  Transmutation.
Description of deck by its author
(quoted):
The Combo...
Master Transmuter: The Master's activated ability is, in my opinion, the
most powerful effect available in Standard.
Thousand-Year Elixir: The elixir lets us use Master
Transmuter's ability the turn it comes into play. It also lets us use
our Master Transmuter more than once on the same turn. It's important to
note that returning the artifact back to your hand is part of Master
Transmuter's activated ability's cost. An active Master Transmuter is
effectively immune to spot removal. If your opponent attempts to kill it
you can simply pay and return it back to your hand and put it back into
play.
Sphinx Summoner: The Summoner allows you to tutor for
any of the fatty boom booms (random Sanchez shoutouts are undervalued)
in the package. The Summoner can also be used to find a Master
Transmuter when you fail to draw one on your own.
Fatty Boom Booms...
Sharuum the Hegemon: Sharuum is a glue that holds this deck together. A
lot of the time you want to play your Sphinx Summoner on turn five and
find your Sharuum. Trade with an opponent's creature, and use Sharuum on
turn six to return the Sphinx Summoner to play.
Grim Poppet: Grim Poppet is a really good way to deal
with huge amounts of tokens that are produced by Spectral Procession,
Cloudgoat Ranger, Bitterblossom, or Siege-Gang Commander. You can bounce
it back into play and distribute more counters at your leisure.
Platinum Angel: Sometimes there isn't a card in the
world that can save you. That's when it's right to go and find your
Platinum Angel. If your opponent doesn't have a way to deal with it
right away then you can buy enough time to find Magister Sphinx and
reset your life total after you clear away their team with your Grim
Poppet.
Magister Sphinx: Normally you just use the trigger to
deal your opponent 10 damage, but sometimes you find yourself at a
negative life total with a Platinum Angel out and you can use Magister
to set yourself back at 10 life.
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