My inspiration for this deck was to recreate Modern robots in standard as closely as I could.
This robots deck is an aggro beatdown deck that aims to empty its hand as quickly as possible to achieve hellbent. The payoff cards when going hellbent are Lupine Prototype and a 3 card hand refill every turn with Ghirapur Orrery, which I can easily dump out due to the synergy of robots and vehicles.
Bomat Courier acts as a for of protection from wraths/the ability to provide extra gas, but it also offers me the ability to instantly go hellbent to activate Orrery or wolf robot.
I have tested this for about 20 games and so far it has been very consistent. The deck's power mainly comes from Foundry Inspector allowing me to power out overwhelming aggro beats early. Chief of the Foundry has very good synergy with Vehicles too.
This deck achieves hellbent very consistently and quickly. The payoff cards there are Lupine Prototype and for the late game Ghirapur Orrery.
As you can imagine, things get very crazy very quickly when an aggro deck is drawing 3 extra cards a turn from turn 4-5 and on.
I know you probably assume that Lupine Prototype is a suboptimal gimmick but he is proving to be very effective and I can consistently attack with it around turn 4-5. Even if it doesn't attack, it pilots vehicles and activates Inventor's Apprentice.
Bomat Courier Is also surprisingly useful. I can play them for free with Foundry Inspector out, and if I get 2-3 beats in with it, I'm able to have some wrath protection.
Also, this has not come up very often, but Bomat also allows me to activate hellbent if I ever want to and can't (due to too many cards in my hand or too many high cost cards and no ramp out), as long as I haven't attacked with it yet.
Smuggler's Copter is fantastic in this deck and has consistently been one of the best cards in the deck.
So tell me what you think.
1-2 Metallic Colossus May actually make sense too as with vehicles and ramp from orrery it wouldn't be so hard to get them out.
Early versions I was splashing white for Toolcraft Exemplar. It may still be worth it, giving me an additional one drop, sacrificing Lupine Prototype's late and mid game power for Exemplar's early consistency.
I tested Reckless Fireweaver in place of Lupine Prototype
Fireweaver is ok but not explosive, and it's lack of being an artifact hurts the deck.
If lupine comes out it will need to be for a 1 or two drop to help with the curve. Apart from Toolcraft Exemplar, I don't know what would fit in, and playing Exemplar would cost the deck consistency mana wise.
I would rather see renegade in place of the caravan. a 4/3 that attacks for 5/4 trample is exactly what this deck wants.
That's good advice. Sometimes the Caravan sits in my hand and I don't want to cast it and sometimes it has been difficult to crew. The trample and more consistent aggro beats from the renegade train might be what this deck needs.
The versatility of Caravan is what has made it effective, the ability to both act as a mana rock and then a huge beat stick later.
Still I will test the train. It was great in limited.
That deck is cool but completely different from the one in this thread. The Foundry lords and Ghirapur Orrery are the points of my deck, and the late game finishing ability and CA Orrery gives me.
I've been playing around with a similar version that uses Midnight Oil instead of Ghirapur Orrery. I'm intrigued by Orrery and haven't tried it, but Oil is the tits and really doesn't have a drawback in this kind of deck as you're going to naturally be in a position to just play everything you draw at that point. Still I feel like the only problem with Oil and potentially more so with Orrery, since you might not get the benefits for a couple of turns, is that the 4 drop slot is pretty limited and you really want to have stuff that ends the game more than gives you good late game position. As such I can't imagine running both and I think Oil is better, but maybe the benefits of mono red give Orrery the edge.
The other big benefit to black is Scrap Heap Scrounger which I absolutely adore for being an aggressively costed artifact creature that plays well with the discard themes and goes great with the disposable one drops that are destined for the yard. Scrounger really ties the deck together and fits in with every part of the aggro/discard/value plan in a way that makes it a must include for me.
Sorry I was just trying to show a different take on a way to use the Lupine. Yours is built to be stronger as the game progresses. The one I built was trying to get Lupine actually attacking on turn 4 and hopefully do lethal earlier. I still haven't figured out an effective way to get Lupine swinging on turn 3 without milling down to 5.
