The strategy behind the U/R Fevered Summonings deck is to control our opponent's threats with burn and counter magic until we can set up a Metallurgic Summonings to over run them with artifact tokens. The deck also uses Fevered Visions as a second method of winning the game, while providing us enough card draw to keep up a good hand of answers. After Metallurgic Summonings is on the board, continuing to remove and counter their threats with any of our instant or sorcery spells provides us with huge advantage, as we slow them down while building our own board.
The burn card choices:
galvanic bombardment - for 1 mana we get 2,3,4 or even 5 damage. This is a great card to keep the board clear early on. Its low casting cost can also be considered a downside though, as later on in the game, generating a 1/1 token won't be as useful.
incendiary flow - A solid burn spell against aggro decks. If not main, this card should definitely find its' way into the sideboard, in multiples.
harnessed lightning - Standards new staple burn spell, this card is definitely a 4 of. Not only can we deal up to 3 damage with it on its' first casting, we can also reserve the energy to unleash a larger second Harnessed lightning, or reserve the energy to help keep our aether hub's producing colored mana. Vice versa too, we can use the Hub's energy to power up the burn spell instead. We also get a 2/2 token on top of it later on.
Kozilek's return - This is more of a sideboard option against aggro and token decks, but shouldn't be ignored. I'd be sure to have 1 or 2 available in the side.
Fiery Temper - Another good choice if your looking to keep the burn spells in the deck more geared towards "creature or player". 3 mana for 3 damage is not great, but generating a 3/3 token later on with it could pay off versus a lower cost spell.
collective Defiance - Another fantastic card for this deck. 4 damage to a creature is huge, as it takes care of a lot of threats, or 3 damage to a player or planeswalker can help us keep walkers in check that may have resolved. In testing, it was always best to escalate this for both burn modes at once.
Geistblast - Another solid card choice, its' graveyard ability can really swing the game into our favor later on if we copy larger spells.
Flame Lash - The superstar burn card of the deck. very versatile. 4 damage to a creature or player (or planeswalker) at instant speed makes this our #1 way of dealing with a resolved walker. While 4 damage for 4 mana may not seem incredibly great, other cards in the deck such as torrential gearhulk and mirrorpool will make it shine further in the later game. We get a 4/4 off this spell too, which is a large threat on its' own.
The counterspell card choices:
negate - This is the best way to deal with planeswalkers for us, I highly recommend running at least a couple copies.
unsubstantiate - Versatile tempo card. While it doesn't actually counter a spell, it does slow the opponent down.
scatter to the winds - This will be the main counterspell in this deck. 3 mana for an unconditional counterspell is as good as it gets in standard, and later on in the game we can really take advantage of this card, as for 6 mana we get a spell countered, a 3/3 artifact creature, and a 3/3 animated land. Since the majority of turns we are going to be leaving mana up late game, taking advantage of the awaken cost shouldn't be an issue.
void shatter - The other main counter. 3 mana unconditional, with exiling is still great.
Spell Shrivel - Another good choice here as exiling is still relevant. A little easier on the mana to cast as well compared to scatter, although our mana base is not very greedy to begin with.
Insidious will - 4 cost and higher counters tend to be problematic, but this one offers a lot of versatility. I can see this being a blow out if your redirecting an anguished unmaking to one of their planeswalkers.
Insidious will - 5 mana for a counter is too much, but the investigate 3 is definitely a good upside.
The draw spell card choices:
Anticipate - No card advantage here, but digging 3 deep is good for 2 mana at instant speed. It can help us sort through counterspells or burn depending on whats happening, or find us a land.
Glimmer of Genius - This may be the premier draw spell for this deck. Scrying, card advantage, and some energy at instant speed is great. The 4 cmc is a bit high, but that may pay off later in the game when we are getting a 4/4 token with it.
Scour the Laboratory - Usually overlooked, this card can be great in certain situations. 6 mana for 3 cards is not groundbreaking by any means. However later in the game if we achieve delirium, we can cast this for 4 mana, draw 3 cards, and gain a 6/6 token. In addition, this is my #1 target for a Torrential Gearhulk. Imagine casting a torrential gearhulk, targeting Scour the Laboratory in the graveyard, drawing 3 cards and gaining a 6/6 token. That's a lot of value for 6 mana.
The Win Conditions:
Fevered Visions - No description needed here, as early as turn 3 we can be dealing 2 damage per turn while keeping our hand full. This card should however be sideboarded OUT in an aggro matchup.
