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GrandMaster is my attempt at breaking Heartless Summoning in modern. It was developed with the assistance of Poppelseed several years ago and has finally reached an iteration I think is successful. While I don't think it will ever by Tier 1, I'm hoping to get it to 1.5/2, where it can occasionally take down a daily.
Grand Architect - The ramp from Architect is insane. Turn 3 Architect -> Myr Superion, Turn 4 Wurmcoils. It also pumps your Masters and can turn your other creatures blue for +1/+1.
Master of Etherium - Pumps almost all your other creatures. Often is 5/5 or greater. Costs only U under Heartless or with an Architect. Chaining these wins games.
Phyrexian Metamorph - The correct number of these to run is 8. Copies Master of Etherium for +2/+2 to everything and itself, copies Wurmcoil/Superion for additional beats. Randomly good against opposing decks.
Myr Superion - With eight ways to cast them in the main they are rarely stuck in hand. Often bigger than Tarmogoyf. Turn 2 Heartless Summoning -> 1+ Superions is amazing.
Lodestone Golem - These occupy a flex slot, but have been pulling their weight well. Only makes our Architects cost more (Thoughtcast's affinity applies after cost increase).
Wurmcoil Engine - I've run 2-4 of these main and settled on 2. One of the best creatures in the format. Great to copy with Metamorph.
Thassa, God of the Sea - Costs one blue under Heartless Summoning. Even at full price, she's amazing. Scry every turn helps us dig to business, and making our creatures unblockable lets us win out of seemingly nowhere. Rarely becomes active due to devotion, but when she does, Grand Architect just pumps her further.
Heartless Summoning - The primary engine for the deck. You never want two in play, but you always want it on turn 2. Gives you free Superions/Spellskites, 1/2 mana Metamorphs, 2 mana Golems, and 4 mana Wurmcoils. The -1/-1 barely hurts (just don't cast Master of Etherium with no other artifacts in play.)
Chalice of the Void - We run no 1 drops, so this doesn't hurt us. Though it can only be cast turn 2, it's often good enough. Stops discard, Path to Exile, pretty much all of burn, Spell Snare/Spell Pierce. Also amazing against Tron.
Thoughtcast - Although not as easy to get for U as in Affinity, it's still a bargain for 1U.
Mistvein Borderpost - Surprisingly amazing in this deck. Fixes mana, adds another artifact for Master of Etherium, and sometimes is free (bounce basic and replay it). Since we don't have any 1-drops, the 'enters the battlefield tapped' part rarely hurts.
Pithing Needle - Hates on Affinity, Pod, Tron, Kiki-Jiki, Equipment, etc. Great sideboard card, wish it didn't cost 1, as it conflicts with Chalice of the Void.
Spellskite - Free with Heartless or Architect, it protects your other creatures from Path to Exile, Abrupt Decay, and other common hate. I always run 4 between main and side.
Dismember - Very good removal. Really can't say much more, but it's likely going to be increased in number.
Master Transmuter - This was in the original build of the deck. Too slow and fragile, but if it got active you win. Bouncing Phyrexian Metamorph for new targets, saving creatures from removal, Sundering Titan tricks.
Opening Hand: Darkslick Shores, Grand Architect, 2xHeartless Summoning, Island, Phyrexian Metamorph, Master of Etherium T1: Play Island, pass. T2: [I](Draws Myr Superion)[/I] - Play Darkslick Shores, cast Heartless Summoning, play Myr Superion [i](free)[/i], pass. T3: [I](Draws Lodestone Golem)[/I] - Play Master of Etherium [i](U)[/i], Phyrexian Metamorph [i](1 + Pay 2 life)[/i] copying Master of Etherium, attack with Myr Superion [i](6/7)[/i], pass.
[i]We copy Master because we're going to cast Grand Architect (+1/+1) and Lodestone Golem (+1/+1) next turn.[/i] T4: [I](Draws Heartless Summoning)[/I] - Play Grand Architect, Lodestone Golem [i](tapping Architect)[/i], attack with Myr Superion and two Master of Etheriums [i](6/7, 5/5, 5/5)[/i]. 22 Damage by Turn 4
As we can see, even though we had two dead Heartless Summonings in hand, we still were able to put several huge creatures into play. We pass this turn with enough mana to cast anything and a Lodestone Golem in play as well.
Opening Hand: Darkslick Shores, 2xWurmcoil Engine, Heartless Summoning, Master of Etherium, Misty Rainforest, Thoughtcast T1: Play Misty Rainforest, fetch a Watery Grave [i](tapped)[/i], pass. T2: [I](Draws Lodestone Golem)[/I] - Play Darkslick Shores, cast Heartless Summoning, pass. T3: [I](Draws Chalice of the Void)[/I] - Cast Lodestone Golem, pass. T4: [I](Draws Island)[/I] - Play Island, cast Master of Etherium, Chalice of the Void [i](on 1)[/i], attack with Lodestone Golem [i](5/3)[/i], pass. T5: [I](Draws Lodestone Golem)[/I] - Cast Lodestone Golem, attack with Lodestone Golem and Master of Etherium [i](5/3, 3/3)[/i], pass. T6: [I](Draws Chalice of the Void)[/I] - Cast Thoughtcast [i](2U)[/i], draw into 2xMyr Superion. Cast both for free, attack with 2xLodestone Golem and Master of Etherium [i](5/3, 5/3, 5/5)[/i]. 28 Damage by Turn 6
Even though this is a slow hand, we have two Lodestones in play and a Chalice at 1, as well as two backup 5/6s.