You want some metalwork colossus. You need to have some payoff for playing tempo artifacts, metalwork is the best one as it is an "affinity" creature with a 11/11 body.
Sorry I was just trying to show a different take on a way to use the Lupine. Yours is built to be stronger as the game progresses. The one I built was trying to get Lupine actually attacking on turn 4 and hopefully do lethal earlier. I still haven't figured out an effective way to get Lupine swinging on turn 3 without milling down to 5.
The deck ideally goes for turn 4-5 wins, while also having a strong late game as the back up plan based on card advantage and synergy of vehicles and multiple foundry guys. The deck avoids most of the problems monored aggo traditionally has of running out of gas, and the weenies being bad topdecks late game. In this deck they can pilot vehicles so will always be useful.
I've been playing around with a similar version that uses Midnight Oil instead of Ghirapur Orrery. I'm intrigued by Orrery and haven't tried it, but Oil is the tits and really doesn't have a drawback in this kind of deck as you're going to naturally be in a position to just play everything you draw at that point. Still I feel like the only problem with Oil and potentially more so with Orrery, since you might not get the benefits for a couple of turns, is that the 4 drop slot is pretty limited and you really want to have stuff that ends the game more than gives you good late game position. As such I can't imagine running both and I think Oil is better, but maybe the benefits of mono red give Orrery the edge.
The other big benefit to black is Scrap Heap Scrounger which I absolutely adore for being an aggressively costed artifact creature that plays well with the discard themes and goes great with the disposable one drops that are destined for the yard. Scrounger really ties the deck together and fits in with every part of the aggro/discard/value plan in a way that makes it a must include for me.
Yeah I originally tested this with a Boros shell so I could play Fragmentize and Toolcraft Exemplar but in testing I cut them both and started focusing on more artifact synergy. I don't know if a white shell with Exemplar instead of Inventor's Apprentice would be stronger but this is working so strong and so consistently I've just been testing it more and more. I keep waiting for it to stop working, but I keep winning consistently and generally only lose if I have slow hands or opponent draws an abnormal amount of removal. Of course these results are probably down to the quality of competition-random games on Xmage and lackeyCCG.
I liked Scrapheap Scrounger originally, as I love recursive creatures like this, but ultimately cut it out going for the synergy play of Reckless Bushwhacker. This card is great early and especially great vs Grindy control decks late game and I have Orrery running. In clogged board states this usually wins the game.
I have a late game engine I've been experimenting with out of the sideboard. 4x Workshop Assistant and 2x Metalwork Colossus Due to Copter I can sometimes set up a little engine where I can discard a colossus then use its sacrifice ability from the yard on an assistant and return any artifact and any creature to my hand.
Inventor's Fair and Sequestered Stash are great late game and have very little effect on consistency in the early game.
Midnight Oil seems good. What I really like about Orrery is how consistent it is in drawing 4 cards, and how it being an artifact it synergizes with Inventor's Fair and Stash, as well as Foundry Inspector. Orrery has been extremely consistent and powerful for me. Even when my opponent is hellbent also and draws 4 before me, I am usually able to overpower them. When I have 2-3 Foundry Inspectors out and Orrery running, this deck feels unfair. That kind of situation happens more often than I would have though due to consistency of achieving hellbent, and copters sifting.
I went against a really grindy Ever After deck that was able to recur the white gearhulk and black gearhulk as well as multiple sweepers and was still able to overpower them due to the card draw from orrery and synergy of the foundry creatures.
As I said, maybe my sample size of games is too small and against poor competition but this deck has been very consistent and of my few losses they are usually due to mana screw or a slow hand more than they are my opponents deck at full strength beating my deck at full strength.
It has late game recursion and insane card advantage, early game speed and power, and consistency. I am probably hyping this up too much but so far I have been surprised how good it has been.
You want some metalwork colossus. You need to have some payoff for playing tempo artifacts, metalwork is the best one as it is an "affinity" creature with a 11/11 body.
