Monday, February 16, 2004
Magic Deck: Arcbound Reactor
Here's my first Darksteel deck. I built a version of this using MagicTrak right after the spoiler came out and I was pretty happy since that version did not need very many rares. I was quite disappointed when I opened two booster boxes and only got one Darksteel Reactor. But I'm now reminded that many times creativity breeds from scarcity. If I only have one I guess I'll have to tutor for it - and what better artifact tutor than Tinker? Of course, once Tinker is there, you can have all kinds of fun...turn three Darksteel Colossus, perhaps.
1x Darksteel Reactor // The win card? That's the plan anyway, but I haven't pulled it off in the first five games. I've won four of those games due to the power of the Arcbound swarm.
3x Coretapper // Counters for the reactor and chump blocking to the Pit.
4x Arcbound Slith // A very cool two drop. The Slith ability goes great with the Modular guys.
3x Arcbound Stinger // Evasion Modular dude.
2x Arcbound Reclaimer // MVP. He definitely drives the Modular attack engine and he provides a combo piece with to load up the Reactor with Dismantle.
1x Arcbound Lancer // Ehe. To expensive.
4x Arcbound Bruiser // Expensive but I like the Modular 3.
1x Arcbound Overseer // Awesome. A definite Tinker target. Loads up the counters
1x Arcbound Ravager // I've never used his ability...not sure about him yet.
2x Darksteel Colossus // To be Tinkered for. A third turn, indestructible, trampling 11/11? If I must.
3x Power Conduit // Move the counters...but probably to slow with the other stuff going on in the deck.
3x Spawning Pit // A way to sacrifice the Modular guys to set up the combo.
4x Dismantle // The heart of the deck. Shockingly abusable. Remember, since the reactor is indestructable, targeting it with 10 counters on it wins the game.
4x Tinker // There is a reason it is banned.
1x Thran Dynamo
1x Gilded Lotus
2x Mirrodin's Core
2x Glimmervoid
9x Mountain
9x Island // Mana
So, WotC built this deck for us by printing Dismantle along with the Reactor. The problem is the Modular swarm is so good that a lot of times it just wins. So far I am 4-1 and have never gotten close to setting off the combo.
1x Darksteel Reactor // The win card? That's the plan anyway, but I haven't pulled it off in the first five games. I've won four of those games due to the power of the Arcbound swarm.
3x Coretapper // Counters for the reactor and chump blocking to the Pit.
4x Arcbound Slith // A very cool two drop. The Slith ability goes great with the Modular guys.
3x Arcbound Stinger // Evasion Modular dude.
2x Arcbound Reclaimer // MVP. He definitely drives the Modular attack engine and he provides a combo piece with to load up the Reactor with Dismantle.
1x Arcbound Lancer // Ehe. To expensive.
4x Arcbound Bruiser // Expensive but I like the Modular 3.
1x Arcbound Overseer // Awesome. A definite Tinker target. Loads up the counters
1x Arcbound Ravager // I've never used his ability...not sure about him yet.
2x Darksteel Colossus // To be Tinkered for. A third turn, indestructible, trampling 11/11? If I must.
3x Power Conduit // Move the counters...but probably to slow with the other stuff going on in the deck.
3x Spawning Pit // A way to sacrifice the Modular guys to set up the combo.
4x Dismantle // The heart of the deck. Shockingly abusable. Remember, since the reactor is indestructable, targeting it with 10 counters on it wins the game.
4x Tinker // There is a reason it is banned.
1x Thran Dynamo
1x Gilded Lotus
2x Mirrodin's Core
2x Glimmervoid
9x Mountain
9x Island // Mana
So, WotC built this deck for us by printing Dismantle along with the Reactor. The problem is the Modular swarm is so good that a lot of times it just wins. So far I am 4-1 and have never gotten close to setting off the combo.


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