Opening Hand: Darkslick Shores, Misty Rainforest, Grand Architect, Darksteel Citadel, Tectonic Edge, ThoughtCast, Watery Grave
We have to mulligan this hand, too many lands and not enough gas. Mull into: Heartless Summoning, Darkslick Shores, 2xLodestone Golem, Chalice of the Void, Watery Grave T1: Play Watery Grave [i](tapped)[/i], pass. T2: [i](Draw Darksteel Citadel)[/i] - Play Darksteel Citadel, cast Heartless Summoning, pass. T3: [i](Draw Mistvein Borderpost)[/i] - Play Darkslick Shores, cast Lodestone Golem, pass. T4: [i](Draw Island)[/i] - Play Island, cast Mistvien Borderpost [i](bouncing Island)[/i], cast Lodestone Golem, attack with Lodestone Golem [i](4/2)[/i], pass. T5: [i](Draw Island)[/i] - Play Island, cast Chalice of the Void [i](at 1)[/i], attack with two Lodestone Golems [i](4/2, 4/2)[/i], pass. T6: [i](Draw Wurmcoil Engine)[/i] - Play Island, cast Wurmcoil Engine, attack with two Lodestone Golems [i](4/2, 4/2)[/i]. 20 Damage by Turn 6
This was a slower hand, but still ended with two Lodestone Golems and a Wurmcoil Engine in play.
Opening Hand: 2xIsland, 2xMyr Superion, Lodestone Golem, Darksteel Citadel, Grand Architect T1: Play Island, pass. T2: [i](Draw Chalice of the Void)[/i] - Play Darksteel Citadel, cast Chalice of the Void [i](at 1)[/i], pass. T3: [i](Draw Tectonic Edge)[/i] - Play Island, cast Grand Architect, cast Myr Superion [i](using Architect)[/i], pass. T4: [i](Draw Darkslick Shores)[/i] - Play Tectonic Edge, cast Myr Superion [i](using Architect)[/i], cast Lodestone Golem, attack with Myr Superion [i](5/6)[/i], pass. T5: [i](Draw Chalice of the Void)[/i] - Play Darkslick Shores [i](tapped)[/i], attack with both Myr Superions and the Lodestone Golem [i](5/6, 5/6, 5/3, and we have UU up to pump two of them by +1/+1.)[/i] 22 Damage by Turn 5
Even a hand without Heartless Summoning can explode.
Versus U/W/R Game 1 Opening Hand: Watery Grave, Darkslick Shores, Island, Grand Architect, Master of Etherium, 2x Lodestone Golem GM T1: Play Watery Grave [i](tapped)[/i], pass. Opp T1: Plays Celestial Colonnade tapped, passes. GM T2: [i](Draw Darksteel Citadel)[/i] - Play Darksteel Citadel, pass. Opp T2: Plays Island, passes. GM T3: [i](Draw Wurmcoil Engine)[/i] - Play Darkslick Shores, cast Master of Etherium [i](Mistake, should've cast Grand Architect)[/i], pass. Opp T3: Plays Scalding Tarn, passes. GM T4: [i](Draws Mistvein Borderpost) - Play Island, Mistvien Borderpost [i](bouncing Island)[/i].
Opp responds by cracking Scalding Tarn for Steam Vents [i](untapped)[/i], then casting Electrolyze targetting Master of Etherium.
Cast Grand Architect, pass. Opp T4: Plays Celestial Colonnade tapped, passes. GM T5: [i](Draws Island)[/i] - Plays Island, casts Lodestone Golem [i](using two land and Architect)[/i], uses [MANACOST]U[/MANACOST] to turn Lodestone Golem blue, casts Lodestone Golem [i](using the first golem and two land)[/i].
Opp responds with Mana Leak.
Pass Opp T5: Plays Hallowed Fountain [i](untapped, -2 life)[/i], taps out to cast Supreme Verdict, passes. GM T6: [i](Draws Thoughtcast)[/i] - Play Island, casts Wurmcoil Engine, pass. Opp T6: Casts Elspeth Knight Errant, makes a 1/1, casts Pithing Needle [i](naming Mistvein Borderpost)[/i], passes.
I let my Opp know that needle can't stop mana abilities, he says "oh, lol". Pithing Needle's only real target in this deck is the second ability on Grand Architect, or fetchlands. GM T7: [i](Draws Island)[/i] - Plays Island, casts Thoughtcast [i](costs [MANACOST]1U[/MANACOST])[/i] drawing Darksteel Citadel and Island, attack with Wurmcoil Engine.
Opp blocks with Soldier Token.
Pass Opp T7: Makes a 1/1, plays Arid Mesa, casts Think Twice, passes. GM T8: [i](Draws Grand Architect)[/i] - Plays Darksteel Citadel, casts Grand Architect, attacks with Wurmcoil Engine.
Opp blocks with Soldier Token.
I pay [MANACOST]U[/MANACOST] to make the Wurmcoil blue [i](+1/+1)[/i].
Opp cracks Arid Mesa for Steam Vents [i](tapped)[/i], flashes back Think Twice.
Pass Opp T8: Makes a 1/1, Lightning Bolt at the Grand Architect, plays Arid Mesa, passes. GM T9: [i](Draws Chalice of the Void)[/i] - Play Island, cast Chalice of the Void [i](for 2)[/i], attacks with Wurmcoil Engine.
[i]I thought Chalice for 2 would hit more spells in his deck. It was a mistake, I'm far more worried about Path to Exile than anything that costs 2.[/i]
Opp blocks with 1/1. Cracks Arid Mesa for Hallowed Fountain [i](tapped)[/i].