Yes I was thinking of squeezing a one of of either Colossus or Skysovereign. I had Colossus in prerelease and I know how great he is with vehicles. I like his recursion but not his lack of any form of evasion-he gets chumped by servos for days. That's why I think he may be best out of the sideboard against grindy control matchups, along with 3-4 Workshop Assistant.
Right now the late game payoff is Ghirapur Orrery, Lupine Prototype working as a 5/5 for 2, and being able to consistently dump my 4 card hand every turn. Due to Stash and Inventor's fair, I am able to tutor for and recur my most important engines that get removed.
I will try to fit 1 Melalwork Colossus or 1 Skysovereign as my ultra finisher and see how it goes.
Yes I was thinking of squeezing a one of of either Colossus or Skysovereign. I had Colossus in prerelease and I know how great he is with vehicles. I like his recursion but not his lack of any form of evasion-he gets chumped by servos for days.
Why not use Key to the City? It fits your theme while giving anything evasion.
Yes I was thinking of squeezing a one of of either Colossus or Skysovereign. I had Colossus in prerelease and I know how great he is with vehicles. I like his recursion but not his lack of any form of evasion-he gets chumped by servos for days.
Why not use Key to the City? It fits your theme while giving anything evasion.
Yes, people have been telling me how powerful it is in their testing so I was thinking I should try to squeeze some in.
It also has an added effect of helping me achieve hellbent, and if I'm running out of gas and have no hellbent cards, it is useful to be able to draw an extra card.
I am going to test -2 Hedron Crawlers, -1 Caravan, +3 Key to the City
Here is what the deck looks like right now. In testing, Key to the City has been amazing. It gives me even more consistency in activating hellbent, and the optional carddraw generated from it has saved me more than a few times. Once I have orrery running, it also helps me to consistently keep it going. Before I was running key, I'd sometimes get 3 lands a turn, meaning I couldn't dump my hand and maintain the card draw. Having a Key out allows me to always dump my 4 card hand out, unless I get 4 lands, which is rare.
The one-off Colossus has also been fantastic. Thanks to my card draw from Bomat and Orrery, looting with Copter, and Inventor's Fair, I am able to search for it when I need it. I like discarding it early with copter and then being able to bring it out later too. And Colossus combined with Key to the City tends to win games.
I've also started working on a sideboard.
The main thing I have a problem with is Kalitas. Generally I just overpower it or fly over but it still is annoying.
The more I test, the more I feel like I broke standard. I know everyone says that about their pet deck they built, but there are so many synergies in here and it has all been working so consistently.
Even Bomat is a deceptively powerful and versatile card. With Foundry Inspector out, its a free 1/1 haste. If I play it early, I can build up a stockpile of cards that I can draw around turn 4, in case I run out of gas and don't have my hellbent payoff cards of Lupine Prototype or Orrery out.
Many opponents spend removal on Bomat, which is fantastic for the rest of my deck. ALSO I have had a few situations where I top deck it, and use its discard ability as soon as I cast it, to achieve hellbent and allow my wolfies attack, or to turn on Orrery.
I am excited about this deck. I have no idea what the meta will look like, but atleast in the online Xmage and lackey meta, which isn't very good competition admittedly, I am dominating and achieving ridiculous things like untapping and drawing 4 cards on turn 6-7 and attacking with multiple Foundry creatures, copters, and lupine prototypes boosed by Reckless Bushwhacker. That sounds like magical christmas land but it keeps happening relatively consistently.
Even when my opponents destroy my orrery, I have sequestered Stash or Inventor's fair to get it back. Often times I don't even need Orrery to get wins.
If anyone else has been testing this please let me know. I don't know if my run of strong results are due to a fluke, and small sample size of games, or down to bad competition I'm going against.
I have taken out a land and replaced it with Metalwork Colossus. I will need to test more games to see if this leads to mana screw, but so far it has been good. If I do add another mountain, I'd probably take out a Cultivator's Caravan or Lupine Prototype.
I just beat a Modern Jeskai control deck 2-1 and the only game I lost was due to mana screw! The Jeskai deck had bolt, path, snapcaster, lighting helix, Ajani, Sphinxes Revelation, mana leak and somekind of angel that bounces snapcaster to recur bolt and I was still able to over power them due to the crazy CA from Ghirapur Orrery, and the artifact search lands.
