Why are you guys not playing Merchants Dockhand. 1 drop that finds your key cards easily with Architect. If you're playing Trinket Mage he could be a could target. It's also good with with Throne of the God Pharoah. Not the most aggressive card I suppose, and maybe meant for a mostly artifacts build with Mox Opals.
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LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
Why are you guys not playing Merchants Dockhand. 1 drop that finds your key cards easily with Architect. If you're playing Trinket Mage he could be a could target. It's also good with with Throne of the God Pharoah. Not the most aggressive card I suppose, and maybe meant for a mostly artifacts build with Mox Opals.
Maybe a decent one-of in the sideboard but i have my doubts. The payoff seems medium and i'd rather tap my stuff for mana to grow my board or just attack. Could be good in stalled board for sure, but we aren't affinity and maybe we don't have enough artifacts. Regardless, it definitely deserves to be tested, thats for sure.
I think it's meant for a different deck honestly, eth Ballista, Opals and Training Grounds and that artifacts creature that untap artifact for 3 mana. Seems like that could be a great deck.
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LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
I would also like to give a few Ensoul Artifacts a shot in this aggro build. You don't have to just slam it into open mana, where your opponent could have a removal spell. But you can use it to push through a lot of damage. Signal Pest becomes a huge flier, leftover Sculptors pick it up well. Copter and Throne pick it up without fear of first getting bolted. Walking Ballista hilariously grows bigger than normal.
I would also like to give a few Ensoul Artifacts a shot in this aggro build. You don't have to just slam it into open mana, where your opponent could have a removal spell. But you can use it to push through a lot of damage. Signal Pest becomes a huge flier, leftover Sculptors pick it up well. Copter and Throne pick it up without fear of first getting bolted. Walking Ballista hilariously grows bigger than normal.
Seems legit, tell us how it goes! For my part i'd love to try phyrexian metamorph again. The card was always decent in old versions of this deck. Might be better than master #3-4.
Metamorph is only decent in the main deck, as there aren't that many things to copy that are worth the card slot. Copying an architect is medium, while copying a lodestone golem is great. Rarely do you want to copy anything else. It's better as a sideboard card against goyf decks I suppose, but then I'd almost rather just run Scrap Trawlers?
#Are Mausoleum Wanderer and Grand Architect really necessary for this deck ? (as not very aggressive cards and not artifacts)
I'd probably prefer Vault Skirge as a 1-drop flyer and Chief of the Foundry as another 3-drop lord (in addition to 4x Master of Etherium).
#Chief buffs more creatures (especially without M.Wanderer) and is an artifact itself (which can be convoked and reduced in cost) so the only advantage of Grand Architect seems to be the "tap ability", is it that good ?
#Myr Superion seems like a good fit for this deck, it is probably a bit risky to play 4x but 2x seems reasonable.
Cranial plating is bad, we aren't affinity, our artifact count is MUCH lower. Ensoul always gives us a 5/5, plating's pump will often be underwhelming.
Not running grand architect is nonsense, have you actually played with the deck before? If you did i'm surprised you don't appreciate the power/utility of the card. If you didn't please try it out before tweaking the deck, i know the list seems weird on paper but architect is what ties the deck together.
Also playing myr superion without architect is absurd. You're gonna get stuck with them in your hand all day.
Don't see the purpose of mutavault, we have zero tribal synergies. Your mana base is way too greedy. Sure you don't need UU but still...
Mausoleum wanderer is just the best blue one drop available. It is much worse without architect, but goes very well with our taxes and our evasive beatdown plan.
The deck is playing amazingly im just trying to squeak the most value out of my cards and take advantage of any time I'm empty handed. Sheets also just lets me see my top card to filter away with coppter even if I have no hand. The biggest problem of the deck that I've found is getting going after being all in and then getting wiped. That's where I'm trying to find the sweet spot of how many utility lands I can play. It's very possible sheets should be a 1 of considering I'm also on sea gate (or more likely that I cut sea gate) but to test I want to see the cards at there best and worse. As far as not wanting to mull I feel like that's where some sage of ephyr's are nice. T1 sage can really set up your turns nicely.
