Whenever a new set comes out, there's always
a few cards that call out for a use to be
found for them, but they're just too
esoteric (or let's face it, not powerful
enough) to see any serious use.
And that's why I love my job here at Pojo--
for every set, there's someone out there who
adopts one of those cards, builds a deck out
of it, and shows it to me.
-----------------------
Ever since I saw the card Decimator Web,
I'll admit I was intrigued by it's
combination of being a "triple" win
condition of sorts while simultaneously
being utter junk. So I decided to take on
the challenge of building a deck around it.
Of course, for a deck to be truly built
around Decimator Web, then the Web must be
the only win condition, at least in my
twisted mind. Decimator Web and it's ability
are both moderately pricey at 4 mana, and it
involves tapping the Web. So 8 mana to play
and tap, then 4 each turn thereafter, making
a 10- turn kill, depending on how big their
library is and how many cards they've
already drawn at that point. To fully
exploit this I'd need untap-style effects
and lots of mana. I knew I didn't want any
creatures. Creatures are win conditions. I
was fine with that, I don't mind not
smashing with creatures. But creatures also
serve valid defense purposes. So I would
need ways to defend myself against oncoming
creature onslaughts. Finally, I decided that
I wanted nearly every card in the deck to be
an artifact, and that everything should be
connected in a synergistic way, like a
factory. Here is my decklist.
Killing Factory
Lands 22
4x Vesuva < Copies locuses
4x Cloudpost <Produces heavy amounts of
finite mana
4x Glimmerpost <Yay a new locus
4x Seat of the Synod <Produces blue and can
be sacced to throne of geth
4x Tolaria West <Another locus in a pinch
4x Island <lets you transmute tolaria west
Artifacts 38
3x Throne of Geth <gets rid of ichor
wellspring and proliferates your counters
4x Ichor Wellspring <card draw and an easy
choice to sac to throne of geth
4x Decimator Web <win con
4x Lux Cannon <removal, better with the
proliferate support cards
2x Spine of Ish Sah <removal, works well
with throne of geth
4x Everflowing Chalice <mana, better with
the proliferate support cards
3x Rings of Brighthearth <doubles up on
activated abilities, which there are a ton
of
4x Contagion Clasp <removal and proliferate
2x Contagion Engine <mass removal and
proliferate
3x Voltaic Key <more activations of
artifacts, lots of good choices
3x Prototype Portal <crazy both with voltaic
key untapping it, and with voltaic key
imprinted on it
Spells 3
3x All is Dust <colorless mass removal that
overlooks my Killing Factory. Not an
artifact, but seemed too good to not use.
Anyway, I'm really open to suggestions here,
not sure how well it will work without more
defense.
Greg
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Decimator Web is a cute card, and it does
tantalize with the promise of making a
player lose the game along simultaneous
axes, some or all of which he won't be
prepared to defend himself on. Sure, he can
have all the life gain he wants, but it
won't save him from the milling, and having
an Eldrazi Titan in his deck to keep
shuffling his graveyard back in won't deal
with the poison counters. But Decimator Web
holds a dark secret hidden in its numbers.
You see, the idea is that every activation
takes away one tenth of your opponent's
starting totals in three different areas--
poison counters, life total, and library
content. Fair enough. But here's the
problem-- a player draws seven cards for
their opening hand, and one more each turn.
So your opponent's library is already
depleted by more than one tenth by the time
you can start Decimating him. On the one
hand, this is good news because it means
that Decimator Web can end a game in your
favor sooner than the ten turn timeline it
seems to project. On the other hand, this is
bad news because that starry-eyed moment of
finding an opponent at zero life, ten poison
counters, and a freshly emptied library just
won't happen. Most times, Decimator Web is
just going to mill a player to death. Greg's
many proliferate cards means he might get
his Web to deliver the tenth poison counter
as well sometimes. But barely anyone will
ever lose because Greg's Web brought them
from 2 to 0 life.
But that's not my concern. My concern is to
make sure Greg's opponent lose, by whatever
vector possible. Greg specifically mentioned
he didn't want creatures, since he wanted
Decimator Web to deliver the killing blow.
Which means that Greg's decks is effectively
like an old-school control deck-- only one
playset of cards that actually win the game.
Trouble is, those decks devoted all their
other slots to control-- counterspells, card
draw, and bounce. Greg's other slots are
devoted to more artifacts. He has All is
Dust, the Contagion twins, Spine of Ish Sah,
and Lux Cannon to keep his opponent from
winning before Greg does, but he really
needs those Everflowing Chalices to find the
mana to activate all those abilities. Throne
of Geth means he can proliferate poison
counters and charge counters on the Chalices
and Cannons, but where to find the artifacts
to sacrifice? That's why he also needs Ichor
Wellspring, in addition to the fact that
this deck is dead in the water if it doesn't
draw the Web, so anything that draws extra
cards has a place here. That means Voltaic
Key, Prototype Portal, and Rings of
Brighthearth are the best candidates for
pulling cards out.
