I've been playing Heartless Architect for a while, and recently went to a few events. The first event was the SCG Modern Classic in July. After going 3-6, I changed up my decklist significantly, so I won't go over that event (also, I stopped taking notes at 0-4 :/). With my old list, when things went well they went really well, and other times the build was too slow.
After making a few changes, I went 4-2 at a SCG Modern IQ, then 2-1 at an FNM. Here is the new and improved list:
vs. Merfolk 0-2
Both games, he played Aether Vial on turn 1, remanded/vapor snagged my turn 4 Wurmcoil, and killed me with Merfolk lords. This seems like a very bad matchup. In the future, I may board in Pithing Needle to hit Mutavault and Aether Vial.
vs. RG Scapeshift 2-1
Game one, I kept a hand with Spell Pierce and Heartless Summoning, anticipating a grindy matchup (like Grixis DS or Jund). I just wasn't fast enough and he killed me with Scapeshift. Games 2 and 3 I was able to land some quick Myr Superions and kill him before he hit seven lands.
vs. Obzedat's Vengeance 1-2
This was a very fun match. Game one, he killed me with Lingering Souls after I killed his Obzedat a few times. Game two, I played two Relics and a Metamorph copying Relic, then ground him out with Walking Ballista. Game three, I tried to do the same but he forced a relic pop with Disenchant and murdered me with Lingering Souls.
vs. Eldrazi Tron 2-0
Game one, after Ghost Quartering him off tron I was able to beat him with a Wurmcoil Engine looped using Academy Ruins made cheaper with a Heartless Summoning. This beat out two TKS and two Reality Smashers. Game two he played a Basilisk Collar that I promptly Pithing Needled, then I played an Architect that he promptly Pithing Needled. After that, the board got cluttered with Matter Reshapers on his side and Myr Superion + Lodestone Golems on my side. After ghost quartering him off tron, we both had Walking Ballistas, but I was able to pump mine faster than his due to my double Grand Architect. I Ghost Quartered him off tron again, and finally won by drawing another Ballista to finish off his team and swing for the win.
vs. Grixis Death's Shadow 2-0
Game one, he played the Death's Shadow game of strip hand, pay a bunch of life, and power out a Death's Shadow. Fortunately, my Academy Ruins + Walking Ballista was enough to make his Death's Shadow a 13/13 Game Two, he kept a hand with two basics. I Ghost Quartered him off of blue only for him to draw a fetch the next turn. Fortunately, I had a Phyrexian Metamorph to copy his Gurmag Angler and trade, a Ratchet Bomb for his Death's Shadow, and on turn 6 I went Heartless into Sphinx Summoner to get another Summoner, with a Wurmcoil in my hand. He Thoughtseized away the Wurmcoil, and I immediately drew another. He tapped out to play some ground monsters at 4 life, so I took the opportunity to play an Architect and another Summoner to fetch Metamorph cloning Architect, then smack him for 4 flying with the remaining Summoner.
vs. Sun and Moon 2-0
Game one, I ground out his planeswalkers with Walking Ballistas and Sphinx Summoner chains. He landed a Blood Moon on an empty board with only two islands for me, but I proceeded to draw Wurmcoil into Walking Ballista so it didn't matter. Game two, he tried to protect himself with Leyline of Sanctity and several wraths, but the Sphinx Summoner chain slowly ground out all his removal until I had a single lifelink wurm token that finished the job.
FNM
Total record: 2-1-0
I'm writing about this several days after the fact, and so will probably be less detailed.
vs. Grixis Death's Shadow 2-0
Both games I killed him with Walking Ballista
vs. BR Madness 2-1
Game one, I ground him out with Wurmcoil and Sphinx Summoner chains. Game two, I mulliganed to five and he stripped away my Heartless Summoning. When he landed a Lilliana of the Veil on an empty board on turn 3, he stripped out my hand and won with ease. Game three, I protected Heartless Summoning from anInquisition of Kozilek with a Spell Pierce. With a turn 3 Summoner getting Wurmcoil and other nonsense, I was able to overwhelm his turn 3 Lilliana and other graveyard shenanigans.
vs. Esper Tezzerator 0-2
Game one, I had a faily quick draw with some Superions, Summoners and an early Wurmcoil. Unfortunately, he had an Ensnaring Bridge and the Thopter Sword combo. Game two was a bit of a chess match that I certainly misplayed. He disenchanted my first Heartless, which was fine because I had a redundant one. I then played conservatively, choosing to Summoner chain instead of playing a few Wurmcoils. Towards the end, we both played Pithing Needle, his on Ballista and mine on Thopter Foundry (he had assembled Thopter Sword at that point). I played a Relic of Progenitus, but he drew a Ratchet Bomb. He then destroyed both my hate cards in one swoop, made seven thopters, and ultimated a Tezzeret, Agent of Bolas. In hindsight, I should have fetched up a Ballista so that if he popped the Ratchet Bomb, I could kill his Tezzeret before it could ultimate.
Conclusion
I think the core idea of the deck (HS or Architect into medium-sized artifact threats) is quite powerful. However, because the engine gets running turns 3-5 or so, there must be something to fill in the gap. I see other people have chosen to fill those gaps with other enablers like Chief Engineer and value creatures like Glint-Nest Crane. Personally, I prefer the cheap UB interactive spells like Spell Pierce, Go for the Throat in the maindeck as well as most of my other sideboard cards. I understand the power of Lodestone Golem in a deck that is lower to the ground, but it's been rather unimpressive in my iteration of the deck. Usually it immediately eats a removal spell, netting no other value then making that single removal cost one more. Walking Ballista has greatly impressed me, however-- in addition to being a house in the late game and straight up murdering Death's Shadow players, it also functions as early game removal for small utility creatures on turn 2.
tl;dr Early interaction is necessary, Walking Ballista is a house, and there are a lot of decks that just can't beat a turn 4 Wurmcoil Engine.
Helloo @violetteavi and very welcome. Always good to see new peoples come to the thread.
Apparently you got some good experience with the deck. First off al, ill leave my list and make some comparation/points according my lasts training games. (the CoCo build above was just a brew i play in xmage, i dont have all pieces to test it, and fell free to leave opnion too)
my try is to make a toolbox to our best creatures, like Treasure Mage getting Wurmcoil Engine cause if there is one thing that I realized, is how strong is get some big robot and put in play ate same time. (my side is messed, i put ir later)
You cited a good point, early interaction is so important for us and ill make some comparsion with yours:
Serum Visions vs Thoughtseize/iok
we have dicussion between them i time ago, and its seens preference question, i used Serum for a long time but i see better performance when we disrupt the oponent hand, by a combo piece, a Path of exile (that can ruin our early Wurm). In addition to removing a card, you get information for your next step.
