Extended: Tinker?

Beyond Dominia: The Type 1.5/1.X Magic Mill: Extended: Tinker?

By Gandalf on Friday, December 21, 2001 - 02:40 am:

I've been seeing a lot of Tinker decks sneaking in a slot or two at Grand Prix Day Two's, but had some ideas that I didn't see used at all. I've put the deck together with my 'theories' to test it out, and it seems to be working very well. I'm keeping it out of my online columns, but figured I would post it here (as I do from time to time) to get some more thoughts about it in the current Extended format.

3x Ancient Tombs
3x City of Traitors
15x Islands
4x Gush
4x Foil
4x Tinker
3x Morphling
2x Upheaval
4x Voltaic Key
4x Grim Monolith
4x Mind Stone
2x Thran Dynamo
1x Masticore
1x Karn, Silver Golem
1x Phyrexian Colossus
1x Phyrexian Processor
1x Crumbling Sanctuary
1x Mishra's Helix
1x Null Brooch
1x Winter Orb

3x Divert
3x Back to Basics
3x Powder Keg
2x Mana Leak
2x Defense Grid
1x Winter Orb
1x Crumbling Sanctuary

I am still ironing out a few problems with the main deck; it is nearly set in stone, except that it needs a wee bit more Blue mana to solidify the potential early Morphling plan. I am considering Saprazzan Skerries over Ancient Tombs since I keep growing to hate the Tombs right now, the damn things keep almost killing me, while sacrificing a land after two uses would not, especially if that land contributed towards casting Morphling. The sideboard is less certain right now; some of the cards are ridiculously good as-is, and some of them are open to question, with only the Kegs, Back to Basics, and spare Sanctuary being absolutes.

By josh_h on Friday, December 21, 2001 - 09:47 pm:

i'm not too familiar with the archetype in the current extended environment, but i remember when it was legal in t2 not too long ago it ran tanglewire. with the absurd number of cheap permanents you will have in play, you can easily cast a tanglewire and still be able to tinker for colossus or processor to begin the beats. i would think that the tempo gained would be more than enough to seal the deal with such a sick deck, but i'm not sure. what do yous guys think?

By Guapeton on Friday, December 21, 2001 - 11:59 pm:

I dont know what mind stone does and i cant seem to find it anywhere...can anyone tell me?

By josh_h on Saturday, December 22, 2001 - 12:47 am:

mind stone:

T: Add one colorless mana to your mana pool
1,T,Sacrifice Mind Stone: Draw a card

By Morphling on Saturday, December 22, 2001 - 12:50 am:

Mind Stone


Tap to add one colorless to pool
1colorless,tap,sac: Draw a card.

Main deck mana leak has worked well for me.

Try something like this:

4xbrainstorm/gush/impulse/fact or fiction-whatever search floats your boat.
4xmana leak
4xmind stone
4xgrim monolith
4xvoltaic key
4xphyrexian processor
4xtangle wire
2xthran dynamo
1xwinter orb
1xphyrexian colossus
4xcity of traitors

The mana base needs tinkering, pun intended.
Hope this helps

By jeff on Saturday, December 22, 2001 - 01:56 am:

dude this deck i always like to play i would play these cards might switch some cards depending on what i have and what i think others will play

4x Tinker ( it is a tinker deck)
4x Brainstorm (great for getting rid of wasted cards and to help out with discard)
4x Force of Will or Counterpsell (a must in any blue deck)
3x Morphling (only the best creature ever 1st win condition)
4x Annul (every extended deck will run enchantments)

4x Metalworker (your main way to mana and must for this deck nothing like a turn 2 masticore)
4x Tangle Wire (holds your opp and great stall card)
4x Grim Monolith (works with metalworker)
4x Voltaic Key (the best card in this deck works with everything)
3x Masticore (kills almost everything 2nd win condition)
1x Phyrexian Colossus (2nd turn 9/9 spells win)
1x Mishra's Helix (helps lock a deck)

land: may or may not want to play more or less it is up to you
3x City of Traitors
3x Crystal Vein
14x Island

Sideboard Thoughts:

Back to Basics (to lock down duel land decks)
Gainsay (blue control decks)
Hibernation (green stompy)
hydroblast (bye morphling)
Divert (discard)
Chill (the best way to kill sligh)
Phyrexian Furnace (no need to fear Reanimator)
Anything that will help for Trix

By Morphling on Saturday, December 22, 2001 - 04:01 am:

Take out the following from my deck:

2xthran dynamo
1xmishra's helix

+4meatal worker

Forgot to put him in the deck.

