My MD to yours was -2 inventor's fair, -1 island, -2 revolutionary rebuff, -1 aetherflux reservoir, +2 engulf the shore, +1 crush of tentacles, +1 renegade map, +1 inspiring statuary, +1 torrential gearhulk.
I only went 3-2, 3 of the 4 games I lost were due to getting stuck forever on 1 land - I guess having 21.5 lands was too greedy. One game I mulled my first hand since it had only 1 land, but then had 0 land in my 6 and 0 in my 5 as well. I lost that game to a T2 voltaic brawler followed by T3 uncaged fury and T4 uncaged fury for lethal. Ow.
I lost to Voltaric Brawler too. But Revolutionary Rebuff can stop him on T2.
That why I always keep 6 counter spell. 4 Rebuke and 2 of Negate or Rebuff depend on Match up.
I test nearly 200 Games before Gameday and 24 land is most comfortable zone for me. Sometime it too much but anticipate can help filtering.
The draws were due to control matchups.
Other than that the 2 wins were against BG Delirium (definitely a favorable matchup while the lost was against a mardu vehicles - possible to win if G1 wasn't land flooded and G2 wasn't land screw)
Overall not bad for my first time playing table magic after many months.
I have been working on this deck ever since Aetherflux Reservoir was spoiled. After many builds, I took my latest version to Game Day. Had 1W, 1D, 2L on the first day. Managed to win on the second day with 1W, 1D, 2L. We only had 7 players and 2 dropped out, I got bumped up to top 4 and won in the semi (against 4 color energy aggro) and finals (against GB Sneks).
The aim of my SB is to interact with opponents. Crush of Tentacles is essential against any midrange decks like GB Sneks that aim to flood the board. Tezzeret's Touch is an all-star. It can let you go offensive out of nowhere, apply pressure to PW, let you reuse your prisms/puzzleknots or even return Ornithopter to your hand to surge Crush of Tentacles.
I have tried the Cheerio version build, and even faced a mirror match against it. Even though there are merits to both, my opponent's constant frustration in drawing bad cards at the wrong time made me decide that it was not the version for me.
I personally love the build by Wutgei2.
Well it's not a full fling cheerios deck but at least there's another win con.
I myself faced a certain match where the opponent sideboarded all his removal and I proceed to win with an 8/8 Octopus bouncing all his blockers with Baral's Expertise with opponent at 7 life. He sided out all his Fatal Push.
Not running Cheerios isn't the best idea. It makes Reverse Engineer and Metallic so much worse and makes the deck very slow. Without Foundry Champion, I feel you are durdling around too slowly. The deck will get chewed out against fined tuned decks. I also don't understand why the hell your LGS would go top 4 with 7 people... 1-1-2 is a pretty bad record...
Edit actually what is the point of Metallic Rebuke now? The fastest you can cast it now is T3 in most cases...
I also used to think that the deck doesn't need Metallic Rebuke but testing proved me wrong. The actual fastest the deck can combo off is still turn 4. First two turns are normally dedicated to mana and card accumulation, the third turn to getting a Inspiring Statuary on the board while the 4th or 5th turn go for the jugular depending on your draw.
That still leaves enough room for copy cat combo decks to kill you when you are on the draw or for aggro decks to just curbstomp you. Rebuke is the minimal buffer the deck can afford to play stop those decks biggest excesses. Countering a Heart of Kiran or Rishkar goes a very long way towards giving you the time you need to combo out.
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In my dream, the world had suffered a terrible disaster. A black haze shut out the sun, and the darkness was alive with the moans and screams of wounded people. Suddenly, a small light glowed. A candle flickered into life, symbol of hope for millions. A single tiny candle, shining in the ugly dark. I laughed and blew it out.
Many thanks to HotP Studios. Special thanks to DNC for this great sig.
