Made a new version and edited into the OP. Initial testing on Cockatrice shows that an opponent packing heavy hand disruption really messes this deck up.
Those are some good points. I'll try a version with less counterspells (save Swindle) and more focus on making treasure. Spell Swindle + Revel in Riches is what made me want to make a Revel deck, so I'd like to keep that combo at the very least.
So. Revel in Riches. It's a card that says "you win the game on it," therefore I will be making a deck around it. The question is, how good can it be and what else should go in the deck?
I've attempted to make an answer. This is what I have so far - UB control with lots of removal and treasure generation. Also included is Mechanized Production as an alternate win-con to the alternate win-con, but it's not the focus because removing the Treasure token it's attached to is far easier than removing an enchantment (or so I assume).
Whether Duress and Disallow should be mainboarded will depend on the meta, I think.
Anyway, I tested this in a couple Cockatrice games, but it's hard to gauge such a reactionary control deck without playing a lot more. Achieving the 10 treasures isn't too hard once a Revel hits the board - just need to flip a Treasure Map or two, counter a decent spell with Swindle, and kill some enemy creatures (which is not difficult at all with 8 spot removals and 2 board wipes pre-board). It could be better, using cards like Pirate's Prize or Contract Killing, but I'm not sure if that's worth having the higher cost removal or non-instant card draw. The primary source of treasure generation is still going to be Treasure Map and Spell Swindle.
That said, I could see reason to shift things around a bit. Less counterspells, more spot removal. Maybe one more Serpent and/or Gearhulk for some mid-game defense. As far as mana generation goes, it seems fine as it is - I tried a version with 2x Dowsing Dagger and it seemed unnecessary; between the scrying and treasures, mana isn't really an issue. I'm also aware that I have an awful lot of 3-ofs and 2-ofs and could maybe stand to bump up my copies of specific cards. I am also aware that Vraska's Contempt does not trigger Revel, but I'm on the fence about removing it (since the only other unconditional removal is Never, and it's a sorcery).
I have also briefly considered adding a third color - probably white, maybe green - but I'm not sure if that would be worth it.
What do you guys think? Anyone else working on a Revel deck?
Edit: Already making one change - swapping Gearseeker Serpent out for Herald of Anguish. Updated decklist to reflect that.
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New version! This one is more focused on removal than it is on counterspells, and is also more focused on treasure generation. I will freely admit that splashing green for Vraska is basically more for fun than optimization, but I'll see how it runs. Also includes Marionette Master as a quick alternate win-con. Sideboard is currently fairly generic and will change based on what becomes strong in the meta.
I have him as a one-of to be fetched with Bring to Light. Basically, that means BtL can be used to cast:
- Cataclysmic Gearhulk if you need a pseudo-board wipe
- Verdurous Gearhulk for his trigger
- Maverick Thopterist for his trigger
- Electrostatic Pummeler if you're ready to pump it and swing
- Rogue Refiner or Glint-Nest Crane if you're desperate for card draw/finding an artifact (not recommended, but it's there)
Cataclysmic doesn't synergize with the copy stuff, but he increases BtL's versatility enough that I thought he was worth putting back in. That said, I'm still not 100% committed to keeping white in the deck (beyond having white mana to get a 5-color BtL), so if I need to make cuts he'll likely be going first, and I'll just have to rely on siding in Radiant flames for board wipe.
When I first saw Mechanized Production, I (and many others) thought "put it in a Cluestorm deck and win with 8 clues!" but the more I think and read about it, the less confident I am in that idea as anything but a funny gimmick. So instead of trying to hit the instant-win clause, I'm going to take advantage of the fact that Production makes a clone token of an artifact every turn and use that alongside Panharmonicon to go nuts with ETB triggers.
Basically, I took SaffronOlive's 5-color Panharmonicon deck (which I'd built to play as my fun gimmick deck), stripped out white, added Mechanized Production and some other cards to work with Production and Panharmonicon.
