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Decks (Magic The Gathering) => Standard => Topic started by: Bop on November 20, 2013, 01:42:15 PM

Title: Infinite Arcanist
Post by: Bop on November 20, 2013, 01:42:15 PM
Infinite Arcanist

60 cards, 0 sideboard


2 {Steam Vents}
4 {Forest}
4 {Stomping Ground}
4 {Temple of Mystery}
3 {Mountain}
3 {Island}
4 {Breeding Pool}

24 lands


2 {Young Pyromancer}
4 {Zhur-Taa Druid}
4 {Sylvan Caryatid}
4 {Elite Arcanist}
4 {Guttersnipe}

18 creatures


3 {Izzet Charm}
3 {Swan Song}
4 {Lay of the Land}
4 {Quicken}
4 {Triton Tactics}

18 other spells


Sideboard

Notes:
Arcanist imprinted with triton tactics untapping himself and a mana dork for infinite loop. If the mana dork is zhurtaa Druid, that's a kill. Otherwise need a guttersnipe or young pyro out as well. Izzet charm for counter protection and digging for pieces. Can go off on turn 4 or 5.
Title: Re: Infinite Arcanist
Post by: MSorbet on November 20, 2013, 01:55:53 PM
Really like the idea, but your mana curve is relatively low, so you probably don't need 24 lands. Also quicken doesn't help much, because all your spells are Instants. You could replace it with maybe shock, for some nice burning.
Title: Re: Infinite Arcanist
Post by: MSorbet on November 20, 2013, 02:01:58 PM
Or burst of strength, to pump up arcanist for however many greens you have
Title: Re: Infinite Arcanist
Post by: Bop on November 21, 2013, 01:48:40 PM
Yeh quicken is just a cantrip filler to find the pieces. I agree with maybe cutting a land or 2 for something. I had another build of this that included Master of Cruelties and Thassa as one ofs with a few signal the clans to tutor for parts of either combo. Ha
Title: Re: Infinite Arcanist
Post by: Flashley_ska on November 21, 2013, 03:45:27 PM
I think maybe maintain the lands and add thassa back in and either {Simic Charm} or  {Divination} perhaps?