First impressions: Smuggler's Copter: the card is goooood. The hype is real. It is everything I wanted it to be. It digs deep and puts on Delver-esque pressure on your opponent. That's a lot of value for 2 mana. Having another strong play when you go one-drop into Chief Engineer just makes the deck a lot more consistent and smooth. Of all the new cards I've tried so far, this is by far the strongest. Moorland Haunt: I've played it before in this deck and have always been impressed with it. But with the new cards it's even better. Haunt and Copter both feed each other. Copter discards dudes and Haunt supply a steady stream of pilots. It produces spirits as well, so you can buff Mausoleum Wanderer at instant speed which has been quite powerful so far. Reflector Mage: This is a new thing I'm trying out. I'm not sure about him yet. He has won me a couple of games but at 3 mana he's quite expensive (the nonbo with Lodestone isn't as big of a deal as it might seem though). The reason I'm trying him out is because I want outs against dudes with more than 3 toughness and I'm trying to avoid running stuff like Path because from experience, you want basically the whole deck to be pro-active else you get too many draws that don't do anything. Skysovereign, Consul Flagship: Not sure about this card to be honest. I had extremely high hopes for it and thought that this could be the card that made all the difference. As it turns out there's a lot of board states that doesn't include any Planeswalkers or x/3's. Playing this mid-game and starring down at a couple of Goyfs is just horrendous. I still think it has potential but probably more niche than I originally thought it would be.
Next up I'm gonna test a Bant version with Verdurous Gearhulk. I'm quite excited about testing it.
So far I don't think the Green Gearhulk is good enough. Batterskull and Wurmcoil are just on another power level. It's too soon to say, but I haven't been impressed so far. I'm warming up to Flagship though. It switches between being awful and being one of the best cards in the deck from matchup to matchup. When you're up against Tron, Jund and Scapeshift it's just really really bad but when you bump into Tribal Decks and such then it's a machine. I think that there might be more matchups where it's bad than the other way around but I think it deserves a spot somewhere in the 75.
@Badabing, list is looking pretty good.
Although, I am a strong advocate of Skysovereign, Consul Flagship, I would only recommend playing one maindeck since its legendary.
Also, like you pointed out, its not always optimal.
Yeah 4 Flagships is definitely overkill. I think that 2-3 split between main and side might be the correct number.
I really like the Disciple/Scrapheap combo. I'm definitely gonna test it. I also miss Thoughtseize from the side when I play UW. That card solves a lot of problems (Scapeshift/Ad Nauseam etc.). I guess there's other options in UW like Spell Queller, Glen Elendra Archmage, Negate, Vendilion Clique and the white Leyline. But none of those are as clean as Thoughtseize is. Is Sword of L&S better than Sword of F&I though?
I sat brainsorming today on other decklists there might be worth trying out and came up with this one:
The idea is to abuse the green Gearhulk the best possible way and Geist seemed like a natural fit. You have equipment, Gearhulk, Hierarch, Township and Architect to pump it and you have Flagship to soften the ground. You are also not as worried about having Giest sitting back as you can use it to crew. He's also a spirit for Mausoleam Wanderer. I don't have the money to test it but it might be something worth trying in the future.
I think Sword of Light and Shadow is better since if gives protection from the colors with the best removal in the format...especially from Path to Exile.
It provides recursion and also serves as a mini Batterskull by providing life gain.
I'm introducing tireless tracker for value, takes advantage of the fetchlands and you can crack the clues with architect mana. He's yet another potentially huge threat and he can provide value this deck is missing. The curve leans more toward 3 drops to take advantage of mana dorks.
Glint-Nest Crane has really impressed me. I started out with 3 and immediately added the 4th. So far whenever I had it in my starting hand, I completely wrecked my opponent. The fact that it adds mana and gives you something to do with the mana seems to make the deck far more consistent and even more tempo-oriented. Some of the draws I've had with it has just been ridicules.
I don't know if you guys have tried it out, but if not you should give it a shot and tell me what you think.
