with the disruptive game plan going along with the aggro, would Hope of Ghirapur be any good? its a 1 drop so fits in with the game plan, can be fetched against combo with trinket mage, and could often buy you that 1 extra turn I find I need to seal up quite a few games
with the disruptive game plan going along with the aggro, would Hope of Ghirapur be any good? its a 1 drop so fits in with the game plan, can be fetched against combo with trinket mage, and could often buy you that 1 extra turn I find I need to seal up quite a few games
I can't think of an instance where I'd rather get Hope over better hate like Relic or Cage or Needle, myself.
with the disruptive game plan going along with the aggro, would Hope of Ghirapur be any good? its a 1 drop so fits in with the game plan, can be fetched against combo with trinket mage, and could often buy you that 1 extra turn I find I need to seal up quite a few games
I can't think of an instance where I'd rather get Hope over better hate like Relic or Cage or Needle, myself.
There could be a very random spot where ruins copter hope locks the opponent out but that'd be extremely rare.
ha didnt think of that, a lot of the time i find i have them dead on board if my architect or master can survive until the next turn this just seems like a low cost way to help that situation, with the bonus of buying a turn against storm and ad nauseam rather than it being its soul purpose, i can see how it could just be a little to cute though
ha didnt think of that, a lot of the time i find i have them dead on board if my architect or master can survive until the next turn this just seems like a low cost way to help that situation, with the bonus of buying a turn against storm and ad nauseam rather than it being its soul purpose, i can see how it could just be a little to cute though
I've definitely been in that spot, and it could definitely put you over the edge in some games. It is legendary, so I want to try it as a 2/2 split with Judge's Familiar. Seems definitely worth testing.
I did mess around with wurmcoil some time ago. Yes if it resolves its great vs non-path midrange but the issue i found is those decks kill you stuff a lot, making it difficult for us to reach the mana for the wurm. I think i like scrap trawler better here because you get some value off of sweepers and spot removal.
Let us know how it goes, i'd love it if it worked!
So in my experience so far, if you face heavy removal decks and they quickly remove your board, I tend to keep hitting land drops and Wurmcoil engine makes for a great play. that those removal heavy strategies can't deal with efficiently. The card just wins games on it's own. Against decks like Eldrazi Tron that aren't packing a ton of spot removal, you get to slam it on turn 3 and likely won't lose the game from there outside of Ulamog. It also helps hedge bets against things like Burn which now are required to have a skullcrack in hand or they lose (and in games 2-3 they will be forced to commit resources to your early creatures if they don't think they can beat Wurmcoil and that saves you life on it's own).
So what's everyone's strategy for enchantment removal here?
Ran into an enduring ideal deck last night and didn't have much I could do about it. I know that deck specifically is narrowly played however an option for enchantment removal would be helpful anyway
Get a hand that can quickly power out a lodestone golem and try to kill them fast. Enduring ideal decks are pretty slow to get online anyway, pinching their mana is going to be effective against them
Hi there, I have a question about Trinket Mage.
I have seen several sideboards that include 2 Trinket Mages and a package of targets. But sometimes the package includes 2 copies of a card, like 2 Relic or 2 Grafdigger's Cage.
Why not play one more Trinket Mage and play a package of all one-ofs? You might lose a small chance to play turn 1 graveyard hate, but you gain an extra Trinket Mage in every match up where you need a card from your package.
Against a deck where you need your hate card early to have the biggest impact, I'd rather have the extra copy of that then the trinket mage. Trinket Mage is coming down turn 3 earliest and only casting the hate card for free if you have a sculptor out or a Grand Architect. Just a small little thing to have a better chance of naturally drawing it.
Haven't seen much discussion recently about Defense Grid. What are your thoughts? It's costs the same as Throne which means it's possible to use the same lines of play. We're a tap out deck so the extra cost will mostly affect our opponents and their instant speed shenanigans.
Has anyone tested the following extensively? Been debating all these in the 1 of land slot and wondering if anyone has any good/bad experiences with them. Currently figure I can run 2 utility land and already have one Academy Ruin’s… Inventor’s Fair Sea Gate Wreckage
I like the idea of fair, the gaining one life is probably rarely useful but I wouldn’t complain gaining 1-3 life over the course of a game against burn. I do love the idea of being able to search for any artifacts in the midgame and possible immediately cast with a Grand Architect or Chief Engineer out, although being a turn 5 earliest play does make me slightly dubious to it’s inclusion.