Metallurgic Summonings - Our main win condition. Control the board until this lands. After that it should be smooth sailing to the win. Just watch out for board wipes as they can really swing the game into their favor afterwards. fumigate will be a thing. The second ability should only be used when a second summonings is in play. By the time you are able to utilize this ability though, the game should be yours anyways, if not, the advantage it brings will close it out for you.
Torrential Gearhulk - A 5/6 body with flash, that can flashback a free instant is insane. Keep him in hand as a flash blocker, or to flash back a counter spell.
Combustible Gearhulk - A slow bomb, but either 3 cards, or 6+ damage to the dome is a serious threat. I'd consider this sideboard for slower match ups.
Bedlam Reveler - An obvious mention, this card can easily be cast for 3-4 mana. His body is small, but drawing into 3 new cards off an empty hand is great.
Chandra, Torch of Defiance - You didn't think I wasn't going to mention Chandra? All 4 of her abilities are relevant in this deck. The choice is yours if you want to add her as an extra win condition, which could water down your total instant/sorcery count.
Chandra, Flamecaller - This may be a sideboard call, against slower matches or control decks. I don't think it is necessary mainboard.
Lands :
Wandering Fumarole - Coming into play tapped is an issue for this deck early game, but an additional source of both colors is nice since we no longer have pain lands. In testing I found I did not activate him as a creature very often. If your on the defense though and low on cards, a 1/4 blocker may just keep you alive.
MirrorPool - Since our mana base isn't greedy, we can afford a couple cards that produce colorless. Both of Mirror Pool's abilities are relevant here. Your either going to make a copy of torrential gearhulk and flash back an instant, or your going to want to copy a flame lash and go for the throat.
Blighted Cataract - A solid choice, drawing two cards off of a land is great late game. You have to commit 6 mana to this though, plus sacrificing the Cataract itself, so this is a super late game play.
Blighted Gorge - Gorge should be mentioned, but it probably isn't the best colorless land to be using.
Inventors' Fair - This should be a 1 or 2 of. Tutoring for our Gearhulks can be great late game. The life gain is there too, although negligible, and often not needed by the time we are at 3 + artifacts.
Aether Hub - An auto 4 of in this deck. Any color early game, or late game we can keep the energy available for a larger harnessed lightning. Also this is important as it adds colorless, which we need to activate mirror pool.
Match ups:
Control : - This appears to be our best match up. Most control decks are using 8-12 slots in their deck for spot removal. Since we are running a mostly creature-less deck... this leaves our opponents with a lot of dead cards to start. It should be noted however, that most control decks are also heavy on planeswalkers, which can be problematic for us if they resolve. Sideboard out your creature only burn, and side in additional counter spells such as Negate, and additional ways to deal with planeswalkers. Fevered visions should win you these matches.
Midrange : Midrange decks will be our worst matchup. You need to go into these matches with the mindset that large threats cannot hit the board. Since our build relies on burn damage to remove creatures, we can't usually deal enough damage to deal with large creatures. Hold up counters for big threats, don't counter things that you can burn. Don't tap out on turn 5 for metallurgic summonings unless you have a way to deal with a resolved verdurous gearhulk.
Aggro (Humans, R/G Energy, Dwarf vehicles) : This will be a rough match up for game 1. If they get a quick start your going to get run over. Sideboard in all your burn, and side out your counters. Take out Fevered Visions too, it'll help them more than you. You should be able to take games 2 and 3 post board. The strategy should be to string them along, long enough to run out of steam. From there, the game should go easily.
Id suggest finding room for some dynavolt towers, repeatable bolts seem good in a counterburn style deck. And you should have the concentration of spells needed to get the most out of it
I did consider dynavolt tower as well. However it has some issues. Number one, is turn 3 is a very important turn for this deck. Your either jamming fevered visions on the board, or your holding up mana expecting their turn 4 to have a threat, ready to counter. spending turn 3 on an artifact that doesn't do anything until later on is difficult to do. Your only getting 1 lightning bolt out of every 3 spells you cast. It is definitely a good card and it seems like it should belong, but when I played and built lists for this deck, there was just no room for it. It is also a super bad top deck as well.
With that being said, I could definitely see it helping against control if it were in the sideboard. Problem is, it is hard to justify wasting sideboard space on cards that help us in what is already our best match up.
Doesn't deal with vehicles and can't stop the various artifact decks (Like Mono U colossus) from resolving threats. That being said Unsubstantiate is pretty bad too.