Pass Opp T9: Makes a 1/1, plays Scalding Tarn, animates Celestial Colonnade, attacks me [i](down to 34)[/i], passes. GM T10: [i](Draws Phyrexian Metamorph)[/i] - Cast Metamorph copying Needle, names Elspeth. Attacks with Wurmcoil.
Opp blocks with 1/1. Cracks Arid Mesa for Island.
Pass Opp T10: Concedes.
This game illustrate how valuable Phyrexian Metamorph can be, and how explosive of plays we can manage.
I believe I sideboarded in two Spellskites for two Myr Superions.
Game 2 Opening Hand: Misty Rainforest, Phyrexian Metamorph, Darksteel Citadel, Heartless Summoning, Grand Architect, Mistvein Borderpost, Spellskite.
My opponent mulligans to 5. Opp T1: Plays Steam Vents [i](tapped)[/i], passes. GM T1: [i](Draws Island)[/i] - Plays Island, casts Mistvein Borderpost [i](returning Island)[/i], pass. Opp T2: Plays Mystic Gate, passes. GM T2: [i](Draws Grand Architect)[/i] - Play Island, cast Heartless Summoning.
Opp responds with Think Twice.
Cast Spellskite [i](free)[/i], pass. Opp T3: Plays Scalding Tarn, passes. GM T3: [i](Draws Lodestone Golem)[/i] - Plays Darksteel Citadel, cast Grand Architect, Lodestone Golem [i](paying with Grand Architect)[/i].
Opp responds cracking Scaling Tarn for Island, casts Think Twice.
Cast Phyrexian Metamorph [i](Paying 2 life)[/i], copies Lodestone Golem, pass.
[i]Yes, that's a Spellskite, Grand Architect, and two Lodestone Golems in play on turn 3.[/i] Opp T4: Plays Celestial Colonnade [i](tapped)[/i], passes. GM T4: [i](Draws Grand Architect)[/i] - Play Misty Rainforest, break for Island, cast Grand Architect, turn one Lodestone Golem blue with Grand Architect, attack with Grand Architect and two Lodestone Golems [i](1/3, 6/4, 4/2)[/i].
Opponent is at 8. Opp T5: Plays Hallowed Fountain [i](untapped, -2 life)[/i], concedes.
Second game shows how fast this deck can throw resistance on the field. I'm guessing he had another Supreme Verdict in his hand when he conceded.
I shouldn't have played the second Grand Architect that game, instead holding off with two in hand versus another sweeper.
It is interesting how no two Heartless Summoning decks are really the same, though I suppose it is because no clear best strategy has really proven itself. I personally go for a more straightforward combo version myself and it can be surprisingly effective.
The combo is a little fragile to grave hate, but even with my janky mana base (made from leftovers) I can assemble the combo pretty reliably. Need to get rid of SSG though, that is left over from another build. I wish I could find another infinite casting loop other than Retriever so I can survive if it gets extirpated.
Not that I am challenging you or attacking your deck, but the question I have is does this get big beats out faster and more reliably than Tron or other ramp decks? Are you getting face smashing potential in play better than affinity? It feels like those are the decks that set the bar for the kind of end-game you are trying to achieve, and if your deck is not close to those you have to wonder what it is bringing to the table.
...again, I am not trying to talk **** about your deck idea, I am just wondering how it stacks up.
Not that I am challenging you or attacking your deck, but the question I have is does this get big beats out faster and more reliably than Tron or other ramp decks?
Trons god-draw (urza/urza/urza->bomb) will always be faster than most of the decks in the format. I'm not relying on specific lands or search effects for my deck, so a lot of the common hate (Mindcensor comes to mind) doesn't effect this. Plus, tron can drop a few Wurmcoils early, but takes a while to drop Emmy, I can copy/race before they get there.
Are you getting face smashing potential in play better than affinity?
Affinity only runs a few real threats. Deal with their Plating/Tezzeret and they lose a lot of steam. While I have the same vulnerability to artifact sweepers as they do, I also don't have to rely on 1/1s and 0/2s to get there.
That said, this deck is only being worked on by myself at the moment, I'm hoping to get some other people testing it to see what the correct #'s are. In the Tournament Practice room I'm about 60/40 against random decks (not counting auto-wins against jank) when I had no sideboard.
I've been looking for a deck with Grand Architect. not criticizing but I'm very iffy in the borderpost. Have you tested out Springleaf drum in place of it at all? Or is that to slow do you think with no one or two drops? (myr superior needs help)
I also REALLY want to have Tezzeret, Agent of Bolas in here some where. Could it fit into a replacement of thoughtcast/ Chalice of the Void slots in some combination.
Also I love Spellskite and does the same thing and maybe even more than chalice of the void in protecting your creatures and life total as well as becoming a two drop that protect your life total.
Is there any real comparison between Wurmcoil Engine and Steel Hellkite? Does this deck have enough disruption or is it more of an all out aggro approach (seems like it)? Whenever I play Hellkite and attack with him I am overly suprised. But in comparison everytime I play a wurmcoil engine my opponent tanks.
here are some rules questions as well if people know them then throw it out there.
If/when a casting cost is changed by a card does the actual casting cost change? ex. chalice of the void is set at one and lodestone golem is out. can the opponent cast path to exile for two and get around chalice countering it?
if mulldrifter was being used in a deck. lets say you evoke it and a grand architect is in play. are you able to tap the mulldrifter for two colorless before it is sacrificed?
If/when a casting cost is changed by a card does the actual casting cost change? ex. chalice of the void is set at one and lodestone golem is out.
No, the casting cost changes, but challice only cares about converted mana cost which cares only about what it would normally cost to cast it as long as there is no X in the cost to cast it. Converted mana cost is unaffected by stuff like Heartless.
can the opponent cast path to exile for two and get around chalice countering it?
