, they can be played in any deck with any combination of colors, so far, I think the two best colors suited to diminish the drawbacks I've described before are white and blue (WU)
W White has plenty of defensive spells you can use to stall the game, such as point removal, [CARD=Day of Judgment]mass removal, life gaining and things like those.
U Blue has the part of the defensive cards that protect your combo once it's out, counterspells, some of these can stop artifact removal on its tracks before they can bring down your combo. Blue also addresses the other problem of the deck, that's finding the combo fast enough, there are severalcheap cards that help you to [CARD=Ponder]dig through your library, so I guess these two colors are a good starting point to assemble an Artifacts of Empires deck.
X Other artifacts also help the goal of the deck to get your combo faster in the table, the deck promises to be mana hungry, so there's the need for some accel like Grim Monolith or Sol Ring, they also work fine with Voltaic Key, the mana from these artifacts can be used to activate the Artifacts of Empires after you've cast them.
So far, here's a rough sketch that I thought off the top of my head while I was writing this:
This....looks a bit scattered, but fun. Also, I see you accidentally click CARD instead of DECK sometimes, too haha~
So, general strategy?
Heh, fixed the card click mistake
The deck doesn't have much strategy besides resist attacks until you can pull the combo, after that, you can take their creatures, make more creatures and damage them faster, and double those effects with Voltaic Key
You need more early defense so aggro decks just don't stomp all over you before you can get your combo out. I would suggest four Wall of Omens and four Wall of Denial as your early defense package.
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"STAY CLEAR OF WHITE POWDER"
311 "Who's Got the Herb"
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I have three and a half sets of urza's lands and one of the three empires cards the crown getting the others soon i all have tezzeret agent of bolas but once I do im a little confused on where to go from there. i originaly wanted to build a colorless eldrazi artifact deck. can some one help me out ide prefer my deck to be all colorless but an idea is an idea even if it is colored
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These artifacts are the trio from M12, Crown of Empires, Scepter of Empires and [CARD]Throne of Empires
[/CARD].
In theory, the three artifacts together can win a game in a few turns, as they go from barely good cards to powerhouses if you get the right combination in the field, as was the old Urzatron in its day (Urza's Mine, Urza's Power Plant, Urza's Tower and sometimes Urza's Factory too)
The problem with these is obvious, you need the three cards together in the table to start doing some actual harm, and once they're on the table, they need to stay a couple of turns to give you a position from which you can go into offensive without risk of the combo being brought down by some things as an untimely Disenchant.
There's more, you need to survive the first turns against the aggresive decks that slam a buttload of damage in the table and take you to single digits before you can pull out the combination, and sometimes, being in such life totals can become such a liability that you couldn't recover even if you assemble the artifacts of Empires combo.
Given the fact that these are artifacts, they can be played in any deck with any combination of colors, so far, I think the two best colors suited to diminish the drawbacks I've described before are white and blue (WU)
W White has plenty of defensive spells you can use to stall the game, such as point removal, [CARD=Day of Judgment]mass removal, life gaining and things like those.
U Blue has the part of the defensive cards that protect your combo once it's out, counterspells, some of these can stop artifact removal on its tracks before they can bring down your combo. Blue also addresses the other problem of the deck, that's finding the combo fast enough, there are several cheap cards that help you to [CARD=Ponder]dig through your library, so I guess these two colors are a good starting point to assemble an Artifacts of Empires deck.
X Other artifacts also help the goal of the deck to get your combo faster in the table, the deck promises to be mana hungry, so there's the need for some accel like Grim Monolith or Sol Ring, they also work fine with Voltaic Key, the mana from these artifacts can be used to activate the Artifacts of Empires after you've cast them.
So far, here's a rough sketch that I thought off the top of my head while I was writing this:
8 Plains
8 Island
2 Academy Ruins
2 Glacial Fortress
2 Forbidding Watchtower
2 Terramorphic Expanse
2 Wall of Omens
3 Phyrexian Metamorph
Other (31)
1 Hanna's Custody
3 Wrath of God
4 Preordain
4 Voltaic Key
2 Elixir of immortality
4 Grim monolith
1 Druidic Satchel
4 Crown of Empires
4 Scepter of Empires
4 Throne of Empires
I guess there's some other better build than this one, so I'm open to suggestions on how to improve the deck.
Fan of Both old and new Slivers (But the new ones are still better anyway)
C Call of Emrakul - G vs R DD: Elves vs. Goblins - W vs B DD: Divine vs. Demonic - WUB Esper Artifice - RGW Aura Dancers
WUBRG Wrath of the Reaper King - WB Men of Faith - B Mercenaries - UB Phyrexian Assault 2.0 - WU Artifacts of Empires
BR Skeleton Warriors - RG Night of The Howlpack - B Bog Murderers - BR Eldrazi Assault - BGU Ulamog's Swarm
So, general strategy?
Done by Rivenor of Miraculous Recovery signatures!
Heh, fixed the card click mistake
The deck doesn't have much strategy besides resist attacks until you can pull the combo, after that, you can take their creatures, make more creatures and damage them faster, and double those effects with Voltaic Key
Preordain and Wall of Omens help to find the right cards, Wrath of God serves as pest control, and Phyrexian Metamorph is another artifact doubler you can use too.
Fan of Both old and new Slivers (But the new ones are still better anyway)
C Call of Emrakul - G vs R DD: Elves vs. Goblins - W vs B DD: Divine vs. Demonic - WUB Esper Artifice - RGW Aura Dancers
WUBRG Wrath of the Reaper King - WB Men of Faith - B Mercenaries - UB Phyrexian Assault 2.0 - WU Artifacts of Empires
BR Skeleton Warriors - RG Night of The Howlpack - B Bog Murderers - BR Eldrazi Assault - BGU Ulamog's Swarm
You need more early defense so aggro decks just don't stomp all over you before you can get your combo out. I would suggest four Wall of Omens and four Wall of Denial as your early defense package.
--------------------------------------
"STAY CLEAR OF WHITE POWDER"
311 "Who's Got the Herb"
--------------------------------------
4 Plains
8 Island
4 Ancient Den
2 Forbidding Watchtower
4 Seat of the Synod
2 Glacial Fortress
4 Wall of Omens
3 Phyrexian Metamorph
3 Wall of Denial
Other (26)
4 Preordain
1 Fabricate
3 Tezzeret the Seeker
2 Elixir of Immortality
4 Voltaic Key
3 Grim Monolith
3 Crown of Empires
3 Scepter of Empires
3 Throne of Empires
Tezz and Fabricate help to find the artifacts faster, and a couple more of walls help to slow the beatdown.
Fan of Both old and new Slivers (But the new ones are still better anyway)
C Call of Emrakul - G vs R DD: Elves vs. Goblins - W vs B DD: Divine vs. Demonic - WUB Esper Artifice - RGW Aura Dancers
WUBRG Wrath of the Reaper King - WB Men of Faith - B Mercenaries - UB Phyrexian Assault 2.0 - WU Artifacts of Empires
BR Skeleton Warriors - RG Night of The Howlpack - B Bog Murderers - BR Eldrazi Assault - BGU Ulamog's Swarm