Hey there,
Long time stalker, first time poster who just built the deck with some questions:
1) Are 1 land hands + sage of epityr hands keepable? I feel like I keep doing that, seeing 4 non lands (or even 1 land and no shuffle) and getting screwed. I think the answer may be no.
2) Etherium sculptor seems like the worst card in the deck in the draws I've done. 1 mana off doesn't really enable big plays like engineer or architect do. He's a pretty good supplement to those 2. Is this other peoples experience? More 1 drops, spellskite, Renowned weaponsmith or Contraband Kingpin all seem promising instead.
3) Sideboarding seems hard: with such a large and versatile core and engine, the options to side in are great but its hard to figure out what to take out What do people take out against major matchups (affinity, tron, jund/junk variants)?
4) I'm trying out a 3 drop trophy mage package, which seems lackluster with only bridge+light and shadow as targets. What 2nd sword would you want after light and shadow? Fire and Ice seems nice for more draw and a clock.
6 Throne of the god-pharaoh got me excited, so I decided to double down on the tap effects with inspired idea with disciple of deceit and daring thief alongside a single copy of sky hussar. So far in draws by myself, sky hussar has been fine but might just be worse than another smugglers copter, daring thief has been pretty solid (Trade a sage for a goyf? Yes please) but disciple of deceit has been somewhat lackluster. My manabase is too budget to hit CC on turn 2 reliably. I think he could be good in a more dedicated skyhussar build with more copies of both, but as is doesn't quite get there. Has anyone tried anything like this? I think my testing has suggested that this is not the road to go down. Occasionally it will fetch up an much-needed architect or sword though, which feels really good.
Also, a unrelated forum question. How do I post one of those nice decklists. As in, what is the syntax for it?
If I'm on the draw I'll keep a 1 lander and sage assuming the second land let's me play most of my hand (very common). Looter scooter helps a lot in filtering with this deck. I originally was only on 3 but there is no way I wouldn't play the set now. Sculptur is much better than you're seeing and if you are solitairing I recommend at least going on xmage and seeing the full power of the deck.
Its a bit of a subpar list of the Monoblue version but its publicity. I already posted a comments to check here for better lists, along with my plug for my heartless version :p.
The deck is playing amazingly im just trying to squeak the most value out of my cards and take advantage of any time I'm empty handed. Sheets also just lets me see my top card to filter away with coppter even if I have no hand. The biggest problem of the deck that I've found is getting going after being all in and then getting wiped. That's where I'm trying to find the sweet spot of how many utility lands I can play. It's very possible sheets should be a 1 of considering I'm also on sea gate (or more likely that I cut sea gate) but to test I want to see the cards at there best and worse. As far as not wanting to mull I feel like that's where some sage of ephyr's are nice. T1 sage can really set up your turns nicely.
Scrying sheets could be great, i'm not opposed to yet even more utility lands, but i'm afraid about drawing enough blue sources for both turn one wanderer and turn 3 architect. I guess playing one could be ok? I'll have to try it.
Sea gate wreckage seems even better since we empty our hands quick. Again, i'm a little scared about too many colorless mana producing lands, but i might try it out too.
Hey there,
Long time stalker, first time poster who just built the deck with some questions:
1) Are 1 land hands + sage of epityr hands keepable? I feel like I keep doing that, seeing 4 non lands (or even 1 land and no shuffle) and getting screwed. I think the answer may be no.
2) Etherium sculptor seems like the worst card in the deck in the draws I've done. 1 mana off doesn't really enable big plays like engineer or architect do. He's a pretty good supplement to those 2. Is this other peoples experience? More 1 drops, spellskite, Renowned weaponsmith or Contraband Kingpin all seem promising instead.
Scupltor not only offers redundancy but makes our most explosive draw possible, with turn one one drop into turn two engineer. It is also another way to play lodestone golem one turn earlier, which is pretty valuable.
