s1 drop ballista for 2m (p/t = 1/1)
s2 decoc trigger = 1 energy (4 decoc = 4 energy)
s3 pan triggers decoc again = 2 energy total (4 decoc = 8 energy)
s3 fab trigger = 2 1+/1+ (4 fab = 16 1+/1+)
s4 pan triggers fab again = 4 1+/1+ total (4 fab = 32 1+/1+)
s5 ballista gets 4+/4+ (p/t = 5/5) (4 windcons = 160 1+/1+)
s6 pay 1m activate ani return to step 2 until out of mana, profit
add additional of modules, pan, and constrictors for insane 1+/1+
end result, dead enemy
decklist "The Factory"
4x walking ballista
4x ornithoper
4x winding constrictor
4x panharmonicon
4x animation mod
4x deconction mod
4x fabrication mod
4x diabolic tutor
4x gonti's aether heart
12x swamp
12x forest
I'm SO SICK of the "too strong for Standard" argument. It's the new "Dies to removal". We can have a two mana 4/4 with a zillion abilities, but we can't just have Accumulated Knowledge. Makes sense.
When asking advice on cards and card interactions, it is generally better to use card tags and spell things out. Honestly, I found it hard to follow along with what you are trying to make happen. Part of that was because of no card tags and another is because of the way everything was written.
I am not sure how your turn 5 in your summary above plays out. So, you have Animation Module, Decoction Module, Fabrication Module, and Panharmonicon on the field, right? Then, you drop in a 1/1 Walking Ballista. This triggers Decoction Module to get an Energy (2 Energy with Panharmonicon) which then gives you 2 Fabrication Module triggers to put 2 counters on Walking Ballista. Walking Ballista is now a 3/3.
Those two counters then trigger Animation Module again. So, you now have 3 Animation Module triggers. So, you pay 1 and create a Servo for the first one. This then triggers Decoction Module twice and Fabrication Module twice to get you 2 more counters on Walking Ballista for that 1 mana. Walking Ballista is a 5/5. (this creates other triggers but I don't think you have the mana for them so I will ignore them).
The second Animation Module resolves and you get another Servo by paying 1 and 2 more energy and counters. Walking Ballista is a 7/7.
The last one resolves and you get another Servo, 2 more energy, and 2 more counters on Walking Ballista. Ballista is a 9/9. You have now spent your 5 mana for the turn (2 to cast WB and 3 on Animation Module triggers)
Ornithopter enters and you get two more counters. Then another Ornithopter enters and you get two more counters. Walking Ballista is a 13/13.
Was Winding Constrictor supposed to be on the battlefield in that sequence somewhere? If so, where? If not, I don't see how you get to a 20/20 Walking Ballista on turn 5. I skipped over most of your post before and during the decklist, but I do see a line that seems to suggest you think you will get additional Fabrication Module triggers from Panharmonicon and that isn't the case. Fabrication Module is triggering due to getting Energy. It doesn't matter that the Energy is being obtained through a creature entering the battlefield. Panharmonicon doesn't see that. It just sees a trigger occurring from gaining Energy and since that trigger was not directly caused by a creature entering, Panharmonicon ignores it.
This seems very convoluted and I am not sure how good it is in practice. In order to get a turn 5 win, you need 12 cards (including 5 lands to make your land drops) in your first 12-13 cards so you are basically looking for a perfect draw to make this happen. It seems inconsistent at best.
This also should either be in Magic General or in the Casual Decks Forum. It definitely should not be in the Rumor Mill.
sorry about the card tags, don't know how to do them.
