Charge
It!
Description of deck by it's author
(quoted):
The deck plays out by gearing up with a Myr on
the second turn, following up with some combination of shiny artifacts.
There are a lot of different ways games can go, but the big decisions
you are going to make will likely involve Sculpting Steel. There are
three great targets for Sculpting Steel: Thunderstaff, Energy Chamber,
and Coretapper. Coretapper, while looking innocent, is actually a great
beating in this deck, especially in combination with Lightning Coils. In
fact, you can get a rather quick kill with them:
Turn 2: Coretapper
Turn 3: Lightning Coils, put a counter on it.
Turn 4: Coretapper, tap the first one to put another
counter on the Coils. Sacrifice both for 2 counters each, plus 1 counter
each from them going to the graveyard.
Turn 5: During your upkeep, the Coils crack for 8
counters and you get 8 wonderful little Ball Lightnings that smash your
opponent for 24 damage. W00t!
Note that you can use either a second Coretapper or a
Sculpting Steel, so this isn't actually that uncommon of a draw. Not too
shabby for a little dude eh?
Your other route to victory is building one of your
little Myr into a giant monster with the aid of Energy Chambers and Power
Conduit. It takes surprisingly fewer turns than you might expect. One good
strategy is to divide your counters among a few Myr so that they can all
start to attack, then you can pump them on the offense with your
Thunderstaff to finish the job, and Stalking Stones can help out if the
going gets tough.
Tips on Playing the Deck
--Normally you won't want to pump your Coretapper with the +1/+1 counters;
he has other work to do instead of attacking.
--Altar of Shadows is a nice catch-all. If you need a mana boost to
activate it every turn, throw some counters on it. Just be sure to have a
Power Conduit around in order to pull them off again later as +1/+1
counters. You can also activate a Stalking Stones over and over again as a
mana sink.
--Don't store your charge counters from Coretapper on itself…it is too
fragile of a target. Throw them on an Icy or a Power Conduit or whatever
random artifact you have to keep them safe for moving with the Conduit
later.
--Try to get as many counters on the Lightning Coils as possible once you
are going to go over 5. This will maximize the amount of damage you do
with each wave of Ball Lightnings.
Adding Money to the Deck
There are lots of cool things you can add with this theme, even just
within the realm of artifacts. Blinkmoth Nexus is the single best card to
add to this deck. It gives you an evasion artifact creature that you can
pump up with your Power Conduits. It is also a great way to get around
Wrath of God effects. You can splash a little red for Bosh, Iron Golem or
even do something a bit flashier with blue: add 4 Fabricates and the
Kaldra pieces! You could also go with Urza's Armors to strengthen the
Thunderstaff theme. If you wanted to go more red, you could use Atog and
Shrapnel Blast.
Overall this deck is a ton of fun and is much more
competitive than you might expect. I mostly wanted to illustrate that the
rest of Mirrodin works fine even without the artifact lands. In many ways
it is like a whole block of cards just got unbanned for competitive play!
Enjoy the new format folks! |