Fatal Push
I guess this remove is a must for us, it hits about 90% of modern creatures. It can replace Go for the Throat or compose wiht it, but teste 4. (T2 you can push and counter)
Talking about remove, (And since we do not have much slot for this) ill cite this creature what has impressed me a lot: Noxious Gearhulk. OMG how this is good, its a remove + lifegain + evasive body (imagine a Goyf 6+ being swallowed and put you in game again)
As part of this too, i put Walking Ballista (You said everything about this) its a house!! The best flexible creature we can chose. She can remove early pieces like Dark Confidant or mana dorks like Noble Hierarch slowing down the opponent. Or a nice chump block and lategame big creature with no chance to remove and a kind of "double strike" if attack free.
I put 2 Executioner's Capsule too, put dont played wiht it yet. Its look a gome remove, it active revolte of Fatal Push, have instant speed and can be rescued with Academy Ruins (Sometimes we just need to draw some remove) can be tutored by Trinket Mage.
Sometimes i miss my Myr Superion's. many times stucked in hand cause lose my HS, idk yet.
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Now about the match, gratz, you make a nice job, Merfolk is so hard for you, cause we just have Island and this Accelerate it hard. Try Engineered Explosives in side.
And about Tezzerator match: i start to play with Echoing Truth in side too, for Enchants as we cant interact wiht it otherwise.
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I noticed you dont use fetch in your build? How do you feel about filter the lands?
The last thing is about Lodestone Golem. I already passed by this haha, i time ago i played with Solemn Simulacrum in his slot, but Golem make pressure, beat, and if he eats a remove, is one less to our Wurmcoil, but if is not removed and the second come, its hard to deal.
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I guess this is all i have for now, i'n so tired. Waiting you for more. Feel free to critique my points too.
Serum Visions/Thoughtseize is a good point-- I think Myr Superion tips me in favor of Serum for my particular build. You're right that Superion is a swingy card that sometimes sits in our hand doing nothing. As such, finding that enabler to cast them becomes even more important. Thoughtseize is certainly better at disrupting their game plan then Serum-- but having a zero mana 4/5 on turn two or three also throws a wrench in the opponent's plans (and usually eats a Path, same as Thoughtseize haha). Essentially, I'm counting Superion as early game interaction that is enabled by Serum Visions. Of course, I side most of them out against decks with lots of hand disruption like GBx or DS.
Re: fetchlands, my meta used to have a lot of people playing Choke. That's one of the reasons I'm not playing fetches-- without fetches, 12 of my blue lands still untap under choke where only the Drowned Catacombs and Tolaria West in your list would. Good point about the filter lands; they pass the Choke test and still fix for mana. I might try them out instead of Underground River. Also, Choke has died down a bit from my meta, so maybe I'll try fetches the next time I go at this. I think that fetches are necessary to make Fatal Push great-- what do you think?
Yeah, Noxious Gearhulk does look really good! I'll try to make some room for him in the mainboard, maybe over a Wurmcoil Engine as they are both 6 drop value creatures that pretty much instantly stabilize the board. I do think he's much better in your toolbox deck with all those Treasure Mages that can tutor him up.
As for EE, do you think it's good enough in a two color deck? The main problem permanents I board Ratchet Bomb in for are DS, Bridge, affinity nonsense, and tokens; I guess EE for 0-2 hits all of those except Bridge. Bomb also hits Blood Moon, but a) so does EE because Moon gives us red haha and b) we don't usually need much colored mana to win once our enablers hit the battlefield. I think EE is certainly better in your deck because of Trinket Mage. I'll probably swap out a ratchet bomb or two for an EE when I get the chance to see how it plays out. I think Capsule is nice as a tutorable removal with Trinket Mage, but it misses half of GBx's creatures and all of DS's creatures, both places where the removal is really necessary. I'll stick with GftT over Capsule in my build, I think.
Serum Visions/Thoughtseize is a good point-- I think Myr Superion tips me in favor of Serum for my particular build. You're right that Superion is a swingy card that sometimes sits in our hand doing nothing. As such, finding that enabler to cast them becomes even more important. Thoughtseize is certainly better at disrupting their game plan then Serum-- but having a zero mana 4/5 on turn two or three also throws a wrench in the opponent's plans (and usually eats a Path, same as Thoughtseize haha). Essentially, I'm counting Superion as early game interaction that is enabled by Serum Visions. Of course, I side most of them out against decks with lots of hand disruption like GBx or DS.
I understand your point, and i used this for the same intention (Serum Visions) to find HS fast if not the open hand, but its starts to be irrelevant when opponent open with seize/iok, then i start to try with a simple Duress before get Seizes, and get noticed dis disruption get more result then that scry. (this is only my history here, not to try convince you).
My point is more about Myr Superion (Make no mistake, I love it, how many times i just won on T2 with HS + double myr), but if you risk some cards to stuck in hand and must side on G2, if find something works everytime ? Particularly, after i cut this with pain in heart and played a good time without, i start to prefer some remove then risk a slot. What do you think, only Brainstorming here haha?!
1 - Re: fetchlands, my meta used to have a lot of people playing Choke. That's one of the reasons I'm not playing fetches-- without fetches, 12 of my blue lands still untap under choke where only the Drowned Catacombs and Tolaria West in your list would. Good point about the filter lands; they pass the Choke test and still fix for mana. I might try them out instead of Underground River. Also, Choke has died down a bit from my meta, so maybe I'll try fetches the next time I go at this. I think that fetches are necessary to make Fatal Push great-- what do you think?
2- As for EE, do you think it's good enough in a two color deck? The main problem permanents I board Ratchet Bomb in for are DS, Bridge, affinity nonsense, and tokens; I guess EE for 0-2 hits all of those except Bridge. Bomb also hits Blood Moon, but a) so does EE because Moon gives us red haha and b) we don't usually need much colored mana to win once our enablers hit the battlefield. I think EE is certainly better in your deck because of Trinket Mage. I'll probably swap out a ratchet bomb or two for an EE when I get the chance to see how it plays out. I think Capsule is nice as a tutorable removal with Trinket Mage, but it misses half of GBx's creatures and all of DS's creatures, both places where the removal is really necessary. I'll stick with GftT over Capsule in my build, I think.
(i put this together to cover 2 points about remove)
Now make sense why you dont use fetch, tks. Here, Noone uses Choke, never see this in play hahah is funny to see difference of the meta in a region. I just think fetch make the early flow well, always have the land you need.Underground River does not seens, but hurt mor then a fetch/shock during the game.