Marionette Master or Maverick Thopterist to flood the board and go wide (can also trigger Production's instant-win); Master also makes killing Gearhulks painful for my opponent
Combustible Gearhulk clone tokens (with multi-triggers) means either you get to fill your hand every turn or burn your opponent to death, depending on their choices
Support:
Noxious Gearhulk is a versatile removal, lifegain, and beatdown card (especially when you get a new one every turn or give it counters with Verdurous)
Rogue Refiner to help fuel Conduit/Pummeler, with a bit of card draw - but mostly, I had no 3-drop that I actually wanted to play on turn 3
Thoughts so far:
Biggest concern is that the deck may be spread too thin. Could potentially cut Pummeler, possibly even the thopter/token makers (or at least one of them) and focus more on cloning Gearhulks
4-color may be unnecessary (technically 5, but I rely on "any color" or fetching the one Plains to get a 5-color Bring to Light)
Bring to Light may be unnecessary, and if it is, so is needing to have any white in the deck
On the flip side, I might be wasting opportunities by not having white cards if I'm gonna have white mana anyway. That said, the main reason this deck had white before was Reflector Mage and Eerie Interlude, one of which is banned and the other is not as useful if I'm making tokens
As mentioned above, Rogue Refiner is just there to have a turn 3 play that also gains value later thanks to Panharmonicon; don't know if it's actually that great
Not much thought put into land base, any better ideas? Not sure when to use two-or-fewer duals vs two-or-more-basics duals
Sideboard would likely contain counterspells, additional spot removal, and probably some kind of board wipe (if I actually add more white I can just put Fumigate in the side)
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Edits:
Added Cataclysmic Gearhulk (-1 Rogue Refiner), altered land base to fit what I currently have on hand and add more white.
Yeah, you're making a good point there. I was so caught up in "lol I can win the game with a cluestorm" that I didn't even think about putting it on other artifacts. I like the idea of putting it in a Panharmonicon deck - both to copy Pan and to copy things that trigger off ETB (imagine a Verdurous Gearhulk every turn... with double triggers). I think I'd still want to build a deck around Production even if it didn't have the "you win the game" part at all.
I already have a 5-color Panharmonicon deck (based on SaffronOlive's), I might see if Mechanized Production would fit well in it, probably turning it into Bant; black/red are only in there for the black and red Gearhulks and Bring to Light, but I could see myself dropping BtL for Mechanized Production and then replaced those two gearhulks with something else (probably just more green/white/blue gearhulks).
As soon as I saw Mechanized Production, I knew I wanted to build a clue deck around it. But the two things I'm hung up on:
- UG or Bant?
- Win-con(s) aside from Production? Just beat them down with Tireless Trackers?
I had a gimmicky Temur Cluestorm deck a while back, with Ghirapur Aether Grid as a win-con (it wasn't good), so I currently have a UG clues shell ready to go... I just don't know what direction I should take it, whether to add white, what else I need, etc.
Narset's ability triggers when she's declared as an attacker, correct? If so, can you trigger her ability, pull Flying Crane Technique, cast it for free, then declare the rest of your creatures as attackers for a big flying double strike swing?
That UB artifact deck looks good, but even the author admits it's basically made viable by Pack Rat (and even then, it's not as good as other Pack Rat decks).
It does seem like something that would survive rotation pretty well, though - Demon can be traded for Master of the Feast easily, losing the shocks is no big deal, and the rest is minor stuff that can also be replaced fairly easily.
The question is: how good is the deck without Pack Rat? I think I'll put it together on Cockatrice and see what I can do.
I always hate this time of year - the meta has stabilized to where I see the same few decks every week, I'm getting bored with my current decks, but I don't want to build anything that would require an investment because we're about to lose half the card pool in a month.
I have a reasonable collection of Standard stuff (playsets of a few shocklands, some big guys like Stormbreath and Blood Baron, Demons, some planeswalkers, etc) but there are also some expensive cards I don't have (most gods, Elspeth, Mutavaults, the rest of the shocklands, Sphinx's, etc).
So, I'm looking for some fun-but-not-terrible decks I can run for a bit until rotation hits and I can get back to brewing. I thought about UR Forced Mining (Daring Thief + Aggressive Mining), but I ran a few games with it on Cockatrice and while funny, it just doesn't work very well at all. I also wanted to make a Dragon deck but it pretty much requires Mutavaults to be decent (as do any decks that have creature type synergy, or even just creatures in general - so no Minotaur tribal or anything like that either).
So, any other ideas? Basically I'm just looking for some fun decks that don't rely on expensive, irreplaceable staples that are about to rotate out.
