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Despite some of the poor deck design by Wizards, the deck still is pretty decent, and very fun to play. Power level wise, it probably ranks in the mid/lower tier, if we had tiers. Anyways, it's been a while, but you guys know the drill, decklist, general strategy, card analysis.

Creatures - 15
2 Razorfin Hunter
1 Gelectrode
3 Wee Dragonauts
2 Steamcore Weird
2 Dominus of Fealty
2 Spellbound Dragon
1 Niv-Mizzet, the Firemind
1 Sphinx of Jwar Isle
1 Sphinx of Magosi

Other Spells - 20
3 Mana Leak
1 Reverberate
3 Arc Lightning
1 Cerebral Vortex
3 Compulsive Research
2 Electrolyze
1 Schismotivate
1 Beacon of Destruction
3 Prophetic Bolt
2 Time Warp

Land - 25
4 Terramorphic Expanse
11 Island
10 Mountain

General Strategy: You're playing control here. There's not really a way around this. You guys know I love pingers in this format, and I'm glad to see 3 in this deck. They can be combined with some of the other burn to take out bigger creatures when necessary. While this deck does have a lot of 1-of cards, there is a consistent theme and synergy between them, and this is where I think Mindstorms separates itself from other control decks. Other control decks will focus on control, then drop finshers/bombs until they stick, then take out your life total over several hits/turns.

This deck finishes by burst damage, and can frequently finish a game from out of nowhere with things like Dominus of Fealty, Spellbound Dragon, Time Warp, Reverberate, Wee Dragonauts, and burn. There's so many different combos I can't go through them all, but I'll give you a couple examples. You have Dominus and Time Warp and your opponent has 15 life. Steal their creature, attack with Dominus and their creature, Time Warp, and do it again. Throw an Arc Lightning or Prophetic Bolt in there if you need to. A similar scenario can be made with Spellbound Dragon and Time Warp (or just Spellbound Dragon and a couple of turns, or a Beacon of Destruction). The key is to look for an opening when your opponent taps out. They will have a lot of life left, and thereby feel safe to tap out, and that's when you strike. In the meantime, just wear them down with Dragonauts and Pingers. It takes some planning when going for the finishing burst, so use your burn spells and mana wisely. Beacon and Prophetic Bolt are instant speed, so don't be afraid to use them at the end of your opponent's turn, then finish them off on your turn. Prophetic Bolt will also grab you another card, so feel free to take some risks with it if you think you might be able to win next turn.

Schizmotivate - An excellent card for burst damage, or it can be used earlier to take out a larger creature. It's an istant, so it can untap your Gelectrode and allow him to survive combat with a creature, then zap something else again.

Steamcore Weird - I don't like how we're pretty much being forced to run this. It can take out utility creatures with its effect, and 3 toughness is pretty decent in this format. They can also be pitched to Spellbound Dragon later on.

Sphinx of Jwar Isle - Control decks like finishers that have built in protection. Run it.

Sphinx of Magosi - I wanted to max the card draw as much as possible. Triple blue casting cost may seem bad, but when you get to 6 mana, half of it is usually blue anyways. It draws cards and get's bigger, which makes it pretty good for finishing. Pitching it to Spellbound isn't bad either.

Reverberate - So many combos. Use it with Schizmotivate to make a Wee Dragonauts swing for 11, combo it with Beacon for 10 damage, or Prophetic Bolt for 8 and 2 cards, or Time Warp which will surely win you the game, or Cerebral Vortex to do 8 damage to your opponent on their turn. And like Twincast, you can use it on your opponent's stuff too, if they play something with copying. I've seen some lists not running this, and I think that's a mistake. Reverberate wins games, especially when your win condition is burst damage.

Time Warp - I've seen people run 1 or none of these, and I think that's also a mistake. It's an extra turn. That's an extra swing with Spellbound Dragon or Dominus, more Gelectrode/pinger usage, and goes decently with Dragonauts. Heck, even if all you do is a little bit of that and stall for a turn, it's still worth it. The only time Time Warp is really a dead card is when you don't have mana to cast it. Granted, you'll want to save it for when you can get the most out of taking two turns in a row, but it can also help you recooperate.

Breaking Point - I'm not a fan of giving my opponent a choice. Against aggro decks, they won't let you blow up the board, and they'll proceed to stomp your face. Against control, they don't have a lot of creatures on the board at a time, so I'm sure they'll be more then happy to blow up your Wee Dragonauts instead of taking 9 burst damage from those 2 cards. You'll never really get what you want, and situations where either option would totally screw your opponent and help you greatly will be rare.

Quicksilver Dagger - Half the creatures you'd want to put this on can already ping, and it would take two uses out of this to generate card advantage, and that's if your opponent doesn't remove your creature causing you to lose card advantage. No thanks, this deck has plenty of ways of getting card advantage without taking unnecessary risks.

Puca's Mischeif - Ehh... there's not a lot of permanents for you to use this with. It can be a fun card, and while trading a Weird for a Phyrexian Obliterator sounds fun, it just won't be consistently good enough in this deck.

Wand of Elements - Maybe if this build wasn't running so many high mana cards, or if you could sac any kind of land to it, because then it would be a nasty combo with Dominus. In this build, no. I've never wanted to start sacing lands to this effect on turn 4. The earliest I'd want to start sacing lands is when I reach 7 or 8 mana, which just means this card would just be sitting around until then. No thanks.

Mindwrack Leige - I really wanted this in the deck, but this deck already has enough high mana cards. A 4/4 with this effect just doesn't impress me. It doesn't have flying like every other big threat in this deck, so it can't bypass a ground army, and flying is quite important when you're going for burst damage. Turning Wee Dragonauts into a 3/5 sounds nice, but not for 6 mana. I'd have to take out another high mana card for it, so that would be either Sphinx of Magosi, Spellbound Dragon, Dominus, or Prophetic Bolt, and in each case, I'd rather have those cards over the Leige.

Izzet Chronarch - The best way to get use out of this guy's effect is to be able to play the card you recover in the same turn. There aren't a whole lot of 3 mana cards worth recovering for 5 mana and a measely 2/2 body, and you'll almost never have enough to cast this and Time warp in the same turn. No thanks, I'd rather play Spellbound Dragon or Dominus on turn 5.

Volcanic Geyser - I'm generally not a fan of X cards (unless it's something like Earthquake). I didn't like Mind Spring in the 2012 Illusions deck, and I don't like the Geyser here. Like Mind Spring, it's worse than every other burn card at the same mana cost.

3 mana - Geyser does 1 damage, Electrolyze does 2 and you get to draw a card, and Arc Lightning does 3.
4 mana - 2 damage, still worse than Electrolyze and Arc Lightning. Granted, the lightning isn't instant speed, but 3 mana for 3 damage divided will usually trump 4 mana for 2 damage at instant speed.
5 mana - 3 damage, ties in damage with Arc Lightning finally, but now it's strictly worse than Prophetic Bolt that does 4 damage and gets you a card, and Beacon which does 5 damage for the same cost.
6 mana - 4 damage, still worse than Beacon and Bolt, since Bolt gets you another card to replace it.
7 mana - 5 damage. For the same amount of mana you can Reverberate a Beacon for 10 damage, or a Bolt for 8 damage and 2 cards.

Play this only if you feel you really want more burn damage, and be sure to max out the other burn spells (Electrolyze, Arc Lightning, Prophetic Bolt, and Beacon) since they'll all better than Geyser. It would look pretty silly if you were running Geyser and only 2 Prophetic Bolts.