Note: there is no win con.. I don't know which would be the best one atm. I can't cast Caterhoof behemoth sadly but it would be the best win con.. summoner's egg?
Blasting Station
Purphoros, God of the Forge (ignores targeting)
Disciple of the Vault + Sac Outlet
Krark-Clan Ironworks + Banefire
Tezzeret, Agent of Bolas +1 Ability followed by -4 Ability
Feedback Bolt +X Number of Artifacts = Opponents Life Total
Psychosis Crawler + Card Draw
That's just the tip of the iceberg.
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My Modern decks: B/R/G Living End G/R/B G/R Tron R/G U/W/G/R Gargageddon R/G/W/U R/W/G Naya Burn G/W/R
Also, you only want 18 lands and some Springleaf Drums in there for once you hit critical mass and can use free dudes to generate coloured mana. Double Beck = Winmore!
*Edit* You can cut down on the number of coloured land because they aren't required by adding Ghost Quarters which you can even Ghost Quarter your Darksteel Citadels for free Basics in exchange for the GQ or even GQ on basic to transmute it into another colour. Ghost Quarter also lets you take a bite out of opposing Manlands.
If you can reliably draw your whole deck (in 1 turn?) Grapeshot seems good here. Otherwise, what about Goblin Bushwhacker. How has Vedalken Archmage been? I've done some goldfishing and he was always slow.
How strong is Faery Mechanist? It looks to me to be a four casting cost can trip. Yeah the deep scry is worth something, but in a deck that wants to cast things for free and has much stronger card draw built in, it seems a little weak for a modern card. It never saw play in block....
Still testing out a few things. Grapeshot is certainly the easiest and hardest to interact with win con, will require me to play a steam vents.
I kind of like blasting station since it is removal, can mess up twin and pod combo kills hushwing gryff.
The archmage is down to a one of. I really want another Beck effect or a way to easily go get it. Trying out Sage of epityr, serum visions was messing up the artifact chain.
faerie mechanist isn't great but like everything else he becomes free. Badly need a baleful strix... a 2 cmc can trip artifact creature. With a sac outlet could try Myr retriever.
The very similar modern cherios (could say this is a Cherios deck) deck runs retract to keep the chain going.
Intruder Alarm would work well in here for mana generation.
Grand Architect could be helpful when it comes to producing mana.
Sphinx Summoner is a strong creature in here, since it allows you to chain together sphinxes (and with an active intruder alarm, you can cast as many as 5 artifact creatures off a single sphinx).
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My first two thoughts were Inkwell Leviathan and Platinum Angel. Then I thought of Knollspine Invocation. Probably best paired with the afore mentioned creatures.
intruder alarm is cool and all but running out of mana isn't my problem, everything in my deck is free! it is the same for Krak clan Ironworks.
What I need to be able to find Beck and then maintain my artifact chain. retract kills all my myrs which is sad, I like the fact that if my chain ends I can just make a million myrs and attack. But I like retract.
I have been trying all sorts of things.. I put in the 2X Myr retriever + Archbound ravager combo in there but myr retriever doesn't do enough on its own I'd need more sac outlets.
I need either more Beck effects or a way better way to find it. putting in actual card draw keeps ruining my artifact chain though :S... maybe compulsive research might work.. deep draw and ditch lands, 3 mana is a lot though. I 2 mana or less deep draw, I don't have much mana in the deck.
basically still looking for a good cantrip artifact creature, I wonder what happens if I play Elvish visionary.
honestly i think fatties and creatures is the wrong way to go for this deck - although it could have a place in a non-competitive FNM environment for sure.
- mox opal; worryingly absent from your lists?
- disciple of the vault; useful and can pay for convoke costs (sick value) so it's effectively a birds of paradise with haste, in black.