Are you asking if an opponent can just choose to pay more to cast a spell? No, that is not legal, and it would not matter anyway.
if mulldrifter was being used in a deck. lets say you evoke it and a grand architect is in play. are you able to tap the mulldrifter for two colorless before it is sacrificed?
Incorrect, you can respond to the sacrifice trigger by tapping it.
Wurmcoil Engine is definitely a beast. I'm thinking of going up to 4 between main and side. Springleaf Drum is a 1-drop (interferes with Chalice) and we have nothing to power it out with. Mistvein Borderpost is surprisingly good. It helps fix our mana and acts as a two-color artifact land.
Tezzeret, Agent of Bolas is a card I want to test. The downside is that none of our acceleration can help get him out faster, his -1 doesn't really make anything bigger (I guess he can animate a Borderpost / Citadel?), and his ultimate isn't nearly as good as Affinities. I would try him in Lodestone's slot.
if mulldrifter was being used in a deck. lets say you evoke it and a grand architect is in play. are you able to tap the mulldrifter for two colorless before it is sacrificed?
Actually, I believe you can tap it, since it's a triggered ability. Basically, evoke it, sacrifice goes on the stack, drawing goes on the stack (or vice versa; you get to stack those triggers) and then you get to put other stuff on the stack. That part is where you tap, blink, pod etc the Mulldrifter for profit.
On the deck, so far it's very unreactive and really only puts big artifacts onto the board and goldfishes with no way to interact with the opponent. The list looks tight but some things can be trimmed here and there in my opinion (eg turning some 4-ofs into 3-ofs). I haven't played the deck yet (I'm going to, with a few tweaks) but it looks like a simple Mana Leak or turn one Inquisition of Kozilek could ruin the gameplan. Also, would Mulldrifter be a better Thoughtcast? With Heartless Summoning out, it's always going to cost less than or equal to Thoughtcast, and you get the option to play it as a body.
Other than that, coolbeans idea. Looking forward to testing it!
I put a sample game in the opening post where I have to deal with Mana Leak.
I am trying to avoid including cards that are only good with Heartless Summoning (Mulldrifter) as you don't always get it, and it doesn't always stay in play.
This deck includes quite a bit of interaction (Chalice + Lodestone) with the opponent, but does tend towards goldfishing.
for Tezzeret I was thinking more of something that refills your hand after you're able to ramp everything out to beat them down. So the easy mana doesn't really matter. Kinda like how thoughtcast would be used but with more versitility. Tez ultimate is pretty brutal if there is any type of stall. and as you stated can turn borderpoast/ citadel into a 5/5. downside in my mind would be that it costs more with the Golem.
For some reason I have never really like Chalice of the Void. It feels slow. I feels like a dead card after one being set at one. I'm okay with Heartless Summoning being a dead card, but Heartless and Chalice just feels like too many dead cards in a deck after the first one is played.
I would agree with your springleaf drum Mistvein Borderpost assessment. How often are you able to do a turn one borderpost?
@DrWorm you answered my question about casting cost and converted mana cost in your first answer and it was much apreciated.
Mistvein Borderpost is free, in the sense that it replaces your land drop. When we often want to do a T2 Heartless -> T3 Master, we need to have another artifact in play on T1/T2. Borderpost acts as another artifact land in this situation.
This isn't a problem for a deck that has no turn one plays and only eight turn two plays (Chalice + Heartless).
Dimir Signet (or Talisman of Dominance) take up your turn two entirely. I have tested them, and found the Borderpost better, but it wasn't entirely conclusive.
can the opponent cast path to exile for two and get around chalice countering it?
Are you asking if an opponent can just choose to pay more to cast a spell? No, that is not legal, and it would not matter anyway.
The only instance where it's relevant (or even possible, to my knowledge lol), is playing something like Engineered Explosives for three; but one of the mana is colorless and the other two are colored for Sunburst (dodging Spell Snare), or paying colorless mana and setting to 0 to kill chalice at 0 etc.
I posted this under the MUD thread already, but i think its also pretty relative here, as the deck im playing is very similar to the one you have presented. I actually started by trying to build a MUD list for Modern, and one of the things i tried was Heartless Summoning, but in the end, i personally didn't like it.
For reference, or maybe some ideas, here's the list i have been playing with lately
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I do like your list though. The interaction with Heartless Summoning and Myr Superion is pretty cool. How often do you have a Myr in your hand but no Heartless Summoning?
How useful has 4 Chalice of the Void maindeck been for you? personally i found it to only really be effective against certain decks, and eventually just moved it to the board.
Im not sold on the Borderpost. Wouldn't some like Dimir Signet be a better option?
I think Thoughtcast is weak here also, as you already need to be doing fairly well for it to be playable. Thirst for Knowledge seems like a reasonable option, but really Treasure Mage is the best option. It has crazy synergy with Grand Architect, being able to tap for mana to cast the artifact you just tutored up.
Edit: I originally thought Dissolution's deck was playing Master Transmuter, not Master of Etherium, so i'm sorry if my comment is off track.
I have deleted the off topic posts. As lantern requested. Please keep the focus on the deck.
Private Mod Note
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Rollback Post to RevisionRollBack
Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
After testing the deck out for a couple of games, it feels like it has severe consistency issues and no real way of interacting with other decks. A single clique or resto with a bit of counters or removal can easily outrace the deck and there are no reliable maindeck answers to inkmoth nexus, twin, pod, or boggle. There are no real turn 1 plays and the only turn two plays are heartless summoning (which is great but you don't always draw it) and chalice of the void (which is pretty useless against a ton of decks). I really feel like the deck desperately wants either executioner's capsules or dismembers to interact with dangerous creatures before they get out of hand, as well as serum visions or sleight of hands for improved reliability and efficiency. Sorry if this comes off as abrasive, I think the deck has the potential to be pretty strong, but right now it's in desperate need of tuning.
