It goes inf, but it needs so many pieces to do it, like you need Aetherflux Reservoir, 4 colorless mana, decoction module, ornithopter, cant really see it beeing reliably inf on t7.
Dont really get why thropy mage is in the mix when she only can fetch the fragment or the magnifying glass.
I want a deck that's very consistent so I went with a lot of 4 of's and 8 of a lot of effects. There's 8 ways to stabilize at 4 or 5 mana (Aetherflux Reservoir + a draw spell or a cherio + Crush of Tentacles), 8 draw effects, 8 creatures to wear equipment or block cards like thraben inspector, 8 zero mana equipment, and 8 cards that provide some card advantage if bounced by crush.
Although Whir of Invention is obviously a great card it doesn't really provide card advantage like Reverse Engineer does. Since this is a deck that requires a critical mass of spells I'm just not completely sold on it yet. I even think Glint-Nest Crane may be better since it's two permanents with one card and plays better with Paradoxical Outcome and Crush of Tentacles due to it's etb effect. It's possible that I may end up playing a couple Whir of Invention main and cutting some Cathar's Shield's. However, I think Metallic Rebuke and Reverse Engineer are just the superior improvise cards. I could be wrong on this but that's my opinion for now.
I think a black splash with sunken hollow or some other fixing could also be quite good, especially if you have an aggro meta. Playing a couple Battle at the Bridge in the main and gaining access to contraband kingpin if you want seems nice. Battle at the Bridge being able to be cast for one mana is very appealing to me since so many of your spells cost 2 or 4 mana. It can let you cast an extra spell when going off with Aetherflux Reservoir if you have an odd number of mana. It also can help you reach 50 life if you're going off with a lower number of spells. I'm a big fan of the card. You could also play Engulf the Shore main but I'm just not sure how good that card is to be honest.
I'm not sure if I'll end up playing all 12 cheerios. It does seem like a lot, but they fit so well in the deck I'm not against it yet.
I don't really like Inspiring Statuary. It allows you to cast your spells more efficiently which is nice, but it provides no card advantage and in some cases will be a do nothing artifact that just sits there.
Low CMC artifacts seem great in the deck so I think Merchant's Dockhand could be good for an artifact heavy build. It's a one mana artifact that can take over a game on it's own. It fits well in the board as you can bring it in after your opponent sides out some removal. It's also an artifact that can be tutored for to provide card advantage. You probably don't want to play too many copies though.
Although Whir of Invention is obviously a great card it doesn't really provide card advantage like Reverse Engineer does. Since this is a deck that requires a critical mass of spells I'm just not completely sold on it yet. I even think Glint-Nest Crane may be better since it's two permanents with one card and plays better with Paradoxical Outcome and Crush of Tentacles due to it's etb effect. It's possible that I may end up playing a couple Whir of Invention main and cutting some Cathar's Shield's. However, I think Metallic Rebuke and Reverse Engineer are just the superior improvise cards. I could be wrong on this but that's my opinion for now.
I've been playing this deck against a lot of decks tweaking it to all sorts of stupid ideas to things that just seemed to work (even if I didn't think it would).
Whir of Invention is simply Chord of Calling and I thought to myself why not make a few silver bullets? I tested crane and always felt bad and I almost never wanted it since I was using my mana for better things (Engineer or Whir).
The weird card I found myself trying was Gonti and it’s been pretty amazing to Whir for when you need to set up a kill, I have found myself wanting that extra turn at will to make setting up easier and not forced as much.
Merchant has been a lifesaver for when looking for the combo pieces. I’ve almost always tutored for this first if I didn’t have an outcome or engineer in hand. Great at digging super deep for 4 mana. Inspiring is just stupid when you can cast Anticipate for U or Outcome for U, or reducing Crush to just UU.
Just recently in play testing I casted a turn 4 Crush with surge … removing their perm and making an 8/8 t4 was amazing…it did get fatal push but not the point
The Orrery is amazing in control match ups as you dump your hand almost always and the low land count means you’re just casting 3-4 spells a turn.