- time seive; your main wincon with disciple and also just gives you a bunch of free turns as early as turn 1 (but you probably wait until turn 2 or 3 to "go off")
plus - all the draw card artifacts (e.g. ichor wellspring) and you have a ridiculous deck which can go off on turn 2.
magical christmasland scenario:
opening hand:
- memnite
- mox opal
- artifact land (i.e. darksteel citadel)
- chief engineer
- disciple of the vault
- time seive
- ichor wellspring
:- turn 1 plays
- drop the darksteel citadel, the memnite, the opal and the engineer. convoke into a cantrip artifact and draw into etherium sculptor.
turn 2 plays:
- draw into another cantrip artifact for the turn. play disciple, and etherium sculptor (convoke a memnite) and tap the sculptor to play your other cantrip artifact. draw into another cantrip artifact. you have 2 creatures on board who can convoke for black and blue mana. play the time seive and crack it for 5 damage to your opponent's face. sac the opal, the land, the wellsprings (draw 2 more cards) and the memnite. from here on out you just take extra turns with convoke and artifacts which are either free or draw you a card. you probably play howling mine on the turn you want to go off.
seems legit.
you don't even really need an open the vaults style card because you just need to take 3 extra turns with a disciple and you win the game through damage. 2 disciples and it's even better.
sure - magical christmas land scenarios are kinda lame. but honestly just drawing a crud-tonne of cards from cantrips with a disciple online is going to be a very very quick clock and will increase the consistency of the deck. engineer just makes it 1 or 2 turns faster by turning your disciples into birds of paradise with haste. ouch!
sign me up. looks fun.
To bring some other ideas from the other thread over, I definitely think Riddlesmith and Disciple of Deceit merit discussion.
Riddlesmith lets you power through non-creature/artifact draws to get to castable creatures. With Beck active, almost all your creatures are effectively draw 2, discard 1. Gives you a much higher chance to get something that you can play and not just bricking on a land or redundant combo piece.
Disciple of Deceit has one real good usage. It lets you fetch Beck. Between Chief Engineer and Springleaf, you should be able to tap without combat. Cast it, use it to convoke or run drum, then next turn swap any one of your many 2 drops for Beck. There's a lot of other two drops that are important to the deck (Chief Engineer, Genesis Chamber, Time Sieve, possibly Riddlesmith) that it can also fetch. It's not fast, but it does add an element of reliability. RealOG47 offered this:
I very much like the idea of the combo kill being Disciple of the Vault and Time Sieve. Both pieces work reasonably well independently in the list (thought Sieve is not amazing on its own).
The following list from the other thread is more big mana, but has a couple of very interesting tech pieces in it, namely Cathedral Membrane and the addition of a few Smother and Remand to play a more control-combo role like Twin or Scapeshift often do. But the most interesting to me Chalice of the Void as a way to shut down many of the common hosers for combo decks that use creatures in the format like Bolt, Path, discard spells, etc. Most of the spells in these lists are either 0, 2, or more, so Chalice on 1 does not interfere with the game plan at all.
Tezzeret, Agent of Bolas almost certainly deserves a slot. All 3 abilities are highly relevant at most stages of the game. He's 4 mana, which is a bit in this deck, but that also means that a Disciple of Deceit can transmute for him off of a Frogmite.
Purphoros, God of the Forge is another one I like as a possible kill condition. Hard to get rid of, and with a Genesis Chamber out, you only need to chain 5 creatures to kill in one turn from 20. He can also come down on a board full of Myr Tokens left over from a previous turn's Beck chain + Chamber output and pump them all to red-zone victory. The downsides are that he's also an un-convoke-able 4 mana in a color we don't normally care about, won't ever go active, and is a mediocre top deck if we're behind and need to rebuild a hand/board. I would probably go this route over Disciple of the Vault and Time Sieve if my deck were also using Chalice of the Void as mentioned above, since at cmc 4 he won't run into a Chalice on 1. As with Tezz, he can also be transmuted for off Disciple of Deceit, which makes a 1 of more palatable.
Frantic Salvage may be worth a look in the Sieve/Disciple plan. If you start sac'ing your whole board to Sieve, a single Frantic Salvage can let you reset your deck (and, conveniently, you can simply not put any of the chain-ending bricks back on top when you cast it). It's also potential instant speed anti-grave hate and absolute worst case, it can (expensively) cantrip for a last-ditch chance to restart a Beck chain. Consider sac'ing some combination of 0 cost creatures, mana producers, and the Time Sieve itself, and any used up Myr Tokens, then casting Frantic Salvage. Your extra turn goes on the queue, and you put the Time Sieve on the Deck with all the 0 cost creatures and drums on top, then draw a card. Hey, a 0 cost creature you can cast to draw all the rest of them down to the Time Sieve. Now you're perfectly set up to go off again. With multiple Becks active and some Springleaf Drums or Mox Opals, you could potentially even recast the Time Sieve with colored mana from the Opals/Drums.
