Kenny_C.002
Welcome to Rokkenjima
- 1,849
- Posts
- 21
- Years
- Rokkenjima
- Seen Jun 16, 2013
Budget: 5 bucks
4 muddle the mixture --> 8 cents
4 Thopter Foundry --> 20 cents
4 sword of the meek --> 16 cents
1 Time Sieve --> 115 cents
4 Krark-Clan Ironworks-> 80 cents
4 Duress --> 80 cents
4 Rune snag --> 80 cents
4 Repeal --> 12 cents
4 Ponder --> 32 cents
4 Thirst for knowledge-> 200 cents
1 Academy Ruins --> 50 cents
13 Island
9 Swamp
The basic deal with this deck is really simple:
Get the combo out and go infinite. The deck strives to get the three pieces out together as fast as possible, with ironworks the least important piece.
Card choices:
Muddle the mixture: looks for pretty much anything other than ironworks to roflcopter. Have one piece, get the other.
Time sieve: maximum lulz when you get it out with ironworks. It can also work turns 5 and up, where you have enough mana to just go infinite turns anyway.
Duress: preemptively check your opponent's hand and get rid of whatever that can disrupt your combo.
Rune snag: catch all counterspell in extended.
Repeal: get rid of an early threat and draw a card. This is the only reason why I chose it over into the roil.
Ponder: Filler, card filter.
Thirst for knowledge: instant speed card draw is good. I can discard sword of the meek to really hurt someone.
Academy ruins: get back a combo piece more readily post-removal.
Adding money to the deck:
Seat of the synod/vault of whispers: All good. The combo needs artifacts to run, and this serves the bill nicely.
Gifts Ungiven: Why not?
Fetchlands: That should be obvious.
4 muddle the mixture --> 8 cents
4 Thopter Foundry --> 20 cents
4 sword of the meek --> 16 cents
1 Time Sieve --> 115 cents
4 Krark-Clan Ironworks-> 80 cents
4 Duress --> 80 cents
4 Rune snag --> 80 cents
4 Repeal --> 12 cents
4 Ponder --> 32 cents
4 Thirst for knowledge-> 200 cents
1 Academy Ruins --> 50 cents
13 Island
9 Swamp
The basic deal with this deck is really simple:
Get the combo out and go infinite. The deck strives to get the three pieces out together as fast as possible, with ironworks the least important piece.
Card choices:
Muddle the mixture: looks for pretty much anything other than ironworks to roflcopter. Have one piece, get the other.
Time sieve: maximum lulz when you get it out with ironworks. It can also work turns 5 and up, where you have enough mana to just go infinite turns anyway.
Duress: preemptively check your opponent's hand and get rid of whatever that can disrupt your combo.
Rune snag: catch all counterspell in extended.
Repeal: get rid of an early threat and draw a card. This is the only reason why I chose it over into the roil.
Ponder: Filler, card filter.
Thirst for knowledge: instant speed card draw is good. I can discard sword of the meek to really hurt someone.
Academy ruins: get back a combo piece more readily post-removal.
Adding money to the deck:
Seat of the synod/vault of whispers: All good. The combo needs artifacts to run, and this serves the bill nicely.
Gifts Ungiven: Why not?
Fetchlands: That should be obvious.