the bottom portion on a perfect play out goes as follows
draw and/or drop land, animation module (1cmc)
turn 2, land, decoction module (2cmc)
turn 3, land, fabrication module (3cmc)
turn 4, land, panharmonicon (4cmc)
turn 5, land, pay 2 mana (3 left), play ballista as a 1/1. ballista enters and triggers decomod(get 1 energy)
pan triggers decomod again (2 energy total), first reception of energy triggers fabmod (1 available 1+/1+counter)
pan triggers fabmod again (2 available 1/1 counters), second reception of energy triggers fabmod (3 av. 1/1 counters)
pan + fabmod again (4 av. 1/1 counters)
each of these triggers are on a 1 to 1 basis, so you place them all on the stack one at a time, so you place 3 of the
4 available counters on ballista(choosing not to activate animation module), and then when you place the last counter on
ballista you pay 1 mana to trigger animation module, putting in all the triggers the will get you 4 1+/1+ counters again.
repeat this process until you have no mana.
for every creature that enters he battlefield you will end up with 4 counters.
so, ballista etb (end result 5/5)
servo etb (WB 9/9)
servo etb (WB 13/13)
servo etb (WB 17/17)
ornithopter (WB 21/21)
ornithopter (WB 25/25)
you had me spell it out, and actually you get a bigger ballista than I first calculated
edit, you're right, fabmod doesn't get a additional trigger, so ballista doesn't get that big
Again, Panharmonicon does not cause Fabrication Module to trigger twice. My summary above (I think) is about as good as you can get with those cards and it requires a very specific 12 cards in your first 12 cards. It doesn't seem viable. Some pieces on their own are fine, but it is a 5 card "combo" that I don't think you will ever assemble in time.
For every creature that enters, you will get 2 counters on Walking Ballista with the cards above.
either way, this synenergy of this cards is pretty good, even choosing to play stuff in a different order you can still
pump out a big ballista that can kill quite a bit of creatures.
even though my thought process on fabrication module getting an additional trigger is wrong
you can still manipulate the number of counters via winding constrictors
I ran a similar idea deck that was U/B going off of Efficient Construction
and it took on what was supposed to be a turn 5-6 U/W deck with Archangel Avacyn.
I won with nothing but tokens and less likely chances of getting the cards I need because I either had 2 or 3 of the key cards
with that in mind I know this wouldn't do much against top meta decks, but for most else you are likely to get some form of it working
long enough to buy you time to go big
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
panharmonicon
animation module
deconction module
fabrication module
s1 drop ballista for 2m (p/t = 1/1)
s2 decoc trigger = 1 energy (4 decoc = 4 energy)
s3 pan triggers decoc again = 2 energy total (4 decoc = 8 energy)
s3 fab trigger = 2 1+/1+ (4 fab = 16 1+/1+)
s4 pan triggers fab again = 4 1+/1+ total (4 fab = 32 1+/1+)
s5 ballista gets 4+/4+ (p/t = 5/5) (4 windcons = 160 1+/1+)
s6 pay 1m activate ani return to step 2 until out of mana, profit
add additional of modules, pan, and constrictors for insane 1+/1+
end result, dead enemy
decklist "The Factory"
4x walking ballista
4x ornithoper
4x winding constrictor
4x panharmonicon
4x animation mod
4x deconction mod
4x fabrication mod
4x diabolic tutor
4x gonti's aether heart
12x swamp
12x forest
t1 d/land, animod
t2 d/land, decmod
t3 d/land, fabmod
t4 d/land, panhar
t5 d/land, ballista(2m) (triggers), pay 1 loop (WB = 5/5), pay 1 loop (WB = 9/9), pay 1 loop (WB = 13/13)
ornithoper (triggers) (WB = 17/17), ornithoper (triggers) (WB = 21/21), ping guy for 20.
t6 repeat as needed
what do you guys think?
Rumor Mill is only for newly spoiled cards.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
I am not sure how your turn 5 in your summary above plays out. So, you have Animation Module, Decoction Module, Fabrication Module, and Panharmonicon on the field, right? Then, you drop in a 1/1 Walking Ballista. This triggers Decoction Module to get an Energy (2 Energy with Panharmonicon) which then gives you 2 Fabrication Module triggers to put 2 counters on Walking Ballista. Walking Ballista is now a 3/3.