Sea Gate Wreckage also seems good – I find against the grindy midrange decks we run out of gas quickly and empty our hand, drawing 2 cards a turn on your upkeep seems good to me.
Next query is in the sideboard, I like having 1-2 slots against any removal heavy matchups, and currently am debating between the following 3 cards.. Kira, Great Glass-Spinner Scrap Trawler Padeem, Consul of Innovation
Kira pumps Mausoleum Wanderer and costs 3 and flies, which is relevant and requires 2 pieces of removal before touching your other creatures.
Scrap Trawler seems good against mass removal and gives you some choice on return but doesn’t protect your mana/convoke enablers.
Padeem protects your artifacts and draws you cards but himself dies to removal and costs 4 and cannot be accelerated out, and doesn’t protect your architects or engineers.
Anyone have any good/bad experience with these?
I play kira in my heartless build ( the U/b version) and i love kira especially when paired with spellskite but then again my deck is midranged where you guys are more aggro so take my experience with a grain of salt.
Went 3-1 in an 18 player Modern Monday today. Saw Zac playing the deck on stream @ GP Vegas and decided to sleeve it up. Nearly identical list except 3x Ceremonious Rejection and just 1x Wurmcoil Engine since I couldn't get the second one.
Lost 0-2 (P) versus Grixis Death's Shadow
Won 2-1 (D) versus Jeskai Control
Won 2-0 (D) versus Junk
Won 2-0 (P) versus Grixis Moon
Round 1 - Grixis Death's Shadow // 0-2 (On the play):
Got absolutely destroyed in G1. I'm on the play, island, Mausoleum Wanderer, pass. He fetches, goes to 17, casts Dismember on my Wanderer, goes to 13, pass. I follow up with Ethereum Sculptor, pass. He fetches again, down to 10. Cast two Death's Shadows, pass. I stumble, get hit for 10 the following the turn and he plays another Shadow.
Game 2 wasn't much different. Thoughtseize takes the Architect, he slams an early Tasigur while dealing with my threats one by one.
Round 2 - Jeskai Control // 2-1 (On the draw):
Novice player, he made quite a lot of mistakes. Slowly grinded him down with Blinkmoth Nexuses in game 1. Floodfest in game 2 but stalled it long enough with two copies of Thorn of Amethyst which slowed him down considerably. Game 3 we had about 5 minutes left on the clock and I mowed him down with T1 Familiar into T2 Chief Engineer into Etherium Sculptor into Throne. Followed by T3 Grand Architect into Lodestone Golem with Wurmcoil Engine backup ready for T4. GG.
Round 3 - Junk // 2-0 (On the draw):
Game 1 I land two Lodestone Golems off an Architect which along with Nexus and some Copter hits bring him to 0. Game turns into a grindfest with me controlling a Sculptor, Engineer and two Trinket Mages in hand while he has a Goyf and two spirit tokens. He chips at my life getting me down to 6 before I grabbed a Hangarback Walker with one mage and Relic of Progenitus with the other to shrink his Goyf. He topdecks a Rhino to bring me down to 3 but I manage to tick my Walker up enough to prevent him from favourably attacking. Eventually I get a Ballista, grow it considerably and while finds a Path for my Walker, Ballista grew out of control and took over the game.
Round 4 - Grixis Moon // 2-0 (On the play):
Basically a Grixis Control list with Blood Moons. He never cast one and it'd be useless against me anyway, Islands all the way. Game 1 was Throne all-star game. Must've drained at least 10 life with it as he wasn't able to deal with it. Rest was on the shoulders of Blinkmoth Nexus chipping for 1 all the way down from 11 life.
Game 2 saw two Lodestone Golems versus his Tasigur and Ballista eventually securing the victory.