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By: ol MISAKA lo
Cockatrice: Infallible
Mhjames: mtgsalvation: I DON'T SEE HOW THIS CARD IS GOOD. I KNOW PATRICK CHAPIN USED IT AND WENT 8-0, BUT THAT WAS A SMALL TOURNAMENT. THE CARD IS TOO SLOW. YOU NEED TO MAKE SURE THE OPPONENT HAS A SPELL IN THE GRAVEYARD
as a side note I believe Radiant flames is needed in this deck, we need something to catch us up if we fall behind (Aether Hub can produce the third colour for it).
Inventers fair seems less than useful at first but even having summons out making a couple 2/2s and 3/3s off spells isn't so game changing that we wouldn't like to tutor up the gearhulk.
I managed to have summons and two torrential gearhulk in a prerelease and let me tell you dropping one to flash back a burn spell and getting a 3/3 is back breaking. (Especially funny sense it was in 2hg with 2 fireweaver out to dome them for 8 also. Their faces were hilarious)
I'm not sure how I feel about confiscation coup. Sense most good things we'd want give value on cast or resolution, I feel like most times we would just want a counter spell. Now if we could get desertion in atandard...
I haven't done a lot of testing on it, but it seems like it deals with enough threats at such a lowered rate that it would be worth it. U/R spells is always going to be a tempo deck, and rebuff can really help with that tempo advantage. Also, it can stop Paradoxical Outcome, potentially, which is a big engine card with the mono blue affinity storm deck (which I think is the one you're referring to? If not then I'm not familiar with any turbo metalwork colossus decks).
Also, this type of deck banks on Fevered Visions to help deal with the slower, combo decks, and something like rebuff is there to slow down the beat down decks until you get your win engines online. All that being said unsubstantiate might be better, but I'm really high on weak leak, I have a sneaking suspicion it's going to be a thing.
Not sure that you understand Wandering Fumurole's role in the deck. Also why wouldn't you try to be all in on Unsubstantiate? Visions plays best in a tempo shell, but you're trying to get a 5 mana payoff card that you're not equipped to get to.
The presence of vehicles will only up the total amount oh hate for this deck. Maybe I'm way off base here but you need to be lower to the ground with more true board control or you will just get run over.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
So this is a list I am mulling over, far more removal focused and ditching the counter magic main board entirely.
Fevered Visions: I'm not comfortable with this in main deck until we see the state of the format. I still believe it is an amazing card but my gut says the format will be fast for the first couple of months. will likely bring it back in once the format becomes more developed, but for now keeping it in the sideboard.
Unlicensed Disintegration: one of the best removal spells in the format and in my opinion worth splashing.
I started with something similar to this deck and moved into Grixis Dynavolt/ Grixis energy, killing off the fevered visions (until Control establishes itself, when ill start testing it again). So far this has been really good against all the small creature aggro decks (R/B & R/W Dwarves, mono Red) post board its good against delerium and the weird ramp decks, and it grinds ok against straight control. Dynavolt being a consistent Lightning bolt has been really nice.
The sideboard is focused on planewalkers and the big eldrazi. I find I almost always sideboard in ceremonious rejection. It hits all devoid cards and of course all the vehicles.
I'm still not impressed with Dynavolt tower. I think there is enough burn without it. Hey who knows though, until we see the meta and how this deck interacts with the other tier 1 decks, we won't know for sure.
Cory placed 23 at Indy with this list, seems solid going back to a standard tempo strategy, couple of cheap threats and a heavy focus on removal to make sure they keep connecting
I've been playing this a lot on xMage. Its certainly good in a small creature meta (everyone is playing RW dwarves at the moment). And being able to Dynavolt to the face and redirect to Planeswalkers is the only reason to not pack up in game one against superfriends. Let's list the burn we get in KLD
Chandra’s Pyrohelix -> shock. ok goes to players or creatures. Fateful Showdown -> big cost. Good madness enabler, could be build around, but expensive (was initially in my build, tested poorly) Furious Reprisal -> another forked shock. havent tested, seems expensive, sorcery speed makes me like it less.
what am I missing? Instant speed 3 to the face while keeping up mana for other stuff seems pretty good. The setup is slow, but so far I have been really happy with my testing. Is it perfect? NOPE and it may not be good long term, but its seems really good against the small toughness decks.
Bump! Anyone have success? I've been running this deck with great success. Looking for ideas on tweaking the deck and what to side now that the meta is partially established
I'll be doing FNM tomorrow at my local store with a slightly revised list, but I don't have the lands to add black yet, so I'll be playing this straight U/R as usual.
