The core of some sort of UR artifact deck which contains an infinite combo comes from Whirler Virtuoso + 2xDecoction Module + Panharmonicon. Once all four are in play, spend 3 energy to create a 1/1 thopter token, which triggers both modules and the Panharmonicon; once all four triggers have resolved you have four energy counters, allowing you to spend three of them through the Virtuoso to create another thopter token--repeat as often as you like until the skies are filled with thopters.
It seems worth a shot, but you might want to slot your combo into a wider UR energy deck rather than an all-in combo. As a 4 card combo that requires two copies of one of its pieces, it's very difficult to assemble, and it can be disrupted by most artifact or creature removal. You also don't go off fast enough to not worry about protecting yourself, so it would be for the best of the combo were one of a few win conditions instead of THE win condition.
hrm...Jeskai, most definitely, but probably Aetherstorm Roc, which means we can cut one one Decoction Module from the combo. Paying EEE to generate a token would net EEEE from the roc and the module which would then be used to create another token.
Let me see...the Decoction Module on turn 2, Virtuoso on turn 3, Panharmonicon on 4, then Aetherstorm Roc on 5, at which point we generate the first thopter token. It is not unreasonable to still be very much alive on turn 5 in Standard. Getting the right colors will be more difficult than assembling the pieces--UR on 3 then WW on 5. Inspiring Vantage...Spirebluff Canal...Port Town with a Plains or Island in hand...that gives 2 of any color by turn 3, then just one more land to reach 4 mana available.
*sigh* The idea is tempting but you can't miss any pieces at all.
We were actually working on this last week in the standard new card discussion, and I'm still happy with my grixis list. Instead of a ur energy deck as the shell, i went with grixis artifacts matter. It has plenty of incidental synergies and enough stuff just naturally going on that it isn't stuck when you can't find the last piece.
Also key cards we were looking at that you haven't mentioned yet are era of innovation, and reckless fireweavet
Once the Marvel goes off the first time you are hoping to hit Panharmonicon (which you would play before you set the Marvel off if possible) or Emrakul but it isn't terrible if you miss. If Panharmonicon is already on the board, then hitting Virtuoso, Renegade, or Theorist gets you enough energy to set off the marvel on the next turn. If not it gets you 1/2 way to refilling your energy and you will probably be able to generate enough etb on next turn to set the marvel off again on the next turn. Drawing into confiscation coup lets you steal something that might win the game or at least extend it and if panharmonicon is out you should be close to setting marvel off again next turn. Any scry from a theorist is a bonus. The hope is also that after 2 or 3 times you are going to hit Emrakul or be able to play both decoction modules for your infinite combo. Blossoming defense and Negate are to defend your combo pieces.
I like demon, and I may add him in later. I ran out of room, but it something starts underperforming thay it marvel will probably be my go to. I do like low the curve is in these lists and the hopes of being able to get in quick under control, but I might end up needing something a little bigger on the top end
Definitely on the right track, and I've been pretty disappointed that everyone stopped commenting on that thread, so if you want to continue on that one or just read through it and continue talking here I'm good either way
I think Traverse the Ulvenwald is better than Attune with Aether here even though it doesn't add energy counters. I don't think delirium will be hard to turn on as the game goes on (especially if you add Evolving wilds to get more card types in the graveyard) and a late game Traverse can be an amazing toolbox card for this deck. Traverse can not only fetch Whirler Virtuoso but you can also put in one or two Inventors' Fairs into the deck because traverse can fetch any land once you have delirium, instead of only basics. The fair then can help you tutor for your artifact combo pieces.
Running a few evolving wilds, with the other utility lands limits your ability to drop the total land count which I think was his reason for adding the green fetches. I agree that traverse is probably better here sense we arny as hard up for early energy sources as the aggro energy decks are, though I wonder about our ability to reliably get delerium.
Someone mentioned a jeskai build earlier, i think that might have some merit, not the least of which are 2 Lords and displacer
I think Traverse the Ulvenwald is better than Attune with Aether here even though it doesn't add energy counters. I don't think delirium will be hard to turn on as the game goes on (especially if you add Evolving wilds to get more card types in the graveyard) and a late game Traverse can be an amazing toolbox card for this deck. Traverse can not only fetch Whirler Virtuoso but you can also put in one or two Inventors' Fairs into the deck because traverse can fetch any land once you have delirium, instead of only basics. The fair then can help you tutor for your artifact combo pieces.