Overall I'm really happy with the deck and it's performance. It's incredibly resilient although it lacks in card advantage and sometimes feels like you're playing topdeck roulette. I already ordered a playset of Sage of Epityr to test them out as well as some other artifacts like Defense Grid, Storage Matrix, Mindlock Orb, Quicksilver Fountain, Torpor Orb and Scuttling Doom Engine to test it alongside Wurmcoil Engine. Can't be chumped with weenies and hits for 6 when destroyed.
I am tinkering with Damping Matrix, Batterskull, Phyrexian Revoker, Aethersphere Harvester, Spellskite, Glin-Nest Crane, Inventor's Goggles (16 is Vedalken) and Phyrexian Metamorph. Not at the same time, of course.
This deck has so many options!
Has there been any word on how good chalice of the void would be in this deck, either side or main? It's another trinket target but great in multiples as you can reliably cast it on 2 if needed. It may require some cavern of souls, but how much of an issue is that? If not for our disruptive birds I'd be curious how hard metal craft is to turn on for vedalken certarch. It's likely the evasive birds are better, but he is vedalken....
Has there been any word on how good chalice of the void would be in this deck, either side or main? It's another trinket target but great in multiples as you can reliably cast it on 2 if needed. It may require some cavern of souls, but how much of an issue is that? If not for our disruptive birds I'd be curious how hard metal craft is to turn on for vedalken certarch. It's likely the evasive birds are better, but he is vedalken....
I have gone with 2 skites but I could see 1 chalice being good in those boggles/burn/Ds matchups. I would agree though that having less types for the 1 drops would be useful if you were going that route. I like the tax of Vedalken Certarch but to tax you cant attack, you don't have flying, and you can't crew and use the ability. Great tax effect but not a great aggro creature.
With as much as thorn of amethyst is brought in against non tron and elf lists....would it be a consideration for the main? With more in the board or making room for more in the main?
I have been testing Myr Superion myself lately, over Master of Etherium. I'm torn. On one hand, Etherium can be really bad some games, a 2/2 or 3/3 maybe pumping one other creature. In multiples he is really good but that isn't always happening. He is great for getting Copter out of bolt range, but with bolt falling out of favor, it's bonus isn't really useful when it's a sub par card on its own.
Myr Superion is definitely good when you can go 1 drop - chief - convoke it out. Huge beater that can attack through almost everything. Can occasionally get stuck in your hand but there is a lot of ways to get it out. Will keep testing but would love to hear other peoples experiences.
Anyone been taking this to local events lately? Not as much buzz now which is surprising. Thought a weird part of me secretly likes it not getting too much attention.
I am still missing 3 Lodestone, 1 Chief, 3 Thorn and 3 Blinkmoth to have full deck.
Only then will I play it at local events.
But in Cockatrice testing this deck is bonkers, just love it.
I was Delver/Geist, Blue Devotion and I am Merfolk player, so this deck is just in my alley.
I can't think of an instance where I'd rather get Hope over better hate like Relic or Cage or Needle, myself.
There could be a very random spot where ruins copter hope locks the opponent out but that'd be extremely rare.
I've definitely been in that spot, and it could definitely put you over the edge in some games. It is legendary, so I want to try it as a 2/2 split with Judge's Familiar. Seems definitely worth testing.
So in my experience so far, if you face heavy removal decks and they quickly remove your board, I tend to keep hitting land drops and Wurmcoil engine makes for a great play. that those removal heavy strategies can't deal with efficiently. The card just wins games on it's own. Against decks like Eldrazi Tron that aren't packing a ton of spot removal, you get to slam it on turn 3 and likely won't lose the game from there outside of Ulamog. It also helps hedge bets against things like Burn which now are required to have a skullcrack in hand or they lose (and in games 2-3 they will be forced to commit resources to your early creatures if they don't think they can beat Wurmcoil and that saves you life on it's own).
Ran into an enduring ideal deck last night and didn't have much I could do about it. I know that deck specifically is narrowly played however an option for enchantment removal would be helpful anyway
But I wouldn't bother dedicating SB slot to this obscure match-up.
Against a deck where you need your hate card early to have the biggest impact, I'd rather have the extra copy of that then the trinket mage. Trinket Mage is coming down turn 3 earliest and only casting the hate card for free if you have a sculptor out or a Grand Architect. Just a small little thing to have a better chance of naturally drawing it.