Glint-Nest Crane has really impressed me. I started out with 3 and immediately added the 4th. So far whenever I had it in my starting hand, I completely wrecked my opponent. The fact that it adds mana and gives you something to do with the mana seems to make the deck far more consistent and even more tempo-oriented. Some of the draws I've had with it has just been ridicules.
I don't know if you guys have tried it out, but if not you should give it a shot and tell me what you think.
I really want the card the work, but I don't know what to take out. My list is just so tight. I think it would have to take the place of Trinket Mage and Treasure Mage.
I do think glint-nest crane looks pretty good. I might try my mono-blue list with it instead of one of the one drops. Consistency is an issue we have been trying to fix, crane seems like a good solution and is card advantage, i'll try a playset for sure.
I don't know the math but 20 artifacts seems to be working. Whenever I mess around with the artifact ratio it seems to fizzle more than what is optimal. But yeah let me know what you think. I still think that the card is sweet. I've started to add equipment now, getting those hits in is a lot easier with more fliers.
Yea Crane is good since it can hit artifacts with cmc between 1 and 6.
I think adding Darksteel Citadel to a list with Crane is good since it can effectively get you a land option aswell.
@Badabing, I could definitely see adding more equipment and having Crane find/wear them.
Certarch might be ok with the higher number artifacts, if we count crane and blinkmoth as artifacts.
EDIT: i'll be trying out metamorph again, copying crane seems pretty sweet.
@Ace, as much as I'd love to run Vedalken Certarch, I feel he interferes too much with Grand Architect and Chief Engineer's ability to help us power out artifacts since you have to tap him. Mausoleum Wanderer has been exceptional as a beater and as disruption. That would give you 12 creatures that have to be blocked by fliers.
I'd also cut atleast two Etherium Sculptor and run some sort of equipment instead. Sword of Light and Shadow in particular...Crane can easily help you find and carry them as Badabing mentioned.
Tried the Crane and wiffed more than I'd like, definitely feels like it belongs in a more aggressive list than mine..
Also tried Copter and not completely in love with it..when you have two or few cards in hand it can be awkward. Sometimes I decided to just not draw off its trigger to not lose a card I wanted to pay after combat. Its good if you draw extra lands that you may not need...
Ace1: thanks for the link. It seems about right from my experience. Have you tested it yet? I'm not as excited about it as I was in the beginning. It's awesome with a Vial in play but a bit clunky without it.
streetMage: Smuggler's Copter to me is still awesome. I'm pretty sure that I've won as many games with it on turn 2 as I have with Superion. The scenario you describe doesn't happen a lot to me. Don't know if you've been unlucky and drawn it at a bad time or that you're simply not used to have it in your deck and don't play optimally. When you have it in your deck, you try to hold back excessive lands and creatures with small impact so that you have something to loot away when it gets going. Having something that helps you draw into gas in the mid-game when you need to close the game to me has been extremely valuable. At worst it's a 3/3 flier which can help chip away your opponents life total when you have a standoff on the ground.
Right now I'm switching between these decks with pretty good results. I haven't joined a league yet so they haven't really been tested but so far I like how they play out:
Spell Queller has been great at stopping Anger of the Gods + friends. It's also a decent deck to put it in with all the tax effects, making it hard to kill it in time. Lodestone makes it slightly hard to cast at times, but the nonbo isn't as bad as it might seem. Especially with Vial in the deck.
The second list is my favorite. I haven't played it as much but there's some raw potential here with tons of synergy. I can run a full set of Thopter/Sword without it being too painful to draw redundant copies since I have Disciple and Copter to loot them away. Disciple/Copter also help draw into the combo and Grand Architect can make a ton of mana with the combo in play giving you an early kick-start (and by kick-start I mean you go infinite). Thopter Foundry also gives the deck a sac outlet which pairs well with Hangarback.
