Notes: The Gearsmith is actually the best late game card there is. Recycling gearhulks for use again after a cataclysmic, negating the usefulness of the opponent's Appetites or other artifact destruction... Obviously Eternal witness is a good card, this just has better stats and triggers like 12 times in this deck. It's worth playing.
I'm going down to one bring to light because it's the worst card in the deck. I mean, it's every card, but it's 5 mana which is too steep. I can see why Seth was trying out Eldritch Evolution.
I'm not sold on TKS in the deck without Evolution, there's only like 5 sources that can cast it, it's pretty rough. If you build around it in like a bant colored version (so 4 color), it might have more merit but i'm not a fan right now.
i quite like the gearsmith. dunno where/if i can fit into the MB, but i can certainly find a slot in the side, nice find though. im kinda the opposite with bring to light. i feel it's really important for the deck and one of the main reasons to even bother with 5-color at all. i do get your point though, like paying 5 to search up anything less than a gearhulk or something feels kinda meh in most cases. i also completely forgot about inventor's fair, seems like an auto-inclusion.
So the reason that the deck is five color isn't actually bring to light in my opinion. BTL is a good card and being able to find some silver bullets later game is nice, but standing on that strategy alone does not win games. This is a gearhulk deck, not a Birthing pod deck. Before I ran the gearhulks I was all in on BtL even including Whirler Virtuoso Aetherstorm Roc combo, and the deck was just trash. Gearhulks make and break the deck. My version is basically me conceding to that and saying that i'm just going to fully build around them. It's a bant deck that splashes Noxious and Radiant flames, that's really where the five colors come from. I don't even run red main anymore because there just aren't any red cards that are worth running.
With the fact that this is a gearhulk deck in mind, Gearsmith is just an amazing card. It often just wins games against the likes of control and other midrange decks because it effectively counters up to 4 of their removal spells. The deck is entirely artifacts, so let's work that into our strategy with the gearsmith and inventor's fair.
@Anyone in general: Thoughts on Skyship? I included it as a bullet against Planeswalkers but i've found that just pumping up a crane usually answers them anyway. You think it's worth the include? If not, I'd like to try out Gonti or whatever his name is. This is basically my one very flexible slot so I want to see what fits best.
Try gonti... he is fantastic... take their bombs, ships their land and threats.... i exiled 1 reflector, 2 elder-deep fiend, 1 archangel avacyn and selfless spirit all in the same game...
Eerie Interlude provides some of the deck's most explosive comebacks, I highly advise against nixing it. It's one of the best cards to draw once a PHM has resolved because like BtL it's just another copy of every awesome creature in your deck.
I have made a list similar to the first. I was trying to build this deck when Seth posted his first series of videos. I don't have red or white gearhulk or pilgrims eye, instead I have one each of Gonti, Thought-not Seer and Manic Scribe. Making it a more controlling version of the deck. IMO.
Haven't had the chance to play with it yet =(
@ Rhandall
I mean that's not really the same deck. I feel like that deck would just be UG and use PHM to get extra benefit off of Glint nest and puzzleknots and just be a combo deck. I'd say throw a list together and try it out, but it wouldn't be this same deck.
I have been trying Seth's build with the eldritch evolutions. Lost every match against BG delirium (aggressive) when they could stick a liliana. Planeswalker's seem like a legit problem if played on curve, any help with that?
I am a fan! Love this deck as well. I have 4 colors and abandoned red as I could not really find anything in red that provided significant benefit. The path to victory is often Verderous Gearhulk with counters placed on a cranes, pilgrims, or himself. So, 3 of these is critical. I have found a couple of the blue puzzleknots to be helpful as the scry is needed to find the signature card early and scrying twice is nice later to find the win cons (plus you get some extra energy for color fixing through the hubs and servants. I have found two Skysoverigns to also be helpful as an answer to planeswalkers and they can be found with the crane.
Question...for those who have tried some of the cards that require colorless mana, how are you getting that to work successfully? With so many colors fit in, do you add one waste as a search target for Pilgrims and then simply count on that and Aether Hub as a source? Inventor's fair is nice but can't be searched and I wonder if that is worth it as it adds the color screw risk. Also, can you use the prism to make colorless mana?