Ishkana should be on people's radar in this deck. I've managed to stabilize a few games by playing her and her babies. I've found Delirium to be easy by turn 5 with Cathartic Reunion. And people are already on G so why not use the best creature?
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
This deck hasn't been brought up in awhile, but I've come up with a list that is doing really well at my local FNMs. I tried to make a Grixis Summonings deck to take advantage of Unlicensed Disintegration, but the mana base seemed clunky and the deck often never got where it needed to be in time. Instead I went back to the colors I am most comfortable playing and building and went all in on an Izzet build. I took more of a control approach to the deck and it does well against the Aetherworks and aggro type decks that people love to run in my local meta.
The win condition in the deck focuses around Part the Waterveil and Metallugic Summonings, but I've won many games off of just Gearhulk beatdowns. Another interesting thing I've noticed is that in game 1, if I am holding up mana for counters and removal every turn and then tap out for Summonings on turn 5, the opponent will often take that turn to play all their spells without being countered. This is fine if I am holding a Part the Waterveil or two and you can usually just steal wins off of chaining them together. I usually keep hands that have at least 3 lands and a mix of removal, counters, and a win condition. I'll keep 2 land hands or hands light on removal if I have Anticipate.
Against aggressive matchups I try to keep pressure off to drop a Summonings on 5 or 6 (Summonings and holding up mana for a Galvanic Bombardment is often enough to just turn the game. You can kill an attacking creature and generate a chump blocker). Another solid plan is flashing in a Gearhulk for Harnessed Lightning and as a blocker. As for sideboarding, I take out Void Shatter and Summary Dismissal (I leave in Negate to counter Smuggler's Copter or a planeswalker) and Jace, Unraveler of Secrets for Weaver of Lightning (this is especially good against U/W Spirits) and more removal in the form of Lightning Axe or Incendiary Flow depending on if I feel they have an Avacyn or, in the case of the B/R aggro decks, I need to exile creatures. Invasive Surgery is for matchups that have access to Lost Legacy or Declaration in Stone.
Aetherworks is a hard matchup, but completely winnable. It's the reason for the mainboard copy of Summary Dismissal. The important thing is to keep hands that have a way to stop Aetherworks from resolving. If an Emrakul does get resolved, if Metallurgic Summonings is out, it is hard for them to completely ruin your turn because anything they cast become a creature anyway. The worst the can do is run a Fumarole into Emrakul or cast a Gearhulk and not cast anything. Jace can also bounce Emrakul with his -2 ability and they generally cannot cast her again. Sideboard strategy for this deck is take out Chandra, Galvanic Bombardment, and a couple Harnessed Lightnings and bring in Summary Dismissal, Ceremonious Rejection, Incendiary Flow, and Lightning Axe. Summary Dismissal and Ceremonious Rejection are obviously for stopping Aetherworks Marvel. Incendiary Flow just to put on more pressure. Lightning Axe is to kill Ishkana (if they are running her in their list).
Fevered Visions is for control and GB delirium matchups. Control matchups are a piece of cake if you can resolve a Fevered Visions or Metallurgic Summonings. GB delirium isn't too difficult if you keep them off of Liliana. The most difficult thing about this matchup is dealing with Grim Flayer before it gets out of range of Harnessed Lightning. In that case you, have to wait for a Glimmer of Genius before you have enough energy.
I'm interested in hearing what you guys think about this deck and what improvements you think I could make. One idea I had was putting in a couple of Aether Hubs to take advantage of the energy I am producing from Glimmer and Harnessed Lightning or to be able to cast a 4 damage Harnessed Lightning without cast a Glimmer first.
Pardon, why does this deck need green? Summoning's is a win con that screams to be in a spells based deck. It's found a shell in UB and has seen play out of Jeskai sideboard's. Summoning's backed by Gearhulk's is the plan for G1 and the Fevered Visions package is nice against G/B and control.
As personal choice, I dislike control decks that include green. Is Part the Waterveil necessary? Is 4x Summoning's necessary? I'd think some of that is overkill. I'd rather see some Towers in the main, and the 4th Gearhulk.
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Standard Arena: Eh? Gruul or Die
Modern: Decks I'm playing right now: G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record) C Eldrazi Tron (9-5) UG Infect RW Burn
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The strategy:
The strategy behind the U/R Fevered Summonings deck is to control our opponent's threats with burn and counter magic until we can set up a Metallurgic Summonings to over run them with artifact tokens. The deck also uses Fevered Visions as a second method of winning the game, while providing us enough card draw to keep up a good hand of answers. After Metallurgic Summonings is on the board, continuing to remove and counter their threats with any of our instant or sorcery spells provides us with huge advantage, as we slow them down while building our own board.