3) Sideboarding seems hard: with such a large and versatile core and engine, the options to side in are great but its hard to figure out what to take out What do people take out against major matchups (affinity, tron, jund/junk variants)?
In a vacuum master of etherium always goes away when nothing else is bad. They are good but the deck functions without them. You might want to keep a couple vs bolt decks (because it makes copter and golem be out of bolt range). Vs affinity golems are easily the best card to side out. Maybe siding out a couple of copter is right vs stony silence decks.
4) I'm trying out a 3 drop trophy mage package, which seems lackluster with only bridge+light and shadow as targets. What 2nd sword would you want after light and shadow? Fire and Ice seems nice for more draw and a clock.
I don't like trophy mage, but i never tried it so i may be wrong. Trinket mage seems better imo, doesn't require you to dilute the deck with 3 mana artifacts because there are already good targets in the main.
Not sure about bridge, we are an combat deck. Throne is plan B, i wouldn't rely too much on it.
6 Throne of the god-pharaoh got me excited, so I decided to double down on the tap effects with inspired idea with disciple of deceit and daring thief alongside a single copy of sky hussar. So far in draws by myself, sky hussar has been fine but might just be worse than another smugglers copter, daring thief has been pretty solid (Trade a sage for a goyf? Yes please) but disciple of deceit has been somewhat lackluster. My manabase is too budget to hit CC on turn 2 reliably. I think he could be good in a more dedicated skyhussar build with more copies of both, but as is doesn't quite get there. Has anyone tried anything like this? I think my testing has suggested that this is not the road to go down. Occasionally it will fetch up an much-needed architect or sword though, which feels really good.
Its a bit of a subpar list of the Monoblue version but its publicity. I already posted a comments to check here for better lists, along with my plug for my heartless version :p.
I don't see why you say it is subpar, it is very close to what i've been playing with great success...
Early report with phyrexian metamorph, the card has been good as a singleton. Many things in our deck are good in multiples. Copying grand architect, signal pest or master of etherium for more lord effects isn't broken but it is better than it seems. Copying lodestone golem is great, obviously, and sometimes a second copter is fine too. When you copy opposing stuff, the copy will dominate combat if you have architect out. Since the copy is also an artifact, you can make it blue and give it +1/+1, making it always bigger than the original, which is sweet!
Will report later with more testing from yesterday and maybe tonight if i choose to play this deck
Cranial plating is bad, we aren't affinity, our artifact count is MUCH lower. Ensoul always gives us a 5/5, plating's pump will often be underwhelming.
Not running grand architect is nonsense, have you actually played with the deck before? If you did i'm surprised you don't appreciate the power/utility of the card. If you didn't please try it out before tweaking the deck, i know the list seems weird on paper but architect is what ties the deck together.
Also playing myr superion without architect is absurd. You're gonna get stuck with them in your hand all day.
Don't see the purpose of mutavault, we have zero tribal synergies. Your mana base is way too greedy. Sure you don't need UU but still...
Mausoleum wanderer is just the best blue one drop available. It is much worse without architect, but goes very well with our taxes and our evasive beatdown plan.
#In my proposed list there are 34 artifacts, more than enough for Plating which remains after the creature is removed and can add more power than Ensoul.
The one advantage of Ensoul is permanently turning Copter into a creature.
#Not yet, I've just came across this deck and am looking to customize it (I don't usually copy decks and prefer to tweak them to my liking).
I'm open to reading why Architect is so good in this deck because on paper it seems less synergistic and weaker than Master/Chief.
#With Chief Engineer (or double Etherium Sculptor) Myr Superion can work (that's why it is just a 2x-of), more creature-lands can help cast it as well though it is admittedly a bit clunky.
#Mutavault is just another creature-land (good for recovering after board sweepers) and can be pumped by Blinkmoth's ability and help cast Myr Superion.
I find it more useful than Cavern for this deck.
