Basically, if you have these three on the field, you can essentially play a creature, and then pay X to get X 2/2's.
If you have any multiples, you can get up to 5/5s, you can generate a ton of energy, the most limiting thing is making the army due to the mana constraints, but its quite an interesting/fun design that pairs well with some of the affinity cards like Metalwork Colossus and Aethersquall Ancient.
Added all of the neat colorless lands, the artifact support creatures, added a 1 drop artifact creature for defense due to the speed of the format as the deck likely can't survive it as it is.
Added Dynavolt Tower for a non-engine type of energy consumption artifact even though its basically no good without the engine overproducing creatures....
Stoneforge Masterwork is simply in there because the deck aims to make a servo army.
This would probably be better as a blue variation of the deck, I feel like these three main cards would be best with a lot of mana really, so I wonder if Ghirapur Orrery might be warranted due to the mana constraints, Panharmonicon doesn't work quite as well as it depends on Decoction Module. Maybe the army generation effect is good enough defense to allow for Westvale Abbey to be a good win con as well, we'll see.
Thoughts?
Private Mod Note
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The red mage lives by the variance and dies by the variance. May the variance be with you, always.
Cut the towers, as much as I like it it is useless unless you are already doing stuff. I also suggest going at least blue and red if not more colors because that gets you herald of kozilek as another coat reducer if you want him, and it let's you run most of the artifacts matter cards.
Oh and virtuoso deserves a spot, as he can start you modular loop without using mana, which you really want sense, as you said, mana is all that limits your loop each turn, and gives you a solid outlet for your energy counters with a small army of fliers, which can be pumped by fabrication module or chief of the foundry.
filigree familiar can be something else, like herald of kozilek but i dont think you have a high enough curve to need a full 8 cost reducers, and familiar is a great little card that helps your artifact synergies. of the three modules, animation is the worst in multiples, by a lot, second copy is virtually useless. the other ones net you extra resources but that one does nothing so i moved it to 3, i would drop it to 2 if you had more ways to find it but three should be okay. and with these changes you add plenty of effects to make a few panharmonicons worth while to try out.
I have a grixis artifacts matter list that runs the modules, but I haven't been able to test it yet.
So I've been doing some testing with the modules, and I've come to the conclusion that Whirler Virtuoso is one of the best things you can be doing with the modules. For one thing, it lets you occasionally steal games by going infinite, but even without going infinite, you can just go so wide and pump your team so much that you end up winning the game in one attack with a 20/22 Glint-Nest Crane.
So I've been doing some testing with the modules, and I've come to the conclusion that Whirler Virtuoso is one of the best things you can be doing with the modules. For one thing, it lets you occasionally steal games by going infinite, but even without going infinite, you can just go so wide and pump your team so much that you end up winning the game in one attack with a 20/22 Glint-Nest Crane.
How's your list looking? Are you in any other colors besides UR? Also have you found any issues with the deck being too slow or durdly in a vehicle Aggro-heavy meta?
So I've been doing some testing with the modules, and I've come to the conclusion that Whirler Virtuoso is one of the best things you can be doing with the modules. For one thing, it lets you occasionally steal games by going infinite, but even without going infinite, you can just go so wide and pump your team so much that you end up winning the game in one attack with a 20/22 Glint-Nest Crane.
How's your list looking? Are you in any other colors besides UR? Also have you found any issues with the deck being too slow or durdly in a vehicle Aggro-heavy meta?
Theres about 2-4 flex spots beyond this core of cards, and then 22-24 lands.
This has actually been doing much better in testing than I thought it would. Last FNM I played with it, I beat G/W midrange, G/B delirium aggro, U/R Fevered Visions, and Temur Emerge. Lost only to R/W vehicles when I couldnt find any removal spells at all gameso 2 and 3.
Does your deck run lands that produce mana that can meet a "generic mana" cost requirement? Yes.
Does your deck run creatures or things that make creatures? Yes.
Does your deck want to win games? (uncertain)
If so, Smuggler's Copter and Filigree Familiar seem good. I get that you want to run the combo, but there's no reason the other deck slots have to be bad cards.
I think you should run some kind of side-combo. Either play black for Syndicate Trafficker (which goes off with just a single Animation Module, even without the other stuff) or play UR for Whirler Virtuoso (which goes off with the energy modules). Both is too ambitious.
If you stay with 24 colorless lands, a few things:
-don't run 4 Inventors' Fair. Legendary.
-Thought-Knot Seer (your combo goes off when you play creatures, not necessarily artifacts)
-Matter Reshaper
-Spatial Contortion should steal you a ton of games, killing Copter and a lot of relevant things
Definitely some interesting decks here, one thing I'm curious about is why sanctum of ugin? I don't believe there are any 7 cost colorless spells in this except maybe the original list with the metalwork colossus or whatever?
Basically, if you have these three on the field, you can essentially play a creature, and then pay X to get X 2/2's.
If you have any multiples, you can get up to 5/5s, you can generate a ton of energy, the most limiting thing is making the army due to the mana constraints, but its quite an interesting/fun design that pairs well with some of the affinity cards like Metalwork Colossus and Aethersquall Ancient.
4 Thraben Gargoyle
4 Foundry Inspector
4 Chief of the Foundry
4 Metalwork Colossus
Artifacts (20)
4 Animation Module
4 Decoction Module
4 Fabrication Module
4 Dynavolt Tower
4 Stoneforge Masterwork
4 Sequestered Stash
4 Sea Gate Wreckage
4 Westvale Abbey
4 Inventors' Fair
4 Ruins of Oran-Rief
4 Sanctum of Ugin
Added all of the neat colorless lands, the artifact support creatures, added a 1 drop artifact creature for defense due to the speed of the format as the deck likely can't survive it as it is.