I am a fan! Love this deck as well. I have 4 colors and abandoned red as I could not really find anything in red that provided significant benefit. The path to victory is often Verderous Gearhulk with counters placed on a cranes, pilgrims, or himself. So, 3 of these is critical. I have found a couple of the blue puzzleknots to be helpful as the scry is needed to find the signature card early and scrying twice is nice later to find the win cons (plus you get some extra energy for color fixing through the hubs and servants. I have found two Skysoverigns to also be helpful as an answer to planeswalkers and they can be found with the crane.
Question...for those who have tried some of the cards that require colorless mana, how are you getting that to work successfully? With so many colors fit in, do you add one waste as a search target for Pilgrims and then simply count on that and Aether Hub as a source? Inventor's fair is nice but can't be searched and I wonder if that is worth it as it adds the color screw risk. Also, can you use the prism to make colorless mana?
not sure what your manabase looks like, but the deck in the OP should have no trouble casting colorless cards. that's mainly because aether hub and holdout settlement. also sure red was kinda there for the meh redhulk, but it also brought in radiant flames from the side
I guess my big question is whether something like prophetic prism and/or aether hub has the ability to make colorless mana. When you can make any color with something...can you make colorless mana? Is colorless considered a color? Sorry...possibly a nube questions but knowing this will open options for deckbuilding here such as thought knot seer and the eldrazi blink king
not trying to sound like a jerk or anything, but colorless is indeed NOT a color. so prism, settlement, servant, etc can't make colorless mana. however one of the cards you mentioned, aether hub can. that's because it has T: add C and pay 1 E T: add any color
Not sounding like a jerk at all Cappuccino
In fact, you are answering the exact question I hoped someone would answer. So...thanks
I may see if simply adding one waste to the deck makes it viable to add colorless needed cards. 4 sources only aether hub and no way to search for them makes it too risky without. Now with pilgim's eye as a 4 of, and 1 waste, it might be doable. Still testing a lot on this. So may good cards...so many good choices. I am thinking that the next set will really need another 5 drop artifact with a ETB trigger to send this over the top. Right now the only option I can find is verderous gearhulk and while that is a fantastic option, I would love to see some sort of control card as I have found this is a mid-range to control deck.
I think I'm going to try to change my deck to more of a prison Panharmonicon deck mainly focusing on getting the reflector mage, thought-knot, Displacer combo going. Although, I would still have the bring to lights and still run the one ofs for the bring to light, but try to focus on the combo more.
not trying to sound like a jerk or anything, but colorless is indeed NOT a color. so prism, settlement, servant, etc can't make colorless mana. however one of the cards you mentioned, aether hub can. that's because it has T: add C and pay 1 E T: add any color
Holdout Settlement can create colorless mana, it has two abilities, one to create colorless and the tap ability.
I've tried Olive's original deck list but I made a mistake in thinking I would be playing a lot of control decks, so instead of Harnessed Lightning, I had fury visions which didn't do anything but sit in the sb. I lost once to R/W Vehicles, Always Watching was brutal it made there key piece hanweir battlements to big to kill, until I could get a gearhulk, and never hit one, or stomper cards that could have really helped me turn the corner. Game two I turned the corner, but couldn't get to Chandra and she ult'd. Funny enough if he took one more turn, I prob live enough to kill him, with that in mind I'm thinking a skysoverin or two would fit right in. It comes in and hits a PW for 6 with a PH and if I had a RM/familar laying around they can crew up. ANother card I'm looking at is Woodland Wonderer, one PH makes it a 10/10 vigilance, trample machine for 4 mana seems fun. Also GOnti got one in draft and feel he can just be backbreaking.
I'm thinking a skysoverin or two would fit right in. It comes in and hits a PW for 6 with a PH and if I had a RM/familar laying around they can crew up. ANother card I'm looking at is Woodland Wonderer, one PH makes it a 10/10 vigilance, trample machine for 4 mana seems fun. Also GOnti got one in draft and feel he can just be backbreaking.