#Why do we even need a blue 1-drop ? It basically is Judge's Familiar (which no one plays anymore, even in D&T) and I don't find it good enough.
I prefer the lifelink and artifact synergy of Vault Skirge as my 1-drop flyer.
Thursday went 2-1 (officially 3-1 because of the bye)
R1 loss vs jund, got the typical "mana short early, can't play any of the cards in my hand, my opponent plays a discard spell every turn, when having no cards left in hands, draw all lands" issue. Also got mana issues the other game i lost.
R2 bye
R3 win vs angel chord combo. Got the nut draw in one game where i had double lodestone golem turn 3, very hard to come back from for my opponent.
R4 win vs grixis delver. Got another nut draw with turn2 empty my hand into turn 3 kill with tons of overkill thanks to throne.
Today went 2-1 (officially 2-0-1 because we split 3rd round but we still played for fun)
R1 2-0 vs allies, ballista was the mvp, G2 i got to have basilisk collar on it and killed 5 guys in one turn
R2 2-0 vs 8 rack (ensnaring bridge version), opponent drew no bridge both game, and a total of one shrieking affliction as payoffs. Still seemed not that bad of a matchup
R3 1-2 (intentional draw officially) vs skred red. The matchup seemed pretty bad. I forgot to side in scrap trawler G2-3, which was a huge mistake. G3 my opponent was able to play a removal spell every single turn of the match, which is pretty good vs our less explosive draws
Moving on i want to try bident of thassa x1 instead of the 2nd throne. The payoff seems huge and it was kind of good in the pre-kaladesh versions of the deck. Will report back next week maybe with more testing.
It may seem like it, but having just a single mausoleum wanderer or blinkmoth nexus makes it kind of decent, as the card snowballs pretty hard. You may be right but i'll at least try it anyways.
Can he be an alternative to Chief Engineer in this deck ?
(I don't want to cut Etherium Sculptor as it is an artifact creature)
Since Chief Engineer is pretty useless in multiples maybe a 2/2 split can be good.
#Glint-Nest Crane also seems like a good option for this deck as a card-selection option on a flying creature (even some Affinity decks play it).
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
Maybe a decent one-of in the sideboard but i have my doubts. The payoff seems medium and i'd rather tap my stuff for mana to grow my board or just attack. Could be good in stalled board for sure, but we aren't affinity and maybe we don't have enough artifacts. Regardless, it definitely deserves to be tested, thats for sure.
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
What's that?
Also randomly stumbled upon these artifact creatures, I really like the manticore:
Seems legit, tell us how it goes! For my part i'd love to try phyrexian metamorph again. The card was always decent in old versions of this deck. Might be better than master #3-4.
I'd probably maindeck 2x copies over Throne of the God-Pharaoh (I don't really like the card).
Some other ideas I have for the deck:
#Are Mausoleum Wanderer and Grand Architect really necessary for this deck ? (as not very aggressive cards and not artifacts)
I'd probably prefer Vault Skirge as a 1-drop flyer and Chief of the Foundry as another 3-drop lord (in addition to 4x Master of Etherium).
#Chief buffs more creatures (especially without M.Wanderer) and is an artifact itself (which can be convoked and reduced in cost) so the only advantage of Grand Architect seems to be the "tap ability", is it that good ?
#Myr Superion seems like a good fit for this deck, it is probably a bit risky to play 4x but 2x seems reasonable.
#About the lands, why so many Islands ?
What about adding more utility and creature lands like: Inkmoth Nexus, Mutavault, Academy Ruins and Inventors' Fair ?