After testing the deck out for a couple of games, it feels like it has severe consistency issues and no real way of interacting with other decks. A single clique or resto with a bit of counters or removal can easily outrace the deck and there are no reliable maindeck answers to inkmoth nexus, twin, pod, or boggle. There are no real turn 1 plays and the only turn two plays are heartless summoning (which is great but you don't always draw it) and chalice of the void (which is pretty useless against a ton of decks). I really feel like the deck desperately wants either executioner's capsules or dismembers to interact with dangerous creatures before they get out of hand, as well as serum visions or sleight of hands for improved reliability and efficiency. Sorry if this comes off as abrasive, I think the deck has the potential to be pretty strong, but right now it's in desperate need of tuning.
A agree completely, hence why I want to get some further feedback on it. Executioner's Capsule is a really interesting suggestion. I have wondered if Chalice of the Void was really worth it in cutting off one drops. For a while I was running Halimar Depths to help with fixing, but the inclusion of Misvein Borderpost had me cut them. Dismember is also a really good idea, I think the first one I'm going to start testing.
I think getting chalice on two is also really good
What about trinisphere in the SB? Is it still too slow in this deck? What about mox opal? Seems like there are a lot of artifacts.
I think getting chalice on two is also really good
What about trinisphere in the SB? Is it still too slow in this deck? What about mox opal? Seems like there are a lot of artifacts.
Mox Opal is rocky when you can't really run the Artifact Lands. If there was a reasonable way to get it online before turn 3, then I could see it, but so often in the early lists it was a dead card
Only two match losses the entire night (in tournament practice). One was due to a bad manabase (fixed) and one was against affinity (couldn't race).
Feeling like this list is getting much tighter.
Opening decklist has been updated, will work on matchups and writeup more in the coming days.
-T
[i]To the mods: The images posted are hosted on magiccards.info. This does not violate the image leeching rules for the forums. Thank you.[/i]
GrandMaster is my attempt at breaking Heartless Summoning in modern. It was developed with the assistance of Poppelseed several years ago and has finally reached an iteration I think is successful. While I don't think it will ever by Tier 1, I'm hoping to get it to 1.5/2, where it can occasionally take down a daily.
Abusing the synergy between cost reduction (Heartless Summoning and Grand Architect) with large, efficient artifact creatures (Myr Superion, Lodestone Golem, Wurmcoil Engine, Phyrexian Metamorph, and Master of Etherium) allows this deck to put a lot of pressure onto the board very quickly.
It's not uncommon to see three or more 6/6s on the board as early as turn 3.
4x Grand Architect
4x Master of Etherium
4x Phyrexian Metamorph
4x Myr Superion
2x Lodestone Golem
2x Wurmcoil Engine
2x Thassa, God of the Sea
Support (16):
4x Heartless Summoning
4x Chalice of the Void
4x Thoughtcast
4x Mistvein Borderpost
4x Misty Rainforest
2x Watery Grave
2x Scalding Tarn
8x Island
4x Darksteel Citadel
2x Tectonic Edge
4x Pithing Needle
3x Relic of Progenitus
1x Tormod's Crypt
4x Spellskite
1x Wurmcoil Engine
1x Dismember
1x Echoing Truth
Opening Hand: Darkslick Shores, Grand Architect, 2xHeartless Summoning, Island, Phyrexian Metamorph, Master of Etherium
T1: Play Island, pass.
T2: [I](Draws Myr Superion)[/I] - Play Darkslick Shores, cast Heartless Summoning, play Myr Superion [i](free)[/i], pass.
T3: [I](Draws Lodestone Golem)[/I] - Play Master of Etherium [i](U)[/i], Phyrexian Metamorph [i](1 + Pay 2 life)[/i] copying Master of Etherium, attack with Myr Superion [i](6/7)[/i], pass.
[i]We copy Master because we're going to cast Grand Architect (+1/+1) and Lodestone Golem (+1/+1) next turn.[/i]
T4: [I](Draws Heartless Summoning)[/I] - Play Grand Architect, Lodestone Golem [i](tapping Architect)[/i], attack with Myr Superion and two Master of Etheriums [i](6/7, 5/5, 5/5)[/i].
22 Damage by Turn 4
As we can see, even though we had two dead Heartless Summonings in hand, we still were able to put several huge creatures into play. We pass this turn with enough mana to cast anything and a Lodestone Golem in play as well.
Opening Hand: Darkslick Shores, 2xWurmcoil Engine, Heartless Summoning, Master of Etherium, Misty Rainforest, Thoughtcast
T1: Play Misty Rainforest, fetch a Watery Grave [i](tapped)[/i], pass.
T2: [I](Draws Lodestone Golem)[/I] - Play Darkslick Shores, cast Heartless Summoning, pass.
T3: [I](Draws Chalice of the Void)[/I] - Cast Lodestone Golem, pass.
T4: [I](Draws Island)[/I] - Play Island, cast Master of Etherium, Chalice of the Void [i](on 1)[/i], attack with Lodestone Golem [i](5/3)[/i], pass.
T5: [I](Draws Lodestone Golem)[/I] - Cast Lodestone Golem, attack with Lodestone Golem and Master of Etherium [i](5/3, 3/3)[/i], pass.