You may be right, especially if you use the Aether Meltdown in your deck for control. My thinking is that Attune with Aethershould help more early game. You may need that extra energy for an extra thopter or to set the Marvel off. Or for an extra +1/+1 for the cubs early game if you sideboard them in or for extra uses of the Aether Hubs if you only draw forest and hubs early so you fetch an island then never draw a red mana source or vice/versa(I know it will happen so infrequently I should not take it into consideration but things that should only happen 2-3% of the time seem to happen to me 10+% of the time). Running evolving wilds is risky since you are already running a thinning card if you ran them you might need to run them instead of traverse or attune instead of in addition to or else go to 24 lands and take out 2 other spell slots, which is also viable since it is an extra card type in case you get Emrakul in hand. I also don't think you are going to have too much trouble getting to a creature later in the game once you get the Marvel out and you really want to cast Emrakul off the Marvel anyway since you then get a turn using him before taking your opponents turn with him on the board. I should probably have found a place for Chandra in the deck or sideboard and I still am not sure If I should mainboard Rashmi and the Cubs in place of Emrakul and either the Theorist or Servant. Maybe 2 Cubs and only 3 each of those in the main deck. The Cubs just present so much of a threat to opponent and if you hit one early can be that 4/4 to 6/6 you might need on round 3 or 4 in this set if you aren't seeing the Marvel or Panharmonicon.
Once the Marvel goes off the first time you are hoping to hit Panharmonicon (which you would play before you set the Marvel off if possible) or Emrakul but it isn't terrible if you miss. If Panharmonicon is already on the board, then hitting Virtuoso, Renegade, or Theorist gets you enough energy to set off the marvel on the next turn. If not it gets you 1/2 way to refilling your energy and you will probably be able to generate enough etb on next turn to set the marvel off again on the next turn. Drawing into confiscation coup lets you steal something that might win the game or at least extend it and if panharmonicon is out you should be close to setting marvel off again next turn. Any scry from a theorist is a bonus. The hope is also that after 2 or 3 times you are going to hit Emrakul or be able to play both decoction modules for your infinite combo. Blossoming defense and Negate are to defend your combo pieces.
I did the base combo but used aether theorist for a scry and if you have panaharmonicon it's 6 energy for 1 and a blue and with the new set if you throw a couple mechanized productions in and add a panaharmonicon each turn and if you have eight thopters on your upkeep you win
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Obviously I need to fill out the deck with artifact support such as Foundry Inspector, Chief of the Foundry, Hedron Crawler, Hedron Archive, Dispel to prevent opponent counterspells, and Welding Sparks. I suppose since we are going "all in" on artifacts we could throw in a Fabrication Module--we would be one +1/+1 counter behind the number of tokens in play but after 50 tokens that won't be a problem.
I think there is potential here.
Let me see...the Decoction Module on turn 2, Virtuoso on turn 3, Panharmonicon on 4, then Aetherstorm Roc on 5, at which point we generate the first thopter token. It is not unreasonable to still be very much alive on turn 5 in Standard. Getting the right colors will be more difficult than assembling the pieces--UR on 3 then WW on 5. Inspiring Vantage...Spirebluff Canal...Port Town with a Plains or Island in hand...that gives 2 of any color by turn 3, then just one more land to reach 4 mana available.
*sigh* The idea is tempting but you can't miss any pieces at all.
Also key cards we were looking at that you haven't mentioned yet are era of innovation, and reckless fireweavet
http://www.mtgsalvation.com/forums/the-game/standard-type-2/standard-new-card-discussion/755928-u-r-energy-combo
Modern: WURG Twin
Standard: Mardu Planeswalkers
http://www.mtgsalvation.com/forums/the-game/standard-type-2/deck-creation-standard/661834-mardu-planeswalker?comment=1
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Maybe go Temur and use Servant of the Conduit, Attune with Aether, and Aether Hub then only run 22 lands?