Ornnithopter
Cryptolith Fragment
Magnifiying Glass
Pacification Array
Decoction Module
Engulf / Paradoxical returns Trophy Mage. Playing the mage enables 2 untaps with paradox engine. Trophy provides you with targets for Paradoxical. Without Tropy Mage this version would not work.
Resevior and Paradox engine are one ofs because Whir can tutor and Paradoxical draws all the while Trophy Mage Mana Ramps, Gets blockers, and stalls.
Yes there are a decent amount of components to the combo, but they are tutorable and provide tempo/support. Decoction Module is the only card that is required to be infinite that does not fill that role.
Ornnithopter
Cryptolith Fragment
Magnifiying Glass
Pacification Array
Decoction Module
Engulf / Paradoxical returns Trophy Mage. Playing the mage enables 2 untaps with paradox engine. Trophy provides you with targets for Paradoxical. Without Tropy Mage this version would not work.
Resevior and Paradox engine are one ofs because Whir can tutor and Paradoxical draws all the while Trophy Mage Mana Ramps, Gets blockers, and stalls.
Yes there are a decent amount of components to the combo, but they are tutorable and provide tempo/support. Decoction Module is the only card that is required to be infinite that does not fill that role.
The. Demon. Is. Awesome. People don't suspect it after board much less be able to handle it outside of control decks but I don't think you bring him in there. He can kill a lot of aggro. And often does. I even got to cast him once on turn 2. I won that game. I wish I could fit more Statuaries in there but the list is pretty tight. Improvise is a really strong mechanic and I think black is the best compliment. Battle at the Bridge has saved my bacon several times. I've never found myself looking at my hand and wishing that card were something else. Extra points for a Reservoir on the field. If I can kill an Ulamog with it and gain that much life I'm in. The life buffer helps me stabilize as well against those pesky aggro decks that just wanna kick dudes sideways. Tentacles is a catch all with an upside. Less appealing now that Fatal Push exists but we can't have it all, I suppose. Disallow is great for planeswalkers! If they manage to stick one you can interfere with their activations. Goodbye ultimate whatever doesn't matter cause nope! Hilarious against the mirror and other combo decks and combined with Hope, Rebuke, and Transgress it can withstand a control deck. I'll continuously tweak the list to see what best suits the meta as it settles. Can't wait to see what develops.
I'm starting to revise my opinion on Sram after further testing.
Being able to draw to fetch for the pieces or while comboing can often make the difference.
On the other side of the spectrum, Whir of invention didn't convince me as much as I wish it did...
Maybe it'll do better once I test it more along side Sram to make the 0cmc equipments replace themselves and not feel like they go to waste each time I need to cast a spell with Improvise.
Aetherflux Reservoir alone doesn't win games, so being able to dig towards Paradoxical Outcome while setting up the combo is a pretty huge deal imo.
I whir for Inspiring every single time first (90% of the time). It simply lets you cast Crush of Tentacles for UU or Outcome for U. In some weird games it's what let me cast Crush of Tentacles with 5 lands and bill spells. Just tap artifacts to cast Whir get Inspiring use that plus 2 more to cast crush, recast the 0s so you don't discard and pass the turn. I also run Gonti's Heart as a one of to let me set up better...my list has a few 1 of's that whir can snag depending on what I need.
Sram is nice and all, but you have to run the duals might come in to play tapped, which can set you back a whole turn, and Sram dies to every kind of removal there is (One of the big upside with this deck for me, is that it turns of so many cards for our opponent).
The biggest upside for Whir of Invention is that it makes it so that your opponent can't spell queller your aetherflux + you can run some one of's if that's needed.
@Unisom in your list Inspiring Statuary does almost nothing, only paradoxical Outcome and Crush of tentacles actually gets discounted by it since all your other non-artifact spells already have inspire.
Sram is nice and all, but you have to run the duals might come in to play tapped, which can set you back a whole turn, and Sram dies to every kind of removal there is (One of the big upside with this deck for me, is that it turns of so many cards for our opponent).
The biggest upside for Whir of Invention is that it makes it so that your opponent can't spell queller your aetherflux + you can run some one of's if that's needed.
