This deck aims to play artifacts to accelerate threats such as Metalwork colossus and gearseeker serpent. These threats can also be recycled to emerge with Elder deep-fiend to tempo the opponents. Black also gives you access to Noxious gearhulk, which I think is the best of the cycle.
I've won matches against WR aggro with this build as the threats come in fast and your opponents are forced to hold back blockers and get surprised by EDF.
Please test out the deck and comment on how to improve upon it. Thanks.
IMO Metalwork Colossus's body is a red herring. I think it has the more value in the graveyard (as a free artifact sacrifice outlet) than in play. Most decks running Metalwork Colossus use it as a sac outlet (e.g. with Marionette Master for life drain, Prophetic Prism and cost reducers to generate storm, or Graf Mole and similar cards to sacrifice clues for free). In the battlefield it's just a vanilla 10/10. If it takes effort to cast (play a bunch of noncreature artifacts) AND effort to get value from the battlefield (e.g. Barrage Tyrant), maybe it's just not worth playing as a fatty.
On the other hand, Gearseeker Serpent has proper "Affinity for Artifacts", so it counts Servo tokens and artifact creatures and clues and other things that don't help Metalwork Colossus but are generally good cards.
Changes would probably be Unsubstaniate - never felt like I needed it. Brought in when I sided in weaver for the copters. Surgery stopped the Dec. Stone the wrecks colossus, and tyrant was fun and the MVP to get through the damage without attacking. Best thing every is how easy it is to abuse Saheeli in this deck. Accelerate Colossus or smashing for another 10 to simply drawing cards when you run out of gas, copy the archive, tap your archive to draw 2.
Sabotage and Weaver was enough to take out agro decks.
I honestly don't know, perhaps 3 negates, stops vehicles, PWs, and exile effects on the colossus. I did find that Gearhulk was a superstar and fetchable with a fair or ugin. One thing I learned to do with white was to play one colossus at a time unless I had a way to protect it cause Dec. Stone does shut the deck down. Sac a terraion for a sabotage to take out their board always felt nice. In one game I actually used sab to sac my col to avoid a stone and take care of their board, didn't get to snipe a vehicle but was work not losing 2 colossus.
Board:
RW Vehicles
-3 Crane -2 Puzzleknot -1 Archive -1 Saheeli -1 Deadlock
+3 Weaver +3 Sab +2 Surgery
GW Midrange
-4 Bombardment -1 Crane -1 puzzleknot
+2 Sab +1 Deadlock +2 Pia +1 Gearhulk
BW Control
-4 Bombardment -3 crane -2 terr
+1 Deadlock +1 gearhulk +2 Surgery +2 Pia +3 Unsub (rather negate)
That sounds pretty legit. I'm running the list in the post above yours and like the idea of having those outs to Dec in Stone. I'd support Negates in the board. Or Ceremonious Rejection.
That sounds pretty legit. I'm running the list in the post above yours and like the idea of having those outs to Dec in Stone. I'd support Negates in the board. Or Ceremonious Rejection.
Thoughts on the serpent? 5/6 for 2-4 mana seems good. I thought about in the board for the exile matchups (ie white) gives move creatures and bigger than anything they have. Thinking I should swap barrage and gearhulk from MD to SB. Hulk just ends games. It's always draw 3 and with a saheeli its draw 6 swing for 6
Notice this has been dead for a while. I was interested in seeing where your builds went. I have been playing with a pile close to the Temur build in the PT and have done fairly well.
I tried to purify the concept of the original build a bit, and the Conduit of Ruins help me fetch even more Colossus'. I have been swinging with 2-3 on T4-5 on almost all test games.
Prophetic prism and Metalspinner's puzzleknot are cantrip artifacts that work well with Contraband kingpin, as you can stack the triggers such that you scry before you draw. You also have Hedron archive, Cultivator's caravan and Foundry inspector to ramp into your threats.
Utility lands such as Sanctum of Ugin and Inventors' fair tutor for your threats.
I've won matches against WR aggro with this build as the threats come in fast and your opponents are forced to hold back blockers and get surprised by EDF.
Please test out the deck and comment on how to improve upon it. Thanks.
3 Contraband kingpin
2 Foundry inspector
2 Noxious gearhulk
3 Gearseeker serpent
4 Elder deep-fiend
4 Metalwork colossus
Spells (16)
4 Smuggler's copter
4 Cultivator's caravan
4 Hedron archive
2 Metalspinner's puzzleknot
2 Prophetic prism
4 Sunken hollow
4 Choked estuary
4 Sanctum of Ugin
2 Inventors' fair
2 Blighted fen
2 Spawning bed
5 Swamp
3 Island
4 Grasp of darkness
4 Glint-nest crane
2 Distended mindbender
3 Ruinous path
2 Lost legacy
On the other hand, Gearseeker Serpent has proper "Affinity for Artifacts", so it counts Servo tokens and artifact creatures and clues and other things that don't help Metalwork Colossus but are generally good cards.
4 Glint-Nest Crane
4 Scrapheap Scrounger
4 Smuggler's Copter
4 Filigree Familiar
4 Pilgrim's Eye
4 Elder Deep-Fiend
4 Gearseeker Serpent
1 Distended Mindbender
4 Terrarion
2 Stitcher's Graft
2 Bone Saw
//Lands: 23
23 City of Ass
That might work, though it's rather linear and lacks removal or interaction.
You could also try Servo token swarm
4 Toolcraft Exemplar
4 Bomat Courier
4 Servo Exhibition
4 Cogworker's Puzzleknot
4 Smuggler's Copter
4 Chief of the Foundry
4 Master Trinketeer
4 Gearseeker Serpent
2 Select for Inspection
2 Declaration in Stone
3 Inspired Charge
//Lands: 21
21 City of Ass
It has to run a lot of bad cards though.