Doh! The moment I realized that Grand Architect + Thopter/Sword is more a nonbo than a combo. I had to take him out along with Hangarback but the deck still feels solid. I've added a couple of Skaab Ruinators a long with Vial. Vial + Ruinator is strong and Ruinator + Copter/Disciple is pretty sweet as well. The Thopter/Sword combo is not as strong though, since you are much more reliant on hitting your land drops now.
@Badabing, yea if you really want to make Architect and the combo work in this deck you'd have to run something like Heartless Summoning to make your tokens 1/1s.
But I do like the synergies in your second list..I'd recommend just dropping Thopter Foundry and replacing it with a 1-drop blue flier like Faerie Miscreant, Cloudfin Raptor, Wingcrafter or even Judge's Familiar. I've found that when it comes to combat, I win sometimes because I have so many flier my opponents cant block. Also, Sword of the Meek triggers off them aswell.
I may give Glint-Nest Crane another shot, but feel I need to dedicate the list more to make him super valuable. I feel like he can be the "Stoneforge Mystic" of the deck if we fill it with more equipment.
Ace1: thanks for the link. It seems about right from my experience. Have you tested it yet? I'm not as excited about it as I was in the beginning. It's awesome with a Vial in play but a bit clunky without it.
I haven't properly tested the crane. Lately i've been fascinated by my u/w spirit and mono-black zombie decks. I do test some hands with goldfishing, and crane hits often enough (i run 24 so 88.5% according to the table i posted). I does feel a bit clunky but the value is here. I feel like the deck needs another powerhouse (hopefully in aether revolt) to be fully legit playable. So until then i'm playing my dead guys but i'll always be paying attention to new gems from the upcoming sets.
Anyone here tried Foundry Inspector as Etherium Sculptor 5-8? It seems like it's another option to make things cheaper in the deck and may make things more consistent, though I'm not sure what to take out to make room for it. Also, yeah I've found the best "lord" for thopter sword is Stone Haven Outfitter, since the sword gets auto-equipped and with a sac engine you now have card advantage on a stick. It's a cute combo, but I find the deeper one goes into one engine the more vulnerable the deck gets to disruptions. It's why I ended up trying out Myr servitor in my own attempt at making an artifact deck just to recover the swords, as well as synergize with Reckless fireweaver.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I'll keep this deck idea thread in mind moving forward. I've been working on finding ways to get big artifact bombs into play while not getting annihilated by aggro and have started looking towards some historic options.
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I'll keep this deck idea thread in mind moving forward. I've been working on finding ways to get big artifact bombs into play while not getting annihilated by aggro and have started looking towards some historic options.
Against aggro, Basilisk Collar is a good piece of equipment.
I never really considered it before, but then again it's an equipment, which I tend to universally underestimate.
Private Mod Note
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Lodestone Golem is a non-bo with all of your non-artifact blue creatures: Glint-Nest Crane, Chief Engineer, Grand Architect
I've been coming close to the lists floating in this thread as a budget challenge, but here lately I've dipped into a deck idea that is very much non-budget. Has excellent matchups across the board save for Jund and Grixis where I feel like K.Comm is just a house. Will probably jam this at GP Dallas if I can manage to borrow the missing pieces:
Jamming all the fatties is the best way to go since the deck doesn't do anything as broken as Tron or CoCo in the lategame
Lupine Prototype is a fatty as well as Myr Superion, and to lend our deck design to its drawbacks, we need to be able to play everything we draw
This means an aggressive shell, which has diverse lines compared to what the metagame expects
Burn, Infect, Bogles, and a few other lists can be shut down with Chalice while we run circles around them
Crane and Tezzy can help us keep up with cards. I tried every splash, and it was apparent an anti-Wrath effect or contingency was needed. Tezzeret, Collected Company, and Blood Moon were prime contenders. Tezzeret turns our lame draws into gas while also being a very fast and threatening option himself.