The burn card choices:
galvanic bombardment - for 1 mana we get 2,3,4 or even 5 damage. This is a great card to keep the board clear early on. Its low casting cost can also be considered a downside though, as later on in the game, generating a 1/1 token won't be as useful.
incendiary flow - A solid burn spell against aggro decks. If not main, this card should definitely find its' way into the sideboard, in multiples.
harnessed lightning - Standards new staple burn spell, this card is definitely a 4 of. Not only can we deal up to 3 damage with it on its' first casting, we can also reserve the energy to unleash a larger second Harnessed lightning, or reserve the energy to help keep our aether hub's producing colored mana. Vice versa too, we can use the Hub's energy to power up the burn spell instead. We also get a 2/2 token on top of it later on.
Kozilek's return - This is more of a sideboard option against aggro and token decks, but shouldn't be ignored. I'd be sure to have 1 or 2 available in the side.
Fiery Temper - Another good choice if your looking to keep the burn spells in the deck more geared towards "creature or player". 3 mana for 3 damage is not great, but generating a 3/3 token later on with it could pay off versus a lower cost spell.
collective Defiance - Another fantastic card for this deck. 4 damage to a creature is huge, as it takes care of a lot of threats, or 3 damage to a player or planeswalker can help us keep walkers in check that may have resolved. In testing, it was always best to escalate this for both burn modes at once.
Geistblast - Another solid card choice, its' graveyard ability can really swing the game into our favor later on if we copy larger spells.
Flame Lash - The superstar burn card of the deck. very versatile. 4 damage to a creature or player (or planeswalker) at instant speed makes this our #1 way of dealing with a resolved walker. While 4 damage for 4 mana may not seem incredibly great, other cards in the deck such as torrential gearhulk and mirrorpool will make it shine further in the later game. We get a 4/4 off this spell too, which is a large threat on its' own.
The counterspell card choices:
negate - This is the best way to deal with planeswalkers for us, I highly recommend running at least a couple copies.
unsubstantiate - Versatile tempo card. While it doesn't actually counter a spell, it does slow the opponent down.
scatter to the winds - This will be the main counterspell in this deck. 3 mana for an unconditional counterspell is as good as it gets in standard, and later on in the game we can really take advantage of this card, as for 6 mana we get a spell countered, a 3/3 artifact creature, and a 3/3 animated land. Since the majority of turns we are going to be leaving mana up late game, taking advantage of the awaken cost shouldn't be an issue.
void shatter - The other main counter. 3 mana unconditional, with exiling is still great.
Spell Shrivel - Another good choice here as exiling is still relevant. A little easier on the mana to cast as well compared to scatter, although our mana base is not very greedy to begin with.
Insidious will - 4 cost and higher counters tend to be problematic, but this one offers a lot of versatility. I can see this being a blow out if your redirecting an anguished unmaking to one of their planeswalkers.
Insidious will - 5 mana for a counter is too much, but the investigate 3 is definitely a good upside.
The draw spell card choices:
Anticipate - No card advantage here, but digging 3 deep is good for 2 mana at instant speed. It can help us sort through counterspells or burn depending on whats happening, or find us a land.
Glimmer of Genius - This may be the premier draw spell for this deck. Scrying, card advantage, and some energy at instant speed is great. The 4 cmc is a bit high, but that may pay off later in the game when we are getting a 4/4 token with it.
Scour the Laboratory - Usually overlooked, this card can be great in certain situations. 6 mana for 3 cards is not groundbreaking by any means. However later in the game if we achieve delirium, we can cast this for 4 mana, draw 3 cards, and gain a 6/6 token. In addition, this is my #1 target for a Torrential Gearhulk. Imagine casting a torrential gearhulk, targeting Scour the Laboratory in the graveyard, drawing 3 cards and gaining a 6/6 token. That's a lot of value for 6 mana.
The Win Conditions:
Fevered Visions - No description needed here, as early as turn 3 we can be dealing 2 damage per turn while keeping our hand full. This card should however be sideboarded OUT in an aggro matchup.
Metallurgic Summonings - Our main win condition. Control the board until this lands. After that it should be smooth sailing to the win. Just watch out for board wipes as they can really swing the game into their favor afterwards. fumigate will be a thing. The second ability should only be used when a second summonings is in play. By the time you are able to utilize this ability though, the game should be yours anyways, if not, the advantage it brings will close it out for you.
