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Doing a total revamp of the deck, meant to take out the dinky creature-based aggro plan, and to instead play a total artifact-based flash gameplan.
There's a lot going on with this new list, including an artificer's intuition package, more cantrips and ramp, and more impactful cards with high power-ceilings. I'm keeping a decently high amount of artifact creatures so that Arcum Dagson is always ready to activate, but also so that I can keep Sharding Sphinx/Master of Etherium as a game closing combination.
35 lands with 3 single mana cantrips and 11 ramp cards give 51 mana sources, which is ideal for a control deck with a high top end. Some cards that really shine include Retrofitter Foundry to stabilize my board as a manasink, Liquimetal Torque to save cards from Scouring Glass or Nev Disk/Darksteel Forge combo, Welding Jar off of Arcum/Whir/Artificer's Intuition to save an artifact card, and Ghostly Prison/Propaganda to slow down any damage in the early turns.
38 artifacts total is just about where I want to be for Vedalken Archmage and Mystic Forge. It's hard to run more when I really want to have spells that enable my primary gameplan of controlling the board, but this number works well in simple playtesting.
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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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