So you are saying slowing the down the entire purpose of the deck is okay to play 2 copies of a 10/10 that can be chumped? I play Colossus in the sb but there's no reason to slow down the main for 2 copies. Also I already acknowledged you can cast Rebuke with Ornithopter, I just implied it's not going to happen anywhere as consistently to make Rebuke a good card. The upsides to your version aren't very good and the downsides seem too prominent to me.
and I play 4x Gearseeker Serpent sidedeck. As a finisher and transform deck into Beatdown mode. Cuz opp always side their removal out because their beware of Bastion Inventor and Sphinx. Then Snake is Attacking with 3 Bone Saw and Cathar's Shield.
Dont recommended to do it. But this time is work wel for me since I play this deck too often and most opp prepare for me.
I keep losing my tix on MTGO leagues with this deck, but at least FNMs go smoothly (3-1 today). I have come to accept that Rebukes are a necessary evil. I bring the 3rd and 4th in in many MUs for the SB games. I have really fallen in love Key to the City here - it's an excellent source of card advantage because it's a cheap artifact, meaning Crane can grab it, it's Whirrable, and it keeps the deck smooth by helping with Improvise.
Took this combo to a paper event for the first time and went 2-2. Not exactly stellar but I feel optimistic about the deck. Loses were to BR Zombies and Mardu Vehicles and I won against BG Costrictor and WB control. The games I lost can to a point be attributed to poor mulligans and incorrect sideboarding decisions. Funny thing is I never lost the first game in any of my matches. People just didn't see this deck coming.
I have been extensively testing the deck on Xmage and the results are good if not surprisingly so. Note that I'm playing the UW version. I believe it has more merits in this metagame as it provides some really exciting sideboard options against the top decks, not to mention a few choice cards people don't even know exist. I could write something primerish on the subject but I'm not sure if that would be deemed a dupe by the mods.
As for Metallic Rebuke I highly recommend playing the full playset. It is practically the only thing you have for interacting with your opponent outside of the combo and people give it respect if you present it on board regardless of whether you have it or not.
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In my dream, the world had suffered a terrible disaster. A black haze shut out the sun, and the darkness was alive with the moans and screams of wounded people. Suddenly, a small light glowed. A candle flickered into life, symbol of hope for millions. A single tiny candle, shining in the ugly dark. I laughed and blew it out.
Many thanks to HotP Studios. Special thanks to DNC for this great sig.
Status update: I tried playing some 2-man queues instead and I'm 4-0 right now. People don't play Saheeli or Mardu there and you can crush everything else. Doesn't win much playpoints, but at least I get to have some fun playing the games.
Took this combo to a paper event for the first time and went 2-2. Not exactly stellar but I feel optimistic about the deck. Loses were to BR Zombies and Mardu Vehicles and I won against BG Costrictor and WB control. The games I lost can to a point be attributed to poor mulligans and incorrect sideboarding decisions. Funny thing is I never lost the first game in any of my matches. People just didn't see this deck coming.
I have been extensively testing the deck on Xmage and the results are good if not surprisingly so. Note that I'm playing the UW version. I believe it has more merits in this metagame as it provides some really exciting sideboard options against the top decks, not to mention a few choice cards people don't even know exist. I could write something primerish on the subject but I'm not sure if that would be deemed a dupe by the mods.
As for Metallic Rebuke I highly recommend playing the full playset. It is practically the only thing you have for interacting with your opponent outside of the combo and people give it respect if you present it on board regardless of whether you have it or not.
In my dream, the world had suffered a terrible disaster. A black haze shut out the sun, and the darkness was alive with the moans and screams of wounded people. Suddenly, a small light glowed. A candle flickered into life, symbol of hope for millions. A single tiny candle, shining in the ugly dark. I laughed and blew it out.
Many thanks to HotP Studios. Special thanks to DNC for this great sig.
I honestly thought the maps could be used as a more reliable mana source but excessive playing with the deck proved me wrong. You really want to hit that 4th land drop on time and there are cases in which an additional land is more beneficial to that plan then the 4th map. There is also the problem with finding the right amount of colored sources for my sideboard cards. Situations in which Fumigate is stranded in my hand without means of casting it are less of a thing after these changes.