@Unisom in your list Inspiring Statuary does almost nothing, only paradoxical Outcome and Crush of tentacles actually gets discounted by it since all your other non-artifact spells already have inspire.
100% agree, queller is just useless against Whir and the best thing is Whir is just a blue Chord of Calling.
Even though "almost nothing" it's two very powerful spells that you can just win games with. I had this situation in a playtest game
t1 island, merchant dockhand (5 cards in hand)
t2 island bone saw, shield, engineer (5 in hand)
t3 island whir for inspiring (4 in hand)
t4 island whir for aetherflux (tap dock, bone, shield, inspiring -> used aetherlfux and last island to cast anticipate
t5 outcome win
Now this can be done t4 with God hand and I've found that even with limited spells a 1 mana outcome or 2 mana surged Crush is just game breaking. Nothing better than casting a bone saw into crush with 3 mana open to recast inspiring turn 5 or in some games ive surged a crush on turn 4...it's the first thing I tutor for 90% of the games.
EDIT ***forgot***
Gonti's Aether Heart has been a superstar in my list and I love the ability to just whir for it when I know I need 1 more turn to go off.
I feel like a torrential gearhulk fits better where you have gonti's heart, sometimes when you whir for heart you don't have enough artifacts in hand to play to trigger it or no way to bounce the ones on the field, gearhulk can get that extra bounce through flashing outcome back and just finish the game there, counter a spell with rebuke, hit whir for another 0 drop or dig a bit further with anticipate/glimmer depending on the list.
Also, it might be beneficial to go to 4 whirs or 2 statuaries if you want them every game
I feel like a torrential gearhulk fits better where you have gonti's heart, sometimes when you whir for heart you don't have enough artifacts in hand to play to trigger it or no way to bounce the ones on the field, gearhulk can get that extra bounce through flashing outcome back and just finish the game there, counter a spell with rebuke, hit whir for another 0 drop or dig a bit further with anticipate/glimmer depending on the list.
Also, it might be beneficial to go to 4 whirs or 2 statuaries if you want them every game
It's possible that 2 might be the right number. I haven't found myself in need of it as of yet. Most of the spells already have the ability. It's really for the cheap outcomes and crushes - I guess my build has 1 mana anticipates which is pretty nice.
- Authority of the Consuls one of if not the best answer to copy cat
- Obvious one is Sram, Senior Edificer but remember every red deck has Shock and every black deck has Fatal Push so how often is this surviving to turn 3?
-Fumigate , which kills Ornithoper and Sram, Senior Edificer
The main issue I see is game 1 you will lose to Copy cat probably 80-20 and game 2 how much of your pieces can you afford to side for counters?
Against creature decks and general midrange decks this mono blue deck can be insane with ridiculous draws and Engulf the Shore. Almost always winning turn 6
What have you guys found to be the best splash or is it not even worth? Sacrifice the Copy Cat matchup ?
- Authority of the Consuls one of if not the best answer to copy cat
- Obvious one is Sram, Senior Edificer but remember every red deck has Shock and every black deck has Fatal Push so how often is this surviving to turn 3?
-Fumigate , which kills Ornithoper and Sram, Senior Edificer
The main issue I see is game 1 you will lose to Copy cat probably 80-20 and game 2 how much of your pieces can you afford to side for counters?
Against creature decks and general midrange decks this mono blue deck can be insane with ridiculous draws and Engulf the Shore. Almost always winning turn 6
What have you guys found to be the best splash or is it not even worth? Sacrifice the Copy Cat matchup ?
Engulf vs Crush is a valid argument and I found that bouncing a PW was valuable way to help the matchup against Twin and other control decks.
I have played against Cat and its not that unwinnable since I do main deck 4 Rebuke and the Crush bounces Saheeli
As much as Anguish is insane I found that a 4/4 Hexproof turn 2/3 is unbeatable against control when they don't have a board wipe
I think mono blue is still the best option - but to clarify I do run Engulf in the board
As per the oracle rulings: 2/9/2017 Because improvise isn’t an alternative cost, it can be used in conjunction with alternative costs. meaning you can use improvise to pay the surge cost since it is an alternative cost.