About the interaction Fetch plus Fatal Push (FP is just great, fetch turn it wonderful hahah), i dont think this necesssary to run fetchs to play Push, most part of the time, you'll kill 1/2CMC early like Mana dorks, Goyfs (The most relevant creatures on modern is 2CMC). It give us the time we need. Again superaggros you just need to kill something T1, things like Wild Nacatl - Goblin Guide.
Now about the capsule, i dont suggest to run over GftT (suggest Fatal for this) i dont know how capsule goes yet, i put it for be tutorable, fast and active Revolt. but use Fatal Push, just it hahaha.
On EE, most part of the time i used for 0 and 1 .. sometimes for 2. You dont need to wait a turn with it like Ratchet Bomb (of course, for 0 bomb looks good anyway) but you dont need 2 cards in same kind of slot), but in a match like merfolk, EE for 2 is just too good and can explode on T3, with bomb, you play on T2 and can explode on T4, sometimes you just do not have the time. For affinity, you play it for 0/1, explode on T1 or T2 (it actives Revolte for FP, and Push gets her Blinkmoth's) kill all the little robots Push others. GftT dont get nothing on affinity for example. The big problem for us is Stony Silence using EE or Bomb, cause this is use Echoing Thruth now, and this could help you against Bridge too (i played with Bridge and know how it this annoying hahah)
Yeah, Noxious Gearhulk does look really good! I'll try to make some room for him in the mainboard, maybe over a Wurmcoil Engine as they are both 6 drop value creatures that pretty much instantly stabilize the board. I do think he's much better in your toolbox deck with all those Treasure Mages that can tutor him up.
Know, explaining my thought on this choise:
How the meta here have looots of remove and jund's, i looks for creatures have an effect when enter in the battlefield, cause if we need to wait a turn to have an effect, sometimes dont help, the same is true with Sundering Titan, enter remove lands, sometimes we dont lose nothing and hit 3 lands, and the opponent just dont wanna remove cause it trigges again, its strong combined wiht Lodestone Golem forming a good couple (remove land and tax).
Oh man I swore I posted a few days ago but it looks like it never went through. Sorry I have been MIA the past few weeks. I have been incredibly busy and I hadn't been able to play magic for over a month but i got to play a few days ago and now im back!
Well time to go to work on this guy!
So my only major change I have started to realize is that I loath 1 cmc Spells in our deck. Until we get a decent blue 1 drop for our list I find that the discard, cantrip and removal spells have been lack luster. And as such I have decided to run 3 copies of chalice of the void in the main deck. I have found this has helped in many matchups and actually makes the deck run smoother in my opinion.
Chalice seems to hit all the major removal and without opponents having removal I find our deck our values almost all decks.
I am playing tonight with the chalice so I should have a game report coming later tonight.
The big problem i can see is no one remove on main list. Fatal Push is a must to hold the early game. Recently I'm preferring remove then enables like Chief Engineer for example, one thing i say a time ago, it's no good at all use many slot with enables (for example use 8-10 slots to not stuck Myr Superion in hand) if at the moment he enters the field he gets a remove. You have no tools in hand and no in field.
I gues have many broken numbers: 3x Inquisition of Kozilek 3x Remand 2x Serum Visions. I recommend 4/4 .. Don't know if Remand do much for us.
Duplicant: I guess this is side, if face an aggro, it offers nothing for us. +1 Wurmcoil on this.
Its not secret i have and love/hate on Glint-Nest Crane: Many times its messed more than help. Sure its a Drop 2, but i feel Sphinx Summoner much better.
I guess it is something i can say for now. Feel free to critique and suggest (:
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Yesterday i played a league in local store. i get 2-2 (lost for merfolk (1-2) for close, and BW token (1-2), game 3 i just mull for 5, dont get any land in 7Hand and 6Hand omfg)
Are we moving towards a treasure/trinket package as core? Replacing the chief engineer in favour of more wurmcoil/gearhulk or more chalice/ballista?
- I like it so much, at the moment i start to play with Treasure Mage pack, i felt more consistence, cause the toolbox, u can search what you need at the moment, and if the game is on "top draw" moment and you get an tutor its fine and heartless enables you put tutor and a big boy. Trinket Mage is good too, but if it i felt more fragile, i placed more Sphinx Summoner on his slot and i liked (previous i tried Trinket Mage + Executioner's Capsule but dont like so much .. lack of pressure.
- Between Serum or iok, guess both can be good if you want, just remand i dont see good enough here. try cut for 4 Serum 4 iok to see.
Idk. While Chalice is really good againts many removals, play with no one kind of disrupt or dig on T1, not so good. with Serum Visions you can reach almost 80% of chance to get ramp on T2. Discard not 100% hit the best pieces, but many times you can break the game of opponent, take that Liliana of the Veil in a good curved hand that you many times cant hit on combat or lose a card. And kill one the best Black removal (Fatal Push) does not seem the best to do, we just need an spot removal. rly.
One thing: missing only a good way to hold till T4 middling.
and the splash for the 3ª color ? what you think (i cant remember if it was you I did not like this idea). G or W offer good tools for us.
Yes, play with the list a while to feel the deck, is good, sometimes u just wanna to make it. Try some free on-line prograns like cockatrice and x-mage if you dont have much time to go on paper.
Yes its goes sometimes long, and when it goes, sphinx get so advantage on topdraw, and Solemm is for this purpose, to ramp as the curve is uped. dont want to cut lodestone.
As i sad on percursor, i just not tested, the removal was a point, the test should be worth. How slot you think ?
I cut Myr Superion. in my meta, many discards and counters, myr was diyng in hand many times for me, just put something cant stuck.
My issues was I kept hands I shouldn't have and my big mistake on one game was seeing a Glint-nest crane and thought it was a Chief engineer with 2 Myr superions in hand which as you can imagine lead to a bad hand against burn.
Somedays I forget i actually should mulligan away hands without an engine piece and it can lead to sub-optimal play which was the case when I started 0-2.
21 lands has felt near perfect for me. I find I hit my 3rd land drop 75%-80% of the time which is the most critical land drop of all. I often find after turn 5 I tend to have a hand full of lands which can be annoying so I have been content with my 21 as I run 2 signets and 9 engine pieces.
My question on the lands was why i needed start to play with 23 lands. I was stucking too many times in lands. Unlearned how to shuffle omg
And some lose is why i open a entire land whithout lands (belive, one time was 7 cards no land mull 6 cards no land. Cant be only bad luck.