With the lands being the biggest change I've tried toying around with the counter suite in the sideboard, most notably I've been considering adding Spell Queller over stuff like Repel the Abominable or Negate. The reasoning behind this consideration is the control matchup. As they take out their sweepers and most if not all of their spot removal spells in favor of specialized counters and artifact hate having access to stuff like Spell Queller and Bastion Inventor makes for a very specific angle of attack against an unprepared opponent. Games in which a voltroned up inventor or even Glint-Nest Crane cause fits aren't as rare as you might think. I have yet to test this out in practice but the idea of it seems really interesting.
Has anybody else had any progress with the deck overall?
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In my dream, the world had suffered a terrible disaster. A black haze shut out the sun, and the darkness was alive with the moans and screams of wounded people. Suddenly, a small light glowed. A candle flickered into life, symbol of hope for millions. A single tiny candle, shining in the ugly dark. I laughed and blew it out.
Many thanks to HotP Studios. Special thanks to DNC for this great sig.
I honestly thought the maps could be used as a more reliable mana source but excessive playing with the deck proved me wrong. You really want to hit that 4th land drop on time and there are cases in which an additional land is more beneficial to that plan then the 4th map. There is also the problem with finding the right amount of colored sources for my sideboard cards. Situations in which Fumigate is stranded in my hand without means of casting it are less of a thing after these changes.
With the lands being the biggest change I've tried toying around with the counter suite in the sideboard, most notably I've been considering adding Spell Queller over stuff like Repel the Abominable or Negate. The reasoning behind this consideration is the control matchup. As they take out their sweepers and most if not all of their spot removal spells in favor of specialized counters and artifact hate having access to stuff like Spell Queller and Bastion Inventor makes for a very specific angle of attack against an unprepared opponent. Games in which a voltroned up inventor or even Glint-Nest Crane cause fits aren't as rare as you might think. I have yet to test this out in practice but the idea of it seems really interesting.
Has anybody else had any progress with the deck overall?
Here's the list I've built on paper, it could probably be improved but it's very sensitive to changes. I've used yesterday in our local league tournament (15 players). Made it to the top with no actual troubles, lost one match against Dimir Control and the final against the same player, this happened mostly because Disallows ruin our gameplay completely and there aren't any particular responses we're allowed to use against a huge amount of counterspell + removal pack that's also running a playset of Torrential Gearhulk. Hard control like this is the weak-spot of the deck, but it can stand perfectly against aggro decks, even if matches could get a bit hard if they curve perfectly and we are unlucky, but not a big deal at all.
Results: Temur Marvel (2-0), BG Aggro (2-1), Dimir Control (0-2), Monowhite Humans (2-1), UB Colossus (2-0), Dimir Control (0-2).
I have to disagree on UB control matchup. I always feel favored, because they just give us bilion turns while having dead grasps and pushes. In face of dissalow you just combo to 100 because you have all time there is. And UB just cant remove artifacts once you put then onto the battlefield. You can also starve them on mana by end step casting whir, they waste mana, you untap, slam resevoir or statuary (far more important).
I just don't like metallic rebuke in this deck. I play 2, because i want my counters to protect spells, and in a lot of times can't cast whir + rebuke on turn 4. That's why I sideboard 3 Dispels.
Also, merchant's dockhand. Postboard they side out some removal, and uncontested dockhand just runs with a game.
Also, don't oversideboard. You have 9 counters, but I think you just destroy your deck by side'ing more than 5 cards.
Other story is Saheeli control. That is ugly to play against.
My list for refference. 4-0 swiss on game day, several 2-2s and 3-1s at FNM.
After what adds up to about a month of playing with this deck I think I can safely say that the strategy has merit. Can't say I've been that successful with the deck overall (starting a tournaments 2-0 and evening out at 2-2 due to really bad mana screws really sucks so -ing much) but I'm about as close to an optimal maindeck as I'm going to get before Amonkhet. I'm currently considering a major sideboard overhaul to optimize the deck for those games since I've felt too much out at sea with sideboarding with it in the past week or so.