Torrential Gearhulk - A 5/6 body with flash, that can flashback a free instant is insane. Keep him in hand as a flash blocker, or to flash back a counter spell.
Combustible Gearhulk - A slow bomb, but either 3 cards, or 6+ damage to the dome is a serious threat. I'd consider this sideboard for slower match ups.
Bedlam Reveler - An obvious mention, this card can easily be cast for 3-4 mana. His body is small, but drawing into 3 new cards off an empty hand is great.
Chandra, Torch of Defiance - You didn't think I wasn't going to mention Chandra? All 4 of her abilities are relevant in this deck. The choice is yours if you want to add her as an extra win condition, which could water down your total instant/sorcery count.
Chandra, Flamecaller - This may be a sideboard call, against slower matches or control decks. I don't think it is necessary mainboard.
Lands :
Wandering Fumarole - Coming into play tapped is an issue for this deck early game, but an additional source of both colors is nice since we no longer have pain lands. In testing I found I did not activate him as a creature very often. If your on the defense though and low on cards, a 1/4 blocker may just keep you alive.
MirrorPool - Since our mana base isn't greedy, we can afford a couple cards that produce colorless. Both of Mirror Pool's abilities are relevant here. Your either going to make a copy of torrential gearhulk and flash back an instant, or your going to want to copy a flame lash and go for the throat.
Blighted Cataract - A solid choice, drawing two cards off of a land is great late game. You have to commit 6 mana to this though, plus sacrificing the Cataract itself, so this is a super late game play.
Blighted Gorge - Gorge should be mentioned, but it probably isn't the best colorless land to be using.
Inventors' Fair - This should be a 1 or 2 of. Tutoring for our Gearhulks can be great late game. The life gain is there too, although negligible, and often not needed by the time we are at 3 + artifacts.
Aether Hub - An auto 4 of in this deck. Any color early game, or late game we can keep the energy available for a larger harnessed lightning. Also this is important as it adds colorless, which we need to activate mirror pool.
Match ups:
Control : - This appears to be our best match up. Most control decks are using 8-12 slots in their deck for spot removal. Since we are running a mostly creature-less deck... this leaves our opponents with a lot of dead cards to start. It should be noted however, that most control decks are also heavy on planeswalkers, which can be problematic for us if they resolve. Sideboard out your creature only burn, and side in additional counter spells such as Negate, and additional ways to deal with planeswalkers. Fevered visions should win you these matches.
Midrange : Midrange decks will be our worst matchup. You need to go into these matches with the mindset that large threats cannot hit the board. Since our build relies on burn damage to remove creatures, we can't usually deal enough damage to deal with large creatures. Hold up counters for big threats, don't counter things that you can burn. Don't tap out on turn 5 for metallurgic summonings unless you have a way to deal with a resolved verdurous gearhulk.
Aggro (Humans, R/G Energy, Dwarf vehicles) : This will be a rough match up for game 1. If they get a quick start your going to get run over. Sideboard in all your burn, and side out your counters. Take out Fevered Visions too, it'll help them more than you. You should be able to take games 2 and 3 post board. The strategy should be to string them along, long enough to run out of steam. From there, the game should go easily.
Sample Deck Lists:
3 Metallurgic Summons
3 Torrential Gearhulk
2 Insidous Will
3 Scatter to the winds
3 Negate
2 Void Shatter
2 Unsubstantiate
1 Scour the Laboratory
4 Collective Defiance
4 Galvanic Bombardment
1 Inventors' Fair
4 Aether Hub
3 Wandering Fumarole
4 Spirebluff Canal
1 Blighted Cataract
1 Mirror pool
6 Island
5 Mountain
3 Metallurgic Summons
3 Torrential Gearhulk
2 Chandra, Torch of Defiance
3 Glimmer of Genius
4 Scatter to the winds
2 Negate
3 Void Shatter
3 Collective Defiance
4 Flame Lash
1 Inventors' Fair
4 Aether Hub
3 Wandering Fumarole
4 Spirebluff Canal
1 Mirror pool
6 Island
6 Mountain
These lists can be changed, and catered to your liking very easily. Some of the card choices will also change as the new meta is established.
Modern: WURG Twin
Standard: Mardu Planeswalkers
http://www.mtgsalvation.com/forums/the-game/standard-type-2/deck-creation-standard/661834-mardu-planeswalker?comment=1
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With that being said, I could definitely see it helping against control if it were in the sideboard. Problem is, it is hard to justify wasting sideboard space on cards that help us in what is already our best match up.
