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4 Myr Retriever 
4 Disciple of the Vault 
4 Krark-Clan Ironworks 
4 Tel-Jilad Justice 
3 Myr Incubator 
3 Serum Visions 
4 Fabricate 
4 Chromatic Sphere 
4 Thoughtcast 
4 Pentad Prism 
2 Talisman of Dominance 
1 Thirst for Knowledge 

4 Vault of Whispers 
3 Ancient Den 
4 Tree of Tales 
4 Great Furnace 
4 Seat of Synod 

Sideboard 
3 Annul 
3 Oxidize 
3 Mana Leak 
3 Electrostatic Bolt 
3 Sacred Ground 

Retrieving KCI.

Description of deck by it's author (quoted):
This deck is different from many mainstream versions for a few reasons. The biggest difference is the inclusion of the Myr Retrievers and Disciple of the Vault. Together, they create a combo that can win the game. With Krark-Clan Ironworks, a Disciple of the Vault, and a two Myr Retrievers, you create an infinite loop of pain to your opponent. It works by sacking a Myr Retriever for two mana and bringing the other one back to your hand from the graveyard, and then playing that one with the mana that your Ironworks provided. You can repeat this as many times as it takes to kill your opponent with damage from the Disciple of the Vault. This deck also lacks the Goblin Cannon, Fireball, and Goblin Charbelcher that are usually included. 

A little far-fetched sounding? I thought the same before I tried it out. Remarkably, this combo has occurred nearly ¾’s of the game’s I’ve played as early as turn three and as late as turn six. The speed is mostly thanks to all of the acceleration that this deck has by means of the Prisms and Talismans. To fight off today’s fastest decks, it’s important to win as quickly as possible, and so if you can’t get thirty 1/1’s to beat down on your opponent, this is your best bet. This combo is mostly disrupted if your Disciple is destroyed rather than your artifacts because they can be returned via the Retrievers. To aid in finding the right pieces, I’ve included four copies of Fabricate, but usually the deck is rummaged through very quickly anyway thanks to Serum Visions, Thoughtcast, and Chromatic Sphere’s. Scry is especially valuable in weeding out land clumps. 

With Disciple of the Vault in this deck, it performs much better against Affinity and in the mirror. One advantage that the combo has over activating a Myr Incubator is that you can win the turn you play it, not giving your opponent time to disrupt your plans. If you don’t have the Myr Retrievers in play, you can still sacrifice artifacts for your Disciple, and if you’ve just made tokens, you can sacrifice them all instead of attacking next turn. 

Using the Myr Incubator is still a primary way to win, but now you can rely on other options.

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Myr_Retriever.jpg (27936 bytes) Disciple_of_the_Vault.jpg (23065 bytes) krarkclan_ironworks.jpg (46116 bytes) teljilad_justice.jpg (45579 bytes) Myr_Incubator.jpg (30611 bytes) Fabricate.jpg (21414 bytes) chromatic_sphere.jpg (28873 bytes) pentad_prism.jpg (45198 bytes)

by Max Scales @ www.londes.com

INFINITY: Krark-Clan Ironworks - Myr Retriever / Disciple of the Vault

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