Speaking of Rings of Brighthearth, I noticed
that it and most of your lands are the only
things in this deck that aren't
Standard-legal. I'm guessing that Greg
doesn't play Standard, and thus doesn't
really care about Standard-legality. But if
the opportunity to play in a Standard
tournament arises, then I think Greg should
jump on it, and so I'll keep track of what
is and isn't Standard-legal as I fix the
deck. That way, Greg can just swap out his
Locus scheme for basic lands and be on his
way-- the loss of Cloudpost et al. will
surely be counterbalanced by the fact that
basic lands don't enter play tapped.
The first card I think Greg would really
benefit from is Fabricate (not in Standard).
True, Fabricate isn't an artifact itself,
but it searches for an artifactand has no
function at all outside of an artifact-based
deck, so it'll never really let you forget
that it belongs in a deck with artifacts.
And getting that Decimator Web out of your
deck and onto the field is crucial.
Tezzeret's Gambit would make a good Standard
alternative-- it draws cards and it
proliferates. And yes, it's not an artifact
either, but the Phyrexian mana and that
silver border should help it fit right in.
Greg seems to like what Voltaic Key does for
the deck. If he removed it, then I'd
recommend adding Unwinding Clock (in
Standard) in its place. Unwinding Clock is a
Seedborn Muse for artifacts, and in a deck
like this, it's far more powerful. Greg will
likely want to tap multiple artifacts each
turn, which is likely why he likes the Key
so much. The Clock will untap all his
artifacts with no continuous mana
investment... once for each opponent's turn.
And unlike the Key, multiples won't have any
further benefit. You may not want a full
playset of Unwinding Clock, and it may not
completely replace Voltaic Key either, but
it's a card that deserves a consideration.
Next, let's talk about the other thing this
deck absolutely has to do-- get to four
mana. Decimator Web costs four to cast and
four to activate. The Contagion Twins each
cost four to activate. Lux Cannon and
Prototype Portal (and Unwinding Clock) both
cost four to cast. And there's a good chance
the artifact you imprint on the Portal will
cost four mana, meaning you'll have to pay
four to copy it! Everflowing Chalice kicked
once will help you get there in the best way
possible-- a turn early. But you may be
tempted to hold your Chalices until you can
kick them more times. DON'T. You need to get
to four mana too badly to hold off casting
your mana rocks until you've already got
there. And you've got enough repeatable
proliferate that as long as you can get it
down with one counter, you can end up with a
Chalice that taps for four mana or more all
on its lonesome fairly easily.
What other mana-producing artifacts can you
add? The ideal choice would be something
that costs two mana itself and taps for one,
so you can have four mana on turn three.
Sadly, the only cards in Standard that fit
that description are a once-kicked Chalice,
Sphere of the Suns, and Myr. Greg
specifically said no creatures, so that
means no Myr. And he probably doesn't care
about Standard, so he can use Mind Stone,
Fellwar Stone, Prismatic Lens, and whatever
else he can find in the annals of Magic that
are better than Sphere of the Suns. But I'm
going to propose another Standard-legal mana
rock-- Pristine Talisman. It costs three, so
it won't get you to four mana any faster.
But it will get you there, because the three
mana you tapped to cast it plus the Talisman
itself means you don't have you keep making
land drops every turn once you've cast the
Talisman-- and with 22 lands in the deck,
you might not. Additionally, the Talisman is
a source of life gain, which means it'll
help Greg survive his opponent's onslaught
until his Lux Cannons, Contagion Clasps, and
All is Dusts can get them off his back.
Isolation Cell (in Standard) is another good
way to ease up on the creature assault. If
your opponent pays the extra two for each
creature, his ability to cast spells that
threaten you will be severely throttled. And
if he pays the two life, then Decimator Web
might just bring him to zero life before
milling or poisoning him after all.
Finally, Surge Node is a card to consider as
a source of extra charge counters for the
Cannon and Chalice. Having an extra
permanent on the field with counters on it
will be beneficial when you proliferate too,
since it means the Surge Node doesn't have
to worry about running out of counters.
Proliferation is more advantageous with each
permanent you have counters on, and even if
you haven't yet seen a Chalice or Cannon,
proliferating a Surge Node will come in
handy one you draw one and can start dumping
counters off of it, particularly with your
Voltaic Keys.
Fixing this one was a challenge, Greg. You
already had this deck tuned up like
clockwork, there was barely any room for me
to add another gear. Here's hoping you'll
consider my advice though,or that someone
else will read this and be inspired
themselves.
Good luck!
~BMoor