- It's been about 3 weeks since I've cut Ornithopter from the deck entirely and I must say I never missed it. My matchups against the top tier of the format have improved since I've opted to play actual cards over it.
- Repel the Abominable is truly remarkable and I would never consider cutting it from the list. It buys time against Mardu Vehicles by fogging them for a turn (it doesn't neutralize Gideon but it's still better to take 5 then take 15) and provides the deck with additional outs against the CopyCat combo. I can remember at least one time when I've fogged the CopyCat player who went for the kill on turn 4 but instead ended up dying on turn 5. It's even better against BGx and RGx decka since it works as a genuine Fog in those matchups. On a random note the card can also be used to counter an Aetherflux Reservoir activation. Not that this has ever happened mind, but it is theoretically possible.
- Four maindeck Srams is something I've settled on as recently as a week ago. It's really the one two-drop you always want to have access to on turn 2 and you need as many as you can get because of all the removal it attracts.
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In my dream, the world had suffered a terrible disaster. A black haze shut out the sun, and the darkness was alive with the moans and screams of wounded people. Suddenly, a small light glowed. A candle flickered into life, symbol of hope for millions. A single tiny candle, shining in the ugly dark. I laughed and blew it out.
Many thanks to HotP Studios. Special thanks to DNC for this great sig.
Late to the party but went 2-0-1 yesterday with a Mono U version. Won the two first rounds and split the finals. Matches were Mardu Vehicles (2-0) and BG Counters (2-1). I had a bit of luck getting there (Mardu got mana screwed G2 and BG misplayed on G1).
Oh totally with you on that Crush of Tentacles. I played a UB list pre-Aether Revolt (Black for Puzzleknot and Kingpin) with 4 on the main. Crush was the reason I stood a chance against most decks. Actually, this tournament I managed to win by normal damage... Unrelated, did you know an Octopus with two Bone Saws kills in two turns?
After a brief intermission I've returned to fiddling around with this deck once more. Looking at the full Amonkhet spoiler these are the cards that come to mind as possible inclusions (in either of the UW or Mono U versions):
Approach of the Second Sun - Alternate win condition out of the sideboard. Playing one in a deck that can draw as many cards as the Sram version seems sufficient. It could also be a win more since Aetherflux Reservoir would also win you the game in the scenario in which you cast this card twice on your turn. Stretching it out across three or so turns seems like where you want to be with this card but I would need to test it to see how it plays out. Cast Out - An instant speed removal spell that deals with just about anything is as much as you can hope for with this deck. I'm just not sure about how I would distribute them among my 75. Censor - This is primarily for the Mono U crowd. You could use this as a counter in the early game and a cantrip once you start comboing. It might also allow you to get away with running fewer lands. Irrigated Farmland - A good upgrade for the UW mana base. Battle lands ware always a bit lackluster in practice but these lands also double as cantrips once you've hit enough land drops.
Concerning the lists in the past few posts I'm really not sure you want Ornithopter at all. It can be a terrible topdeck in a tight spot and you should already have enough low cost artifacts to make playing the full playset redundant anyway. Also Metallic Rebuke seems like a must in all the lists now since 4C Saheeli isn't going anywhere and you really need answers to the turn 4 combo, not to metion a host of other cards like Gideon or Aetherflux Marvel.
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In my dream, the world had suffered a terrible disaster. A black haze shut out the sun, and the darkness was alive with the moans and screams of wounded people. Suddenly, a small light glowed. A candle flickered into life, symbol of hope for millions. A single tiny candle, shining in the ugly dark. I laughed and blew it out.
Many thanks to HotP Studios. Special thanks to DNC for this great sig.
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My MD to yours was -2 inventor's fair, -1 island, -2 revolutionary rebuff, -1 aetherflux reservoir, +2 engulf the shore, +1 crush of tentacles, +1 renegade map, +1 inspiring statuary, +1 torrential gearhulk.