4x Attune with Aether
3x Blossoming Defense
3x Negate
4x Servant of the Conduit
4x Aether Theorist
4x Decoction Module
4x Whirler Virtuoso
2x Aethertorch Renegade
3x Panharmonicon
3x Aetherworks Marvel
2x Confiscation Coup
2x Emrakul, the Promised End
4x Aether Hub
4x Spirebuff Canal
4x Botanical Sanctum
2x Game Trail
3x Mountain
3x Forest
2x Island
Once the Marvel goes off the first time you are hoping to hit Panharmonicon (which you would play before you set the Marvel off if possible) or Emrakul but it isn't terrible if you miss. If Panharmonicon is already on the board, then hitting Virtuoso, Renegade, or Theorist gets you enough energy to set off the marvel on the next turn. If not it gets you 1/2 way to refilling your energy and you will probably be able to generate enough etb on next turn to set the marvel off again on the next turn. Drawing into confiscation coup lets you steal something that might win the game or at least extend it and if panharmonicon is out you should be close to setting marvel off again next turn. Any scry from a theorist is a bonus. The hope is also that after 2 or 3 times you are going to hit Emrakul or be able to play both decoction modules for your infinite combo. Blossoming defense and Negate are to defend your combo pieces.
Against Aggro sideboard in Harnessed Lightning and Aether Meltdown to replace blossoming defense and negate. Longtusk Cub to replace the Servant. Rashmi, Eternities Crafter to replace Confiscation Coup or Emrakul. 15th sideboard is an island.
I like demon, and I may add him in later. I ran out of room, but it something starts underperforming thay it marvel will probably be my go to. I do like low the curve is in these lists and the hopes of being able to get in quick under control, but I might end up needing something a little bigger on the top end
Modern: WURG Twin
Standard: Mardu Planeswalkers
http://www.mtgsalvation.com/forums/the-game/standard-type-2/deck-creation-standard/661834-mardu-planeswalker?comment=1
Monthly Proxy Legacy
Charlotte/Greensboro area, NC
Pm me for details
I didn't see that thread. At least I was on the right track, even if someone else got there first.
Modern: WURG Twin
Standard: Mardu Planeswalkers
http://www.mtgsalvation.com/forums/the-game/standard-type-2/deck-creation-standard/661834-mardu-planeswalker?comment=1
Monthly Proxy Legacy
Charlotte/Greensboro area, NC
Pm me for details
I think Traverse the Ulvenwald is better than Attune with Aether here even though it doesn't add energy counters. I don't think delirium will be hard to turn on as the game goes on (especially if you add Evolving wilds to get more card types in the graveyard) and a late game Traverse can be an amazing toolbox card for this deck. Traverse can not only fetch Whirler Virtuoso but you can also put in one or two Inventors' Fairs into the deck because traverse can fetch any land once you have delirium, instead of only basics. The fair then can help you tutor for your artifact combo pieces.
Someone mentioned a jeskai build earlier, i think that might have some merit, not the least of which are 2 Lords and displacer
Modern: WURG Twin
Standard: Mardu Planeswalkers
http://www.mtgsalvation.com/forums/the-game/standard-type-2/deck-creation-standard/661834-mardu-planeswalker?comment=1
Monthly Proxy Legacy
Charlotte/Greensboro area, NC
Pm me for details
You may be right, especially if you use the Aether Meltdown in your deck for control. My thinking is that Attune with Aethershould help more early game. You may need that extra energy for an extra thopter or to set the Marvel off. Or for an extra +1/+1 for the cubs early game if you sideboard them in or for extra uses of the Aether Hubs if you only draw forest and hubs early so you fetch an island then never draw a red mana source or vice/versa(I know it will happen so infrequently I should not take it into consideration but things that should only happen 2-3% of the time seem to happen to me 10+% of the time). Running evolving wilds is risky since you are already running a thinning card if you ran them you might need to run them instead of traverse or attune instead of in addition to or else go to 24 lands and take out 2 other spell slots, which is also viable since it is an extra card type in case you get Emrakul in hand. I also don't think you are going to have too much trouble getting to a creature later in the game once you get the Marvel out and you really want to cast Emrakul off the Marvel anyway since you then get a turn using him before taking your opponents turn with him on the board. I should probably have found a place for Chandra in the deck or sideboard and I still am not sure If I should mainboard Rashmi and the Cubs in place of Emrakul and either the Theorist or Servant. Maybe 2 Cubs and only 3 each of those in the main deck. The Cubs just present so much of a threat to opponent and if you hit one early can be that 4/4 to 6/6 you might need on round 3 or 4 in this set if you aren't seeing the Marvel or Panharmonicon.