The sideboard is very much a prototype, and there needs to be yet more work done to discern whether any dead cards exist in the 75, and then to replace them with better options
Any C&C welcome! will fill in more on the deck design later
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4 Mausoleum Wanderer
2 Judge's Familiar
4 Chief Engineer
4 Myr Superion
3 Thalia, Guardian of Thraben
4 Smuggler's Copter
4 Grand Architect
3 Reflector Mage
4 Lodestone Golem
4 Skysovereign, Consul Flagship
4 Flooded Strand
2 Hallowed Fountain
2 Moorland Haunt
7 Island
1 Plains
First impressions:
Smuggler's Copter: the card is goooood. The hype is real. It is everything I wanted it to be. It digs deep and puts on Delver-esque pressure on your opponent. That's a lot of value for 2 mana. Having another strong play when you go one-drop into Chief Engineer just makes the deck a lot more consistent and smooth. Of all the new cards I've tried so far, this is by far the strongest.
Moorland Haunt: I've played it before in this deck and have always been impressed with it. But with the new cards it's even better. Haunt and Copter both feed each other. Copter discards dudes and Haunt supply a steady stream of pilots. It produces spirits as well, so you can buff Mausoleum Wanderer at instant speed which has been quite powerful so far.
Reflector Mage: This is a new thing I'm trying out. I'm not sure about him yet. He has won me a couple of games but at 3 mana he's quite expensive (the nonbo with Lodestone isn't as big of a deal as it might seem though). The reason I'm trying him out is because I want outs against dudes with more than 3 toughness and I'm trying to avoid running stuff like Path because from experience, you want basically the whole deck to be pro-active else you get too many draws that don't do anything.
Skysovereign, Consul Flagship: Not sure about this card to be honest. I had extremely high hopes for it and thought that this could be the card that made all the difference. As it turns out there's a lot of board states that doesn't include any Planeswalkers or x/3's. Playing this mid-game and starring down at a couple of Goyfs is just horrendous. I still think it has potential but probably more niche than I originally thought it would be.
Next up I'm gonna test a Bant version with Verdurous Gearhulk. I'm quite excited about testing it.
Although, I am a strong advocate of Skysovereign, Consul Flagship, I would only recommend playing one maindeck since its legendary.
Also, like you pointed out, its not always optimal.
I know you are trying UW, but Disciple of Deceit and Scrapheap Scrounger look like they may synergize really well with Smuggler's Copter.
Another card that has been stellar for me is Sword of Light and Shadow, I think the card is a must in any version of this deck.
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
I really like the Disciple/Scrapheap combo. I'm definitely gonna test it. I also miss Thoughtseize from the side when I play UW. That card solves a lot of problems (Scapeshift/Ad Nauseam etc.). I guess there's other options in UW like Spell Queller, Glen Elendra Archmage, Negate, Vendilion Clique and the white Leyline. But none of those are as clean as Thoughtseize is. Is Sword of L&S better than Sword of F&I though?
I sat brainsorming today on other decklists there might be worth trying out and came up with this one:
4 Noble Hierarch
4 Path to Exile
4 Chief Engineer
4 Smuggler's Copter
4 Myr Superion
4 Grand Architect
4 Geist of Saint Traft
1 Sword of Fire and Ice
1 Sword of Light and Shadow
2 Skysovereign, Consul Flagship
3 Verdurous Gearhulk
4 Flooded Strand
4 Botanical Sanctum
2 Breeding Pool
1 Hallowed Fountain
1 Temple Garden
1 Moorland Haunt
1 Gavony Township
2 Island
1 Forest
The idea is to abuse the green Gearhulk the best possible way and Geist seemed like a natural fit. You have equipment, Gearhulk, Hierarch, Township and Architect to pump it and you have Flagship to soften the ground. You are also not as worried about having Giest sitting back as you can use it to crew. He's also a spirit for Mausoleam Wanderer. I don't have the money to test it but it might be something worth trying in the future.
It provides recursion and also serves as a mini Batterskull by providing life gain.
Edit: Also, I feel Verdurous Gearhulk is great with Hangarback Walker, Mindless Automaton, Triskelion and Arcbound Ravager.
