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This deck is pretty new and I would love to hear suggestions for improving the deck:)
What's the deck trying to achieve?
The deck's main strategy is winning with value. I planned it to become a deck within a range of power 7-8/10.
There are multiple ways the game could end, but the main focus of this deck is having a lot of fun interactions with the board state, that may take your enemies by surprise. As a consequence the deck's average CMC is pretty high, so it is to no surprise that Saheeli, the Gifted was chosen as our commander.
Why Saheeli, the Gifted?
I initially had the idea to create a very toned down deck with Urza, Lord High Artificer that plays for values in contrast to the usual combo-style decks. But when you cut the infinite mana combos and include multiple ways of winning the average CMC gets high pretty quickly. Now you need ways to generate a lot of mana. Urza, Lord High Artificer, can't really help with consistently paying mana, because people won't let him live long... if you can't play everything the turn he enters the battlefield, don't use him.
In contrast Saheeli's second +1 ability reduces the cost of one spell (sadly only one) each turn, so the effect is way weaker but as a result the thread level is not as high as Urza, Lord High Artificer's. Also there are less spells that target planeswalkers so in this regard she's more protected than a creature (but you can't put safety equipment on her...). I included Urza, Lord High Artificer and Storm the Vault as additional big mana sources.
What do we want to play?
The first strategy is to play a Brudiclad stratedy. This means that we want to put in a lot of tokens (probably thopters) and create one token of a powerful creature. Dockside Extortionist is a great mana source as well as a great token generator. With Brudiclad those treasure tokens might become powerful creatures. With Brudiclad in play all tokens transform to those creatures. Then why not just play a Brudiclad deck? Completely focusing on tokens and transforming them is a fun strategy, but I don't want it to be my only one. Maybe adding tokens that will be exiled at the end of turn might be a good idea in case you copy something like Wurmcoil Engine.
A second idea is to win with just pure value. Emrakul is with Saheeli's second +1 ability easy to cast, although I think Emrakul will be replaced by Blightsteel Colossus. When a creature enters the battlefield you may copy it with Mirrorworks and in case a creature dies you can 'resurrect' it with Mimic Vat (you may just copy something like Dockside Extortionist for a lot of mana).
Since we have a lot of mana Memnarch is include in the 99 and might lead to fun interactions.
Replacements?
Even though Dockside Extortionist is a powerful card I wonder whether it's that good in the deck. I added 5 counterspell's to secure victory by denying a board wipe or something. But it slows down the deck quite a lot. Maybe I should take them all out?
I think about adding: Chief Engineer (for mana in case we remove Dockside) and Daretti, Scrap Savant (for more recurrsion). A combo I wanted to include is Krark-Clan Ironworks + Pentavus + Dross Harvester (for infinite mana). The KCI might be a great inclusion, so I could also add Pine of Ish Sah (for consistent removal) and Scuttling Doom Engine (combo's off with Nim Deathmantle).
Maybe I have too many token generators. Saheeli, Sublime Artificer might be less effective than the other generators.
So...... what do you think?
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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