I only went 3-2, 3 of the 4 games I lost were due to getting stuck forever on 1 land - I guess having 21.5 lands was too greedy. One game I mulled my first hand since it had only 1 land, but then had 0 land in my 6 and 0 in my 5 as well. I lost that game to a T2 voltaic brawler followed by T3 uncaged fury and T4 uncaged fury for lethal. Ow.
That why I always keep 6 counter spell. 4 Rebuke and 2 of Negate or Rebuff depend on Match up.
I test nearly 200 Games before Gameday and 24 land is most comfortable zone for me. Sometime it too much but anticipate can help filtering.
The draws were due to control matchups.
Other than that the 2 wins were against BG Delirium (definitely a favorable matchup while the lost was against a mardu vehicles - possible to win if G1 wasn't land flooded and G2 wasn't land screw)
Overall not bad for my first time playing table magic after many months.
I have been working on this deck ever since Aetherflux Reservoir was spoiled. After many builds, I took my latest version to Game Day. Had 1W, 1D, 2L on the first day. Managed to win on the second day with 1W, 1D, 2L. We only had 7 players and 2 dropped out, I got bumped up to top 4 and won in the semi (against 4 color energy aggro) and finals (against GB Sneks).
This is my deck list:
4 Aether Hub
1 Inventors' Fair
13 Island
2 Spire of Industry
2 Sunken Hollow
//Spells
2 Aetherflux Reservoir
1 Key to the City
4 Metallic Rebuke
4 Metalspinner's Puzzleknot
2 Pacification Array
3 Paradoxical Outcome
4 Prophetic Prism
4 Reverse Engineer
3 Whir of Invention
4 Foundry Inspector
1 Merchant's Dockhand
2 Metalwork Colossus
4 Ornithopter
1 Baral's Expertise
2 Battle at the Bridge
3 Crush of Tentacles
3 Filigree Familiar
1 Noxious Gearhulk
4 Tezzeret's Touch
1 Yahenni's Expertise
I prefer running Prophetic Prism and Metalspinner's Puzzleknot over cheerios because they are not dead cards. The deck loses it's explosive combo-ness, but what it gains is another win-con in Metalwork Colossus and Key to the City.
The aim of my SB is to interact with opponents. Crush of Tentacles is essential against any midrange decks like GB Sneks that aim to flood the board. Tezzeret's Touch is an all-star. It can let you go offensive out of nowhere, apply pressure to PW, let you reuse your prisms/puzzleknots or even return Ornithopter to your hand to surge Crush of Tentacles.
I have tried the Cheerio version build, and even faced a mirror match against it. Even though there are merits to both, my opponent's constant frustration in drawing bad cards at the wrong time made me decide that it was not the version for me.
Well it's not a full fling cheerios deck but at least there's another win con.
I myself faced a certain match where the opponent sideboarded all his removal and I proceed to win with an 8/8 Octopus bouncing all his blockers with Baral's Expertise with opponent at 7 life. He sided out all his Fatal Push.
Edit actually what is the point of Metallic Rebuke now? The fastest you can cast it now is T3 in most cases...
Sexy Sig by mchief111 @ Rising Studios
EDH
G Isao
That still leaves enough room for copy cat combo decks to kill you when you are on the draw or for aggro decks to just curbstomp you. Rebuke is the minimal buffer the deck can afford to play stop those decks biggest excesses. Countering a Heart of Kiran or Rishkar goes a very long way towards giving you the time you need to combo out.
Many thanks to HotP Studios. Special thanks to DNC for this great sig.
Sexy Sig by mchief111 @ Rising Studios
EDH
G Isao
and I play 4x Gearseeker Serpent sidedeck. As a finisher and transform deck into Beatdown mode. Cuz opp always side their removal out because their beware of Bastion Inventor and Sphinx. Then Snake is Attacking with 3 Bone Saw and Cathar's Shield.
Dont recommended to do it. But this time is work wel for me since I play this deck too often and most opp prepare for me.
Youtube Channel
I have been extensively testing the deck on Xmage and the results are good if not surprisingly so. Note that I'm playing the UW version. I believe it has more merits in this metagame as it provides some really exciting sideboard options against the top decks, not to mention a few choice cards people don't even know exist. I could write something primerish on the subject but I'm not sure if that would be deemed a dupe by the mods.