WBG Elves WBG
Cheeri0s
EDH:
RG Omnath, Locus of Rage RG || GWUB Atraxa, Praetors' Voice GWUB
R Zo-Zu the Punisher R || WU Brago, King Eternal WU
UB Gisa and Geralf UB || BGW Ghave, Guru of Spores BGW
Inventor’s Fair
Sea Gate Wreckage
I like the idea of fair, the gaining one life is probably rarely useful but I wouldn’t complain gaining 1-3 life over the course of a game against burn. I do love the idea of being able to search for any artifacts in the midgame and possible immediately cast with a Grand Architect or Chief Engineer out, although being a turn 5 earliest play does make me slightly dubious to it’s inclusion.
Sea Gate Wreckage also seems good – I find against the grindy midrange decks we run out of gas quickly and empty our hand, drawing 2 cards a turn on your upkeep seems good to me.
Next query is in the sideboard, I like having 1-2 slots against any removal heavy matchups, and currently am debating between the following 3 cards..
Kira, Great Glass-Spinner
Scrap Trawler
Padeem, Consul of Innovation
Kira pumps Mausoleum Wanderer and costs 3 and flies, which is relevant and requires 2 pieces of removal before touching your other creatures.
Scrap Trawler seems good against mass removal and gives you some choice on return but doesn’t protect your mana/convoke enablers.
Padeem protects your artifacts and draws you cards but himself dies to removal and costs 4 and cannot be accelerated out, and doesn’t protect your architects or engineers.
Anyone have any good/bad experience with these?
1 Academy Ruins
4 Blinkmoth Nexus
16 Island
1 Oboro, Palace in the Clouds
Creatures (32):
4 Chief Engineer
4 Etherium Sculptor
4 Grand Architect
3 Judge's Familiar
4 Lodestone Golem
4 Master of Etherium
4 Mausoleum Wanderer
4 Walking Ballista
1 Wurmcoil Engine
4 Smuggler's Copter
2 Throne of the God-Pharaoh
1 Basilisk Collar
3 Ceremonious Rejection
2 Dismember
2 Grafdigger's Cage
1 Hangarback Walker
1 Pithing Needle
1 Relic of Progenitus
2 Thorn of Amethyst
2 Trinket Mage
Lost 0-2 (P) versus Grixis Death's Shadow
Won 2-1 (D) versus Jeskai Control
Won 2-0 (D) versus Junk
Won 2-0 (P) versus Grixis Moon
Round 1 - Grixis Death's Shadow // 0-2 (On the play):
Got absolutely destroyed in G1. I'm on the play, island, Mausoleum Wanderer, pass. He fetches, goes to 17, casts Dismember on my Wanderer, goes to 13, pass. I follow up with Ethereum Sculptor, pass. He fetches again, down to 10. Cast two Death's Shadows, pass. I stumble, get hit for 10 the following the turn and he plays another Shadow.
Game 2 wasn't much different. Thoughtseize takes the Architect, he slams an early Tasigur while dealing with my threats one by one.
In: 2x Thorn of Amethyst, 2x Trinket Mage, 1x Grafdigger's Cage, 1x Relic of Progenitus, 1x Hangarback Walker, 1x Basilisk Collar
Out: 3x Master of Etherium, 1x Throne of the God-Pharaoh, 1x Smuggler's Copter, 1x Walking Ballista, 1x Judge's Familiar, 1x Lodestone Golem
Round 2 - Jeskai Control // 2-1 (On the draw):
Novice player, he made quite a lot of mistakes. Slowly grinded him down with Blinkmoth Nexuses in game 1. Floodfest in game 2 but stalled it long enough with two copies of Thorn of Amethyst which slowed him down considerably. Game 3 we had about 5 minutes left on the clock and I mowed him down with T1 Familiar into T2 Chief Engineer into Etherium Sculptor into Throne. Followed by T3 Grand Architect into Lodestone Golem with Wurmcoil Engine backup ready for T4. GG.