Early game fast aggro with late game card advantage and ramp. this deck is crazy, especially when I start looping multiple Orrerys and drawing 7 a turn, which sometimes happens vs grindy control decks.
I want to see how the standard meta shapes up, so I can see if this deck is as busted as it has been so far or I'm just going up against really under powered decks.
I've moved 2 Sequestered Stash and replaced them with 1x Hanweir Battlements and 1x Grier Reach. I have not tested with this land replacement but I'm sure it'll be fine. I really like the idea of Sequestered Stash but I rarely use it. I use Inventor's fair a lot, it is too bad it's a legendary, but 2 seems to be the right number.
I liked Colossus a lot but he has always acted as a win more card in this deck. I want to make room for a Skysovereign, Consul Flagship. It seems really powerful.
In Aether Revolt, I am hoping to see a decent 2 mana rock, and another decent 1 drop artifact creature. The deck is in a good place right now but I want to keep making it better.
Gremlin is a flex spot. Sometimes he's really good. Sometimes he's just a 1/1 for one. I added 2 of them in to help increase the odds that I have a turn 1 play and also, because as much as I love Bushwhacker, I had so many games where I had 2 in my hand and not enough to cast both on the same turn. 2 has been working for me.
Smuggles and Orrery are great. They allow me to play less copies of cards and still have a decent chance of getting them when I need them!
Here's the list I've tested yesterday at FNM. Didn't really playtest the deck before pitting it against what is considered a highly competitve meta in my area.
Here is a quick results. I didn't take notes of what I sided against which decks, unfortunately.
Round #1 vs Metallurgic Summmoning
Game #1 was a no contest, as he didn't draw any gaz to fuel his board.
Game #2 he managed to Engulf the Shores twice, but I had 2 Foundry Inspectors and 6 lands, so I could just recast basically for free. Stomped him pretty hard.
Score = 1-0
Round #2 vs Boros Vehicule
Game #1 I was over-aggroing him, but he dug a Skysovereign and crewed it with a Speedway Fanatic and a Gearshift Ace, then killed my Chief of the Foundry and my Inspector, leaving me with 2 Scroungers and a Key.
Game #2 he was mana screwed pretty intensively (he kept a 2-lander with a nice curve, but never drew any other land). Lupine'd him to death.
Game #3 we both had 2 Copters out, but he had 2 Motorists to crew them, which gave his Copters the upper hand. Couldn't find any removal in time.
Score = 1-1
Round #3 vs Pummeler
Game #1 he top-decked an Attune with Aether to get the missing energy to Pummel me to death. I had a Fiery temper in hand and he was at 2, but misused my lands during my turn and couldn't finish him. Should have won this game.
Game #2 he had the nut draw and made mincemeat out of me.
Score 1-2
-----------------------------
Overall, I think I should have tested the deck a bit more before the FNM. First time ever I played it was round 1 game 1, freshly sleeved. Also, Ceremonious Rejection should be maindecked to counter key vehicules or Emrakul.
Private Mod Note
():
Rollback Post to RevisionRollBack
"De potentia juvenis somniabat, nunc de Mundo somniat..."
Hey folks I just wanted to add my two cents as I have been playing something SHOCKINGLY similar and to honestly great success!
The deck is beyond a blast to play, and I love Orrery as it + Key to the city give you UNREAL bump and grind for basically a mono red deck deck.
Not that I think it's too too relevant, but I don't know how to do the card linking etc, but here it is!
