Lands:
4 Seat of the Synod
4 Vault of Whispers
7 Island
6 SwampCreatures:
4
Bottle Gnomes
1 Duplicant
4 Disciple of the Vault
4 Carrion Feeder
4 Vedalken Engineer
4 Myr Moonvessel
4 Dross Scorpion
Other Spells:
2 Fabricate
4 Thoughtcast
4 Skullclamp
4 Soul Foundry |
 Scorpion
Foundry.
Description of deck by its author (quoted):
 In general, you want to start Skullclamping as soon as possible in order to find your combo parts and draw enough lands to do everything. Sometimes you will get lucky and draw a Soul Foundry and a Myr Moonvessel in your opening hand. If you have a Skullclamp, it is often fine to play out your first Moonvessel on turn 1, planning to Skullclamp it, banking on drawing another one by the time all your other combo pieces show up. Don't worry about clamping Engineers, Carrion Feeders, and Disciples as long as you have enough mana and/or backup copies. The Engineers are not essential at all, but they help take the pain out of casting a Dross Scorpion.
Once you have a Moonvessel on the Foundry and a Dross Scorpion in play, you will want to find either a Carrion Feeder or a Skullclamp. Skullclamp will turn every one of your mana into “draw 2” letting you find another Scorpion easily so you can draw your deck by using the second Scorpion to untap an artifact land. A Carrion Feeder will let you make an arbitrarily large Carrion Feeder. If you have a Disciple of the Vault with the Carrion Feeder you will just win via Disciple damage (yes, the artifact tokens going to the graveyard trigger the Disciple…quashing question early).
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