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Author Topic: Tinker Deck  (Read 219 times)
Akradish
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« on: December 06, 2004, 12:50:49 PM »

This is one of my favourite variations on a tinker based deck that my friend and I built together.  

it essentially tries to have a darksteel colossus out on the feild by turn at least turn 4

It usually works.  I included the block (or set) the cards were released in to make it easier for people trying to hunt down the card info.  At least, I included the print of the card I own, some of them may have been printed earlier than the block I specify.

Land:
9x Islands (all)
1x Darksteel Citadel (mirrodin block)
2x Ancient Tomb (tempest block)
4x Saprazzan Skerry (mercadian block)
4x Seat of Synod (mirrodin block)
1x Tolarian Academy (Urza block)
1x Crystal Vein (mirage block)

Instants and Sorceries:
2x Force of Will (Alliances)
4x Thirst for Knowledge (mirrodin block)
1x Foil (mercadian block)
3x Counterspell (6th and 7th edition, mercadian, tempest, many others)
1x Miscalculation (urza block)
4x Thoughtcast (mirrodin block)
4x Serum Visions (mirrodin block)
4x Tinker (urza block)

Artifacts and Creatures:
1x Darksteel Colossus (mirrodin block)
2x Mana Vault (4th edition)
3x Voltaic Key (urza block)
4x Grim Monolith (urza block)
4x Masticore (urza block)
1x Sol Ring (Unlimited)

And no sideboard, we never took the time to use sideboards that often, and when we started playing online we didn't make them physically at all, because we stopped going to tourneys

Anyways, if the Darksteel plan failed, the Masticores were the only backup, but one would usually do us just fine.
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Erik the mighty
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« Reply #1 on: December 06, 2004, 11:37:31 PM »

That's a pretty cool list. I don't recognize all of those newer cards, and  I don't have the time to look into them right now, but some permantents with come into play/graveyard might be good, like Vedalken Archmage.
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PhatKat
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« Reply #2 on: December 15, 2004, 02:57:05 PM »

Could use some atifact revivers and regeneraters. IMO.
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Akradish
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« Reply #3 on: December 18, 2004, 12:52:04 PM »

I find this kind of deck, based on it's goal, needs no artifact reviving.  Masticore regenerates itself, Darksteel colussus is indestructable, and if it is put in the graveyard you shuffle it into your library.  The only way to get it off the field is by removing in from play completely, which generally won't happen, and usually be the time it can, i can counter.  

Due to the overall focus on speed in the deck come in play abilities aren't needed, nor are any other creatures.  1 masticore on the field is enough to deal with anything the darksteel colussus can't, and if neither will do, i'm screwed, but that usually own't happen.  Force of Will is a free counterspell using the alternate cost which is a nice suprised for people trying to deal with what i have on the field.  Also, most of the time artifact destruction will not be focused on the mana acceleration.  In fact I almost never need the acceleration since tinker is only 3 mana anyways.  

I'd probably have some reviving in my sideboard if i needed it, but usually a 2nd or 3rd turn colussus is so overwhelming they don't really have time to kill any artifacts, and I never really get the chance to play very many.  
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snyggejygge
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« Reply #4 on: December 27, 2004, 06:30:46 AM »

Tinker is restricted...
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