3 Insolent Neonate
4 Inventor's Apprentice
4 Bomat Courier
4 KEY TO THE CITY (Easily the most fun and impacting card in the deck)
4 Lupine Prototype
4 Scrapheap Scrounger
3 Stromkirk Occultist
4 Fiery Temper
3 Reckless Bushwacker
3 Ghirapur Orrery
Sideboard
3 Incediary Flow
2 Nahiri's Wrath (great vs other aggro to activate lupine and wipe their board, sometimes on turn three ;D)
2 Avacyn's Judgment
4 Unlicensed Disintegration
4 Eternal Scourge (another great creature versus removal heavy decks + super combo with scrapheap)
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
4x Inventor's Apprentice
4x Lupine Prototype
4x Reckless Bushwhacker
4x Chief of the Foundry
4x Foundry Inspector
1x Metalwork Colossus
2x Cultivator's Caravan
2x Fleetwheel Cruiser
3x Ghirapur Orrery
3x Key to the City
3x Sequestered Stash
2x Inventors' Fair
My inspiration for this deck was to recreate Modern robots in standard as closely as I could.
This robots deck is an aggro beatdown deck that aims to empty its hand as quickly as possible to achieve hellbent. The payoff cards when going hellbent are Lupine Prototype and a 3 card hand refill every turn with Ghirapur Orrery, which I can easily dump out due to the synergy of robots and vehicles.
Bomat Courier acts as a for of protection from wraths/the ability to provide extra gas, but it also offers me the ability to instantly go hellbent to activate Orrery or wolf robot.
This guy is what makes it all possible:
Due to cards like Bomat Courier, Lupine Prototype and Ghirapur Orrery, it actually has a surprisingly decent late game and resiliency if it goes past turn 4-5. Smuggler's Copter really helps smooth the whole thing out.
I have tested this for about 20 games and so far it has been very consistent. The deck's power mainly comes from Foundry Inspector allowing me to power out overwhelming aggro beats early. Chief of the Foundry has very good synergy with Vehicles too.
This deck achieves hellbent very consistently and quickly. The payoff cards there are Lupine Prototype and for the late game Ghirapur Orrery.
As you can imagine, things get very crazy very quickly when an aggro deck is drawing 3 extra cards a turn from turn 4-5 and on.
I know you probably assume that Lupine Prototype is a suboptimal gimmick but he is proving to be very effective and I can consistently attack with it around turn 4-5. Even if it doesn't attack, it pilots vehicles and activates Inventor's Apprentice.
Bomat Courier Is also surprisingly useful. I can play them for free with Foundry Inspector out, and if I get 2-3 beats in with it, I'm able to have some wrath protection.
Also, this has not come up very often, but Bomat also allows me to activate hellbent if I ever want to and can't (due to too many cards in my hand or too many high cost cards and no ramp out), as long as I haven't attacked with it yet.
Smuggler's Copter is fantastic in this deck and has consistently been one of the best cards in the deck.
So tell me what you think.
1-2 Metallic Colossus May actually make sense too as with vehicles and ramp from orrery it wouldn't be so hard to get them out.
Early versions I was splashing white for Toolcraft Exemplar. It may still be worth it, giving me an additional one drop, sacrificing Lupine Prototype's late and mid game power for Exemplar's early consistency.
Fireweaver is ok but not explosive, and it's lack of being an artifact hurts the deck.
If lupine comes out it will need to be for a 1 or two drop to help with the curve. Apart from Toolcraft Exemplar, I don't know what would fit in, and playing Exemplar would cost the deck consistency mana wise.
4x Village Messenger
4x Bomat Courier
4x Falkenrath Gorger
4x Ravenous Bloodseeker (over Furyblade because can discard madness cards at instant speed before combat phase allowing Lupine to attack).
4x Lupine Prototype
3x Smuggler's Copter
3x Reckless Bushwhacker
4x Distemper of the Blood
2x Fiery Temper
20x Mountain
That's good advice. Sometimes the Caravan sits in my hand and I don't want to cast it and sometimes it has been difficult to crew. The trample and more consistent aggro beats from the renegade train might be what this deck needs.
The versatility of Caravan is what has made it effective, the ability to both act as a mana rock and then a huge beat stick later.
Still I will test the train. It was great in limited.
That deck is cool but completely different from the one in this thread. The Foundry lords and Ghirapur Orrery are the points of my deck, and the late game finishing ability and CA Orrery gives me.