Added Dynavolt Tower for a non-engine type of energy consumption artifact even though its basically no good without the engine overproducing creatures....
Stoneforge Masterwork is simply in there because the deck aims to make a servo army.
This would probably be better as a blue variation of the deck, I feel like these three main cards would be best with a lot of mana really, so I wonder if Ghirapur Orrery might be warranted due to the mana constraints, Panharmonicon doesn't work quite as well as it depends on Decoction Module. Maybe the army generation effect is good enough defense to allow for Westvale Abbey to be a good win con as well, we'll see.
Thoughts?
Oh and virtuoso deserves a spot, as he can start you modular loop without using mana, which you really want sense, as you said, mana is all that limits your loop each turn, and gives you a solid outlet for your energy counters with a small army of fliers, which can be pumped by fabrication module or chief of the foundry.
changes to your decklist i would recommend are:
-4 dynavolt tower
-4 thrabedn gargoyle
-4 metalwork colossus
-1 animation module
-2 stoneforge masterwork
+4 reckless fireweaver
+3 whirler virtuoso
+3 glint-nest crane
+4 filigree familiar
+2 panharmonicon
filigree familiar can be something else, like herald of kozilek but i dont think you have a high enough curve to need a full 8 cost reducers, and familiar is a great little card that helps your artifact synergies. of the three modules, animation is the worst in multiples, by a lot, second copy is virtually useless. the other ones net you extra resources but that one does nothing so i moved it to 3, i would drop it to 2 if you had more ways to find it but three should be okay. and with these changes you add plenty of effects to make a few panharmonicons worth while to try out.
I have a grixis artifacts matter list that runs the modules, but I haven't been able to test it yet.
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
I'm wondering if Fumigate and Tidy Conclusion are really good choices as they can reset the game in a sense while leaving your engine on the board.
How's your list looking? Are you in any other colors besides UR? Also have you found any issues with the deck being too slow or durdly in a vehicle Aggro-heavy meta?
WB Eldrazi Processors BW
Legacy:
WUBRGLandless DredgeGRBUW
EDH:
BGMeren of Clan Nel TothGB
WUBrago, King Eternal (Budget!)UW
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
Currently, I'm running:
4x Aether Theorist
4x Aethertorch Renegade
4x Whirler Virtuoso
4x Glint-Nest Crane
4x Decoction Module
2x Fabrication Module
2x Aetherworks Marvel
1x Panharmonicon
1x Saheeli Rai
4x Harnessed Lightning
4x Aether Meltdown
Theres about 2-4 flex spots beyond this core of cards, and then 22-24 lands.
This has actually been doing much better in testing than I thought it would. Last FNM I played with it, I beat G/W midrange, G/B delirium aggro, U/R Fevered Visions, and Temur Emerge. Lost only to R/W vehicles when I couldnt find any removal spells at all gameso 2 and 3.
Does your deck run creatures or things that make creatures? Yes.
Does your deck want to win games? (uncertain)
If so, Smuggler's Copter and Filigree Familiar seem good. I get that you want to run the combo, but there's no reason the other deck slots have to be bad cards.
I think you should run some kind of side-combo. Either play black for Syndicate Trafficker (which goes off with just a single Animation Module, even without the other stuff) or play UR for Whirler Virtuoso (which goes off with the energy modules). Both is too ambitious.
If you stay with 24 colorless lands, a few things:
-don't run 4 Inventors' Fair. Legendary.
-Thought-Knot Seer (your combo goes off when you play creatures, not necessarily artifacts)
-Matter Reshaper
-Spatial Contortion should steal you a ton of games, killing Copter and a lot of relevant things
Here are a couple takes on it:
3 Animation Module
3 Fabrication Module
4 Decoction Module
//Creatures: 18
4 Thraben Gargoyle
4 Filigree Familiar
4 Matter Reshaper
4 Thought-Knot Seer
2 Reality Shifter
4 Spatial Contortion
2 Warping Wail
2 Titan's Presence
//Lands: 24
1 Inventors' Fair
3 Aether Hub
4 Sequestered Stash
4 Sea Gate Wreckage
4 Westvale Abbey
4 Ruins of Oran-Rief
4 Sanctum of Ugin
4 Animation Module
2 Fabrication Module
2 Decoction Module
//Creatures: 19
4 Syndicate Trafficker
4 Scrapheap Scrounger
4 Smuggler's Copter
4 Filigree Familiar
3 Drana, Liberator of Malakir
4 Grasp of Darkness
3 Live Fast
3 Murder
//Lands: 23
4 Westvale Abbey
2 Blighted Fen
17 Swamp
4 Reckless Fireweaver
4 Glint-Nest Crane
4 Smuggler's Copter
4 Whirler Virtuoso
3 Filigree Familiar
2 Animation Module
2 Fabrication Module
4 Decoction Module
1 Panharmonicon
//Spells: 8
4 Harnessed Lightning
4 Aether Meltdown
4 Aether Hub
4 UR dual
4 UR manland
6 Island
6 Mountain
4x Unlicensed Disintegration
2x Grasp of Darkness
Artifacts 12
4x Animation Module
4x Decoction Module
4x Fabrication Module
4x Endless One
4x Matter Reshaper
4x Pia Nalaar
4x Aetherborn Marauder
4x Metalwork Colossus
4x Foreboding Ruins
4x Smoldering Marsh
4x Westvale Abbey
4x Ruins of Oran-Rief
4x Swamp
2x Mountain
Some of my initial thoughts are:
Electrostatic Pummeler Might be a good swap for Aetherborn Marauder, as it would be nice to have an energy sink. In that regards Aethertorch Renegade or Dynavolt Tower might would also work.
What are your thoughts?
My Trades
http://forums.mtgsalvation.com/showthread.php?t=459514