In: 2x Thorn of Amethyst, 2x Trinket Mage, 1x Hangarback Walker, 1x Pithing Needle, 1x Grafdigger's Cage, 1x Relic of Progenitus
Out: 3x Master of Etherium, 1x Smuggler's Copter, 1x Etherium Sculptor, 1x Throne of the God-Pharaoh, 1x Judge's Familiar, 1x Walking Ballista
Round 3 - Junk // 2-0 (On the draw):
Game 1 I land two Lodestone Golems off an Architect which along with Nexus and some Copter hits bring him to 0. Game turns into a grindfest with me controlling a Sculptor, Engineer and two Trinket Mages in hand while he has a Goyf and two spirit tokens. He chips at my life getting me down to 6 before I grabbed a Hangarback Walker with one mage and Relic of Progenitus with the other to shrink his Goyf. He topdecks a Rhino to bring me down to 3 but I manage to tick my Walker up enough to prevent him from favourably attacking. Eventually I get a Ballista, grow it considerably and while finds a Path for my Walker, Ballista grew out of control and took over the game.
In: 2x Trinket Mage, 2x Thorn of Amethyst, 1x Hangarback Walker, 1x Relic of Progenitus, 1x Basilisk Collar, 1x Grafdigger's Cage
Out 4x Master of Etherium, 1x Chief Engineer, 1x Etherium Sculptor, 1x Judge's Familiar, 1x Walking Ballista, 1x Throne of the God-Pharaoh, 1x Smuggler's Copter
Round 4 - Grixis Moon // 2-0 (On the play):
Basically a Grixis Control list with Blood Moons. He never cast one and it'd be useless against me anyway, Islands all the way. Game 1 was Throne all-star game. Must've drained at least 10 life with it as he wasn't able to deal with it. Rest was on the shoulders of Blinkmoth Nexus chipping for 1 all the way down from 11 life.
Game 2 saw two Lodestone Golems versus his Tasigur and Ballista eventually securing the victory.
In: 2x Trinket Mage, 2x Grafdigger's Cage, 2x Thorn of Amethyst, 1x Hangarback Walker, 1x Pithing Needle, 1x Basilisk Collar, 1x Relic of Progenitus
Out: 4x Master of Etherium, 2x Smuggler's Copter, 1x Judge's Familiar, 1x Chief Engineer, 1x Walking Ballista, 1x Throne of the God-Pharaoh
Overall I'm really happy with the deck and it's performance. It's incredibly resilient although it lacks in card advantage and sometimes feels like you're playing topdeck roulette. I already ordered a playset of Sage of Epityr to test them out as well as some other artifacts like Defense Grid, Storage Matrix, Mindlock Orb, Quicksilver Fountain, Torpor Orb and Scuttling Doom Engine to test it alongside Wurmcoil Engine. Can't be chumped with weenies and hits for 6 when destroyed.
WBG Elves WBG
Cheeri0s
EDH:
RG Omnath, Locus of Rage RG || GWUB Atraxa, Praetors' Voice GWUB
R Zo-Zu the Punisher R || WU Brago, King Eternal WU
UB Gisa and Geralf UB || BGW Ghave, Guru of Spores BGW
This deck has so many options!
https://www.mtggoldfish.com/deck/691319#online
I have gone with 2 skites but I could see 1 chalice being good in those boggles/burn/Ds matchups. I would agree though that having less types for the 1 drops would be useful if you were going that route. I like the tax of Vedalken Certarch but to tax you cant attack, you don't have flying, and you can't crew and use the ability. Great tax effect but not a great aggro creature.
There's so many awesome things to try...
Myr Superion is definitely good when you can go 1 drop - chief - convoke it out. Huge beater that can attack through almost everything. Can occasionally get stuck in your hand but there is a lot of ways to get it out. Will keep testing but would love to hear other peoples experiences.
Only then will I play it at local events.
But in Cockatrice testing this deck is bonkers, just love it.
I was Delver/Geist, Blue Devotion and I am Merfolk player, so this deck is just in my alley.
C Kozilek C
GB Gitrog GB
G Titania G
WU Brago WU
GB MerenGB
Duel Commander Decks
UR Keranos UR
BRG Jund BRG
GR Tron GR GW Tron GW
C Eldrazi Tron (SB) C
BG Lantern Control BG
UW Control (SB) UW