The other big benefit to black is Scrap Heap Scrounger which I absolutely adore for being an aggressively costed artifact creature that plays well with the discard themes and goes great with the disposable one drops that are destined for the yard. Scrounger really ties the deck together and fits in with every part of the aggro/discard/value plan in a way that makes it a must include for me.
The deck ideally goes for turn 4-5 wins, while also having a strong late game as the back up plan based on card advantage and synergy of vehicles and multiple foundry guys. The deck avoids most of the problems monored aggo traditionally has of running out of gas, and the weenies being bad topdecks late game. In this deck they can pilot vehicles so will always be useful.
Yeah I originally tested this with a Boros shell so I could play Fragmentize and Toolcraft Exemplar but in testing I cut them both and started focusing on more artifact synergy. I don't know if a white shell with Exemplar instead of Inventor's Apprentice would be stronger but this is working so strong and so consistently I've just been testing it more and more. I keep waiting for it to stop working, but I keep winning consistently and generally only lose if I have slow hands or opponent draws an abnormal amount of removal. Of course these results are probably down to the quality of competition-random games on Xmage and lackeyCCG.
I liked Scrapheap Scrounger originally, as I love recursive creatures like this, but ultimately cut it out going for the synergy play of Reckless Bushwhacker. This card is great early and especially great vs Grindy control decks late game and I have Orrery running. In clogged board states this usually wins the game.
I have a late game engine I've been experimenting with out of the sideboard. 4x Workshop Assistant and 2x Metalwork Colossus Due to Copter I can sometimes set up a little engine where I can discard a colossus then use its sacrifice ability from the yard on an assistant and return any artifact and any creature to my hand.
Inventor's Fair and Sequestered Stash are great late game and have very little effect on consistency in the early game.
Midnight Oil seems good. What I really like about Orrery is how consistent it is in drawing 4 cards, and how it being an artifact it synergizes with Inventor's Fair and Stash, as well as Foundry Inspector. Orrery has been extremely consistent and powerful for me. Even when my opponent is hellbent also and draws 4 before me, I am usually able to overpower them. When I have 2-3 Foundry Inspectors out and Orrery running, this deck feels unfair. That kind of situation happens more often than I would have though due to consistency of achieving hellbent, and copters sifting.
I went against a really grindy Ever After deck that was able to recur the white gearhulk and black gearhulk as well as multiple sweepers and was still able to overpower them due to the card draw from orrery and synergy of the foundry creatures.
As I said, maybe my sample size of games is too small and against poor competition but this deck has been very consistent and of my few losses they are usually due to mana screw or a slow hand more than they are my opponents deck at full strength beating my deck at full strength.
It has late game recursion and insane card advantage, early game speed and power, and consistency. I am probably hyping this up too much but so far I have been surprised how good it has been.
Yes I was thinking of squeezing a one of of either Colossus or Skysovereign. I had Colossus in prerelease and I know how great he is with vehicles. I like his recursion but not his lack of any form of evasion-he gets chumped by servos for days. That's why I think he may be best out of the sideboard against grindy control matchups, along with 3-4 Workshop Assistant.
Right now the late game payoff is Ghirapur Orrery, Lupine Prototype working as a 5/5 for 2, and being able to consistently dump my 4 card hand every turn. Due to Stash and Inventor's fair, I am able to tutor for and recur my most important engines that get removed.
I will try to fit 1 Melalwork Colossus or 1 Skysovereign as my ultra finisher and see how it goes.
Why not use Key to the City? It fits your theme while giving anything evasion.
Yes, people have been telling me how powerful it is in their testing so I was thinking I should try to squeeze some in.
It also has an added effect of helping me achieve hellbent, and if I'm running out of gas and have no hellbent cards, it is useful to be able to draw an extra card.
I am going to test -2 Hedron Crawlers, -1 Caravan, +3 Key to the City
The one-off Colossus has also been fantastic. Thanks to my card draw from Bomat and Orrery, looting with Copter, and Inventor's Fair, I am able to search for it when I need it. I like discarding it early with copter and then being able to bring it out later too. And Colossus combined with Key to the City tends to win games.
I've also started working on a sideboard.
The main thing I have a problem with is Kalitas. Generally I just overpower it or fly over but it still is annoying.