As for Metallic Rebuke I highly recommend playing the full playset. It is practically the only thing you have for interacting with your opponent outside of the combo and people give it respect if you present it on board regardless of whether you have it or not.
Many thanks to HotP Studios. Special thanks to DNC for this great sig.
Youtube Channel
List?
7 Island
4 Port Town
1 Prairie Stream
1 Inventors' Fair
4 Spire of Industry
2 Ornithopter
3 Glint-Nest Crane
3 Sram, Senior Edificer
4 Cathar's Shield
4 Renegade Map
3 Baral's Expertise
4 Paradoxical Outcome
4 Reverse Engineer
4 Metallic Rebuke
2 Whir of Invention
2 Inspiring Statuary
3 Aetherflux Reservoir
2 Negate
2 Repel the Abominable
2 Fumigate
2 Crush of Tentacles
2 Fragmentize
2 Authority of the Consuls
3 Bastion Inventor
Many thanks to HotP Studios. Special thanks to DNC for this great sig.
-1 Renegade Map
+1 Prairie Stream
I honestly thought the maps could be used as a more reliable mana source but excessive playing with the deck proved me wrong. You really want to hit that 4th land drop on time and there are cases in which an additional land is more beneficial to that plan then the 4th map. There is also the problem with finding the right amount of colored sources for my sideboard cards. Situations in which Fumigate is stranded in my hand without means of casting it are less of a thing after these changes.
With the lands being the biggest change I've tried toying around with the counter suite in the sideboard, most notably I've been considering adding Spell Queller over stuff like Repel the Abominable or Negate. The reasoning behind this consideration is the control matchup. As they take out their sweepers and most if not all of their spot removal spells in favor of specialized counters and artifact hate having access to stuff like Spell Queller and Bastion Inventor makes for a very specific angle of attack against an unprepared opponent. Games in which a voltroned up inventor or even Glint-Nest Crane cause fits aren't as rare as you might think. I have yet to test this out in practice but the idea of it seems really interesting.
Has anybody else had any progress with the deck overall?
Many thanks to HotP Studios. Special thanks to DNC for this great sig.
Results: Temur Marvel (2-0), BG Aggro (2-1), Dimir Control (0-2), Monowhite Humans (2-1), UB Colossus (2-0), Dimir Control (0-2).
2x Baral's Expertise
4x Bone Saw
4x Cathar's Shield
2x Glint-Nest Crane
2x Inspiring Statuary
2x Inventors' Fair
10x Island
1x Key to the City
4x Metallic Rebuke
4x Ornithopter
4x Paradoxical Outcome
2x Plains
2x Port Town
4x Prairie Stream
4x Reverse Engineer
4x Sram, Senior Edificer
2x Whir of Invention
4x Authority of the Consuls
2x Crush of Tentacles
4x Dispel
3x Invasive Surgery
2x Negate
Feel free to make any suggestions or share your results if you decide to give it a try.
I just don't like metallic rebuke in this deck. I play 2, because i want my counters to protect spells, and in a lot of times can't cast whir + rebuke on turn 4. That's why I sideboard 3 Dispels.
Also, merchant's dockhand. Postboard they side out some removal, and uncontested dockhand just runs with a game.
Also, don't oversideboard. You have 9 counters, but I think you just destroy your deck by side'ing more than 5 cards.
Other story is Saheeli control. That is ugly to play against.
My list for refference. 4-0 swiss on game day, several 2-2s and 3-1s at FNM.