Those two counters then trigger Animation Module again. So, you now have 3 Animation Module triggers. So, you pay 1 and create a Servo for the first one. This then triggers Decoction Module twice and Fabrication Module twice to get you 2 more counters on Walking Ballista for that 1 mana. Walking Ballista is a 5/5. (this creates other triggers but I don't think you have the mana for them so I will ignore them).
The second Animation Module resolves and you get another Servo by paying 1 and 2 more energy and counters. Walking Ballista is a 7/7.
The last one resolves and you get another Servo, 2 more energy, and 2 more counters on Walking Ballista. Ballista is a 9/9. You have now spent your 5 mana for the turn (2 to cast WB and 3 on Animation Module triggers)
Ornithopter enters and you get two more counters. Then another Ornithopter enters and you get two more counters. Walking Ballista is a 13/13.
Was Winding Constrictor supposed to be on the battlefield in that sequence somewhere? If so, where? If not, I don't see how you get to a 20/20 Walking Ballista on turn 5. I skipped over most of your post before and during the decklist, but I do see a line that seems to suggest you think you will get additional Fabrication Module triggers from Panharmonicon and that isn't the case. Fabrication Module is triggering due to getting Energy. It doesn't matter that the Energy is being obtained through a creature entering the battlefield. Panharmonicon doesn't see that. It just sees a trigger occurring from gaining Energy and since that trigger was not directly caused by a creature entering, Panharmonicon ignores it.
This seems very convoluted and I am not sure how good it is in practice. In order to get a turn 5 win, you need 12 cards (including 5 lands to make your land drops) in your first 12-13 cards so you are basically looking for a perfect draw to make this happen. It seems inconsistent at best.
This also should either be in Magic General or in the Casual Decks Forum. It definitely should not be in the Rumor Mill.
the bottom portion on a perfect play out goes as follows
draw and/or drop land, animation module (1cmc)
turn 2, land, decoction module (2cmc)
turn 3, land, fabrication module (3cmc)
turn 4, land, panharmonicon (4cmc)
turn 5, land, pay 2 mana (3 left), play ballista as a 1/1. ballista enters and triggers decomod(get 1 energy)
pan triggers decomod again (2 energy total), first reception of energy triggers fabmod (1 available 1+/1+counter)
pan triggers fabmod again (2 available 1/1 counters), second reception of energy triggers fabmod (3 av. 1/1 counters)
pan + fabmod again (4 av. 1/1 counters)
each of these triggers are on a 1 to 1 basis, so you place them all on the stack one at a time, so you place 3 of the
4 available counters on ballista(choosing not to activate animation module), and then when you place the last counter on
ballista you pay 1 mana to trigger animation module, putting in all the triggers the will get you 4 1+/1+ counters again.
repeat this process until you have no mana.
for every creature that enters he battlefield you will end up with 4 counters.
so, ballista etb (end result 5/5)
servo etb (WB 9/9)
servo etb (WB 13/13)
servo etb (WB 17/17)
ornithopter (WB 21/21)
ornithopter (WB 25/25)
you had me spell it out, and actually you get a bigger ballista than I first calculated
edit, you're right, fabmod doesn't get a additional trigger, so ballista doesn't get that big
[c]Panharmonicon[/c] = Panharmonicon
Again, Panharmonicon does not cause Fabrication Module to trigger twice. My summary above (I think) is about as good as you can get with those cards and it requires a very specific 12 cards in your first 12 cards. It doesn't seem viable. Some pieces on their own are fine, but it is a 5 card "combo" that I don't think you will ever assemble in time.
For every creature that enters, you will get 2 counters on Walking Ballista with the cards above.
pump out a big ballista that can kill quite a bit of creatures.
even though my thought process on fabrication module getting an additional trigger is wrong
you can still manipulate the number of counters via winding constrictors
and it took on what was supposed to be a turn 5-6 U/W deck with Archangel Avacyn.
I won with nothing but tokens and less likely chances of getting the cards I need because I either had 2 or 3 of the key cards
with that in mind I know this wouldn't do much against top meta decks, but for most else you are likely to get some form of it working
long enough to buy you time to go big