That's basically it, actually - your opponent can't play lands, but you can. Granted, the combo doesn't work if you do it late enough in the game that they don't need land, but if you pull it off on turn 4, you'll cripple your opponent unless they can remove Aggressive Mining.
Then you just drop a win con (Ember Swallower, Chasm Skulker, Keranos) and kill them while they can't do what they want to do with their 3-5 lands (or less, if they sac lands to draw cards).
I tried out Travis Woo's Dirt Cheap Dirty Blue a while back - it's not that great, but it's frickin' hilarious. This looks even more hilarious.
I like the idea of Grixis colors for Disciple, but what would you suggest in terms of 3-drops to trade for Daring Thief if needed? So far, Burnished Hart is the only other 3-CMC card in the deck.
I've attempted to make an answer. This is what I have so far - UB control with lots of removal and treasure generation. Also included is Mechanized Production as an alternate win-con to the alternate win-con, but it's not the focus because removing the Treasure token it's attached to is far easier than removing an enchantment (or so I assume).
2 Herald of Anguish
3 Glint-Nest Crane
1 Noxious Gearhulk
2 Torrential Gearhulk
Enchantment (4)
1 Mechanized Production
3 Revel in Riches
Artifact (4)
4 Treasure Map
Instant (17)
2 Censor
3 Fatal Push
4 Opt
3 Spell Pierce
2 Spell Swindle
2 Vraska's Contempt
2 Bontu's Last Reckoning
3 Never // Return
Land (23)
4 Drowned Catacomb
4 Fetid Pools
7 Island
8 Swamp
3 Disallow
1 Fatal Push
2 Hour of Glory
3 Perilous Voyage
1 Spell Pierce
1 Bontu's Last Reckoning
4 Duress
Whether Duress and Disallow should be mainboarded will depend on the meta, I think.
Anyway, I tested this in a couple Cockatrice games, but it's hard to gauge such a reactionary control deck without playing a lot more. Achieving the 10 treasures isn't too hard once a Revel hits the board - just need to flip a Treasure Map or two, counter a decent spell with Swindle, and kill some enemy creatures (which is not difficult at all with 8 spot removals and 2 board wipes pre-board). It could be better, using cards like Pirate's Prize or Contract Killing, but I'm not sure if that's worth having the higher cost removal or non-instant card draw. The primary source of treasure generation is still going to be Treasure Map and Spell Swindle.
That said, I could see reason to shift things around a bit. Less counterspells, more spot removal. Maybe one more Serpent and/or Gearhulk for some mid-game defense. As far as mana generation goes, it seems fine as it is - I tried a version with 2x Dowsing Dagger and it seemed unnecessary; between the scrying and treasures, mana isn't really an issue. I'm also aware that I have an awful lot of 3-ofs and 2-ofs and could maybe stand to bump up my copies of specific cards. I am also aware that Vraska's Contempt does not trigger Revel, but I'm on the fence about removing it (since the only other unconditional removal is Never, and it's a sorcery).
I have also briefly considered adding a third color - probably white, maybe green - but I'm not sure if that would be worth it.
What do you guys think? Anyone else working on a Revel deck?
Edit: Already making one change - swapping Gearseeker Serpent out for Herald of Anguish. Updated decklist to reflect that.
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New version! This one is more focused on removal than it is on counterspells, and is also more focused on treasure generation. I will freely admit that splashing green for Vraska is basically more for fun than optimization, but I'll see how it runs. Also includes Marionette Master as a quick alternate win-con. Sideboard is currently fairly generic and will change based on what becomes strong in the meta.
4 Dire Fleet Hoarder
2 Marionette Master
1 Torrential Gearhulk
Instant/Sorcery (20)
3 Fatal Push
4 Opt
3 Spell Swindle
1 Vraska's Contempt
2 Bontu's Last Reckoning
2 Never // Return
2 Reverse Engineer
3 Walk the Plank
4 Revel in Riches
Artifact (4)
4 Treasure Map
Planeswalker (2)
2 Vraska, Relic Seeker
Land (23)
3 Aether Hub
4 Drowned Catacomb
4 Fetid Pools
1 Forest
3 Island
8 Swamp
2 Bontu's Last Reckoning
3 Disallow
4 Duress
1 Fatal Push
3 Spell Pierce
2 Vraska's Contempt
- Cataclysmic Gearhulk if you need a pseudo-board wipe
- Verdurous Gearhulk for his trigger
- Maverick Thopterist for his trigger
- Electrostatic Pummeler if you're ready to pump it and swing
- Rogue Refiner or Glint-Nest Crane if you're desperate for card draw/finding an artifact (not recommended, but it's there)
Cataclysmic doesn't synergize with the copy stuff, but he increases BtL's versatility enough that I thought he was worth putting back in. That said, I'm still not 100% committed to keeping white in the deck (beyond having white mana to get a 5-color BtL), so if I need to make cuts he'll likely be going first, and I'll just have to rely on siding in Radiant flames for board wipe.