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
2 birds of paradise
4 hangarback walker
4 myr superion
4 etherium sculptor
4 chief engineer
4 grand architect
4 tireless tracker
2 verdurous gearhulk
4 vedalken shackles
4 botanical sanctum
4 flooded strand
4 polluted delta
2 breeding pool
6 island
2 seal of primordium
2 thorn of amethyst
2 torpor orb
2 spellskite
2 trinket mage
2 pithing needle
2 relic of progenitus
1 grafdigger's cage
I'm introducing tireless tracker for value, takes advantage of the fetchlands and you can crack the clues with architect mana. He's yet another potentially huge threat and he can provide value this deck is missing. The curve leans more toward 3 drops to take advantage of mana dorks.
Thoughts?
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
I don't know if you guys have tried it out, but if not you should give it a shot and tell me what you think.
I do like the fact that it flies..
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
I don't know the math but 20 artifacts seems to be working. Whenever I mess around with the artifact ratio it seems to fizzle more than what is optimal. But yeah let me know what you think. I still think that the card is sweet. I've started to add equipment now, getting those hits in is a lot easier with more fliers.
I think adding Darksteel Citadel to a list with Crane is good since it can effectively get you a land option aswell.
@Badabing, I could definitely see adding more equipment and having Crane find/wear them.
On equipment, what do you guy think of cards like Mask of Memory, Mask of Riddles and Skeleton Key to help draw cards? We are a combat deck...
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
EDIT: So with that in mind this would be my crane list:
4 vedalken certarch
4 signal pest
4 hangarback walker
4 myr superion
4 etherium sculptor
4 chief engineer
4 glint-nest crane
4 lodestone golem
2 phyrexian metamorph
artifacts : 2
2 vedalken shackles
lands : 20
4 blinkmoth nexus
16 island
2 thorn of amethyst
2 ratchet bomb
2 torpor orb
2 spellskite
2 trinket mage
2 pithing needle
2 relic of progenitus
1 grafdigger's cage
Certarch might be ok with the higher number artifacts, if we count crane and blinkmoth as artifacts.
EDIT: i'll be trying out metamorph again, copying crane seems pretty sweet.
I'd also cut atleast two Etherium Sculptor and run some sort of equipment instead. Sword of Light and Shadow in particular...Crane can easily help you find and carry them as Badabing mentioned.
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
Also tried Copter and not completely in love with it..when you have two or few cards in hand it can be awkward. Sometimes I decided to just not draw off its trigger to not lose a card I wanted to pay after combat. Its good if you draw extra lands that you may not need...
Again, I think Glint-Nest Crane and Smuggler's Copter would do awesome in a list with Disciple of Deceit and Scrapheap Scrounger. Possibly even Scarecrone.
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
streetMage: Smuggler's Copter to me is still awesome. I'm pretty sure that I've won as many games with it on turn 2 as I have with Superion. The scenario you describe doesn't happen a lot to me. Don't know if you've been unlucky and drawn it at a bad time or that you're simply not used to have it in your deck and don't play optimally. When you have it in your deck, you try to hold back excessive lands and creatures with small impact so that you have something to loot away when it gets going. Having something that helps you draw into gas in the mid-game when you need to close the game to me has been extremely valuable. At worst it's a 3/3 flier which can help chip away your opponents life total when you have a standoff on the ground.
Right now I'm switching between these decks with pretty good results. I haven't joined a league yet so they haven't really been tested but so far I like how they play out:
4 Æther Vial
4 Mausoleum Wanderer
4 Chief Engineer
3 Thalia, Guardian of Thraben
4 Smuggler's Copter
4 Myr Superion
4 Grand Architect
4 Spell Queller
4 Lodestone Golem
4 Flooded Strand
4 Polluted Delta
2 Hallowed Fountain
2 Moorland Haunt
4 Island
1 Plains
1 Engineered Explosives
4 Mausoleum Wanderer
4 Chief Engineer
2 Glint-Nest Crane
4 Disciple of Deceit
4 Thopter Foundry
4 Myr Superion
4 Smuggler's Copter
4 Sword of the Meek
4 Grand Architect
4 Flooded Strand
4 Polluted Delta
2 Watery Grave
6 Island
Spell Queller has been great at stopping Anger of the Gods + friends. It's also a decent deck to put it in with all the tax effects, making it hard to kill it in time. Lodestone makes it slightly hard to cast at times, but the nonbo isn't as bad as it might seem. Especially with Vial in the deck.