T6: [I](Draws Chalice of the Void)[/I] - Cast Thoughtcast [i](2U)[/i], draw into 2xMyr Superion. Cast both for free, attack with 2xLodestone Golem and Master of Etherium [i](5/3, 5/3, 5/5)[/i].
28 Damage by Turn 6
Even though this is a slow hand, we have two Lodestones in play and a Chalice at 1, as well as two backup 5/6s.
Opening Hand: Darkslick Shores, Misty Rainforest, Grand Architect, Darksteel Citadel, Tectonic Edge, ThoughtCast, Watery Grave
We have to mulligan this hand, too many lands and not enough gas.
Mull into: Heartless Summoning, Darkslick Shores, 2xLodestone Golem, Chalice of the Void, Watery Grave
T1: Play Watery Grave [i](tapped)[/i], pass.
T2: [i](Draw Darksteel Citadel)[/i] - Play Darksteel Citadel, cast Heartless Summoning, pass.
T3: [i](Draw Mistvein Borderpost)[/i] - Play Darkslick Shores, cast Lodestone Golem, pass.
T4: [i](Draw Island)[/i] - Play Island, cast Mistvien Borderpost [i](bouncing Island)[/i], cast Lodestone Golem, attack with Lodestone Golem [i](4/2)[/i], pass.
T5: [i](Draw Island)[/i] - Play Island, cast Chalice of the Void [i](at 1)[/i], attack with two Lodestone Golems [i](4/2, 4/2)[/i], pass.
T6: [i](Draw Wurmcoil Engine)[/i] - Play Island, cast Wurmcoil Engine, attack with two Lodestone Golems [i](4/2, 4/2)[/i].
20 Damage by Turn 6
This was a slower hand, but still ended with two Lodestone Golems and a Wurmcoil Engine in play.
Opening Hand: 2xIsland, 2xMyr Superion, Lodestone Golem, Darksteel Citadel, Grand Architect
T1: Play Island, pass.
T2: [i](Draw Chalice of the Void)[/i] - Play Darksteel Citadel, cast Chalice of the Void [i](at 1)[/i], pass.
T3: [i](Draw Tectonic Edge)[/i] - Play Island, cast Grand Architect, cast Myr Superion [i](using Architect)[/i], pass.
T4: [i](Draw Darkslick Shores)[/i] - Play Tectonic Edge, cast Myr Superion [i](using Architect)[/i], cast Lodestone Golem, attack with Myr Superion [i](5/6)[/i], pass.
T5: [i](Draw Chalice of the Void)[/i] - Play Darkslick Shores [i](tapped)[/i], attack with both Myr Superions and the Lodestone Golem [i](5/6, 5/6, 5/3, and we have UU up to pump two of them by +1/+1.)[/i]
22 Damage by Turn 5
Even a hand without Heartless Summoning can explode.
Versus U/W/R
Game 1
Opening Hand: Watery Grave, Darkslick Shores, Island, Grand Architect, Master of Etherium, 2x Lodestone Golem
GM T1: Play Watery Grave [i](tapped)[/i], pass.
Opp T1: Plays Celestial Colonnade tapped, passes.
GM T2: [i](Draw Darksteel Citadel)[/i] - Play Darksteel Citadel, pass.
Opp T2: Plays Island, passes.
GM T3: [i](Draw Wurmcoil Engine)[/i] - Play Darkslick Shores, cast Master of Etherium [i](Mistake, should've cast Grand Architect)[/i], pass.
Opp T3: Plays Scalding Tarn, passes.
GM T4: [i](Draws Mistvein Borderpost) - Play Island, Mistvien Borderpost [i](bouncing Island)[/i].
Opp responds by cracking Scalding Tarn for Steam Vents [i](untapped)[/i], then casting Electrolyze targetting Master of Etherium.
Cast Grand Architect, pass.
Opp T4: Plays Celestial Colonnade tapped, passes.
GM T5: [i](Draws Island)[/i] - Plays Island, casts Lodestone Golem [i](using two land and Architect)[/i], uses [MANACOST]U[/MANACOST] to turn Lodestone Golem blue, casts Lodestone Golem [i](using the first golem and two land)[/i].
Opp responds with Mana Leak.
Pass
Opp T5: Plays Hallowed Fountain [i](untapped, -2 life)[/i], taps out to cast Supreme Verdict, passes.
GM T6: [i](Draws Thoughtcast)[/i] - Play Island, casts Wurmcoil Engine, pass.
Opp T6: Casts Elspeth Knight Errant, makes a 1/1, casts Pithing Needle [i](naming Mistvein Borderpost)[/i], passes.
I let my Opp know that needle can't stop mana abilities, he says "oh, lol". Pithing Needle's only real target in this deck is the second ability on Grand Architect, or fetchlands.
GM T7: [i](Draws Island)[/i] - Plays Island, casts Thoughtcast [i](costs [MANACOST]1U[/MANACOST])[/i] drawing Darksteel Citadel and Island, attack with Wurmcoil Engine.
Opp blocks with Soldier Token.
Pass
Opp T7: Makes a 1/1, plays Arid Mesa, casts Think Twice, passes.
GM T8: [i](Draws Grand Architect)[/i] - Plays Darksteel Citadel, casts Grand Architect, attacks with Wurmcoil Engine.
Opp blocks with Soldier Token.
I pay [MANACOST]U[/MANACOST] to make the Wurmcoil blue [i](+1/+1)[/i].
Opp cracks Arid Mesa for Steam Vents [i](tapped)[/i], flashes back Think Twice.
Pass
Opp T8: Makes a 1/1, Lightning Bolt at the Grand Architect, plays Arid Mesa, passes.
GM T9: [i](Draws Chalice of the Void)[/i] - Play Island, cast Chalice of the Void [i](for 2)[/i], attacks with Wurmcoil Engine.