4x Inventor's Apprentice
4x Lupine Prototype
4x Reckless Bushwhacker
4x Chief of the Foundry
4x Foundry Inspector
1x Metalwork Colossus
2x Cultivator's Caravan
2x Fleetwheel Cruiser
3x Ghirapur Orrery
3x Key to the City
16x Mountain
3x Sequestered Stash
2x Inventors' Fair
4x Fiery Temper
2x Welding Sparks
3x Filigree Familiar
1x Ghirapur Orrery
1x Metalwork Colossus
4x Ruinous Gremlin
The more I test, the more I feel like I broke standard. I know everyone says that about their pet deck they built, but there are so many synergies in here and it has all been working so consistently.
Even Bomat is a deceptively powerful and versatile card. With Foundry Inspector out, its a free 1/1 haste. If I play it early, I can build up a stockpile of cards that I can draw around turn 4, in case I run out of gas and don't have my hellbent payoff cards of Lupine Prototype or Orrery out.
Many opponents spend removal on Bomat, which is fantastic for the rest of my deck. ALSO I have had a few situations where I top deck it, and use its discard ability as soon as I cast it, to achieve hellbent and allow my wolfies attack, or to turn on Orrery.
I am excited about this deck. I have no idea what the meta will look like, but atleast in the online Xmage and lackey meta, which isn't very good competition admittedly, I am dominating and achieving ridiculous things like untapping and drawing 4 cards on turn 6-7 and attacking with multiple Foundry creatures, copters, and lupine prototypes boosed by Reckless Bushwhacker. That sounds like magical christmas land but it keeps happening relatively consistently.
Even when my opponents destroy my orrery, I have sequestered Stash or Inventor's fair to get it back. Often times I don't even need Orrery to get wins.
If anyone else has been testing this please let me know. I don't know if my run of strong results are due to a fluke, and small sample size of games, or down to bad competition I'm going against.
I have taken out a land and replaced it with Metalwork Colossus. I will need to test more games to see if this leads to mana screw, but so far it has been good. If I do add another mountain, I'd probably take out a Cultivator's Caravan or Lupine Prototype.
Early game fast aggro with late game card advantage and ramp. this deck is crazy, especially when I start looping multiple Orrerys and drawing 7 a turn, which sometimes happens vs grindy control decks.
I want to see how the standard meta shapes up, so I can see if this deck is as busted as it has been so far or I'm just going up against really under powered decks.
4x Bomat Courier
4x Inventor's Apprentice
2x Ruinous Gremlin
4x Lupine Prototype
2x Reckless Bushwhacker
4x Chief of the Foundry
4x Foundry Inspector
1x Fleetwheel Cruiser
4x Fiery Temper
4x Smuggler's Copter
3x Ghirapur Orrery
3x Key to the City
1x Hanweir Battlements
1x Sequestered Stash
1x Geier Reach Sanitarium
2x Inventors' Fair
I've moved 2 Sequestered Stash and replaced them with 1x Hanweir Battlements and 1x Grier Reach. I have not tested with this land replacement but I'm sure it'll be fine. I really like the idea of Sequestered Stash but I rarely use it. I use Inventor's fair a lot, it is too bad it's a legendary, but 2 seems to be the right number.
I liked Colossus a lot but he has always acted as a win more card in this deck. I want to make room for a Skysovereign, Consul Flagship. It seems really powerful.
In Aether Revolt, I am hoping to see a decent 2 mana rock, and another decent 1 drop artifact creature. The deck is in a good place right now but I want to keep making it better.
Gremlin is a flex spot. Sometimes he's really good. Sometimes he's just a 1/1 for one. I added 2 of them in to help increase the odds that I have a turn 1 play and also, because as much as I love Bushwhacker, I had so many games where I had 2 in my hand and not enough to cast both on the same turn. 2 has been working for me.
Smuggles and Orrery are great. They allow me to play less copies of cards and still have a decent chance of getting them when I need them!