Academy Ruins is probably not very good in this deck overall (we care more about digging into our deck for all the combo pieces ever, not recurring one particular artifact. However, a one of Codex Shredder could let us rebuy Beck // Call from the graveyard. 5 isn't trivial for this deck, since you can't convoke abilities, but it's not impossible, and if we're using Myr Retrievers or Frantic Salvage (or even Academy Ruins), then we can recur the Shredder to let us more easily chain multiple Becks or to restart a combo chain on subsequent turns.
I want to like Shimmer Myr, possibly in conjunction with Quicken as a cantrip. That would let you theoretically go off at instant speed, in response to hate cards or when an opponent taps out, or even just at end of turn in order to be able to retry if you fizzle. Probably too many cards that don't do enough to deserve the card slots, but it could be cute.
Finally, for people worried about the manabase, I think going rainbow/artifact should be pretty easy.
Plus 3-4 Mox Opal and 3-4 Springleaf Drum. With that setup you should be able to very reliably hit the blue you need on turn 2, and fairly reliably hit both blue and green for Beck on turn 2 or 3. That gives you upto 16 rainbow sources, plus as Spitlebug mentions, you can use Ghost Quarters as color fixing, which makes for potentially 20 ways to get any color mana you need.
No need for any pain at all from your manabase. And with basics, Ghost Quartering your own lands into basics, Opal and Drum, even a Blood Moon does almost nothing to our ability to make colored mana. Also facilitates splashes into non-core colors for utilities like Frantic Salvage or kill conditions like Purphoros.
I agree with most everything that is said here. I love Riddlesmith but it is important to note that with beck you draw,discard,draw not draw draw discard which is super relevant. Disciple of Deceit is quite the magic card and giving us an extra way to tap it (engineer) makes it sooooooooo much better. I tried the card in Legacy with just drum and it was almost good enough. Disciple also lets us run less cute cards (Maybe only 2 max 3 chambers)and more efficient hate cards (turn thopter into chalice/disciple of the vault into pithing needle)without having the pain of drawing the wrong one at the wrong time. An arcbound ravager might be a nice fit in here as an alternate sac outlet for the disciple that can win without it.
I like the idea of a dedicated combo deck that can be disruptive with chalice/needles, feels like a strong direction to go and a relatively unexplored one in modern.. I love Tezzeret, Agent of Bolas, most likely my favorite magic card of all time so if we can fit him in here that would be wonderful. I am skeptical with the 4 mana cost in this deck though, maybe post board versus control/grindy decks?
We ought to look at Battered Golem. I'm not sure how people are playing the deck, but it looks like it could come down turn 2 or 3 allowing us to go off on turn 4. Since it untaps with each artifact that comes into play it gives us even more convoke power.
Is Genesis Chamber win more? If you are drawing a lot of cards and have infinite mana aren't you already putting a fairly large amount of creatures into play? Cranial Plating does make a pretty nice win condition, it can have haste and you can put it on an evasive creature like a Signal pest or Vault Skirge. Archbound Ravager can play a similar role and grant some redundancy.
I also think the 1 cc flyers provide more value to the deck than the Memnites. You are really looking for a Chief Engineer or Sculpter in play before you go off. I like the idea of a couple Semblance Anvils since they serve a similar function and the loss in card advantage in a deck with so many draw a ton of cards effects shouldn't be too much.
I guess you aren't going to draw your whole deck. You'll hit lands eventually, but with things like Cranial Plating and Archbond Ravager you should be able to end a game once you find one.
To see the world in a grain of sand, and to see heaven in a wild flower, hold infinity in the palm of your hands, and eternity in an hour. - William Blake
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
Also, I would actually double the number of basics to four since Path to Exile is a real thing in Modern and so is getting nothing but Ghost Quarters when drawing hands.
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My Modern decks: B/R/G Living End G/R/B G/R Tron R/G U/W/G/R Gargageddon R/G/W/U R/W/G Naya Burn G/W/R
EDIT: A Heartless Summoning centric build with Golem, Chief Engineer and others could work. Most of the combo pieces are not effected by the -1/-1 drawback of Summoning.
