Lands:
4 Seat of the Synod
3 Ancient Den
3 Vault of Whispers
1 Great Furnace
1 Tree of Tales
2 Academy Ruins
4 Island
Creatures:
2 Tezzeret the Seeker
1 Quicksilver Elemental
4 Master of Etherium
Other Spells:
4 Thoughtcast
4 Ancestral Knowledge
4 Izzet Signet
4 Mind Stone
2 Coalition Relic
3 Force of Will
3 Hurkyl’s Recall
4 March of the Machines
4 Mycosynth Lattice
1 Chandra Nalaar
1 Executioner’s Capsule
1 Dispeller’s Capsule
1 Darksteel Reactor |
 Landless
Lockout.
Description of deck by its author
(quoted):
First we need to include the Combo Pieces
themselves; in this case, they are Mycosynth Lattice and March of the
Machines. We’ll include Master of Etherium in this section, as he’s a
nice little extra spice to the combo that really helps it hum (he keeps
your lands alive!). In addition, he takes the salt of the wounds a
little bit for your opponent, by turning a game of who-decks-first into
a real out and out kill fest.
Now we need ways to find these combo pieces quickly
and powerfully. As two of them are artifacts, the quick choice is
Fabricate. If your playgroup plays by the Vintage restricted list, I
would definitely play 1 Tinker and 3 Fabricates, but for this deck we’ll
play a four pack of Fabricates and call it a day. Card draw and card
selection are another favorite. Because of our heavy artifact theme in
this deck, I’d pack a four pack of Thoughtcast in here to let us draw
multiple cards a turn and then play them down. I’d also be tempted to
play Howling Mines here as the extra draws are totally irrelevant once
the combo comes down, but we have 2 more powerful tools to use. The
first is the new planeswalker, Tezzeret the Seeker. He can both fetch
combo pieces and provide a back up win condition, and since we’ll be
building in a considerable artifact mana subtheme, he’ll do his best
Garruk Wildspeaker impression. The other card is one that doesn’t see
much play in constructed but can absolutely bonkers in finding pieces in
casual, Ancestral Knowledge. It digs 10 cards deep, and then lets us axe
any that we never want to see, and let us arrange the rest, and the
tempo of the upkeep will be easy for this deck with its artifact mana.
Finally, I’m going to add some protection elements to
the deck; these will serve to play out the deck faster, as well as
protect the combo. First I want to add 10 artifact mana sources to allow
us to hit Tezzerets and Lattices as early as possible. I like Izzet
Signet; it's just a quality mana source all around, and it will fuel
both our Hurkyl’s Recalls and our Shattering Sprees. The next 4 are
going to be Mind Stones, a powerful mana producer, as well as extra
cards if we need it. Finally, I want to add 2 Coalition Relics. They
accelerate hard, but if we have no 2 drop they seem much less amazing.
Now I want to add 6 general defensive slots. Three Force of Wills give
us powerful countermagic, but the number of artifacts in the deck may
make a full four set unreliable. The next 3 are Hurykl’s Recalls. They
will allow us to buy time for defense against opponents if we find
lattice before March of the Machines, and they can help keep dangerous
artifacts off the field.
With the remaining 6 slots I want to pack a little
mini-combo in a combo for extra hilarity and 4 anti-creature defensive
cards. The mini-combo I want is a Quicksilver Elemental and a Chandra
Nalaar. When Chandra is latticed into an artifact and marched into a
creature, Quicksilver Elemental can copy her and use her ability an
infinite number of times in a turn. It’s a nice quick win if combat
damage is being prevented somehow. The last four slots in the deck are
very much up for grabs, but I want to pack some toolbox in here for
Tezzeret to go grab. I’m going to put an Executioner’s Capsule, a
Dispeller’s Capsule, a Pithing Needle, and a Darksteel Reactor if we
have to drop the combo early and lock ourselves out of the game too.
They give us a way out to almost any bad situation and also give some
Cranial Extraction protection to try to draw out a win.
Now this deck will make people very angry, very often.
The speed and relative reliability of the land lockout is downright
cruel and unusual, but we can do it. Playing this deck properly revolves
around timing it properly, using your best judgement to read opponent’s
resources and determine when you think each piece can come down safely.
Don’t drop any one of the pieces if the following pieces are going to be
turns and turns behind. This exposes that piece to destruction for a
long time and is almost always the wrong play. |