Maybe some kind of UB build with Syndicate Trafficker+Animation Module combo?
4 Syndicate Trafficker
4 Scrapheap Scrounger
4 Smuggler's Copter
4 Filigree Familiar
3 Weaponcraft Enthusiast
2 Drana, Liberator of Malakir
2 Fleetwheel Cruiser
4 Gearseeker Serpent
4 Animation Module
2 Key to the City
//Spells: 4
4 Grasp of Darkness
//Lands: 23
23 City of Ass
Gearseeker fits into decks like this, but I'm not convinced it actually makes the deck any better than it would be without it.
3 Glint-Nest Crane
1 Barrage Tyrant
4 Metalwork Colossus
Spells
3 Terrarion
1 Ghirapur Orrery
4 Galvanic Bombardment
4 Prophetic Prism
2 Metalspinner's Puzzleknot
3 Deadlock Trap
4 Hedron Archive
4 Harnessed Lightning
4 Saheeli Rai
4 Sanctum of Ugin
3 Aether Hub
2 Inventors' Fair
4 Spirebluff Canal
3 Wandering Fumarole
4 Island
4 Mountain
3 Incendiary Sabotage
1 Combustible Gearhulk
3 Weaver of Lightning
2 Invasive Surgery
2 Pia Nalaar
1 Deadlock Trap
3 Unsubstantiate
Changes would probably be Unsubstaniate - never felt like I needed it. Brought in when I sided in weaver for the copters. Surgery stopped the Dec. Stone the wrecks colossus, and tyrant was fun and the MVP to get through the damage without attacking. Best thing every is how easy it is to abuse Saheeli in this deck. Accelerate Colossus or smashing for another 10 to simply drawing cards when you run out of gas, copy the archive, tap your archive to draw 2.
Sabotage and Weaver was enough to take out agro decks.
I honestly don't know, perhaps 3 negates, stops vehicles, PWs, and exile effects on the colossus. I did find that Gearhulk was a superstar and fetchable with a fair or ugin. One thing I learned to do with white was to play one colossus at a time unless I had a way to protect it cause Dec. Stone does shut the deck down. Sac a terraion for a sabotage to take out their board always felt nice. In one game I actually used sab to sac my col to avoid a stone and take care of their board, didn't get to snipe a vehicle but was work not losing 2 colossus.
Board:
RW Vehicles
-3 Crane -2 Puzzleknot -1 Archive -1 Saheeli -1 Deadlock
+3 Weaver +3 Sab +2 Surgery
GW Midrange
-4 Bombardment -1 Crane -1 puzzleknot
+2 Sab +1 Deadlock +2 Pia +1 Gearhulk
BW Control
-4 Bombardment -3 crane -2 terr
+1 Deadlock +1 gearhulk +2 Surgery +2 Pia +3 Unsub (rather negate)
Thoughts on the serpent? 5/6 for 2-4 mana seems good. I thought about in the board for the exile matchups (ie white) gives move creatures and bigger than anything they have. Thinking I should swap barrage and gearhulk from MD to SB. Hulk just ends games. It's always draw 3 and with a saheeli its draw 6 swing for 6
Anyways updates: Pre-Board 10 games
7-3 - Aetherworks
6-4 - RW Vehicles
4-6 - UW Control
8-2 - BW Control
5-5 - GW Midrange/Agro
7-3 - Bant Agro
Post-Board 10 games
5-5 - Aetherworks
8-2 - RW Vehicles
6-4 - UW Control
7-3 - BW Control
6-4 - GW Midrange/Agro
8-2 - Bant Agro
So Counters suck but good thing the meta doesn't run too many.
Final List going into SCG Regionals
3 Glint-Nest Crane
1 Barrage Tyrant
4 Metalwork Colossus
Spells
3 Terrarion
1 Ghirapur Orrery
4 Galvanic Bombardment
4 Prophetic Prism
2 Metalspinner's Puzzleknot
3 Deadlock Trap
4 Hedron Archive
4 Harnessed Lightning
4 Saheeli Rai
4 Sanctum of Ugin
3 Aether Hub
2 Inventors' Fair
4 Spirebluff Canal
3 Wandering Fumarole
4 Island
4 Mountain
3 Incendiary Sabotage
1 Combustible Gearhulk
3 Weaver of Lightning
2 Gearseeker Serpent
2 Pia Nalaar
1 Deadlock Trap
3 Negate
http://tappedout.net/mtg-decks/pacificrimstandardtimev2/
3 Aether Hub
1 Blighted Fen
3 Evolving Wilds
4 Forest
4 Inventors' Fair
4 Island
1 Mirrorpool
3 Sanctum of Ugin
1 Sea Gate Wreckage
1 Hanweir Battlements
Artifact
4 Cultivator's Caravan
3 Deadlock Trap
4 Hedron Archive
2 Metalspinner's Puzzleknot
3 Prophetic Prism
1 Skysovereign, Consul Flagship
2 Woodweaver's Puzzleknot
3 Sylvan Scrying
Instant
3 Negate
3 Titan's Presence
Creature
4 Conduit of Ruin
4 Metalwork Colossus
4 Ceremonious Rejection
1 Nephalia Academy
3 Pulse of Murasa
I tried to purify the concept of the original build a bit, and the Conduit of Ruins help me fetch even more Colossus'. I have been swinging with 2-3 on T4-5 on almost all test games.
EDH: ZurUBW, Leroy Jenkins (Norin the Wary)R, Nicol BolasRBU, Arcum DagssonU, Sharuum, the HegemonUBW, Captain SisayGW, Hazezon TamarGWR