basically the idea is to build a URx control deck around these cards. Counterspells, burn, draw spells, etc. all play into the roll of metallurgic summonings. Summonings turns your removal spells into creature value and only get better in multiples. Late game you have a win condition of returning all your spells to your hand and casting fateful showdown to win.
Here's a sample decklist of what I've basically envisioned the deck to look like in 2 color form:
black:
The black splash is rough. most of the good black spells are double black, but ruinous path in particular really helps against walkers instead of having to use a bunch of burn.
Weaknesses
The deck runs few actual win conditions. There are times where you simply burn your opponent out, but for the most part you either win with metallurgic summonings either creating a swarm of artifacts or bringing back fateful showdown and a bunch of spells.
This means that lost legacy can pretty well tear you apart. Transgress the mind is harsh if it actually takes a summonings. the good news is that this deck makes a pretty good counterspell deck.
Strengths
You have LOTS of removal. So strategies that rely on synergies like WR vehicles are pretty easy to tear apart. Amalgam decks can be kind of rough, but splashing white for declaration in stone and running more incendiary flows helps a lot in that regard.
Your win conditions are pretty hard to actually interact with. There aren't many cards that actually answer a resolved summonings. If you can just keep from getting run over you're going to win the long game. You also have a lot of card draw and filtering with this deck so finding multiple copies of summonings happens pretty consistently.
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Big thanks to DarkNightCavalier from heroes of the planes studios for the sig!
I think you are missing one of the biggest pieces of synergy with Metallurgic Summonings. You want to be playing some number of Torrential Gearhulk and Goblin Dark-dwellers. These cards give you alternative win conditions but also let you cheat in spells that give you triggers for Metallurgic Summoning. Imagine dropping a turn 5 Metallugic Summonings and then passing on turn 6. You can flash in Torrential Gearhulk as a blocker, to counter a spell, draw two cards with Glimmer of Genius, or use a burn spell and get a X/X artifact creature all for 6 mana. The value is insane and you will almost surely be shifting the tempo of the game back toward you. I also think that a black splash should be considered more if only for Unlicensed Disintegration and some sideboard tech. It also will make playing Radiant Flames better (Aether Hub is great for the splash and just making Radiant Flames hit for 3.)
This deck has a lot of promise but definitely needs tuning. You reallllly shouldn't be playing select for inspection
Galvanic bombardments is far superior
basically the idea is to build a URx control deck around these cards. Counterspells, burn, draw spells, etc. all play into the roll of metallurgic summonings. Summonings turns your removal spells into creature value and only get better in multiples. Late game you have a win condition of returning all your spells to your hand and casting fateful showdown to win.
Here's a sample decklist of what I've basically envisioned the deck to look like in 2 color form:
4 galvanic bombardment
3 select for inspection
4 harnessed lightning
3 incendiary flow
3 anticipate
2 negate
4 collective defiance
2 fateful showdown
2 glimmer of genius
1 insidious will
4 dynavolt tower
4 metallurgic summonings
24 land
Other cards to splash for
white:
blessed alliance
declaration in stone
fumigate
black:
The black splash is rough. most of the good black spells are double black, but ruinous path in particular really helps against walkers instead of having to use a bunch of burn.
Weaknesses
The deck runs few actual win conditions. There are times where you simply burn your opponent out, but for the most part you either win with metallurgic summonings either creating a swarm of artifacts or bringing back fateful showdown and a bunch of spells.
This means that lost legacy can pretty well tear you apart. Transgress the mind is harsh if it actually takes a summonings. the good news is that this deck makes a pretty good counterspell deck.
Strengths
You have LOTS of removal. So strategies that rely on synergies like WR vehicles are pretty easy to tear apart. Amalgam decks can be kind of rough, but splashing white for declaration in stone and running more incendiary flows helps a lot in that regard.
Your win conditions are pretty hard to actually interact with. There aren't many cards that actually answer a resolved summonings. If you can just keep from getting run over you're going to win the long game. You also have a lot of card draw and filtering with this deck so finding multiple copies of summonings happens pretty consistently.
Modern:
Twinning End
Commander:
Mayael the Anema
For these changes, I would definitely take out Dynavolt Tower and Fateful Showdown. I like the combo with Showdown and Summonings but it might be too cute. I would rather have strong sources of card advantage such as Fevered Visions or Era of Innovation For mana fixing if you go for the black splash, I would consider Prophetic Prism as it draws you a card, turns on Unlicensed Disintegration, and can filter mana. Corrupted Grafstone might work in this spot too.
These are just my ideas on the deck though. I have been playing around with it for awhile and I think it definitely has legs in an FNM setting.
Galvanic bombardments is far superior
This build will run out of cards very quickly