And so, I present to you: Musical Production.
4x Aether Hub
2x Botanical Sanctum
2x Cinder Glade
1x Concealed Courtyard
4x Evolving Wilds
1x Forest
1x Inspiring Vantage
1x Island
3x Lumbering Falls
1x Mountain
1x Plains
3x Sunken Hollow
1x Swamp
1x Cataclysmic Gearhulk
1x Combustible Gearhulk
3x Electrostatic Pummeler
4x Glint-Nest Crane
2x Marionette Master
3x Maverick Thopterist
2x Noxious Gearhulk
3x Rogue Refiner
4x Servant of the Conduit
1x Verdurous Gearhulk
3x Panharmonicon
4x Prophetic Prism
2x Bring to Light
2x Mechanized Production
Basically, I took SaffronOlive's 5-color Panharmonicon deck (which I'd built to play as my fun gimmick deck),
stripped out white, added Mechanized Production and some other cards to work with Production and Panharmonicon.Primary wincons:
Support:
Thoughts so far:
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Edits:
Added Cataclysmic Gearhulk (-1 Rogue Refiner), altered land base to fit what I currently have on hand and add more white.
I already have a 5-color Panharmonicon deck (based on SaffronOlive's), I might see if Mechanized Production would fit well in it, probably turning it into Bant; black/red are only in there for the black and red Gearhulks and Bring to Light, but I could see myself dropping BtL for Mechanized Production and then replaced those two gearhulks with something else (probably just more green/white/blue gearhulks).
- UG or Bant?
- Win-con(s) aside from Production? Just beat them down with Tireless Trackers?
I had a gimmicky Temur Cluestorm deck a while back, with Ghirapur Aether Grid as a win-con (it wasn't good), so I currently have a UG clues shell ready to go... I just don't know what direction I should take it, whether to add white, what else I need, etc.
Well, Scry's pretty easy to come across right now, so it shouldn't be too hard. I think it's time to buy some Prognostic Sphinxes...
It does seem like something that would survive rotation pretty well, though - Demon can be traded for Master of the Feast easily, losing the shocks is no big deal, and the rest is minor stuff that can also be replaced fairly easily.
The question is: how good is the deck without Pack Rat? I think I'll put it together on Cockatrice and see what I can do.
I have a reasonable collection of Standard stuff (playsets of a few shocklands, some big guys like Stormbreath and Blood Baron, Demons, some planeswalkers, etc) but there are also some expensive cards I don't have (most gods, Elspeth, Mutavaults, the rest of the shocklands, Sphinx's, etc).
So, I'm looking for some fun-but-not-terrible decks I can run for a bit until rotation hits and I can get back to brewing. I thought about UR Forced Mining (Daring Thief + Aggressive Mining), but I ran a few games with it on Cockatrice and while funny, it just doesn't work very well at all. I also wanted to make a Dragon deck but it pretty much requires Mutavaults to be decent (as do any decks that have creature type synergy, or even just creatures in general - so no Minotaur tribal or anything like that either).
So, any other ideas? Basically I'm just looking for some fun decks that don't rely on expensive, irreplaceable staples that are about to rotate out.
Then you just drop a win con (Ember Swallower, Chasm Skulker, Keranos) and kill them while they can't do what they want to do with their 3-5 lands (or less, if they sac lands to draw cards).
I tried out Travis Woo's Dirt Cheap Dirty Blue a while back - it's not that great, but it's frickin' hilarious. This looks even more hilarious.
I like the idea of Grixis colors for Disciple, but what would you suggest in terms of 3-drops to trade for Daring Thief if needed? So far, Burnished Hart is the only other 3-CMC card in the deck.