The second list is my favorite. I haven't played it as much but there's some raw potential here with tons of synergy. I can run a full set of Thopter/Sword without it being too painful to draw redundant copies since I have Disciple and Copter to loot them away. Disciple/Copter also help draw into the combo and Grand Architect can make a ton of mana with the combo in play giving you an early kick-start (and by kick-start I mean you go infinite). Thopter Foundry also gives the deck a sac outlet which pairs well with Hangarback.
But I do like the synergies in your second list..I'd recommend just dropping Thopter Foundry and replacing it with a 1-drop blue flier like Faerie Miscreant, Cloudfin Raptor, Wingcrafter or even Judge's Familiar. I've found that when it comes to combat, I win sometimes because I have so many flier my opponents cant block. Also, Sword of the Meek triggers off them aswell.
I may give Glint-Nest Crane another shot, but feel I need to dedicate the list more to make him super valuable. I feel like he can be the "Stoneforge Mystic" of the deck if we fill it with more equipment.
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
I haven't properly tested the crane. Lately i've been fascinated by my u/w spirit and mono-black zombie decks. I do test some hands with goldfishing, and crane hits often enough (i run 24 so 88.5% according to the table i posted). I does feel a bit clunky but the value is here. I feel like the deck needs another powerhouse (hopefully in aether revolt) to be fully legit playable. So until then i'm playing my dead guys but i'll always be paying attention to new gems from the upcoming sets.
The three cards that are available at 2 cmc that have artifact specific ramp I can think of are Renowned Weaponsmith, Chief Engineer, and Vedalken Engineer.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I've been coming close to the lists floating in this thread as a budget challenge, but here lately I've dipped into a deck idea that is very much non-budget. Has excellent matchups across the board save for Jund and Grixis where I feel like K.Comm is just a house. Will probably jam this at GP Dallas if I can manage to borrow the missing pieces:
4x Etherium Sculptor
4x Glint-Nest Crane
4x Myr Superion
4x Lupine Prototype
4x Grand Architect
3x Phyrexian Metamorph
1x Spellskite
4x Chalice of the Void
4x Smuggler's Copter
2x Tezzeret, Agent of Bolas
4x Darksteel Citadel
4x Darkslick Shores
4x Underground River
5x Island
2x Ghost Quarter
1x Swamp
1x Sea Gate Wreckage
1x Sword of Light and Shadow
1x Grafdigger's Cage
2x Relic of Progenitus
1x Spellskite
3x Thoughtseize
2x Warping Wail
2x Echoing Truth
2x Engineered Explosives
1x Pithing Needle
Playing with the deck leads to a few discoveries:
Jamming all the fatties is the best way to go since the deck doesn't do anything as broken as Tron or CoCo in the lategame
Lupine Prototype is a fatty as well as Myr Superion, and to lend our deck design to its drawbacks, we need to be able to play everything we draw
This means an aggressive shell, which has diverse lines compared to what the metagame expects
Burn, Infect, Bogles, and a few other lists can be shut down with Chalice while we run circles around them
Crane and Tezzy can help us keep up with cards. I tried every splash, and it was apparent an anti-Wrath effect or contingency was needed. Tezzeret, Collected Company, and Blood Moon were prime contenders. Tezzeret turns our lame draws into gas while also being a very fast and threatening option himself.
The sideboard is very much a prototype, and there needs to be yet more work done to discern whether any dead cards exist in the 75, and then to replace them with better options
Any C&C welcome! will fill in more on the deck design later