Used a mono blue evrsion of this deck in Frontier and the deck was really fun. Thinking about splashing Black to see if i get betetr results, it would add tons for the sideboard
Reverse engineer seems like one of the best cards for a cherios list and that deck plays no copies. That just doesn't seem like the right direction to go in my opinion.
Whir of Invention is great. In play testing my opponent had a fragmentize and I was still able to go off early in the game by whirring end of their turn to get an Aetherflux Reservoir and storming off on mine. Being able to trim on Aetherflux Reservoir is nice as well. I don't get as many clunky opening hands with multiple reservoirs. You also get to play a few silver bullets so playing a single Inspiring Statuary main deck is more desirable now. For now I want a better deck vs aggro so I am going with a Filigree Familiar. I wasn't sold on Whir of Invention at first but after playing with it I've changed my mind.
Dont really get why thropy mage is in the mix when she only can fetch the fragment or the magnifying glass.
Id that!
Trade with me, h:Alters and EdhFoils:)
Cards I have altered
4x Aetherflux Reservoir
4x Bone Saw
4x Cathar's Shield
4x Prophetic Prism
Land (24)
1x Inventors' Fair
23x Island
4x Crush of Tentacles
4x Reverse Engineer
Creature (8)
4x Glint-Nest Crane
4x Ornithopter
Instant (4)
4x Paradoxical Outcome
4x Engulf the Shore
4x Filigree Familiar
1x Merchant's Dockhand
4x Metallic Rebuke
1x Torrential Gearhulk
1x Whir of Invention
I want a deck that's very consistent so I went with a lot of 4 of's and 8 of a lot of effects. There's 8 ways to stabilize at 4 or 5 mana (Aetherflux Reservoir + a draw spell or a cherio + Crush of Tentacles), 8 draw effects, 8 creatures to wear equipment or block cards like thraben inspector, 8 zero mana equipment, and 8 cards that provide some card advantage if bounced by crush.
Although Whir of Invention is obviously a great card it doesn't really provide card advantage like Reverse Engineer does. Since this is a deck that requires a critical mass of spells I'm just not completely sold on it yet. I even think Glint-Nest Crane may be better since it's two permanents with one card and plays better with Paradoxical Outcome and Crush of Tentacles due to it's etb effect. It's possible that I may end up playing a couple Whir of Invention main and cutting some Cathar's Shield's. However, I think Metallic Rebuke and Reverse Engineer are just the superior improvise cards. I could be wrong on this but that's my opinion for now.
I think a black splash with sunken hollow or some other fixing could also be quite good, especially if you have an aggro meta. Playing a couple Battle at the Bridge in the main and gaining access to contraband kingpin if you want seems nice. Battle at the Bridge being able to be cast for one mana is very appealing to me since so many of your spells cost 2 or 4 mana. It can let you cast an extra spell when going off with Aetherflux Reservoir if you have an odd number of mana. It also can help you reach 50 life if you're going off with a lower number of spells. I'm a big fan of the card. You could also play Engulf the Shore main but I'm just not sure how good that card is to be honest.
I'm not sure if I'll end up playing all 12 cheerios. It does seem like a lot, but they fit so well in the deck I'm not against it yet.
I don't really like Inspiring Statuary. It allows you to cast your spells more efficiently which is nice, but it provides no card advantage and in some cases will be a do nothing artifact that just sits there.
Low CMC artifacts seem great in the deck so I think Merchant's Dockhand could be good for an artifact heavy build. It's a one mana artifact that can take over a game on it's own. It fits well in the board as you can bring it in after your opponent sides out some removal. It's also an artifact that can be tutored for to provide card advantage. You probably don't want to play too many copies though.
Modern: Esper Mentor / UG Infect
Commander: Sidisi, Brood Tyrant / Thalia, Guardian of Thraben
I've been playing this deck against a lot of decks tweaking it to all sorts of stupid ideas to things that just seemed to work (even if I didn't think it would).
Whir of Invention is simply Chord of Calling and I thought to myself why not make a few silver bullets? I tested crane and always felt bad and I almost never wanted it since I was using my mana for better things (Engineer or Whir).