(I'd probably prefer them over the Caverns as well)
Here is how my version would look like:
4x Signal Pest
4x Vault Skirge
4x Chief Engineer
4x Etherium Sculptor
4x Walking Ballista
2x Myr Superion
4x Master of Etherium
2x Chief of the Foundry
4x Lodestone Golem
4x Smuggler's Copter
2x Cranial Plating
Land (22)
4x Blinkmoth Nexus
4x Mutavault
1x Inventors' Fair
1x Academy Ruins
12x Island
2x Glint-Nest Crane
1x Grafdigger's Cage
2x Phyrexian Revoker
2x Relic of Progenitus
2x Scrap Trawler
3x Etched Champion
3x Unified Will
Not running grand architect is nonsense, have you actually played with the deck before? If you did i'm surprised you don't appreciate the power/utility of the card. If you didn't please try it out before tweaking the deck, i know the list seems weird on paper but architect is what ties the deck together.
Also playing myr superion without architect is absurd. You're gonna get stuck with them in your hand all day.
Don't see the purpose of mutavault, we have zero tribal synergies. Your mana base is way too greedy. Sure you don't need UU but still...
Mausoleum wanderer is just the best blue one drop available. It is much worse without architect, but goes very well with our taxes and our evasive beatdown plan.
2 Cavern of Souls
1 Oboro, Palace in the Clouds
2 Scrying Sheets
1 Sea Gate Wreckage
11 Snow-Covered Island
The deck is playing amazingly im just trying to squeak the most value out of my cards and take advantage of any time I'm empty handed. Sheets also just lets me see my top card to filter away with coppter even if I have no hand. The biggest problem of the deck that I've found is getting going after being all in and then getting wiped. That's where I'm trying to find the sweet spot of how many utility lands I can play. It's very possible sheets should be a 1 of considering I'm also on sea gate (or more likely that I cut sea gate) but to test I want to see the cards at there best and worse. As far as not wanting to mull I feel like that's where some sage of ephyr's are nice. T1 sage can really set up your turns nicely.
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
Long time stalker, first time poster who just built the deck with some questions:
1) Are 1 land hands + sage of epityr hands keepable? I feel like I keep doing that, seeing 4 non lands (or even 1 land and no shuffle) and getting screwed. I think the answer may be no.
2) Etherium sculptor seems like the worst card in the deck in the draws I've done. 1 mana off doesn't really enable big plays like engineer or architect do. He's a pretty good supplement to those 2. Is this other peoples experience? More 1 drops, spellskite, Renowned weaponsmith or Contraband Kingpin all seem promising instead.
3) Sideboarding seems hard: with such a large and versatile core and engine, the options to side in are great but its hard to figure out what to take out What do people take out against major matchups (affinity, tron, jund/junk variants)?
4) I'm trying out a 3 drop trophy mage package, which seems lackluster with only bridge+light and shadow as targets. What 2nd sword would you want after light and shadow? Fire and Ice seems nice for more draw and a clock.
5) Ensnaring bridge+throne of the god-pharaoh or walking ballista seems like a pretty solid lock. Throw in a pithing needle on karn or a welding jar to stop decay and it seems like a few decks just can't beat it. This had me thinking of using a trophy mage/trinket mage package to find the pieces as needed, which are fine on their own. Has anyone tried this?
6 Throne of the god-pharaoh got me excited, so I decided to double down on the tap effects with inspired idea with disciple of deceit and daring thief alongside a single copy of sky hussar. So far in draws by myself, sky hussar has been fine but might just be worse than another smugglers copter, daring thief has been pretty solid (Trade a sage for a goyf? Yes please) but disciple of deceit has been somewhat lackluster. My manabase is too budget to hit CC on turn 2 reliably. I think he could be good in a more dedicated skyhussar build with more copies of both, but as is doesn't quite get there. Has anyone tried anything like this? I think my testing has suggested that this is not the road to go down. Occasionally it will fetch up an much-needed architect or sword though, which feels really good.
Also, a unrelated forum question. How do I post one of those nice decklists. As in, what is the syntax for it?
But no spaces
If I'm on the draw I'll keep a 1 lander and sage assuming the second land let's me play most of my hand (very common). Looter scooter helps a lot in filtering with this deck. I originally was only on 3 but there is no way I wouldn't play the set now. Sculptur is much better than you're seeing and if you are solitairing I recommend at least going on xmage and seeing the full power of the deck.