Modern: WURG Twin
Standard: Mardu Planeswalkers
http://www.mtgsalvation.com/forums/the-game/standard-type-2/deck-creation-standard/661834-mardu-planeswalker?comment=1
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Doesn't deal with vehicles and can't stop the various artifact decks (Like Mono U colossus) from resolving threats. That being said Unsubstantiate is pretty bad too.
By: ol MISAKA lo
Cockatrice: Infallible
as a side note I believe Radiant flames is needed in this deck, we need something to catch us up if we fall behind (Aether Hub can produce the third colour for it).
I managed to have summons and two torrential gearhulk in a prerelease and let me tell you dropping one to flash back a burn spell and getting a 3/3 is back breaking. (Especially funny sense it was in 2hg with 2 fireweaver out to dome them for 8 also. Their faces were hilarious)
I'm not sure how I feel about confiscation coup. Sense most good things we'd want give value on cast or resolution, I feel like most times we would just want a counter spell. Now if we could get desertion in atandard...
Modern: WURG Twin
Standard: Mardu Planeswalkers
http://www.mtgsalvation.com/forums/the-game/standard-type-2/deck-creation-standard/661834-mardu-planeswalker?comment=1
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Also, this type of deck banks on Fevered Visions to help deal with the slower, combo decks, and something like rebuff is there to slow down the beat down decks until you get your win engines online. All that being said unsubstantiate might be better, but I'm really high on weak leak, I have a sneaking suspicion it's going to be a thing.
The presence of vehicles will only up the total amount oh hate for this deck. Maybe I'm way off base here but you need to be lower to the ground with more true board control or you will just get run over.
Cockatrice username: Blackcat77
Fevered Visions: I'm not comfortable with this in main deck until we see the state of the format. I still believe it is an amazing card but my gut says the format will be fast for the first couple of months. will likely bring it back in once the format becomes more developed, but for now keeping it in the sideboard.
Unlicensed Disintegration: one of the best removal spells in the format and in my opinion worth splashing.
Corrupted Grafstone: a good source of mana ramp also turns on Unlicensed Disintegration
Radiant Flames: I am betting on the speed of the format, this will help us clean up a messy board in the early game and allow us to stabilise.
Goblin Dark-Dwellers: Feels like straight value in this deck and is one of the reasons to go more removal heavy compared to counter magic.
Live Fast: good source of card advantage with the bonus of growing future Harnessed Lightning, also a good hit for Goblin Dark-Dwellers.
Land base is almost assuredly wrong, will need to work on it some more.
4 Goblin dark-dwellers
4 Corrupted Grafstone
4 Metallurgic Summonings
3 Glimmer of genius
4 Harnessed Lightning
4 Unlicensed Disintegration
4 Galvanic Bombardment
2 Live Fast
3 Radiant Flames
4 Aether Hub
4 Wandering Fumarole
4 Spirebluff Canal
4 Evolving Wilds
5 Mountain
1 Swamp
2 Island
Side-Board: (barely tested this sideboard, just took my old Thermo sideboard and changed a few things)
2 Summary Dismissal
3 Spell Shrivel
3 Ruinous Path
2 Negate
4 Fevered Visions
2 Confiscation Coup
3 Live Fast
4 Die Young
instants
4 Unlicensed Disintegration
4 Glimmer of Genius
4 Galvanic Bombardment
4 Harnessed Lightning
3 Grasp of Darkness
4 Dynavolt Tower
Payoff
2 Torrential Gearhulk
2 Metallurgic Summonings
lands
1 Swamp
4 Island
5 Mountain
3 Wandering Fumarole
4 Smoldering Marsh
4 Sunken Hollow
4 Aether Hub
The sideboard is focused on planewalkers and the big eldrazi. I find I almost always sideboard in ceremonious rejection. It hits all devoid cards and of course all the vehicles.
3 Summary Dismissal
3 Radiant Flames
2 Lost Legacy
1 Negate
3 Ceremonious Rejection
3 Ruinous Path
Cory placed 23 at Indy with this list, seems solid going back to a standard tempo strategy, couple of cheap threats and a heavy focus on removal to make sure they keep connecting
Modern: WURG Twin
Standard: Mardu Planeswalkers
http://www.mtgsalvation.com/forums/the-game/standard-type-2/deck-creation-standard/661834-mardu-planeswalker?comment=1
Monthly Proxy Legacy
Charlotte/Greensboro area, NC
Pm me for details
Chandra’s Pyrohelix -> shock. ok goes to players or creatures.