[i]I thought Chalice for 2 would hit more spells in his deck. It was a mistake, I'm far more worried about Path to Exile than anything that costs 2.[/i]
Opp blocks with 1/1. Cracks Arid Mesa for Hallowed Fountain [i](tapped)[/i].
Pass
Opp T9: Makes a 1/1, plays Scalding Tarn, animates Celestial Colonnade, attacks me [i](down to 34)[/i], passes.
GM T10: [i](Draws Phyrexian Metamorph)[/i] - Cast Metamorph copying Needle, names Elspeth. Attacks with Wurmcoil.
Opp blocks with 1/1. Cracks Arid Mesa for Island.
Pass
Opp T10: Concedes.
This game illustrate how valuable Phyrexian Metamorph can be, and how explosive of plays we can manage.
I believe I sideboarded in two Spellskites for two Myr Superions.
Game 2
Opening Hand: Misty Rainforest, Phyrexian Metamorph, Darksteel Citadel, Heartless Summoning, Grand Architect, Mistvein Borderpost, Spellskite.
My opponent mulligans to 5.
Opp T1: Plays Steam Vents [i](tapped)[/i], passes.
GM T1: [i](Draws Island)[/i] - Plays Island, casts Mistvein Borderpost [i](returning Island)[/i], pass.
Opp T2: Plays Mystic Gate, passes.
GM T2: [i](Draws Grand Architect)[/i] - Play Island, cast Heartless Summoning.
Opp responds with Think Twice.
Cast Spellskite [i](free)[/i], pass.
Opp T3: Plays Scalding Tarn, passes.
GM T3: [i](Draws Lodestone Golem)[/i] - Plays Darksteel Citadel, cast Grand Architect, Lodestone Golem [i](paying with Grand Architect)[/i].
Opp responds cracking Scaling Tarn for Island, casts Think Twice.
Cast Phyrexian Metamorph [i](Paying 2 life)[/i], copies Lodestone Golem, pass.
[i]Yes, that's a Spellskite, Grand Architect, and two Lodestone Golems in play on turn 3.[/i]
Opp T4: Plays Celestial Colonnade [i](tapped)[/i], passes.
GM T4: [i](Draws Grand Architect)[/i] - Play Misty Rainforest, break for Island, cast Grand Architect, turn one Lodestone Golem blue with Grand Architect, attack with Grand Architect and two Lodestone Golems [i](1/3, 6/4, 4/2)[/i].
Opponent is at 8.
Opp T5: Plays Hallowed Fountain [i](untapped, -2 life)[/i], concedes.
Second game shows how fast this deck can throw resistance on the field. I'm guessing he had another Supreme Verdict in his hand when he conceded.
I shouldn't have played the second Grand Architect that game, instead holding off with two in hand versus another sweeper.
Tech Manager at MTGOSS <- I make MTGO bots!
4 Heartless Summoning
4 Myr Retriever
3 Falkenrath Noble
2 Grapeshot
1 Bitter Ordeal
Utility:
4 Remand
4 Mulldrifter
4 Faithless Looting
2 Spellskite
4 Simian Spirit Guide (weak link)
3 Infernal Tutor
2 Golgari Thug
4 Island
7 Swamp
1 Mountain
4 Scalding Tarn
2 Sulfur Falls
2 Blackcleave Cliffs
2 Dragonskull Summit
1 Reflecting Pool
The combo is a little fragile to grave hate, but even with my janky mana base (made from leftovers) I can assemble the combo pretty reliably. Need to get rid of SSG though, that is left over from another build. I wish I could find another infinite casting loop other than Retriever so I can survive if it gets extirpated.
Not that I am challenging you or attacking your deck, but the question I have is does this get big beats out faster and more reliably than Tron or other ramp decks? Are you getting face smashing potential in play better than affinity? It feels like those are the decks that set the bar for the kind of end-game you are trying to achieve, and if your deck is not close to those you have to wonder what it is bringing to the table.
...again, I am not trying to talk **** about your deck idea, I am just wondering how it stacks up.
Reprint Opt for Modern!!
FREE DIG THOROUGH TIME!
PLAY MORE ROUGE DECKS!
Trons god-draw (urza/urza/urza->bomb) will always be faster than most of the decks in the format. I'm not relying on specific lands or search effects for my deck, so a lot of the common hate (Mindcensor comes to mind) doesn't effect this. Plus, tron can drop a few Wurmcoils early, but takes a while to drop Emmy, I can copy/race before they get there.
Affinity only runs a few real threats. Deal with their Plating/Tezzeret and they lose a lot of steam. While I have the same vulnerability to artifact sweepers as they do, I also don't have to rely on 1/1s and 0/2s to get there.
That said, this deck is only being worked on by myself at the moment, I'm hoping to get some other people testing it to see what the correct #'s are. In the Tournament Practice room I'm about 60/40 against random decks (not counting auto-wins against jank) when I had no sideboard.
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I also REALLY want to have Tezzeret, Agent of Bolas in here some where. Could it fit into a replacement of thoughtcast/ Chalice of the Void slots in some combination.
Also I love Spellskite and does the same thing and maybe even more than chalice of the void in protecting your creatures and life total as well as becoming a two drop that protect your life total.
Is there any real comparison between Wurmcoil Engine and Steel Hellkite? Does this deck have enough disruption or is it more of an all out aggro approach (seems like it)? Whenever I play Hellkite and attack with him I am overly suprised. But in comparison everytime I play a wurmcoil engine my opponent tanks.
here are some rules questions as well if people know them then throw it out there.