EDIT: With multiple Golems and Engineer in play, any 0/0 artifact creature will still come into play and trigger the golems before dying to state-based effects. Think of Innistrad Standard with Priest of Urabrask and Havengul Lich. Basically our Memnites, Signal Pests, Steel Walls, and others become free "ritual effects" for our Golems under Engineer. I guess the next step is to add a rainbow mana base...but considering we can play Glimmervoid, City of Brass, Mana Confluence and others, this could work.
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I have worked out how to draw my whole deck... but I actually haven't decided on the win con :S
This is a very prototype deck and it obviously has a ton of flaws, without M15 being out I can't really properly play test it.
4 Chief engineer
3 Vedalken archmage
Artifact creatures
4 memnite
4 ornithopter
4 etherium sculptor
2 spellskite
4 frogmite
3 faerie mechanist
2 Myr enforcer
4 genesis chamber
3 Mox Opal
spells
4 Beck//call
Lands
4 misty rainforest
4 breeding pool
4 darksteel citadel
5 island
2 forest
Note: there is no win con.. I don't know which would be the best one atm. I can't cast Caterhoof behemoth sadly but it would be the best win con.. summoner's egg?
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Blasting Station
Purphoros, God of the Forge (ignores targeting)
Disciple of the Vault + Sac Outlet
Krark-Clan Ironworks + Banefire
Tezzeret, Agent of Bolas +1 Ability followed by -4 Ability
Feedback Bolt +X Number of Artifacts = Opponents Life Total
Psychosis Crawler + Card Draw
That's just the tip of the iceberg.
My Modern decks:
B/R/G Living End G/R/B
G/R Tron R/G
U/W/G/R Gargageddon R/G/W/U
R/W/G Naya Burn G/W/R
*Edit* You can cut down on the number of coloured land because they aren't required by adding Ghost Quarters which you can even Ghost Quarter your Darksteel Citadels for free Basics in exchange for the GQ or even GQ on basic to transmute it into another colour. Ghost Quarter also lets you take a bite out of opposing Manlands.
My Modern decks:
B/R/G Living End G/R/B
G/R Tron R/G
U/W/G/R Gargageddon R/G/W/U
R/W/G Naya Burn G/W/R
Currently Playing:
Modern:
Tron
Titan-Shift
Grapeshot is certainly the easiest and hardest to interact with win con, will require me to play a steam vents.
I kind of like blasting station since it is removal, can mess up twin and pod combo kills hushwing gryff.
The archmage is down to a one of. I really want another Beck effect or a way to easily go get it. Trying out Sage of epityr, serum visions was messing up the artifact chain.
springleaf drum! of course!
faerie mechanist isn't great but like everything else he becomes free. Badly need a baleful strix... a 2 cmc can trip artifact creature. With a sac outlet could try Myr retriever.
The very similar modern cherios (could say this is a Cherios deck) deck runs retract to keep the chain going.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
U Tron
GW Bogles
RG Loam
UR Blue Breach
RBU Grixis Goryo
BRU Grixis Delver
GBR Jund
GBW Junk
Active Legacy Decks
BR Reanimator
I this is a cherios deck. similar to the puresteel paladin deck.
intruder alarm is cool and all but running out of mana isn't my problem, everything in my deck is free! it is the same for Krak clan Ironworks.
What I need to be able to find Beck and then maintain my artifact chain. retract kills all my myrs which is sad, I like the fact that if my chain ends I can just make a million myrs and attack. But I like retract.
I have been trying all sorts of things.. I put in the 2X Myr retriever + Archbound ravager combo in there but myr retriever doesn't do enough on its own I'd need more sac outlets.
I need either more Beck effects or a way better way to find it. putting in actual card draw keeps ruining my artifact chain though :S... maybe compulsive research might work.. deep draw and ditch lands, 3 mana is a lot though. I 2 mana or less deep draw, I don't have much mana in the deck.
basically still looking for a good cantrip artifact creature, I wonder what happens if I play Elvish visionary.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
My Modern decks:
B/R/G Living End G/R/B
G/R Tron R/G
U/W/G/R Gargageddon R/G/W/U
R/W/G Naya Burn G/W/R
Riddlesmith lets you power through non-creature/artifact draws to get to castable creatures. With Beck active, almost all your creatures are effectively draw 2, discard 1. Gives you a much higher chance to get something that you can play and not just bricking on a land or redundant combo piece.