Fateful Showdown -> big cost. Good madness enabler, could be build around, but expensive (was initially in my build, tested poorly)
Furious Reprisal -> another forked shock. havent tested, seems expensive, sorcery speed makes me like it less.
what am I missing? Instant speed 3 to the face while keeping up mana for other stuff seems pretty good. The setup is slow, but so far I have been really happy with my testing. Is it perfect? NOPE and it may not be good long term, but its seems really good against the small toughness decks.
Cockatrice username: Blackcat77
3x Torrential Gearhulk
Instants:
4x Anticipate
4x Galvanic Bombardment
4x Glimmer of Genius
4x Harnessed Lightning
3x Negate
1x Summary Dismissal
2x Void Shatter
4x Part the Waterveil
Enchantments:
4x Metallurgic Summonings
Planeswalkers:
2x Chandra, Torch of Defiance
1x Jace, Unraveler of Secrets
Land:
10x Island
6x Mountain
4x Spirebluff Canal
4x Wandering Fumarole
2x Ceremonious Rejection
4x Fevered Visions
2x Incendiary Flow
2x Invasive Surgery
2x Lightning Axe
1x Summary Dismissal
2x Weaver of Lightning
The win condition in the deck focuses around Part the Waterveil and Metallugic Summonings, but I've won many games off of just Gearhulk beatdowns. Another interesting thing I've noticed is that in game 1, if I am holding up mana for counters and removal every turn and then tap out for Summonings on turn 5, the opponent will often take that turn to play all their spells without being countered. This is fine if I am holding a Part the Waterveil or two and you can usually just steal wins off of chaining them together. I usually keep hands that have at least 3 lands and a mix of removal, counters, and a win condition. I'll keep 2 land hands or hands light on removal if I have Anticipate.
Against aggressive matchups I try to keep pressure off to drop a Summonings on 5 or 6 (Summonings and holding up mana for a Galvanic Bombardment is often enough to just turn the game. You can kill an attacking creature and generate a chump blocker). Another solid plan is flashing in a Gearhulk for Harnessed Lightning and as a blocker. As for sideboarding, I take out Void Shatter and Summary Dismissal (I leave in Negate to counter Smuggler's Copter or a planeswalker) and Jace, Unraveler of Secrets for Weaver of Lightning (this is especially good against U/W Spirits) and more removal in the form of Lightning Axe or Incendiary Flow depending on if I feel they have an Avacyn or, in the case of the B/R aggro decks, I need to exile creatures. Invasive Surgery is for matchups that have access to Lost Legacy or Declaration in Stone.
Aetherworks is a hard matchup, but completely winnable. It's the reason for the mainboard copy of Summary Dismissal. The important thing is to keep hands that have a way to stop Aetherworks from resolving. If an Emrakul does get resolved, if Metallurgic Summonings is out, it is hard for them to completely ruin your turn because anything they cast become a creature anyway. The worst the can do is run a Fumarole into Emrakul or cast a Gearhulk and not cast anything. Jace can also bounce Emrakul with his -2 ability and they generally cannot cast her again. Sideboard strategy for this deck is take out Chandra, Galvanic Bombardment, and a couple Harnessed Lightnings and bring in Summary Dismissal, Ceremonious Rejection, Incendiary Flow, and Lightning Axe. Summary Dismissal and Ceremonious Rejection are obviously for stopping Aetherworks Marvel. Incendiary Flow just to put on more pressure. Lightning Axe is to kill Ishkana (if they are running her in their list).
Fevered Visions is for control and GB delirium matchups. Control matchups are a piece of cake if you can resolve a Fevered Visions or Metallurgic Summonings. GB delirium isn't too difficult if you keep them off of Liliana. The most difficult thing about this matchup is dealing with Grim Flayer before it gets out of range of Harnessed Lightning. In that case you, have to wait for a Glimmer of Genius before you have enough energy.
I'm interested in hearing what you guys think about this deck and what improvements you think I could make. One idea I had was putting in a couple of Aether Hubs to take advantage of the energy I am producing from Glimmer and Harnessed Lightning or to be able to cast a 4 damage Harnessed Lightning without cast a Glimmer first.
As personal choice, I dislike control decks that include green. Is Part the Waterveil necessary? Is 4x Summoning's necessary? I'd think some of that is overkill. I'd rather see some Towers in the main, and the 4th Gearhulk.
Modern: Decks I'm playing right now:
G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record)
C Eldrazi Tron (9-5)
UG Infect
RW Burn