If/when a casting cost is changed by a card does the actual casting cost change? ex. chalice of the void is set at one and lodestone golem is out. can the opponent cast path to exile for two and get around chalice countering it?
if mulldrifter was being used in a deck. lets say you evoke it and a grand architect is in play. are you able to tap the mulldrifter for two colorless before it is sacrificed?
http://www.mtgsalvation.com/trading-post/details/360-bitterblossom-and-mistbind-clique-looking-to-trade
Are you asking if an opponent can just choose to pay more to cast a spell? No, that is not legal, and it would not matter anyway.
No, there is no chance to tap it.
Reprint Opt for Modern!!
FREE DIG THOROUGH TIME!
PLAY MORE ROUGE DECKS!
Incorrect, you can respond to the sacrifice trigger by tapping it.
Wurmcoil Engine is definitely a beast. I'm thinking of going up to 4 between main and side.
Springleaf Drum is a 1-drop (interferes with Chalice) and we have nothing to power it out with.
Mistvein Borderpost is surprisingly good. It helps fix our mana and acts as a two-color artifact land.
Tezzeret, Agent of Bolas is a card I want to test. The downside is that none of our acceleration can help get him out faster, his -1 doesn't really make anything bigger (I guess he can animate a Borderpost / Citadel?), and his ultimate isn't nearly as good as Affinities. I would try him in Lodestone's slot.
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Actually, I believe you can tap it, since it's a triggered ability. Basically, evoke it, sacrifice goes on the stack, drawing goes on the stack (or vice versa; you get to stack those triggers) and then you get to put other stuff on the stack. That part is where you tap, blink, pod etc the Mulldrifter for profit.
On the deck, so far it's very unreactive and really only puts big artifacts onto the board and goldfishes with no way to interact with the opponent. The list looks tight but some things can be trimmed here and there in my opinion (eg turning some 4-ofs into 3-ofs). I haven't played the deck yet (I'm going to, with a few tweaks) but it looks like a simple Mana Leak or turn one Inquisition of Kozilek could ruin the gameplan. Also, would Mulldrifter be a better Thoughtcast? With Heartless Summoning out, it's always going to cost less than or equal to Thoughtcast, and you get the option to play it as a body.
Other than that, coolbeans idea. Looking forward to testing it!
I am trying to avoid including cards that are only good with Heartless Summoning (Mulldrifter) as you don't always get it, and it doesn't always stay in play.
This deck includes quite a bit of interaction (Chalice + Lodestone) with the opponent, but does tend towards goldfishing.
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For some reason I have never really like Chalice of the Void. It feels slow. I feels like a dead card after one being set at one. I'm okay with Heartless Summoning being a dead card, but Heartless and Chalice just feels like too many dead cards in a deck after the first one is played.
I would agree with your springleaf drum Mistvein Borderpost assessment. How often are you able to do a turn one borderpost?
@DrWorm you answered my question about casting cost and converted mana cost in your first answer and it was much apreciated.
http://www.mtgsalvation.com/trading-post/details/360-bitterblossom-and-mistbind-clique-looking-to-trade
This isn't a problem for a deck that has no turn one plays and only eight turn two plays (Chalice + Heartless).
Dimir Signet (or Talisman of Dominance) take up your turn two entirely. I have tested them, and found the Borderpost better, but it wasn't entirely conclusive.
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The only instance where it's relevant (or even possible, to my knowledge lol), is playing something like Engineered Explosives for three; but one of the mana is colorless and the other two are colored for Sunburst (dodging Spell Snare), or paying colorless mana and setting to 0 to kill chalice at 0 etc.
For reference, or maybe some ideas, here's the list i have been playing with lately
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I do like your list though. The interaction with Heartless Summoning and Myr Superion is pretty cool. How often do you have a Myr in your hand but no Heartless Summoning?
How useful has 4 Chalice of the Void maindeck been for you? personally i found it to only really be effective against certain decks, and eventually just moved it to the board.
Im not sold on the Borderpost. Wouldn't some like Dimir Signet be a better option?
I think Thoughtcast is weak here also, as you already need to be doing fairly well for it to be playable. Thirst for Knowledge seems like a reasonable option, but really Treasure Mage is the best option. It has crazy synergy with Grand Architect, being able to tap for mana to cast the artifact you just tutored up.
Edit: I originally thought Dissolution's deck was playing Master Transmuter, not Master of Etherium, so i'm sorry if my comment is off track.
You might want to change your signature as your claims are disillusioned. You might want to check this thread:
http://forums.mtgsalvation.com/showthread.php?t=345809&highlight=MUD+metalworker
Personal Attacks are Flaming. Warning for Flaming t_c
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
A agree completely, hence why I want to get some further feedback on it.
Executioner's Capsule is a really interesting suggestion. I have wondered if Chalice of the Void was really worth it in cutting off one drops. For a while I was running Halimar Depths to help with fixing, but the inclusion of Misvein Borderpost had me cut them.
Dismember is also a really good idea, I think the first one I'm going to start testing.
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What about trinisphere in the SB? Is it still too slow in this deck? What about mox opal? Seems like there are a lot of artifacts.
Mox Opal is rocky when you can't really run the Artifact Lands. If there was a reasonable way to get it online before turn 3, then I could see it, but so often in the early lists it was a dead card
Have any questions or concerns? Come take a dip in my pool.
for an hour!the second time.http://www.twitch.tv/dissolution_of_eternity
Only two match losses the entire night (in tournament practice). One was due to a bad manabase (fixed) and one was against affinity (couldn't race).
Feeling like this list is getting much tighter.
Opening decklist has been updated, will work on matchups and writeup more in the coming days.
-T
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