Friday, May 8, 2009

[Decklist] Magistrate's Scepter

One of the only pre-Mirrodin Block cards that use charge counters:

The scepter is the reason this deck exists. It's not necessary to win the game, but it's one of those cards where an older card from one set combos well with a newer card from a different set, and I get the itch to build a deck around it.

[Decklist] Magistrate's Scepter

Charge Counter Abuse
1 Magistrate's Scepter
1 Lightning Coils
1 Umezawa's Jitte
2 Coretapper

4 Ornithopter
4 Phyrexian Walker
4 Shield Sphere
2 Arcbound Ravager
1 Triskelion
1 Pentavus

Card Drawing
2 Thoughtcast
4 Time Spiral
1 Regrowth
1 Crop Rotation

4 Voltaic Key
2 Copy Artifact
2 Confiscate

1 Sol Ring
1 Mana Crypt
1 Mana Vault
1 Grim Monolith
2 Gilded Lotus
1 Tolarian Academy
1 Gaea's Cradle
1 Library of Alexandria
4 Blinkmoth Nexus
2 Mishra's Factory
4 Tropical Island
4 Seat of the Synod

This deck has a lot of things going for it and it has a lot of the same staples I put into a lot of my decks. (Probably too many of my decks.)
  • Blue / Green is one of my favorite color combos.
  • 4x Time Spiral (yet again).
  • Another artifact heavy deck.
  • Based around an obscure card that nobody uses.
  • Multiple ways to win.

First off, like I said, Magistrate's Scepter is one of the only pre-Mirrodin Block cards that ever used charge counters, before Wizards decided to make charge counters a staple of artifacts and their abilities. The ability to add charge counters to other cards came later. This also means that Magistrate's Scepter was designed without that ability in mind.

Add in some Coretappers and all of a sudden, the ability to have infinite turns becomes more realistic within normal game play. In fact, you only need the scepter any combination of 3 Coretappers, Voltaic Keys, and Copy Artifacts to get that going.


At first glance while in the deck building process, it's tempting to throw in 4 Coretappers and 4 scepters and go from there.

That's the wrong way to go.

It's not necessary and it's overkill. You get a lot of bad draws and it's really very hard to set up. The trick is to give as many opportunities to sac the tappers to the scepters as many times as possible. You do this with either graveyard recursion or card drawing. And ever since they lifted the restriction to Time Spiral, it's been my most abused card.

I've always liked Lightning Coils ever since it was printed. In any other deck, it almost always never works but in this deck it shines. Throw in 12 artifact creatures that cost zero mana to cast, add 4 Time Spiral and some ravagers, and all of a sudden you have a Lightning Coil that can just explode with elemental tokens.

Speaking of the army of zero cost creatures, this deck works amazingly fast. Every one of those creatures (and every other creature in the deck) powers both the Tolarian Academy and the Gaea's Cradle. The pentavites and man-lands also pull double duty. And once you get the mana going it's just a matter of how you're going to win the game.

Will it be the infinite turn combo?
Will it be a swarm of elemental tokens from the coils?
Will it be death by ravager powered Triskelion?
Or will it be a super powered Ornithopter or Blinkmoth Nexus that sneaks by?

This deck has a lot of things going for it and it's a lot of fun to play.

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