4 Ornithopter
4 Bone Saw
4 Cathar's Shield
Draw/Tutor:(15)
4 Reverse Engineer
3 Whir of Invention
4 Anticipate
4 Paradoxical Outcome
Tutor Items:(5)
2 Aetherflux Reservoir
1 Merchant's Dockhand
1 Inspiring Statuary
1 Gonti's Aether Heart
4 Metallic Rebuke
3 Crush of Tentacles
1 Baral's Expertise
Lands:(20)
18 Island
2 Inventors' Fair
1 Alligned Hedron Network
4 Bastion Inventor
3 Hope of Ghirapur
2 Dispel
2 Negate
2 Engulf the Shores
1 Ghirapur Orrery
The weird card I found myself trying was Gonti and it’s been pretty amazing to Whir for when you need to set up a kill, I have found myself wanting that extra turn at will to make setting up easier and not forced as much.
Merchant has been a lifesaver for when looking for the combo pieces. I’ve almost always tutored for this first if I didn’t have an outcome or engineer in hand. Great at digging super deep for 4 mana. Inspiring is just stupid when you can cast Anticipate for U or Outcome for U, or reducing Crush to just UU.
Just recently in play testing I casted a turn 4 Crush with surge … removing their perm and making an 8/8 t4 was amazing…it did get fatal push but not the point
The Orrery is amazing in control match ups as you dump your hand almost always and the low land count means you’re just casting 3-4 spells a turn.
4 Trophy Mage
2 Ornithopter
1 Torrential Gearhulk
PERMISSION SPELLS (12)
3 Engulf the Shore
1 Anguish Unmaking
3 Metallic Rebuke
2 Disallow
1 Negate
1 Overwhelming Denial
1 Confirm Suspicions
ENABLER (8)
4 Paradoxical Outcome
3 Whir of Invention
1 Seasons Past
2 Hedron Archive
2 Cryptolith Fragment
1 Magnifying Glass
ARTIFACT COMBO (5)
3 Pacification Array
1 Aether Flux Reservoir
1 Paradox Engine
1 Decoction Module
1 Inventor’s Fair
2 Aether Hub
2 Prairie Stream
2 Sunken Hollow
15 Island
2 Dispel
2 Baral’s Expertise
1 Heroic Intervention
1 Fortuitous Find
1 Efficient Construction
1 Aegis Automaton
1 Fragmentize
1 Ironwright's Cleansing
1 Lost Legacy
1 Anguish Unmaking
2 Appetite for the Unnatural
Trophy Mage grabs
Ornnithopter
Cryptolith Fragment
Magnifiying Glass
Pacification Array
Decoction Module
Engulf / Paradoxical returns Trophy Mage. Playing the mage enables 2 untaps with paradox engine. Trophy provides you with targets for Paradoxical. Without Tropy Mage this version would not work.
Resevior and Paradox engine are one ofs because Whir can tutor and Paradoxical draws all the while Trophy Mage Mana Ramps, Gets blockers, and stalls.
Yes there are a decent amount of components to the combo, but they are tutorable and provide tempo/support. Decoction Module is the only card that is required to be infinite that does not fill that role.
mage is 3 mana only not less than.
