My favourite kind of egg is the Cadbury Creme Egg. But not the modern recipe (it’s rubbish), the old recipe is best. I miss that flowing liquid delight being the end game after successfully unwrapping that tricksy foil wrapping. That’s my end game with the chocolate egg; earn the right to enjoy the delight.
Today I am going to unwrap the seal on my Creme Egg for you all, something that I have been teasing and tantalising you all with. If you do not want to read through a deck list, feel free to skip down towards the end of this piece, as I will be discussing my choices in kill conditions as well as alternatives. I shall depart from my usual card type formatting, to shift into a Swords to Plow utility style formatting for this decklist, however a spreadsheet will be attached for an accurate typing breakdown if you care to try out my list. Please be aware, I am laying this list out to display card roles. Therefore you will see the same card entered under multiple categories. I have done this as I hope to best impart to you all how I see cards needing to fulfil multiple roles. I will also endeavour to add in additional notes about some of the truly unusual card choices I have made, including some bizzaro world cards that you might not expect.
Full Metal Pavlova
|Darkwater Egg||Etherium Sculptor||Future Sight||Open the Vaults||Faiths Reward||Ancient Den|
|Shadowblood Egg||Trinket Mage||Heartbeat of Spring||Reshape||Second Sunrise||Darksteel Citadel|
|Sungrass Egg||Phyrexian Metamorph||Mana Reflection||Transmute Artifact||Silence||Great Furnace|
|Skycloud Egg||Riddlesmith||Mana Flare||Bitter Ordeal||Turnabout||Seat of the Synod|
|Mossfire Egg||Triskellion||Mana Severence||Noxious Revival||Vault of Whispers|
|Chromatic Star||Arcbound Ravager||Wheel of Fortune||Twincast||Tree of Tales|
|Chromatic Sphere||Creeping Renaissance||Fork||Windswept Heath|
|Lotus Petal||Recall||Reverberate||Marsh Flats|
|Krark Clan Ironworks||Roar of Reclamation||Enlightened Tutor||Arid Mesa|
|Lotus Bloom||Regrowth||Mystical Tutor||Polluted Delta|
|Mox Diamond||Demonic Tutor||Vampiric Tutor||Wooded Foothills|
|Mox Opal||Scrap Mastery||Imperial Seal||Misty Rainforest|
|Ichor Wellspring||Time Spiral||Pull From Eternity||Flooded Strand|
|Mind Stone||Nostalgic Dreams||Bloodstained Mire|
|Sol Ring||Scalding Tarn|
|Mana Vault||Verdant Catacombs|
|Helm of Awakening||Volcanic Island|
|Sensei’s Divining Top||Plateau|
|Elsewhere Flask||Tropical Island|
|Sculpting Steel||Underground Sea|
|Candelabra of Tawnos||Savannah|
|Lion’s Eye Diamond||City of Traitors|
|Fellwar Stone||Inventors Fair|
|Memory Jar||Mishra’s Workshop|
|Impliments of Sacrifice|
Child of Alara
The Eggs:Darkwater Egg Shadowblood Egg Sungrass Egg Skycloud Egg Mossfire Egg Chromatic Star Chromatic Sphere Lotus Petal Lotus Bloom Ichor Wellspring Mind Stone Sensei’s Divining Top Conjurer’s Bauble Elsewhere Flask Prophetic Prism Commanders Sphere Sculpting Steel Lion’s Eye Diamond Memory Jar Kaleidostone Impliments of Sacrifice Alchemist’s Vial Phyrexian Metamorph Triskellion Arcbound Ravager Ancient Den Darksteel Citadel Great Furnace Seat of the Synod Vault of Whispers Tree of Tales
Breaking the Mana Barrier:Etherium Sculptor Helm of Awakening Sculpting Steel Phyrexian Metamorph Cloud Key Heartbeat of Spring Mana Reflection Mana Flare Candelabra of Tawnos Time Spiral Turnabout
Draw Devices:Riddlesmith Future Sight Sensei’s Divining Top Memory Jar Wheel of Fortune Time Spiral Mana Severance
Sacrifice Outlets:Krark Clan Ironworks Time Sieve Arcbound Ravager Reshape Transmute Artifact
Graveyard Fillers:Wheel of Fortune Recall Nostalgic Dreams Lion’s Eye Diamond
Mana Rocks:Mox Diamond Mox Opal Sol Ring Mana Vault Fellwar Stone Lion’s Eye Diamond Lotus Bloom Lotus Petal Mind Stone Commander’s Sphere
Copy Trix:Sculpting Steel Phyrexian Metamorph Fork Twincast Reverberate
Tutor Package:Demonic Tutor Mystical Tutor Vampiric Tutor Imperial Seal Enlightened Tutor Reshape Transmute Artifact Inventor’s Fair
Variable Recursion Package:Regrowth Noxious Revival Pull From Eternity Recall Nostalgic Dreams Creeping Renaissance Time Spiral Soldevi Digger
Defences:Silence Pull From Eternity Child of Alara Triskellion
Finishers:Bitter Ordeal Arcbound Ravager Triskellion Alchemist’s Vial
Manabase:Ancient Den Darksteel Citadel Great Furnace Seat of the Synod Vault of Whispers Tree of Tales Windswept Heath Marsh Flats Arid Mesa Polluted Delta Wooded Foothills Misty Rainforest Flooded Strand Bloodstained Mire Scalding Tarn Verdant Catacombs Volcanic Island Tundra Plateau Scrubland Tropical Island Bayou Badlands Taiga Underground Sea Savannah City of Traitors Inventors Fair Mishra’s Workshop
Every deck needs a kill condition. The nature of having a commander means that we always have on tap one potential kill condition – General Damage to the face. However general damage in the redzone is not aligned with the aim of an Eggs build. We have several options for a kill condition:
1) Self decking into Laboratory Maniac
4) Vertical Voltron – Arcbound Ravager or any modular artifact combined with evasion combats tricks
5) Horizontal Tidal Wave – Hangarback Walker
As with every other card in this deck, we want our kill condition toolbox to be as flexible and multipurpose integrated as possible. I do still advocate choosing the win condition tools that suit your play style and dynamics of your play group. For my group, I chose a selection across the viable attack options as follows:
Bitter Ordeal – My storm option. It racks up storm counts high enough to exile my opponents’ decks for the game win. It’s not true storm as it is not tracking spells. As gravestorm, we care about the number of permanents that hit your graveyard in the turn. While this card has some nasty stigma due to Sharuum combo lists, I chose to use Bitter Ordeal over Tendrils or Grapeshot as I did not want to “monte” combo with the Future Sight/Sensei’s Divining Top draw engine. Bitter Ordeal requires the deck to actually play out in the Second Breakfast combo style as opposed to assemble boring combo and generate infinite storm for no effort. Secondly, Ordeal offers the tactical option to exile small batches of tech from other threatening combo decks to stall for time.
Triskellion – My direct damage shotgun solution. In many ways, the shotgun solution is almost synonymous with Grapeshot or Tendrils of Agony. Its objective is to apply targeted damage to the victim in the magnitude required to be lethal. While this could be substituted for a Grapeshot, Triskellion is not only more resistant to countermagic (try and Flusterstorm it), it’s also capable of some degree of creature removal.
Arcbound Ravager – My vertical voltron solution. By doubling as a sacrifice outlet for our more resilient artifacts, Ravager does several other jobs for us beyond enhancing the quality of our Sunrises through allowing more Eggs to be popped. Ravager by its nature also allows the generation of a very large vertical creature, and when enhanced through combat tricks such as unblockability, this allows Ravager to surgically remove someone that otherwise cannot be targeted. Ravager, by nature, is also resilient to targeted removal through its ability to transfer its size to another creature or to load up Triskellion for enhanced machine gunning.
Outlier Card Choices
As with every custom deck design, there will always be some variable card choices as much as there will be some unexpected and unusual choices. I’d like to take a moment to discuss some of mine and some variable alternatives.
One of my pet choices, and one that gets a lot of perplexed looks when I play it is Mana Severance. You’ll notice I have it classed as a “Draw Device” in my card breakdown. This deck is all about breaking the efficiency barrier and drawing into the tools we need to initiate the sequential layers. While we have maximised the density of our sunrises according to the 7-9 combo density rule, there comes a point where the deck needs to reach critical mass, where the only threats to the deck achieving critical mass are countermagic and dead draws. The nature of this design focussing on flexibility and hyper efficiency means that the only truly dead cards are excess lands. Mana Severance allows us a cheap and efficient method to thin our deck en-masse by removing all the non-artifact lands from the remainder of our stack. I choose to retain the artifact lands for their synergy with sunrise effects such as Open the Vaults.
Point Defence is a tactical tool that every deck design should implement. Point Defence in Magic can be applied in a myriad of situations, much like in the real world – whether that is defending a small area, an object, or against a particular type of offensive. As opposed to a universal tool of mass destruction like a Wrath of God, a Path to Exile offers a surgical removal of a threat. This is useful both tactically and politically in the multiplayer commander environment. Full Metal Pavlova has few active predators, and with the selection of kill techniques, the majority of them can be played around. I chose two tools to aid the deck in combatting the latter elements. All decks struggle with the removal of key components, and whilst this design is highly redundant, sufficient removal of components will eventually shut the deck down. Combatting this I chose to include the synergistic option. Pull From Eternity recurs cards into our secondary hand (the graveyard), and from here they are easily retrievable either via regrowth effects, sunrises, or by being inserted into our Library (thanks to Soldevi Digger and Conjurer’s Bauble). Pull From Eternity, as opposed to Riftsweeper, is more abusable as the support it requires to be a recurrable tool exists in the deck already.