In in doubt in what dork/mana rock to play in a certain slot i'll test ... Mind stone (cause ir can be a draw later) - Dimir Signet - considered Palladium Myr too .. i try to chose something dont need more support .. even Renowned Weaponsmith (i know it can be slow, but need something add 2 alone, but sometimes ppl dont want to spend a remove on dork). It benefit the Sphinx chain and the clones too .. and Ballista
I guess you see a sad i needed to cut Superions here, sometimes i miss it and maybe with 12 Engine can be more worth.
T1 Land
T2 HS + Free Myrs
T3 Lodestone Golem + possible copys
With Etherium Sculptor (HS redundance)
T1 Land
T2 Sculptor
T3 Phyrexian Metamorph on Sculptor + Free Myrs
I know Etherium Sculptor is an old know of us, i just try to make each time more easy to cast all we need, and wiht sculptor, we can have some utilities.
I like it. Its more of the classic ramp game that we used to use. If you look back that was a deck both Various and I used to run.
I still think Mulldrifter is a must for us as it provides so much gas but I like the list.
The other change I would make is adding in a single Sphinx Summoner as the sphinx chain is still very powerful and even easier for you to pull off with sculptors.
Edit:
on the ramp: I have tried both Mind stone and Dimir Sigent and I have found the colors of signet often are more relevant and the other thing is it makes 2 mana which when animated by tezzeret, agent of bola can power out a Myr superion.
And I play in Paper and on cockatrice at times but majority of the time in paper
You are right, is something like the past, but it was the most solid build i tested lately. With rounded and right numbers of the pieces. Maybe, today i have less pity to use resource as tool, like an Metamorpho copy a little Sculptor, thing like that.
On Mulldrifter: i agree one thing we need is draw. I have switched Mindslaver for Staff of Nin. As sculptor help other, staff show me decente with reducion and tutorable piece, constant draw, kill /1 creatures or that 1 per turn in the face. Remember Phyrexian Metamorph can copy it too.
On Sphinx Summoner: I like the chain too, much decks just not can deal with a flier squadron, i just not find a room.
!! R E P O R T I N G !!
I made an solid 3-1 yesterday in last day of local league with this build and this side
I get my Hostage Taker set and yesterday i had a test day.
I play with 3 im MB. Hostage Taker was FANTASTIC in deck. I play good numbers of games against Bant Eldrazi deck of my friend and won the majority. Before this mast was so hard to deal.
- Hostage take care his Smasher, clear your little combos with Displacer (we can steal the Displacer so easy).
- More than she take care creatures of opponent, she can help us to recast some tutors, some gearhulks to effect again, the metamorph.
I love how Hostage Taker fit in the deck. She allow we get good matchs againts little combos hard before.
I love the work that's been done so far in this thread. I've been building this deck on my own as well and have tried a whole lot of versions (including Master Transmuter, Thousand-Year Elixir, etc) but I think the aggro path is more fun. I've built a deck recently around what Ulka posted way earlier and I'm still building it up. Here's the WIP. I'll be watching this thread further to learn a bit more on how to improve it!
Yes, that's 62 cards in the main deck. I'm testing out if the Lightning Greaves would make a big difference, and so far it has.
Welcome to salvation and the thread welcomes you also. Im glad you like the deck. My first and only critique is there is a lack of mulldrifters. they are incredibly strong and I feel you may want to consider them as they provide us flying defense and can when paired with cranes make for excellent card draw and filtering.
On lightning Greaves, I'm interested to test them to be honest. I recently was testing out Sword of light and Shadow and I found the equipment is strong Adding haste and shroud to the mix seems incredibly strong. I will test a few in my list to see how I like them.
Note: you should run 4x of Grand architect. He is the strongest creature in our deck in acceleration and also in just raw value.
EDIT:
on Hostage Taker I think I need to test this. Both hostage taker and The scarab god are ones I want to test post standard.
Anywho I did a larger tourney back in Early November. I ended up going 7/4 when I dropped when I realized I was out of payout standings.
what a surprise. hi @pem, welcome ... more opinions is always good =)
i have been away too, make some testes by me (and cause i have no more response haha), but now get some focus on my other deck.. BTW on the focus:
My last FNM (3 weeks ago i guess) i made 3-1 with my build, i prefer more Mid-range. My major add for deck was Shimmer Myr. He give us power to play your big robots in reponse, in end turns, surpresing blocks or tutors. He opens more play for us. and Massacre Wurm on side
i back Tezz for deck and Sphinx for more focus on artifact for Shimmer. I liked the result.
I've been playing Heartless Architect for a while, and recently went to a few events. The first event was the SCG Modern Classic in July. After going 3-6, I changed up my decklist significantly, so I won't go over that event (also, I stopped taking notes at 0-4 :/). With my old list, when things went well they went really well, and other times the build was too slow.
After making a few changes, I went 4-2 at a SCG Modern IQ, then 2-1 at an FNM. Here is the new and improved list:
4x Grand Architect
4x Myr Superion
4x Wurmcoil Engine
4x Walking Ballista
3x Sphinx Summoner
2x Phyrexian Metamorph
1x Lodestone Golem
Noncreatures (14)
4x Heartless Summoning
4x Serum Visions
3x Spell Pierce
3x Go for the Throat
4x Ungerground River
4x Drowned Catacombs
4x Darkslick Shores
2x Swamp
7x Island
2x Ghost Quarter
1x Academy Ruins
4x Relic of Progenitus
3x Pithing Needle
3x Ratchet Bomb
3x Spellskite
1x Doom Blade
1x Ghost Quarter
And here is a breakdown of the matches
SCG Modern IQ
Total record: 4-2-0
vs. Merfolk 0-2
Both games, he played Aether Vial on turn 1, remanded/vapor snagged my turn 4 Wurmcoil, and killed me with Merfolk lords. This seems like a very bad matchup. In the future, I may board in Pithing Needle to hit Mutavault and Aether Vial.
vs. RG Scapeshift 2-1
Game one, I kept a hand with Spell Pierce and Heartless Summoning, anticipating a grindy matchup (like Grixis DS or Jund). I just wasn't fast enough and he killed me with Scapeshift. Games 2 and 3 I was able to land some quick Myr Superions and kill him before he hit seven lands.
vs. Obzedat's Vengeance 1-2
This was a very fun match. Game one, he killed me with Lingering Souls after I killed his Obzedat a few times. Game two, I played two Relics and a Metamorph copying Relic, then ground him out with Walking Ballista. Game three, I tried to do the same but he forced a relic pop with Disenchant and murdered me with Lingering Souls.