My list
3 Aetherflux Reservoir
4 Cathar's Shield
4 Bone Saw
1 Inspiring Statuary
2 Metalspinner's Puzzleknot
4 Ornithopter
1 Merchant's Dockhand
4 Whir of Invention
4 Paradoxical Outcome
4 Reverse Engineer
4 Metallic Rebuke
2 Battle at the Bridge
1 Crush of Tentacles
4 Spire of Industry
3 Choked Estuary
8 Island
2 Swamp
1 Inventor's Fair
4 Transgress the Mind
2 Battle at the Bridge
1 Crush of Tentacles
2 Herald of Anguish
1 Aligned Hedron Network
3 Hope of Ghirapur
2 Disallow
The. Demon. Is. Awesome. People don't suspect it after board much less be able to handle it outside of control decks but I don't think you bring him in there. He can kill a lot of aggro. And often does. I even got to cast him once on turn 2. I won that game. I wish I could fit more Statuaries in there but the list is pretty tight. Improvise is a really strong mechanic and I think black is the best compliment. Battle at the Bridge has saved my bacon several times. I've never found myself looking at my hand and wishing that card were something else. Extra points for a Reservoir on the field. If I can kill an Ulamog with it and gain that much life I'm in. The life buffer helps me stabilize as well against those pesky aggro decks that just wanna kick dudes sideways. Tentacles is a catch all with an upside. Less appealing now that Fatal Push exists but we can't have it all, I suppose. Disallow is great for planeswalkers! If they manage to stick one you can interfere with their activations. Goodbye ultimate whatever doesn't matter cause nope! Hilarious against the mirror and other combo decks and combined with Hope, Rebuke, and Transgress it can withstand a control deck. I'll continuously tweak the list to see what best suits the meta as it settles. Can't wait to see what develops.
I whir for Inspiring every single time first (90% of the time). It simply lets you cast Crush of Tentacles for UU or Outcome for U. In some weird games it's what let me cast Crush of Tentacles with 5 lands and bill spells. Just tap artifacts to cast Whir get Inspiring use that plus 2 more to cast crush, recast the 0s so you don't discard and pass the turn. I also run Gonti's Heart as a one of to let me set up better...my list has a few 1 of's that whir can snag depending on what I need.
The biggest upside for Whir of Invention is that it makes it so that your opponent can't spell queller your aetherflux + you can run some one of's if that's needed.
@Unisom in your list Inspiring Statuary does almost nothing, only paradoxical Outcome and Crush of tentacles actually gets discounted by it since all your other non-artifact spells already have inspire.
Id that!
Trade with me, h:Alters and EdhFoils:)
Cards I have altered
100% agree, queller is just useless against Whir and the best thing is Whir is just a blue Chord of Calling.
Even though "almost nothing" it's two very powerful spells that you can just win games with. I had this situation in a playtest game
t1 island, merchant dockhand (5 cards in hand)
t2 island bone saw, shield, engineer (5 in hand)
t3 island whir for inspiring (4 in hand)
t4 island whir for aetherflux (tap dock, bone, shield, inspiring -> used aetherlfux and last island to cast anticipate
t5 outcome win
Now this can be done t4 with God hand and I've found that even with limited spells a 1 mana outcome or 2 mana surged Crush is just game breaking. Nothing better than casting a bone saw into crush with 3 mana open to recast inspiring turn 5 or in some games ive surged a crush on turn 4...it's the first thing I tutor for 90% of the games.
EDIT ***forgot***
Gonti's Aether Heart has been a superstar in my list and I love the ability to just whir for it when I know I need 1 more turn to go off.
Also, it might be beneficial to go to 4 whirs or 2 statuaries if you want them every game
It's possible that 2 might be the right number. I haven't found myself in need of it as of yet. Most of the spells already have the ability. It's really for the cheap outcomes and crushes - I guess my build has 1 mana anticipates which is pretty nice.
- Whir of Invention is insane. I feel like with the 12 0 mana drops both Whir of Invention and Reverse Engineer are busted
- Reverse Engineer staple 4 of. Drawing 3 cards on turn 2 or turn 3 felt amazing
- Engulf the Shore is the best sweeper. Crush of Tentacles felt too slow and Engulf can be done on end step which felt really good. Prarie Stream and Sunken hollow are island so splashing lightly is not an issue
- I am unsure of splashing another color
White -Benefits
- Authority of the Consuls one of if not the best answer to copy cat
- Obvious one is Sram, Senior Edificer but remember every red deck has Shock and every black deck has Fatal Push so how often is this surviving to turn 3?
-Fumigate , which kills Ornithoper and Sram, Senior Edificer
Black Benefits
- Contraband Kingpin which can be equipped with Bone saw or Cathar's Shield for defence
- Metalspinner's Puzzleknot for card draw and maybe better than Prophetic Prism vs control
- Herald of Anguish , double black seems impossible tho
- Fatal Push , revolting it seems very hard
The main issue I see is game 1 you will lose to Copy cat probably 80-20 and game 2 how much of your pieces can you afford to side for counters?