By josh_h on Saturday, December 22, 2001 - 03:04 pm:

phyrexian colossus is an 8/8

By ? on Saturday, December 22, 2001 - 03:27 pm:

how does suicide bronw differ from a normal tinker deck and is it better against the field right now?

By DanU on Saturday, December 22, 2001 - 09:29 pm:

Ahh what is wrong with you people, first of all you should have upheavals, you can recover much faster than any other deck, and you should use strokes

By josh_h on Sunday, December 23, 2001 - 12:46 am:

why mess around with upheavaling when you can tinker out a processor on your 3rd turn and make a token? then, the turn after than you lay tanglewire. i'm pretty sure you win that one chief, and you didnt need to upheaval. i could type out one of the many possible scenarios where this can happen, but you all are intelligent and can see it. point being, you dont need upheaval if you've won the game by your 5 turn.

By Ghigo on Monday, December 24, 2001 - 06:02 am:

Hi this is my actual tinker:
4 grim monolith
4 dinamo thran
4 metalworker
4 voltaic key
4 tinker

3 processor
2 masticore
1 colossus
1 karn

2 annul
2 upheaval

1 jester cap
1 null brooch
1 crumbling sanctuary
1 helix
1 winter orb

1 well of knowledge
2 stroke of genius

4 city of traitors
3 ancient tomb
3 crystal vein
11 island

2 sanctuary
1 null brooch
1 annul
1 masticore
2 defensive grid
2 hybernation
2 steamclaw

annul main board with jester cap are only because i have some bad games against turboland-stasi-oath
but if you don't want use it i suggest 3 mind stone
this is my current records:
N°games plaied WIN LOSE

stompy 16 13 3
slight 6 5 1
craddle elf 24 12 12
oath 4 2 2
turbo land 5 2 3
WW 5 4 1
three deuce 3 2 1
ill.donate 2 2 0
sliver 4 0 4
stasi 3 1 2
reanimator 5 4 1
forbidian 14 5 9
miracle growth 2 2 0
dark secret force 3 1 2
tradewind deck 3 1 2

as you can see i have easy match against stompy-slight-WW-reanimator (i lose only for bad hand)
the worst match is against counter sliver
against craddle elf you should have hibernation in your side to have an easy match after side
problem for tinker:
1- null rod
2- this is very very difficult to play
3- counter sliver
4- the worst problem is the great headquacke that you have after 6 match


By DE, Land Destruction a Specialty (De) on Monday, December 24, 2001 - 10:17 am:

The original deck listed by Gandalf seems suspiciously like an Accelerated Blue deck with bits of Tinker. Without FoW, excess Morphlings can't help a Tinker deck much, so I wonder if the deck needs to focus on just one (main) plan.

By shlnmnk on Monday, December 24, 2001 - 12:45 pm:

upheavals are actually necessary. yes a 3rd turn processor token is all well and good, assuming you actually get it into play before someone edicts or swords or duresses the processor out of ur hand 1st turn or counters or force of wills the processor. simple fact is, 1 plan is no plan, 2 plans are 1 plan, better have a backup if you get what im saying. if your entire deck is based on winning with just a 3rd turn processor then you are in for trouble. the upheavals allow the game to be reset if necessary later on.

By josh_h on Tuesday, December 25, 2001 - 12:41 am:

i can see where you're coming from, but the deck clearly doesn't rely on 3rd turn processor. i was simply stating one of the more explosive draws the deck can have, and that most of the deck's draw should be equally explosive so a late game reset should be unecessary, and that the slots give to upheaval could surely be better spent.

By Vegeta2711 on Thursday, December 27, 2001 - 06:39 pm:

The deck either gets a very explosive start and wins by turn 5-6. Or it can go into a slower moving version playing control/mana denial strategy, until you Upheveal reset.