vs. Eldrazi Tron 2-0
Game one, after Ghost Quartering him off tron I was able to beat him with a Wurmcoil Engine looped using Academy Ruins made cheaper with a Heartless Summoning. This beat out two TKS and two Reality Smashers. Game two he played a Basilisk Collar that I promptly Pithing Needled, then I played an Architect that he promptly Pithing Needled. After that, the board got cluttered with Matter Reshapers on his side and Myr Superion + Lodestone Golems on my side. After ghost quartering him off tron, we both had Walking Ballistas, but I was able to pump mine faster than his due to my double Grand Architect. I Ghost Quartered him off tron again, and finally won by drawing another Ballista to finish off his team and swing for the win.
vs. Grixis Death's Shadow 2-0
Game one, he played the Death's Shadow game of strip hand, pay a bunch of life, and power out a Death's Shadow. Fortunately, my Academy Ruins + Walking Ballista was enough to make his Death's Shadow a 13/13 Game Two, he kept a hand with two basics. I Ghost Quartered him off of blue only for him to draw a fetch the next turn. Fortunately, I had a Phyrexian Metamorph to copy his Gurmag Angler and trade, a Ratchet Bomb for his Death's Shadow, and on turn 6 I went Heartless into Sphinx Summoner to get another Summoner, with a Wurmcoil in my hand. He Thoughtseized away the Wurmcoil, and I immediately drew another. He tapped out to play some ground monsters at 4 life, so I took the opportunity to play an Architect and another Summoner to fetch Metamorph cloning Architect, then smack him for 4 flying with the remaining Summoner.
vs. Sun and Moon 2-0
Game one, I ground out his planeswalkers with Walking Ballistas and Sphinx Summoner chains. He landed a Blood Moon on an empty board with only two islands for me, but I proceeded to draw Wurmcoil into Walking Ballista so it didn't matter. Game two, he tried to protect himself with Leyline of Sanctity and several wraths, but the Sphinx Summoner chain slowly ground out all his removal until I had a single lifelink wurm token that finished the job.
FNM
Total record: 2-1-0
I'm writing about this several days after the fact, and so will probably be less detailed.
vs. Grixis Death's Shadow 2-0
Both games I killed him with Walking Ballista
vs. BR Madness 2-1
Game one, I ground him out with Wurmcoil and Sphinx Summoner chains. Game two, I mulliganed to five and he stripped away my Heartless Summoning. When he landed a Lilliana of the Veil on an empty board on turn 3, he stripped out my hand and won with ease. Game three, I protected Heartless Summoning from anInquisition of Kozilek with a Spell Pierce. With a turn 3 Summoner getting Wurmcoil and other nonsense, I was able to overwhelm his turn 3 Lilliana and other graveyard shenanigans.
vs. Esper Tezzerator 0-2
Game one, I had a faily quick draw with some Superions, Summoners and an early Wurmcoil. Unfortunately, he had an Ensnaring Bridge and the Thopter Sword combo. Game two was a bit of a chess match that I certainly misplayed. He disenchanted my first Heartless, which was fine because I had a redundant one. I then played conservatively, choosing to Summoner chain instead of playing a few Wurmcoils. Towards the end, we both played Pithing Needle, his on Ballista and mine on Thopter Foundry (he had assembled Thopter Sword at that point). I played a Relic of Progenitus, but he drew a Ratchet Bomb. He then destroyed both my hate cards in one swoop, made seven thopters, and ultimated a Tezzeret, Agent of Bolas. In hindsight, I should have fetched up a Ballista so that if he popped the Ratchet Bomb, I could kill his Tezzeret before it could ultimate.
Conclusion
I think the core idea of the deck (HS or Architect into medium-sized artifact threats) is quite powerful. However, because the engine gets running turns 3-5 or so, there must be something to fill in the gap. I see other people have chosen to fill those gaps with other enablers like Chief Engineer and value creatures like Glint-Nest Crane. Personally, I prefer the cheap UB interactive spells like Spell Pierce, Go for the Throat in the maindeck as well as most of my other sideboard cards. I understand the power of Lodestone Golem in a deck that is lower to the ground, but it's been rather unimpressive in my iteration of the deck. Usually it immediately eats a removal spell, netting no other value then making that single removal cost one more. Walking Ballista has greatly impressed me, however-- in addition to being a house in the late game and straight up murdering Death's Shadow players, it also functions as early game removal for small utility creatures on turn 2.
tl;dr Early interaction is necessary, Walking Ballista is a house, and there are a lot of decks that just can't beat a turn 4 Wurmcoil Engine.
Apparently you got some good experience with the deck. First off al, ill leave my list and make some comparation/points according my lasts training games. (the CoCo build above was just a brew i play in xmage, i dont have all pieces to test it, and fell free to leave opnion too)
4x Grand Architect
4x Lodestone Golem
2x Noxious Gearhulk
1x Steel Hellkite
1x Sundering Titan
4x Treasure Mage
2x Trinket Mage
3x Walking Ballista
2x Wurmcoil Engine
Land (23)
1x Academy Ruins
4x Drowned Catacomb
3x Ghost Quarter
3x Island
4x Polluted Delta
3x Swamp
1x Tolaria West
4x Watery Grave
4x Thoughtseize
Instant (4)
4x Fatal Push
Enchantment (4)
4x Heartless Summoning
my try is to make a toolbox to our best creatures, like Treasure Mage getting Wurmcoil Engine cause if there is one thing that I realized, is how strong is get some big robot and put in play ate same time. (my side is messed, i put ir later)
You cited a good point, early interaction is so important for us and ill make some comparsion with yours:
Serum Visions vs Thoughtseize/iok
we have dicussion between them i time ago, and its seens preference question, i used Serum for a long time but i see better performance when we disrupt the oponent hand, by a combo piece, a Path of exile (that can ruin our early Wurm). In addition to removing a card, you get information for your next step.
Fatal Push
I guess this remove is a must for us, it hits about 90% of modern creatures. It can replace Go for the Throat or compose wiht it, but teste 4. (T2 you can push and counter)
Talking about remove, (And since we do not have much slot for this) ill cite this creature what has impressed me a lot: Noxious Gearhulk. OMG how this is good, its a remove + lifegain + evasive body (imagine a Goyf 6+ being swallowed and put you in game again)
As part of this too, i put Walking Ballista (You said everything about this) its a house!! The best flexible creature we can chose. She can remove early pieces like Dark Confidant or mana dorks like Noble Hierarch slowing down the opponent. Or a nice chump block and lategame big creature with no chance to remove and a kind of "double strike" if attack free.