Disciple of Deceit has one real good usage. It lets you fetch Beck. Between Chief Engineer and Springleaf, you should be able to tap without combat. Cast it, use it to convoke or run drum, then next turn swap any one of your many 2 drops for Beck. There's a lot of other two drops that are important to the deck (Chief Engineer, Genesis Chamber, Time Sieve, possibly Riddlesmith) that it can also fetch. It's not fast, but it does add an element of reliability. RealOG47 offered this:
I very much like the idea of the combo kill being Disciple of the Vault and Time Sieve. Both pieces work reasonably well independently in the list (thought Sieve is not amazing on its own).
The following list from the other thread is more big mana, but has a couple of very interesting tech pieces in it, namely Cathedral Membrane and the addition of a few Smother and Remand to play a more control-combo role like Twin or Scapeshift often do. But the most interesting to me Chalice of the Void as a way to shut down many of the common hosers for combo decks that use creatures in the format like Bolt, Path, discard spells, etc. Most of the spells in these lists are either 0, 2, or more, so Chalice on 1 does not interfere with the game plan at all.
Now for some of my own thoughts.
Tezzeret, Agent of Bolas almost certainly deserves a slot. All 3 abilities are highly relevant at most stages of the game. He's 4 mana, which is a bit in this deck, but that also means that a Disciple of Deceit can transmute for him off of a Frogmite.
Purphoros, God of the Forge is another one I like as a possible kill condition. Hard to get rid of, and with a Genesis Chamber out, you only need to chain 5 creatures to kill in one turn from 20. He can also come down on a board full of Myr Tokens left over from a previous turn's Beck chain + Chamber output and pump them all to red-zone victory. The downsides are that he's also an un-convoke-able 4 mana in a color we don't normally care about, won't ever go active, and is a mediocre top deck if we're behind and need to rebuild a hand/board. I would probably go this route over Disciple of the Vault and Time Sieve if my deck were also using Chalice of the Void as mentioned above, since at cmc 4 he won't run into a Chalice on 1. As with Tezz, he can also be transmuted for off Disciple of Deceit, which makes a 1 of more palatable.
Frantic Salvage may be worth a look in the Sieve/Disciple plan. If you start sac'ing your whole board to Sieve, a single Frantic Salvage can let you reset your deck (and, conveniently, you can simply not put any of the chain-ending bricks back on top when you cast it). It's also potential instant speed anti-grave hate and absolute worst case, it can (expensively) cantrip for a last-ditch chance to restart a Beck chain. Consider sac'ing some combination of 0 cost creatures, mana producers, and the Time Sieve itself, and any used up Myr Tokens, then casting Frantic Salvage. Your extra turn goes on the queue, and you put the Time Sieve on the Deck with all the 0 cost creatures and drums on top, then draw a card. Hey, a 0 cost creature you can cast to draw all the rest of them down to the Time Sieve. Now you're perfectly set up to go off again. With multiple Becks active and some Springleaf Drums or Mox Opals, you could potentially even recast the Time Sieve with colored mana from the Opals/Drums.
Academy Ruins is probably not very good in this deck overall (we care more about digging into our deck for all the combo pieces ever, not recurring one particular artifact. However, a one of Codex Shredder could let us rebuy Beck // Call from the graveyard. 5 isn't trivial for this deck, since you can't convoke abilities, but it's not impossible, and if we're using Myr Retrievers or Frantic Salvage (or even Academy Ruins), then we can recur the Shredder to let us more easily chain multiple Becks or to restart a combo chain on subsequent turns.
I want to like Shimmer Myr, possibly in conjunction with Quicken as a cantrip. That would let you theoretically go off at instant speed, in response to hate cards or when an opponent taps out, or even just at end of turn in order to be able to retry if you fizzle. Probably too many cards that don't do enough to deserve the card slots, but it could be cute.
Finally, for people worried about the manabase, I think going rainbow/artifact should be pretty easy.
Plus 3-4 Mox Opal and 3-4 Springleaf Drum. With that setup you should be able to very reliably hit the blue you need on turn 2, and fairly reliably hit both blue and green for Beck on turn 2 or 3. That gives you upto 16 rainbow sources, plus as Spitlebug mentions, you can use Ghost Quarters as color fixing, which makes for potentially 20 ways to get any color mana you need.