4x Ancient Tombs
4x Saprazzan Skerry
13x Islands
4x Tinker
4x FoW
3x Stroke of Genuis
2x Upheaval
4x Voltaic Key
4x Grim Monolith
3x Metalworker
3x Thran Dynamo
3x Masticore
3x Phyrexian Colossus
1x Phyrexian Processor
2x Crumbling Sanctuary
1x Mishra's Helix
1x Winter Orb
1x Rejuvenation Chamber

2x Misdirection
2x Powder Keg
3x Defense Grid
1x Winter Orb
1x Crumbling Sanctuary
3x Hibernation
3x Hoodwink


By josh_h on Thursday, December 27, 2001 - 08:09 pm:

not enough focus, Rejuvenation Chamber?, only one Processor?, 3 Colossi?, Force of Will with 9 non-Force blue cards? spotty build, needs more serious threats and less cutesy cards

By Vegeta2711 on Friday, December 28, 2001 - 12:38 am:

Actually, Rejuv chamber is good to Tinker for against Trix, considering combined with key it gains 4 life a turn, and even by itself it gains you 6 life total. Still this is a card I've thought about cutting. FoW works suprisingly well with so few blue cards, also Counterspell is not much of an option considering you probably won't have 2 U open a lot of the time, mana leak works sometimes.
Colossus is game in a few turns normally, also considering it takes 3 creatures to block is good. Processor tokens can be chumped, which is a bad thing considering the amount of regenerators and creatures that don't stay dead in the 1.x enviroment. Plus all those tokens will die to Powder Keg or Pern. Deed.

Try playing my build before dimissing it. It's done quite well in most match-ups excluding combo enchantress with 4 seals of cleansing main deck.


By josh_h on Friday, December 28, 2001 - 01:10 am:

i realize my post sounded a little rude. my apologies, for you are correct and i have not looked closely at each card. the colossus are indeed good, but i would still think that the ability to make large tokens turn after turn would have an advantage over one hard-to-block critter. the chamber appears to be quite techy, i'll give it a try. again, very sorry for coming off as rude and dismissive. it was not my intent.

By Vegeta2711 on Friday, December 28, 2001 - 02:04 am:

Well I used to like processor, but I kept getting burnt out by Sligh decks, if I couldn't drop a Sanc. Also I don't like the fact that the tokens get blown away by the pern. deed, even more so now that Infestation decks are around, which has prompted pretty much every Junk user to run 4 main deck. But, otherwise I didn't really give the processor enough credit. At this point i'm pretty sure i'll cut a colossus, and add another processor.

Oh and thx for the apology.


By DE, Land Destruction a Specialty (De) on Friday, January 04, 2002 - 06:41 am:

Strikes me that Rejuvination chamber should be Jesters Cap. Removing 3 Donates should prove fatal to Trick. If they have the combo in Hand, it may be better to Helix them and kill them with Stroke.

By ATW on Saturday, January 05, 2002 - 12:24 pm:

Vegeta2711 take a bow. Adding the Skerries to the mana base is the only change suggested which Gandalf used.


By Vegeta2711 on Sunday, January 06, 2002 - 03:31 am:

If he actually did get that suggestion from me, cool.


By DE, Land Destruction a Specialty (De) on Tuesday, January 08, 2002 - 06:22 am:

This is a slightly nimbler but more fragile take on Tinker. The aim is to either Tinker a Cap or Feroz Ban (look it up) on turn three, then proceed as normal. The Chimeric Staff could be a Processor, but its not so good under Upheaval. Oh, Recall and Upheaval can be pretty devastating.

4 Tinker
4 Portent
4 Grim Monolith
3 Mana Leak
3 Thran Turbine
2 Miscalculation
2 Annul
2 Impulse
2 Rescind
2 Withdraw
2 Powder Keg
1 Force of Will
1 Mystical Tutor
1 Recall
1 Upheaval
1 Chimeric Staff
1 Feroz's Ban
1 Iron Maiden
1 Jester's Cap
1 Mishra's Helix

1 Faerie Conclave
2 City of Traitors
2 Crystal Vein
16 Island

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