I'm thinking a skysoverin or two would fit right in. It comes in and hits a PW for 6 with a PH and if I had a RM/familar laying around they can crew up. ANother card I'm looking at is Woodland Wonderer, one PH makes it a 10/10 vigilance, trample machine for 4 mana seems fun. Also GOnti got one in draft and feel he can just be backbreaking.
How so? Wanderer ability is a ETB trigger. What am I missing?
True Mage/Familiar do not crew by themselves, but when playing a control deck I think it can help the deck close faster. It's more/less just for killing a PW, and Blue Gearhulk won't be able to flash in to stop it.
You are missing that Panharmonicon looks for *triggered* abilities, the kind that say "When ~ enters the battlefield". Wanderer's ability is on entering the battlefield but is not a trigger. What this means is nobody can kill your 6/6 Wanderer with Grasp of Darkness before it becomes 6/6, as there's no trigger to react to.
Private Mod Note
():
Rollback Post to RevisionRollBack
Current Awesome Deck: UWAll-In GiftsWU Consistent, Resiliant, and way overpowered, making multiple 4/4s per turn.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWUFree Stuff MidrangeUWG Slowly bury the opponent with more threats and answers than they can handle.
I'm thinking a skysoverin or two would fit right in. It comes in and hits a PW for 6 with a PH and if I had a RM/familar laying around they can crew up. ANother card I'm looking at is Woodland Wonderer, one PH makes it a 10/10 vigilance, trample machine for 4 mana seems fun. Also GOnti got one in draft and feel he can just be backbreaking.
How so? Wanderer ability is a ETB trigger. What am I missing?
Compare Woodland Wanderer's ability to cards like Clone or Phyrexian Revoker. Clone enters the battlefield as the other creature. If it were a triggered ability, Clone would be a 0/0 with the ability on the stack and die due to state-based actions. Revoker is another great example. Let's say it comes into the battlefield and you name Sinister Concoction. If it were a triggered ETB ability, it would go on the stack. Then your opponent could activate Sinister Concoction in response and kill the Revoker. But that's not how Revoker works. The named card cannot activate an ability as soon as Revoker ETBs, because it happens concurrent with it entering the battlefield. There's no trigger, no ability that goes on the stack. Woodland Wanderer is the same way. He ETBs with the counters, as opposed to waiting for a triggered ability to resolve. This can be directly compared to a card like Angel of Invention, whose Fabricate mechanic is a triggered ability that allows you to put counters on it. It ETBs as a 2/1, the triggered ability goes on the stack, and once resolved (assuming you chose counters), it becomes a 4/3. Panharmonicon will cause this to trigger an additional time.
I'm thinking a skysoverin or two would fit right in. It comes in and hits a PW for 6 with a PH and if I had a RM/familar laying around they can crew up. ANother card I'm looking at is Woodland Wonderer, one PH makes it a 10/10 vigilance, trample machine for 4 mana seems fun. Also GOnti got one in draft and feel he can just be backbreaking.
How so? Wanderer ability is a ETB trigger. What am I missing?
Compare Woodland Wanderer's ability to cards like Clone or Phyrexian Revoker. Clone enters the battlefield as the other creature. If it were a triggered ability, Clone would be a 0/0 with the ability on the stack and die due to state-based actions. Revoker is another great example. Let's say it comes into the battlefield and you name Sinister Concoction. If it were a triggered ETB ability, it would go on the stack. Then your opponent could activate Sinister Concoction in response and kill the Revoker. But that's not how Revoker works. The named card cannot activate an ability as soon as Revoker ETBs, because it happens concurrent with it entering the battlefield. There's no trigger, no ability that goes on the stack. Woodland Wanderer is the same way. He ETBs with the counters, as opposed to waiting for a triggered ability to resolve. This can be directly compared to a card like Angel of Invention, whose Fabricate mechanic is a triggered ability that allows you to put counters on it. It ETBs as a 2/1, the triggered ability goes on the stack, and once resolved (assuming you chose counters), it becomes a 4/3. Panharmonicon will cause this to trigger an additional time.
