
Unlimited artifact is pretty good surprisingly. Decklist and Guide
1 copy of recharge and Icarus cut off in the left.
12 match win streak right before GM. Barley missed hitting diamond :(
I haven't seen much info on unlimited let alone artifact so I figured I should post this deck list in case others are having a hard time with making artifact work right now(I did for a while.). This list is a modified version that I saw on JP twitter I'll link it if I can find it again.
Overall this deck is probably best described as mid-range deck but honestly it's pretty flexible. I've had games end by turn 8 and games end by 15. Because of that you have multiple game plans you want to keep in mind depending on the match up. Don't force a plan that won't work. This list plays in a similar way to set 2 artifact in that you need to play around your opponents deck or you will lose.
Overall the mulligan is pretty easy though. Obvious keeps are Alouette, Isaac, Cool Courier, Freerunning, Miriam, and brazen. Cassius is dependent on what you already have in the hand. IF you have Isaac, Miriam, or recharge then you could keep him. Otherwise though he's a dead card on turn 5. This deck does play enough gears but not so many you can keep Cassius blindly so keep that in mind..
This mulligan largely doesn't change based on match up, these are the cards you want to keep regardless and most other you should throw out. If you feel like you need her you could keep Myuu or Sincerity but I generally don't.
As for game plan you have 2 main ones. But to outline the major one shared between them you want to try to hit 4-5 different artifacts played as fast as possible. Ideally before turn 8 but that's not always possible. Obviously 3 names makes Freerunning better but because this list plays warp slash as a AOE clear you really want to get that online quickly. It also helps scarlet to. Normally I can hit 5 or so every game which is good enough most of the time.
Game plan 1, Aggro: I generally don't like this game plan(And it's why I don't play rotation Artifact) but depending on the match up you have to be ready to play it. Particularly against dragon. This deck cannot play late game against dragon. It doesn't have enough clear and large enough burst to keep up with dragon so your best bet is aggro.
For this playstyle you want to play down as many cards as early as possible. In particular if you you have Freerunning, using that to grab the 3/1 artifact and just playing on turn early turns can be pretty good. If they kill it with lets say sloth then they at least aren't ramping. If they ignore it then you are pushing damage.
Another big one is Beta. Ideally you want to cheat out beta at every opportunity regardless of board or your health, Sometimes you should just hard cast it for extra damage.
Then with this playstyle, you should also think of keeping Myuu, This is her main use in this deck, She massively helps with your aggro game plan. Going second her into scarlet is 15 damage with both SEVO so you only need a bit of chip to kill by turn 7.
Also with Yog-Zentha you should also consider if you want to dup Beta over a scarlet for example.
With all of this said aggro does work but it's way more highrolly and I only play that way against dragon and haven, and even against dragon I lose more often that I win.
Game plan 2, Unlimited Master works!:
This play style obviously revolves around getting and using master work as much as possible. So games are going to go longer. Because of that DO NOT use your evo points aggressively. Save them as much as possible and only use them on good value targets or if you need to clear board to survive.
Those targets are Imari(duh) for thinning deck and clear, Aloueete for gears and getting more names on board, and New-age Cartographer. If you have an opportunity you can also evo Miriam if you're short on gears. Other than that you should try your best to save your evo points, They are vital to making sure you don't die early.
Another aspect of this playstyle is like outlined early getting as many names out as possible. Easier said than done but its important. A quick example would be when playing and evo'ing Alouette don't feel forced to make one of the 3 main artifacts. Consider cheating out a the 5/1 rush or the 1/5 ward. When playing the long game you generally aren't going to play those from hand so getting them out early can help get count going quickly. Same thing with Ralmia. If you have an opportunity to play her you can consider getting out those as well to boost count.
Generally your goal should be hitting 5 different artifacts before you play master work. Generally the first 3 are easy because of the new artifacts. so you only truly have to cheat out 2-3 more and your set. So one Ralmia play works well enough.
The reason I'm harping on the 5-6 range is that In my experience that what you need to clear most/all wide boards in the late game, Particularly sword, Forest and haven along with portal itself.
Now on to Yog-Zentha. He is a pretty key part to this strategy and winning. His ability to duplicate is really that only reason this deck can close games consistently. Generally if you can you only ever want to dupe Master work for obvious reasons. Does the most damage, Heals, And is big guy that can't be killed easily. However you can't always get him or have the oppertunity to dupe him.
Other viable targets are Scarlet and Ralmia(No shit lol). Scarlet you should only dupe for 2 reasons.
1)You need to have his clear available next turn so you don't die to a big board
- you have lethal set up within the next turn or 2 using him.
Otherwise I'd advise against duping him instantly, he's good but Master work on a general basis is better just because of the healing and stats.
The final option is Ralmia which I find myself duping more than I'd think. Against aggro/milteo abyss in particular Ralmia is pretty good to dupe just so you can spam out Alpha and Gamma to stall them. She's also a good target if you happened to use an Icarus on a artifact so you can draw cards. Also by duping you can play more names to increase count faster which just makes Scarlet and Warp stronger.
For the last part I'll go into fun card combos/lines you should keep in mind while playing. Artifact is a complicated deck so part of it is trail and error but hopefully this will smooth the Learning curve if you are new to the deck/game.
Cassius+MasterWork: Some times you will have a board that Master work can't clear and kill or are too scary to leave alive. In such a situation you should just stall a turn with Cassius. I can't think of meta deck that regularly creates boards with 10+ HP so this will almost always clear boards. Only real exception is barrier but you could just play a second one or warp slash. You can also bait this reaction on purpose to make them waste cards.
Masterwork(Dupe)+Warp Slash: This is similar to the above in AOE but it just kills lol. You do have to create dupe of master work first but this second Master work is usually enough to kill. Worst case you hopefully have a Scarlet as a back up tool.
New-Age+Yog: on your first super EVO turn try to play this combo if you can. It's the quickest and easiest way to get the yog spell out while gaining advantage. Your able to get the spell because new age summons a 5 cost while only being a 4 cost herself.
Also keep in mind you don't have to play beta with her. Sometimes its better to go for a different one.
Ralmia(Dupe)+Myuu: If you play a myuu before a reduced ralmia you can get 3 instants of 3 damage off your ralmia. It's not a super consistent clear but it does have it's moments.
Fusing the new artifacts: You can fuse the new artifacts into striker or fortifier to make the old ones. It's not ideal but this does mean late game freerunning because a weaker recharge to help make Master work.
Fusing extra copies of artifacts: If you get both new age Carts off keep in mind you can just use the extra beta to create a gamma by fusing it into a striker or fortifier. This also applies to Alpha. If you need extra heal or you to get rid of a spare gear, just make an extra alpha and fuse it off into a gamma later.
Fusing masterwork on at a time: This should be pretty well know but if you are about to over draw you can fuse 1 artifact into Alpha without the other one. This reduces hand size and lets you keep alpha in hand. It also can throw you opponent off if they don't remember you fusing earlier, allowing an unexpected Masterwork. Keep in mind however this can fuck up your name count if you didn't play that card already.
That should do it. There are other tips but honestly even for me I don't want to create a full essay right now on artifact so I'll stop here. If there are questions I'm more than willing to answer.