The only other threats this deck faces are permission heavy lists and strategy hosers. The nature of strategy hosers are that they take time to get sufficient density of lock pieces on the board. Full Metal Pavlova is reliably fast. Unlike battlecruiser decks, you do not need to spend 6+ turns rolling out your manabase and setting up your cannons to bombard, with a passable hand this deck is online for a turn 3 or 4 critical mass. Where this can fall down is permission magic. Due to our speed, the threat density of permission magic in the early game is low enough that we don’t really need to care. When we get into the mid game (or against a highly competent tactical counter player like myself, who is probably sandbagging a critical Force of Will), even in the early game when we approach critical mass, the option to surgically Silence the offending player is highly valuable. Depending on your play style, you might opt for City of Solitude or Defence Grid instead. Or, if your play group is heavily dense on threats that simply need to be Vindicated, then you would be well vindicated in that decision. I personally chose to opt with Silence due to the theme of the original list as much as my play preference to hold my tricks close until I want to deploy them. In the long game, while City and Grid offer a greater defensive value against countermagic, they will often attract unwelcome surgical strikes. Silence on the other hand offers the tactical option to reverse timewalk someone when played in their upkeep.
Riddlesmith is also a card I would like to touch on. It was a late inclusion for me in the design. I picked up a playset many years ago as a speculative acquisition for Vintage (it didn’t turn out, but I held onto them anyway). Riddlesmith requires an absurd density of artifacts to become a viable card filtration machine, and Eggs is a deck where that density is achievable whilst also having a viable recursion engine available to cheat discarded components back into play. Riddlesmith, like Mana Severance, allows the filtration of dead lands (or other things you don’t need) out of your hand for potential clean draws to accelerate reaching a critical mass for a negligible investment of resources.
Lastly I want to touch on my land choices. I’m not going to expand a great deal on what I have already said about the mana base. I opted to load out heavily with ABUR dual lands and sac lands to ensure stability of selection of colour as needed. Someone else tinkering with the mana base might swap out some of the less tutored duals to up the ante on adding more white based duals, as white is a truly critical colour of mana. I however felt that the filtration capacity of the mana rocks more than made up for the spread of the duals.
Some other options might be to replace a non-white dual with Command Tower. Alternatively, instead of loading up a Mishra’s Workshop, there is the option to utilise Crystal Quarry or better yet, Cascading Cataracts as a convert 5 to RUBWG colour filter. This is potentially a great play, as under a Mana Reflection you get RRUUBBWWGG – it’s still even good under a Mana Flare to generate RUBWWG.
I opted for playing with Mishra’s Workshop partially for flavour, but also for the potential speed of an explosive first turn. Eggs is inherently a combo deck that wants to blow up the world as quickly and efficiently as possible. With the density of sub 3 CMC artifacts in deck, Workshop does become a value play. It is however a card I am seriously considering cutting in favour of either Cascading Cataracts or Crystal Vein. Crystal Vein is an interesting piece of technology: superficially it is a straight up colourless land with a sacrifice clause allowing you to draw 2 mana from it instead. This is interesting in this deck for the simple reason that it is functionally an Egg in land form, meaning that it is repetitively recurrable for mana advantage. City of Traitors is analogous to Crystal Vein in the sense that it can tap for 2 while offering a way to get rid of it. The unreliability of City is that it can only easily be removed once a turn, hence a second change to the current manabase that I am considering is replacing City with Mana Crypt. As we know, Crypt taps freely and unrestricted for 2 colourless, but through outlets like Arcbound Ravager, we can treat it almost identically to Crystal Vein. As a bonus, these options are not as restrictive in mana use as Workshop – which can be a near dead card on the board in the late game.
The final card I would like to touch on today is Inventor’s Fair, – this is a new addition to the stable from Kaladesh. It combines a reliable albeit incremental life gain tool to the deck, and a mana source and a late game tutor on a stick for that ‘hard to find’ puzzle piece. While not as numerically efficient as Crystal Vein or Mana Crypt, over the longer game, Inventor’s Fair can provide a much needed solution to a difficult out while not being a dead card at any time.
I want to close off today by saying ‘thanks’ to everyone who has stuck through this wall of text and through the previous installations of this deck primer. We’ve almost finished with Full Metal Pavlova. I do have a few more things I will share with you all in the coming weeks regarding mulligans and sample plays of the deck. If you would like to chat directly with me regarding design thoughts or questions around this deck, you can find me on Twitter as below.
Love and Velociraptors
It was an All-in-One and One-in-All of limitless being and self — not merely a thing of one Space-Time continuum, but allied to the ultimate animating essence of existence’s whole unbounded sweep — the last, utter sweep which has no confines and which outreaches fancy and mathematics alike. – H.P.Lovecraft “Through the Gates of the Silver Key”