Against creature decks and general midrange decks this mono blue deck can be insane with ridiculous draws and Engulf the Shore. Almost always winning turn 6
What have you guys found to be the best splash or is it not even worth? Sacrifice the Copy Cat matchup ?
Engulf vs Crush is a valid argument and I found that bouncing a PW was valuable way to help the matchup against Twin and other control decks.
I have played against Cat and its not that unwinnable since I do main deck 4 Rebuke and the Crush bounces Saheeli
As much as Anguish is insane I found that a 4/4 Hexproof turn 2/3 is unbeatable against control when they don't have a board wipe
I think mono blue is still the best option - but to clarify I do run Engulf in the board
4 ornithopter
4 cathar's shield
4 bone saw
2 forgotten heirloom
2 aetherflux reservoir
4 reverse engineer
4 paradoxical outcome
Creatures: 4
4 sram, senior edificer
Instants: 10
4 metallic rebuke
2 engulf the shore
4 whir of invention
4 spire of industry
4 prairie stream
4 port town
10 island
The splash is surprisingly easy.
Id that!
Trade with me, h:Alters and EdhFoils:)
Cards I have altered
Also gives your board options more insanity when they can be improvised. 1 mana negates? 1 mana engulf ? Yes please
Edit: Hareruya's Kenji Wayfarer's verson is up
4x Aether Hub
4x Botanical Sanctum
3x Island
1x Plains
3x Forest
2x Glimmer of Genius
4x Commencement of Festivities
4x Inspiring Statuary
4x Paradoxical Outcome
4x Baral's Expertise
3x Aetherflux Reservoir
4x Sram, Senior Edificer
4x Bone Saw
4x Cathar's Shield
4x Attune with Aether
4x Anticipate
Green splash for Attune with Aether and Commencement is really spicy, not sure I like the 3 color approch though.
Id that!
Trade with me, h:Alters and EdhFoils:)
Cards I have altered
Used a mono blue evrsion of this deck in Frontier and the deck was really fun. Thinking about splashing Black to see if i get betetr results, it would add tons for the sideboard
I don't like the 4x Inspiring Statuary. The effect is strong but it seems bad if you draw it in multiples.
I like crush of tentacles over Baral's Expertise. Being able to bounce Gideon, ally of zendikar and get an 8/8 seems like it does a better job of stabilizing and that's what I would want this slot for.
Reverse engineer seems like one of the best cards for a cherios list and that deck plays no copies. That just doesn't seem like the right direction to go in my opinion.
Here's what I'm playing now.
3x Aetherflux Reservoir
4x Bone Saw
4x Cathar's Shield
1x Prophetic Prism
4x Renegade Map
Sorcery (7)
3x Crush of Tentacles
4x Reverse Engineer
Land (20)
1x Inventors' Fair
19x Island
1x Filigree Familiar
4x Glint-Nest Crane
1x Merchant's Dockhand
4x Ornithopter
Instant (7)
1x Engulf the Shore
4x Paradoxical Outcome
2x Whir of Invention
1x Baral, Chief of Compliance
1x Crush of Tentacles
1x Dispel
3x Engulf the Shore
3x Filigree Familiar
1x Ghirapur Orrery
1x Merchant's Dockhand
4x Metallic Rebuke
Whir of Invention is great. In play testing my opponent had a fragmentize and I was still able to go off early in the game by whirring end of their turn to get an Aetherflux Reservoir and storming off on mine. Being able to trim on Aetherflux Reservoir is nice as well. I don't get as many clunky opening hands with multiple reservoirs. You also get to play a few silver bullets so playing a single Inspiring Statuary main deck is more desirable now. For now I want a better deck vs aggro so I am going with a Filigree Familiar. I wasn't sold on Whir of Invention at first but after playing with it I've changed my mind.
Modern: Esper Mentor / UG Infect
Commander: Sidisi, Brood Tyrant / Thalia, Guardian of Thraben
Yeah im going to try the Crane and Familiar in my lsit next time to hold onto aggro abit.