I put 2 Executioner's Capsule too, put dont played wiht it yet. Its look a gome remove, it active revolte of Fatal Push, have instant speed and can be rescued with Academy Ruins (Sometimes we just need to draw some remove) can be tutored by Trinket Mage.
Sometimes i miss my Myr Superion's. many times stucked in hand cause lose my HS, idk yet.
----
Now about the match, gratz, you make a nice job, Merfolk is so hard for you, cause we just have Island and this Accelerate it hard. Try Engineered Explosives in side.
And about Tezzerator match: i start to play with Echoing Truth in side too, for Enchants as we cant interact wiht it otherwise.
----
I noticed you dont use fetch in your build? How do you feel about filter the lands?
The last thing is about Lodestone Golem. I already passed by this haha, i time ago i played with Solemn Simulacrum in his slot, but Golem make pressure, beat, and if he eats a remove, is one less to our Wurmcoil, but if is not removed and the second come, its hard to deal.
-----
I guess this is all i have for now, i'n so tired. Waiting you for more. Feel free to critique my points too.
Serum Visions/Thoughtseize is a good point-- I think Myr Superion tips me in favor of Serum for my particular build. You're right that Superion is a swingy card that sometimes sits in our hand doing nothing. As such, finding that enabler to cast them becomes even more important. Thoughtseize is certainly better at disrupting their game plan then Serum-- but having a zero mana 4/5 on turn two or three also throws a wrench in the opponent's plans (and usually eats a Path, same as Thoughtseize haha). Essentially, I'm counting Superion as early game interaction that is enabled by Serum Visions. Of course, I side most of them out against decks with lots of hand disruption like GBx or DS.
Re: fetchlands, my meta used to have a lot of people playing Choke. That's one of the reasons I'm not playing fetches-- without fetches, 12 of my blue lands still untap under choke where only the Drowned Catacombs and Tolaria West in your list would. Good point about the filter lands; they pass the Choke test and still fix for mana. I might try them out instead of Underground River. Also, Choke has died down a bit from my meta, so maybe I'll try fetches the next time I go at this. I think that fetches are necessary to make Fatal Push great-- what do you think?
Yeah, Noxious Gearhulk does look really good! I'll try to make some room for him in the mainboard, maybe over a Wurmcoil Engine as they are both 6 drop value creatures that pretty much instantly stabilize the board. I do think he's much better in your toolbox deck with all those Treasure Mages that can tutor him up.
As for EE, do you think it's good enough in a two color deck? The main problem permanents I board Ratchet Bomb in for are DS, Bridge, affinity nonsense, and tokens; I guess EE for 0-2 hits all of those except Bridge. Bomb also hits Blood Moon, but a) so does EE because Moon gives us red haha and b) we don't usually need much colored mana to win once our enablers hit the battlefield. I think EE is certainly better in your deck because of Trinket Mage. I'll probably swap out a ratchet bomb or two for an EE when I get the chance to see how it plays out. I think Capsule is nice as a tutorable removal with Trinket Mage, but it misses half of GBx's creatures and all of DS's creatures, both places where the removal is really necessary. I'll stick with GftT over Capsule in my build, I think.
I understand your point, and i used this for the same intention (Serum Visions) to find HS fast if not the open hand, but its starts to be irrelevant when opponent open with seize/iok, then i start to try with a simple Duress before get Seizes, and get noticed dis disruption get more result then that scry. (this is only my history here, not to try convince you).
My point is more about Myr Superion (Make no mistake, I love it, how many times i just won on T2 with HS + double myr), but if you risk some cards to stuck in hand and must side on G2, if find something works everytime ? Particularly, after i cut this with pain in heart and played a good time without, i start to prefer some remove then risk a slot. What do you think, only Brainstorming here haha?!
(i put this together to cover 2 points about remove)
Now make sense why you dont use fetch, tks. Here, Noone uses Choke, never see this in play hahah is funny to see difference of the meta in a region. I just think fetch make the early flow well, always have the land you need.Underground River does not seens, but hurt mor then a fetch/shock during the game.
About the interaction Fetch plus Fatal Push (FP is just great, fetch turn it wonderful hahah), i dont think this necesssary to run fetchs to play Push, most part of the time, you'll kill 1/2CMC early like Mana dorks, Goyfs (The most relevant creatures on modern is 2CMC). It give us the time we need. Again superaggros you just need to kill something T1, things like Wild Nacatl - Goblin Guide.
Now about the capsule, i dont suggest to run over GftT (suggest Fatal for this) i dont know how capsule goes yet, i put it for be tutorable, fast and active Revolt. but use Fatal Push, just it hahaha.
On EE, most part of the time i used for 0 and 1 .. sometimes for 2. You dont need to wait a turn with it like Ratchet Bomb (of course, for 0 bomb looks good anyway) but you dont need 2 cards in same kind of slot), but in a match like merfolk, EE for 2 is just too good and can explode on T3, with bomb, you play on T2 and can explode on T4, sometimes you just do not have the time. For affinity, you play it for 0/1, explode on T1 or T2 (it actives Revolte for FP, and Push gets her Blinkmoth's) kill all the little robots Push others. GftT dont get nothing on affinity for example. The big problem for us is Stony Silence using EE or Bomb, cause this is use Echoing Thruth now, and this could help you against Bridge too (i played with Bridge and know how it this annoying hahah)
Know, explaining my thought on this choise:
How the meta here have looots of remove and jund's, i looks for creatures have an effect when enter in the battlefield, cause if we need to wait a turn to have an effect, sometimes dont help, the same is true with Sundering Titan, enter remove lands, sometimes we dont lose nothing and hit 3 lands, and the opponent just dont wanna remove cause it trigges again, its strong combined wiht Lodestone Golem forming a good couple (remove land and tax).
I guess its all i have for the moment
_____
@medivouk
Thanks for the list, i'll study this
Well time to go to work on this guy!
So my only major change I have started to realize is that I loath 1 cmc Spells in our deck. Until we get a decent blue 1 drop for our list I find that the discard, cantrip and removal spells have been lack luster. And as such I have decided to run 3 copies of chalice of the void in the main deck. I have found this has helped in many matchups and actually makes the deck run smoother in my opinion.
Chalice seems to hit all the major removal and without opponents having removal I find our deck our values almost all decks.
I am playing tonight with the chalice so I should have a game report coming later tonight.
Lets me see if i can help.
The big problem i can see is no one remove on main list. Fatal Push is a must to hold the early game. Recently I'm preferring remove then enables like Chief Engineer for example, one thing i say a time ago, it's no good at all use many slot with enables (for example use 8-10 slots to not stuck Myr Superion in hand) if at the moment he enters the field he gets a remove. You have no tools in hand and no in field.