No need for any pain at all from your manabase. And with basics, Ghost Quartering your own lands into basics, Opal and Drum, even a Blood Moon does almost nothing to our ability to make colored mana. Also facilitates splashes into non-core colors for utilities like Frantic Salvage or kill conditions like Purphoros.
I like the idea of a dedicated combo deck that can be disruptive with chalice/needles, feels like a strong direction to go and a relatively unexplored one in modern.. I love Tezzeret, Agent of Bolas, most likely my favorite magic card of all time so if we can fit him in here that would be wonderful. I am skeptical with the 4 mana cost in this deck though, maybe post board versus control/grindy decks?
Shimmer myr seems hilarious versus twin. Flash in spellskitte, gotcha!
One thing I feel like we need in mana confluence over the pool. As much as I love the pool it seems unplayable with only 6 colored sources.
Just my quick 2 cents.
Is Genesis Chamber win more? If you are drawing a lot of cards and have infinite mana aren't you already putting a fairly large amount of creatures into play? Cranial Plating does make a pretty nice win condition, it can have haste and you can put it on an evasive creature like a Signal pest or Vault Skirge. Archbound Ravager can play a similar role and grant some redundancy.
I also think the 1 cc flyers provide more value to the deck than the Memnites. You are really looking for a Chief Engineer or Sculpter in play before you go off. I like the idea of a couple Semblance Anvils since they serve a similar function and the loss in card advantage in a deck with so many draw a ton of cards effects shouldn't be too much.
I guess you aren't going to draw your whole deck. You'll hit lands eventually, but with things like Cranial Plating and Archbond Ravager you should be able to end a game once you find one.
4 Chief Engineer
4 Vedalken Archmage
Artifact Creatures -- 21
2 Signal Pest
4 Ornithopter
4 Etherium Sculptor
2 Spellskite
3 Battered Golem
4 Vault Skirge
2 Archbound Ravager
Artifacts -- 7
2 Cranial Plating
3 Mox Opal
2 Semblance Anvil
Spells -- 4
4 Beck//Call
Lands -- 20
4 misty rainforest
4 breeding pool
4 darksteel citadel
1 Academy Ruins
5 island
2 forest
1 Myr Superion
1 Painter's Servant
1 Battered Golem
1 Gigadrouse
1 Esperzoa
1 Etched Champion
1 Myr Galvanizer
1 Pilgrim's Eye
1 Porcelain Legionnaire
1 Spined Thopter
1 Sylvok Replica
1 Trespassing Souleater
1 Hex Parasite
1 Steel Wall
1 Wall of Tanglecord
1 Epochrosite
1 Ethersworn Canonist
1 Glaze Fiend
1 Darksteel Myr
1 Hover Myr
1 Phyrexian Revoker
1 Pila-Pala
1 Silver Myr
1 Vedalken Outlander
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
1907 Constructed Rating on Magic Online.
Also, I would actually double the number of basics to four since Path to Exile is a real thing in Modern and so is getting nothing but Ghost Quarters when drawing hands.
My Modern decks:
B/R/G Living End G/R/B
G/R Tron R/G
U/W/G/R Gargageddon R/G/W/U
R/W/G Naya Burn G/W/R
EDIT: A Heartless Summoning centric build with Golem, Chief Engineer and others could work. Most of the combo pieces are not effected by the -1/-1 drawback of Summoning.
EDIT: With multiple Golems and Engineer in play, any 0/0 artifact creature will still come into play and trigger the golems before dying to state-based effects. Think of Innistrad Standard with Priest of Urabrask and Havengul Lich. Basically our Memnites, Signal Pests, Steel Walls, and others become free "ritual effects" for our Golems under Engineer. I guess the next step is to add a rainbow mana base...but considering we can play Glimmervoid, City of Brass, Mana Confluence and others, this could work.
Core of the deck could be:
4 Battered Golem
4 Heartless Summoning
"There are no two words in the English language more harmful than 'good job'." -Terrance Fletcher, Whiplash (2014)
waht if one birthing pod into engineer? or archmage?
also birthing pod would turn myr enforcer into that craterhoof behemoth that the OP said he couldn't make work.
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Vintage will rise again! Buy a Mox today!
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[I]Some call it dig through time, when really your digging through CRAP!
Merfolk! showing magic players what a shower is since Lorwyn!
That would work in theory but maybe 3 card combos clog a deck meant to draw itself 🐶