Its a bit of a subpar list of the Monoblue version but its publicity. I already posted a comments to check here for better lists, along with my plug for my heartless version :p.
Scrying sheets could be great, i'm not opposed to yet even more utility lands, but i'm afraid about drawing enough blue sources for both turn one wanderer and turn 3 architect. I guess playing one could be ok? I'll have to try it.
Sea gate wreckage seems even better since we empty our hands quick. Again, i'm a little scared about too many colorless mana producing lands, but i might try it out too.
My comments in bold:
I don't see why you say it is subpar, it is very close to what i've been playing with great success...
_________________________________________________________
Early report with phyrexian metamorph, the card has been good as a singleton. Many things in our deck are good in multiples. Copying grand architect, signal pest or master of etherium for more lord effects isn't broken but it is better than it seems. Copying lodestone golem is great, obviously, and sometimes a second copter is fine too. When you copy opposing stuff, the copy will dominate combat if you have architect out. Since the copy is also an artifact, you can make it blue and give it +1/+1, making it always bigger than the original, which is sweet!
Will report later with more testing from yesterday and maybe tonight if i choose to play this deck
#In my proposed list there are 34 artifacts, more than enough for Plating which remains after the creature is removed and can add more power than Ensoul.
The one advantage of Ensoul is permanently turning Copter into a creature.
#Not yet, I've just came across this deck and am looking to customize it (I don't usually copy decks and prefer to tweak them to my liking).
I'm open to reading why Architect is so good in this deck because on paper it seems less synergistic and weaker than Master/Chief.
#With Chief Engineer (or double Etherium Sculptor) Myr Superion can work (that's why it is just a 2x-of), more creature-lands can help cast it as well though it is admittedly a bit clunky.
#Mutavault is just another creature-land (good for recovering after board sweepers) and can be pumped by Blinkmoth's ability and help cast Myr Superion.
I find it more useful than Cavern for this deck.
#Why do we even need a blue 1-drop ? It basically is Judge's Familiar (which no one plays anymore, even in D&T) and I don't find it good enough.
I prefer the lifelink and artifact synergy of Vault Skirge as my 1-drop flyer.
Thursday went 2-1 (officially 3-1 because of the bye)
R1 loss vs jund, got the typical "mana short early, can't play any of the cards in my hand, my opponent plays a discard spell every turn, when having no cards left in hands, draw all lands" issue. Also got mana issues the other game i lost.
R2 bye
R3 win vs angel chord combo. Got the nut draw in one game where i had double lodestone golem turn 3, very hard to come back from for my opponent.
R4 win vs grixis delver. Got another nut draw with turn2 empty my hand into turn 3 kill with tons of overkill thanks to throne.
Today went 2-1 (officially 2-0-1 because we split 3rd round but we still played for fun)
R1 2-0 vs allies, ballista was the mvp, G2 i got to have basilisk collar on it and killed 5 guys in one turn
R2 2-0 vs 8 rack (ensnaring bridge version), opponent drew no bridge both game, and a total of one shrieking affliction as payoffs. Still seemed not that bad of a matchup
R3 1-2 (intentional draw officially) vs skred red. The matchup seemed pretty bad. I forgot to side in scrap trawler G2-3, which was a huge mistake. G3 my opponent was able to play a removal spell every single turn of the match, which is pretty good vs our less explosive draws
Moving on i want to try bident of thassa x1 instead of the 2nd throne. The payoff seems huge and it was kind of good in the pre-kaladesh versions of the deck. Will report back next week maybe with more testing.
he is like a cheaper version of Grand Architect without the "lord" ability.
Can he be an alternative to Chief Engineer in this deck ?
(I don't want to cut Etherium Sculptor as it is an artifact creature)
Since Chief Engineer is pretty useless in multiples maybe a 2/2 split can be good.
#Glint-Nest Crane also seems like a good option for this deck as a card-selection option on a flying creature (even some Affinity decks play it).