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Please note: This is not an official DCI service. So please always make extra sure that the sheet contains all the cards in your deck and fulfils all DCI requirements. If you notice anything wrong, please let us know. DCI is a trademark of of Wizards of the Coast LLC.
Give charge counters to other artifacts to generate creatures and power up their effects. There is low mana costs but requires many turns to gather charge. Emptying your hand is ideal. It's also important to maintain some board presence to block. It suffers a slow start but can ramp up the power quickly if unchecked. Because of this it lacks strength against aggro and control decks.
But if all goes well, you should be generating 3/3 and 9/9 Golems every turn with Sigils giving over +5/+5. Mana will be abundant, draw will be overwhelming, and any threat can crushed or annihilated. This deck would probably suffer against the competitive meta, but is a fun deck to play with casuals and friends. I will gladly take any recommendations.
The Maybeboard includes some expensive additions for those who might wait to purchase them later or wish to be more competitive.
In Depth Card Strategy:
-Coretappers are powerful but fragile. Can be sacrificed when it comes into play for quick charge. A powerful but risky gamble is to play Titan Forge on turn 3, tap and sacrifice the Coretapper for 3 charge, and produce a 9/9 Golem. That is an incredibly powerful start, but you permanently lose the Coretapper.
-Energy Chamber is the strongest generator because it can produce +1/+1 counters for artifact creatures instead of charge.
-Surge Node and has the benefit of being usable as soon as it is casted. However it requires mana and has finite use over the course of a long game. It is inefficient in the long run.
-Vedalken Infuser does not need to tap and has decent toughness. Useful for blocking. It can't be benefited by Energy Chamber's +1/+1 counters.
-Custodian of the Trove is a primary defender with low cost and decent power and toughness. The downside is that it can't block first turn. Has the benefit to receive Energy Chamber's +1/+1 counters in a pinch.
-Conversion Chamber is a strong token factory. Using one charge and 2 mana can create a 3/3 Golem to attack and defend. The largest downside is the mana requirement but can be mitigated with Everflowing Chalice.
-Titan Forge is one of the strongest artifacts when given charge from outside sources. Normally it costs too much and takes too long to use. But with 3 charge given each turn, the cost is essentially free and can be used every turn. Once production starts, the Golems can easily overwhelm any opponent. Overwhelming production of 9/9 tokens is a strong win condition.
-Everflowing Chalice is a key mana source that permanently produces more mana the more charge it gets. A strong combo is turn 1: Surge Node, turn 2: (0) mana Everlasting Chalice and tap for a charge. Tapping Surge Node for the Chalice will exponentially increase mana production without waste.
-Otherworld Atlas is a potentially powerful draw for all players. However you have low costing cards and lots of mana with Everflowing Chalice. It will be easy to dump your hand quickly for even more draw while your opponents may be forced to discard.
-Lux Cannon is great when you find yourself against a pesky creature, enchantment, or artifact you can't normally deal with. Normally considered one of the worst artifacts, it has potential. With 3 generators charging the Cannon in one turn, it can deal with any non-indestructible permanents, including planeswalkers. This can also be charged slowly by itself.
-Sigil of Distinction is an incredibly powerful equipment. Not only can it be charged up by generators and is a mana dump, no mana is spent on the equip cost. It can easily be moved from one creature to another at the cost of one charge counter.
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» | Revision 3 | March 31, 2018 | iTzBibi | |||
Revision 2 | March 31, 2018 | iTzBibi | ||||
Revision 1 | March 31, 2018 | iTzBibi |