I gues have many broken numbers: 3x Inquisition of Kozilek 3x Remand 2x Serum Visions. I recommend 4/4 .. Don't know if Remand do much for us.
Duplicant: I guess this is side, if face an aggro, it offers nothing for us. +1 Wurmcoil on this.
Its not secret i have and love/hate on Glint-Nest Crane: Many times its messed more than help. Sure its a Drop 2, but i feel Sphinx Summoner much better.
I guess it is something i can say for now. Feel free to critique and suggest (:
--
Yesterday i played a league in local store. i get 2-2 (lost for merfolk (1-2) for close, and BW token (1-2), game 3 i just mull for 5, dont get any land in 7Hand and 6Hand omfg)
4x Grand Architect
4x Lodestone Golem
2x Noxious Gearhulk
2x Phyrexian Metamorph
3x Sphinx Summoner
1x Sundering Titan
4x Treasure Mage
3x Walking Ballista
2x Wurmcoil Engine
Land (23)
1x Academy Ruins
4x Drowned Catacomb
3x Ghost Quarter
3x Island
4x Polluted Delta
3x Swamp
1x Tolaria West
4x Watery Grave
4x Thoughtseize
Instant (4)
4x Fatal Push
Enchantment (4)
4x Heartless Summoning
3x Bontu's Last Reckoning
3x Chalice of the Void
3x Echoing Truth
2x Engineered Explosives
2x Quicksilver Fountain
2x Yahenni's Expertise
- I like it so much, at the moment i start to play with Treasure Mage pack, i felt more consistence, cause the toolbox, u can search what you need at the moment, and if the game is on "top draw" moment and you get an tutor its fine and heartless enables you put tutor and a big boy. Trinket Mage is good too, but if it i felt more fragile, i placed more Sphinx Summoner on his slot and i liked (previous i tried Trinket Mage + Executioner's Capsule but dont like so much .. lack of pressure.
- Between Serum or iok, guess both can be good if you want, just remand i dont see good enough here. try cut for 4 Serum 4 iok to see.
Walking Ballista is always worth.
@Ulka
Idk. While Chalice is really good againts many removals, play with no one kind of disrupt or dig on T1, not so good. with Serum Visions you can reach almost 80% of chance to get ramp on T2. Discard not 100% hit the best pieces, but many times you can break the game of opponent, take that Liliana of the Veil in a good curved hand that you many times cant hit on combat or lose a card. And kill one the best Black removal (Fatal Push) does not seem the best to do, we just need an spot removal. rly.
One thing: missing only a good way to hold till T4 middling.
and the splash for the 3ª color ? what you think (i cant remember if it was you I did not like this idea). G or W offer good tools for us.
then say for us how it goes
Hostage Taker have you luster, only have to see your exactly interaction, seens a body removal. Cast a Goyf with an Architect seens nice
I guess its works cause the Explorer mechanic of ixlan
i'm temped to run some Solemn Simulacrum and Consecrated Sphinx
As i sad on percursor, i just not tested, the removal was a point, the test should be worth. How slot you think ?
I cut Myr Superion. in my meta, many discards and counters, myr was diyng in hand many times for me, just put something cant stuck.
Tasigur, the Golden Fang is one other looked ... as Havengul Lich how the old style. i just love to play with yard avaliable.
What the build with chalice ? Some days ago i looked to put 1 EE on main.
but if run Chalice on main, Simian Spirit Guide looks very tempted. Can make Chalice or Heart T1
3 Chalice of the Void
2 Dimir Signet
Artifact Creature (16)
4 Lodestone Golem
4 Myr Superion
4 Phyrexian Metamorph
2 Walking Ballista
2 Wurmcoil Engine
Creature (13)
2 Chief Engineer
4 Glint-Nest Crane
4 Grand Architect
3 Mulldrifter
3 Heartless Summoning
Planeswalker (2)
2 Tezzeret, Agent of Bolas
Land (21)
1 Academy Ruins
2 Darksteel Citadel
2 Ghost Quarter
1 Inventors' Fair
6 Island
4 Polluted Delta
1 Sunken Hollow
1 Swamp
3 Watery Grave
1 Basilisk Collar
1 Engineered Explosives
1 Grafdigger's Cage
1 Kira, Great Glass-Spinner
1 Nihil Spellbomb
2 Pithing Needle
3 Spellskite
2 Trinket Mage
1 Walking Ballista
2 Yahenni's Expertise
what point you felt difficulty, you can point ?
21 lands is good for you ?
Yesterday, i make otther 2-2 in the 4o League day in the store here. And my point is we need other ramp option.
I open 2-0 .. after this the deck starts troll me again .. a Hand with no lands .. stuck in 2 lands. Now i understand all benefit of redundance.
Somedays I forget i actually should mulligan away hands without an engine piece and it can lead to sub-optimal play which was the case when I started 0-2.
21 lands has felt near perfect for me. I find I hit my 3rd land drop 75%-80% of the time which is the most critical land drop of all. I often find after turn 5 I tend to have a hand full of lands which can be annoying so I have been content with my 21 as I run 2 signets and 9 engine pieces.
My question on the lands was why i needed start to play with 23 lands. I was stucking too many times in lands. Unlearned how to shuffle omg
And some lose is why i open a entire land whithout lands (belive, one time was 7 cards no land mull 6 cards no land. Cant be only bad luck.
In in doubt in what dork/mana rock to play in a certain slot i'll test ... Mind stone (cause ir can be a draw later) - Dimir Signet - considered Palladium Myr too .. i try to chose something dont need more support .. even Renowned Weaponsmith (i know it can be slow, but need something add 2 alone, but sometimes ppl dont want to spend a remove on dork). It benefit the Sphinx chain and the clones too .. and Ballista
I guess you see a sad i needed to cut Superions here, sometimes i miss it and maybe with 12 Engine can be more worth.
1x Academy Ruins
4x Drowned Catacomb
3x Ghost Quarter
3x Island
4x Polluted Delta
2x Swamp
1x Tolaria West
4x Watery Grave
4x Phyrexian Metamorph
4x Treasure Mage
Attaaaaack (12)
4x Lodestone Golem
4x Myr Superion
2x Noxious Gearhulk
2x Wurmcoil Engine
4x Etherium Sculptor
4x Grand Architect
3x Heartless Summoning
Plan B (3)
1x Mindslaver
2x Walking Ballista
Hold the early (4)
4x Fatal Push
With Heartless Summoning open Hand
T1 Land
T2 HS + Free Myrs
T3 Lodestone Golem + possible copys
With Etherium Sculptor (HS redundance)
T1 Land
T2 Sculptor
T3 Phyrexian Metamorph on Sculptor + Free Myrs
I know Etherium Sculptor is an old know of us, i just try to make each time more easy to cast all we need, and wiht sculptor, we can have some utilities.