Foundry Inspector is broken if you are allowed to untap with it.
http://www.mtgsalvation.com/forums/the-game/legacy-type-1-5/developing-legacy/770827-primer-legacy-pili-pala
6 Mountain
4 Island
4 Aether Hub
3 Smoldering Marsh
2 Hanweir Battlements
1 Inventor's Fair
Creatures (21)
4 Bomat Courier
4 Lupine Prototype
4 Scrapheap Scrounger
4 Chief of the Foundry
4 Foundry Inspector
1 Metalwork Colossus
4 Harnessed Lightning
4 Smuggler's Copter
3 Key to the City
3 Fiery Temper
2 Saheeli Rai
2 Ghirapur Orrery
1 Skysovereign, Consul Flagship
3 Ceremonious Rejection
4 Galvanic Bombardment
1 Fiery Temper
4 Thought-Lnot Seer
2 Padeem, Consul of Innovation
1 Skysovereign, Consul Flagship
Here is a quick results. I didn't take notes of what I sided against which decks, unfortunately.
Round #1 vs Metallurgic Summmoning
Game #1 was a no contest, as he didn't draw any gaz to fuel his board.
Game #2 he managed to Engulf the Shores twice, but I had 2 Foundry Inspectors and 6 lands, so I could just recast basically for free. Stomped him pretty hard.
Score = 1-0
Round #2 vs Boros Vehicule
Game #1 I was over-aggroing him, but he dug a Skysovereign and crewed it with a Speedway Fanatic and a Gearshift Ace, then killed my Chief of the Foundry and my Inspector, leaving me with 2 Scroungers and a Key.
Game #2 he was mana screwed pretty intensively (he kept a 2-lander with a nice curve, but never drew any other land). Lupine'd him to death.
Game #3 we both had 2 Copters out, but he had 2 Motorists to crew them, which gave his Copters the upper hand. Couldn't find any removal in time.
Score = 1-1
Round #3 vs Pummeler
Game #1 he top-decked an Attune with Aether to get the missing energy to Pummel me to death. I had a Fiery temper in hand and he was at 2, but misused my lands during my turn and couldn't finish him. Should have won this game.
Game #2 he had the nut draw and made mincemeat out of me.
Score 1-2
-----------------------------
Overall, I think I should have tested the deck a bit more before the FNM. First time ever I played it was round 1 game 1, freshly sleeved. Also, Ceremonious Rejection should be maindecked to counter key vehicules or Emrakul.
EDIT: List.
5 Mountain
5 Island
4 Aether Hub
3 Smoldering Marsh
2 Hanweir Battlements
1 Inventor's Fair
Creatures (20)
4 Bomat Courier
4 Lupine Prototype
4 Scrapheap Scrounger
4 Chief of the Foundry
4 Foundry Inspector
4 Smuggler's Copter
3 Key to the City
4 Fiery Temper
4 Unlicensed Disintegration
2 Welding Sparks
2 Ghirapur Orrery
1 Skysovereign, Consul Flagship
4 Ceremonious Rejection
2 Saheeli Rai
2 Welding Sparks
1 Key to the City
2 Void Shatter
2 Padeem, Consul of Innovation
1 Skysovereign, Consul Flagship
1 Metalwork Colossus
The deck is beyond a blast to play, and I love Orrery as it + Key to the city give you UNREAL bump and grind for basically a mono red deck deck.
Not that I think it's too too relevant, but I don't know how to do the card linking etc, but here it is!
4 Foreboding Ruins
4 Smoldering Marsh
12 Mountains
3 Insolent Neonate
4 Inventor's Apprentice
4 Bomat Courier
4 KEY TO THE CITY (Easily the most fun and impacting card in the deck)
4 Lupine Prototype
4 Scrapheap Scrounger
3 Stromkirk Occultist
4 Fiery Temper
3 Reckless Bushwacker
3 Ghirapur Orrery
Sideboard
3 Incediary Flow
2 Nahiri's Wrath (great vs other aggro to activate lupine and wipe their board, sometimes on turn three ;D)
2 Avacyn's Judgment
4 Unlicensed Disintegration
4 Eternal Scourge (another great creature versus removal heavy decks + super combo with scrapheap)