3x Aetherflux Reservoir
4x Bone Saw
4x Cathar's Shield
2x Inspiring Statuary
4x Prophetic Prism
3x Renegade Map
Instant (10)
2x Anticipate
4x Paradoxical Outcome
4x Whir of Invention
Creature (6)
1x Merchant's Dockhand
2x Ornithopter
2x Sram, Senior Edificer
1x Torrential Gearhulk
7x Island
4x Port Town
4x Prairie Stream
4x Spire of Industry
Sorcery (5)
2x Baral's Expertise
1x Pore Over the Pages
2x Reverse Engineer
1x Baral's Expertise
2x Blessed Alliance
3x Dispel
2x Fragmentize
2x Fumigate
2x Implement of Combustion
1x Merchant's Dockhand
2x Metallic Rebuke
My current list is as follows:
7 Island
4 Port Town
2 Prairie Stream
1 Inventors' Fair
4 Spire of Industry
2 Glint-Nest Crane
4 Sram, Senior Edificer
4 Bone Saw
4 Cathar's Shield
3 Renegade Map
3 Repel the Abominable
1 Anticipate
2 Baral's Expertise
4 Paradoxical Outcome
4 Reverse Engineer
4 Metallic Rebuke
1 Whir of Invention
2 Inspiring Statuary
3 Aetherflux Reservoir
2 Negate
1 Dispel
2 Fumigate
2 Crush of Tentacles
2 Fragmentize
2 Authority of the Consuls
3 Bastion Inventor
1 Whir of Invention
- It's been about 3 weeks since I've cut Ornithopter from the deck entirely and I must say I never missed it. My matchups against the top tier of the format have improved since I've opted to play actual cards over it.
- Repel the Abominable is truly remarkable and I would never consider cutting it from the list. It buys time against Mardu Vehicles by fogging them for a turn (it doesn't neutralize Gideon but it's still better to take 5 then take 15) and provides the deck with additional outs against the CopyCat combo. I can remember at least one time when I've fogged the CopyCat player who went for the kill on turn 4 but instead ended up dying on turn 5. It's even better against BGx and RGx decka since it works as a genuine Fog in those matchups. On a random note the card can also be used to counter an Aetherflux Reservoir activation. Not that this has ever happened mind, but it is theoretically possible.
- Four maindeck Srams is something I've settled on as recently as a week ago. It's really the one two-drop you always want to have access to on turn 2 and you need as many as you can get because of all the removal it attracts.
Many thanks to HotP Studios. Special thanks to DNC for this great sig.
I feel like with Inspiring statuary and so much deep card draw, Paradoxical Outcome,Reverse Engineer, etc. makes it a reasonable alternate wincon. I'm not sure what to replace though. The deck's main competitive advantage is to win with Aetherflux Reservoir
List
4x Bone Saw
4x Cathar's Shield
3x Aetherflux Reservoir
2x Inspiring Statuary
3x Anticipate
2x Baral's Expertise
4x Paradoxical Outcome
4x Engulf the Shore
4x Crush of Tentacles
4x Reverse Engineer
1x Geier Reach Sanitarium
1x Inventors' Fair
Approach of the Second Sun - Alternate win condition out of the sideboard. Playing one in a deck that can draw as many cards as the Sram version seems sufficient. It could also be a win more since Aetherflux Reservoir would also win you the game in the scenario in which you cast this card twice on your turn. Stretching it out across three or so turns seems like where you want to be with this card but I would need to test it to see how it plays out.
Cast Out - An instant speed removal spell that deals with just about anything is as much as you can hope for with this deck. I'm just not sure about how I would distribute them among my 75.
Censor - This is primarily for the Mono U crowd. You could use this as a counter in the early game and a cantrip once you start comboing. It might also allow you to get away with running fewer lands.
Irrigated Farmland - A good upgrade for the UW mana base. Battle lands ware always a bit lackluster in practice but these lands also double as cantrips once you've hit enough land drops.
Concerning the lists in the past few posts I'm really not sure you want Ornithopter at all. It can be a terrible topdeck in a tight spot and you should already have enough low cost artifacts to make playing the full playset redundant anyway. Also Metallic Rebuke seems like a must in all the lists now since 4C Saheeli isn't going anywhere and you really need answers to the turn 4 combo, not to metion a host of other cards like Gideon or Aetherflux Marvel.
Many thanks to HotP Studios. Special thanks to DNC for this great sig.