I still think Mulldrifter is a must for us as it provides so much gas but I like the list.
The other change I would make is adding in a single Sphinx Summoner as the sphinx chain is still very powerful and even easier for you to pull off with sculptors.
Edit:
on the ramp: I have tried both Mind stone and Dimir Sigent and I have found the colors of signet often are more relevant and the other thing is it makes 2 mana which when animated by tezzeret, agent of bola can power out a Myr superion.
And I play in Paper and on cockatrice at times but majority of the time in paper
You are right, is something like the past, but it was the most solid build i tested lately. With rounded and right numbers of the pieces. Maybe, today i have less pity to use resource as tool, like an Metamorpho copy a little Sculptor, thing like that.
On Mulldrifter: i agree one thing we need is draw. I have switched Mindslaver for Staff of Nin. As sculptor help other, staff show me decente with reducion and tutorable piece, constant draw, kill /1 creatures or that 1 per turn in the face. Remember Phyrexian Metamorph can copy it too.
On Sphinx Summoner: I like the chain too, much decks just not can deal with a flier squadron, i just not find a room.
!! R E P O R T I N G !!
I made an solid 3-1 yesterday in last day of local league with this build and this side
2x Engineered Explosives
3x Echoing Truth
2x Bontu's last Reckoing
2x Extirpate
3x Virulent Plague
2x1 in RG Valakult
2x0 BW Tokens
1x2 Grixis control (the worst match we can face)
2x0 8-rack
Walking Ballista is an star
Noxious Geralhulk is a war machine. It can easily turn the game.
Take also into consideration that it is a new deck that you needs to adapt
I get my Hostage Taker set and yesterday i had a test day.
I play with 3 im MB. Hostage Taker was FANTASTIC in deck. I play good numbers of games against Bant Eldrazi deck of my friend and won the majority. Before this mast was so hard to deal.
- Hostage take care his Smasher, clear your little combos with Displacer (we can steal the Displacer so easy).
- More than she take care creatures of opponent, she can help us to recast some tutors, some gearhulks to effect again, the metamorph.
I love how Hostage Taker fit in the deck. She allow we get good matchs againts little combos hard before.
Yes, that's 62 cards in the main deck. I'm testing out if the Lightning Greaves would make a big difference, and so far it has.
// 4 Artifact
2 Vedalken Shackles
2 Lightning Greaves
// 27 Creature
3 Etherium Sculptor
4 Lodestone Golem
4 Myr Superion
3 Phyrexian Metamorph
3 Spellskite
2 Wurmcoil Engine
4 Glint-Nest Crane
3 Grand Architect
1 Chief Engineer
// 3 Enchantment
3 Heartless Summoning
// 23 Land
1 Darksteel Citadel
2 Flooded Strand
3 Ghost Quarter
1 Hallowed Fountain
7 Island
3 Polluted Delta
2 Sunken Hollow
1 Swamp
3 Watery Grave
2 Tezzeret, Agent of Bolas
// 3 Sorcery
2 Serum Visions
1 Yahenni's Expertise
// 5 Artifact
1 Chalice of the Void
1 Engineered Explosives
1 Grafdigger's Cage
1 Nihil Spellbomb
1 Pithing Needle
// 4 Creature
2 Dodecapod
1 Filigree Familiar
1 Trinket Mage
// 3 Instant
3 Dismember
// 3 Sorcery
1 Yahenni's Expertise
2 Void Snare
Welcome to salvation and the thread welcomes you also. Im glad you like the deck. My first and only critique is there is a lack of mulldrifters. they are incredibly strong and I feel you may want to consider them as they provide us flying defense and can when paired with cranes make for excellent card draw and filtering.
On lightning Greaves, I'm interested to test them to be honest. I recently was testing out Sword of light and Shadow and I found the equipment is strong Adding haste and shroud to the mix seems incredibly strong. I will test a few in my list to see how I like them.
Note: you should run 4x of Grand architect. He is the strongest creature in our deck in acceleration and also in just raw value.
EDIT:
on Hostage Taker I think I need to test this. Both hostage taker and The scarab god are ones I want to test post standard.
Anywho I did a larger tourney back in Early November. I ended up going 7/4 when I dropped when I realized I was out of payout standings.
this is the decklist I ran:
2 Dimir Signet
Artifact Creature (19)
4 Lodestone Golem
4 Myr Superion
1 Noxious Gearhulk
3 Phyrexian Metamorph
3 Spellskite
2 Walking Ballista
2 Wurmcoil Engine
Creature (13)
2 Chief Engineer
4 Glint-Nest Crane
4 Grand Architect
3 Mulldrifter
3 Heartless Summoning
Planeswalker (2)
2 Tezzeret, Agent of Bolas
Land (21)
1 Academy Ruins
2 Darksteel Citadel
1 Drowned Catacomb
2 Ghost Quarter
6 Island
4 Polluted Delta
2 Swamp
3 Watery Grave
2 Chalice of the Void
1 Engineered Explosives
1 Grafdigger's Cage
1 Kira, Great Glass-Spinner
1 Nihil Spellbomb
1 Pithing Needle
1 Sphinx Summoner
1 Sword of Light and Shadow
1 Thorn of Amethyst
2 Trinket Mage
1 Witchbane Orb
2 Yahenni's Expertise
i have been away too, make some testes by me (and cause i have no more response haha), but now get some focus on my other deck.. BTW on the focus:
My last FNM (3 weeks ago i guess) i made 3-1 with my build, i prefer more Mid-range. My major add for deck was Shimmer Myr. He give us power to play your big robots in reponse, in end turns, surpresing blocks or tutors. He opens more play for us. and Massacre Wurm on side
i back Tezz for deck and Sphinx for more focus on artifact for Shimmer. I liked the result.
EDIT
4 Grand Architect
2 Treasure Mage
Enchantment
4 Heartless Summoning
Land
2 Ghost Quarter
1 Academy Ruins
4 Darkslick Shores
3 Watery Grave
2 Island
4 Polluted Delta
2 Swamp
3 Drowned Catacomb
1 Field of Ruin
3 Phyrexian Metamorph
2 Shimmer Myr
2 Sphinx Summoner
4 Myr Superion
3 Lodestone Golem
2 Noxious Gearhulk
2 Wurmcoil Engine
4 Fatal Push
Sorcery
4 Thoughtseize
Planeswalker
2 Tezzeret, Agent of Bolas