While Wanderer doesn't get the bonus, Bristling Hydra does! A trampler that gets double hexproof options is a great adjunct to Verdurous Gearhulk.
Yeah I was thinking Hydra would be good for control matches, or that Sphinx of the Final Ward? I think I might try them out in the sb for standard showdown next week.
Ran into a ferocious RB fabricate deck. reckless Fireweaver any fabricate card and panharmonicon means you get double servos and 4x burn. Eg marionette master is 6 servos and 12 damage. Kill the servos for another 6 damage. I suspect the deck is weak to removal but it's an interesting angle. Of course Noxious and red hulk also included.
----
After testing my list (4 color, no red above), i found the mana weak. So i cut Smugglers for Prophetic Prism and changed around the lands. Also dropped Gonti sadly because it's easier to not require BB so early when GG and UW are so important. Sideboard Fairgrounds Warden is nice against creature decks.
Yay, this RB brew sounds like a sweet idea for sure.
Now, I've tried to take a different direction while staying on the Panharmonicon strategy (what do you all think about the Four-Color Rite deck presented by Eric Hawkins at the invitational?). My version is centered around Bring to Light and an array of fetchable answers. I'm yet to play more matches with the deck, and I change it a little bit after every tournament I play, but even now it feels really strong but quite hard to pilot. For example, all of my losses against came after fetching a wrong card with Bring To Light or (which is more irritating) being unable to pay two colored mana when needed, be it :symw::symw: for Fumigate or :symb::symb: for Noxious Gearhulk.
Sadly I'm yet to test the deck more, but for now I've 1:0 vs. Temur Aetherworks, 2:0 vs. GB Delirium, 1:1 vs. Esper Control, 0:1 vs. UW Flash, 0:1 vs. RG Energy and 0:2 against R/W and Mardu Vehicles. Also 1:0 against mono-black vampires but that probably doesn't matter at all. Most of the losses were picked up before the recent changes, so I'm looking forward to improve the record against those aggro decks.
The thing that I want to stress here is that the Delirium matchup is extremely beatable, they don't have enough power and explosiveness to win before we start going, and this deck's late game plan is the strongest in the format by far. Also it felt quite Emrakul-proof as the giant Eldrazi doesn't wreck us too bad. I've actually won all the three games in which my opponents have casted her.
So my last posted deck failed at FNM due to running into a couple control decks. To solve this, I'm squeezing Bristling Hydra in main, and considering to side in 4x either Dispel (in Torrential Gearhulk decks, there's a lot of instants) or Negate or Blossoming Defense.
I'm a fan in general of that Invitational Rites deck, and there's definitely a possible hybrid (e.g. Displacer, Panharmonicon, Drowner is a combo).
This bring to light list seems nice also. I would wish it could fetch a Noxious though. Also, I'm concerned the control and UW matchups are no good (you drew/lost), and that's a majority of my meta.
Private Mod Note
():
Rollback Post to RevisionRollBack
Current Awesome Deck: UWAll-In GiftsWU Consistent, Resiliant, and way overpowered, making multiple 4/4s per turn.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWUFree Stuff MidrangeUWG Slowly bury the opponent with more threats and answers than they can handle.
So the reason that the deck is five color isn't actually bring to light in my opinion. BTL is a good card and being able to find some silver bullets later game is nice, but standing on that strategy alone does not win games. This is a gearhulk deck, not a Birthing pod deck. Before I ran the gearhulks I was all in on BtL even including Whirler Virtuoso Aetherstorm Roc combo, and the deck was just trash. Gearhulks make and break the deck. My version is basically me conceding to that and saying that i'm just going to fully build around them. It's a bant deck that splashes Noxious and Radiant flames, that's really where the five colors come from. I don't even run red main anymore because there just aren't any red cards that are worth running.
With the fact that this is a gearhulk deck in mind, Gearsmith is just an amazing card. It often just wins games against the likes of control and other midrange decks because it effectively counters up to 4 of their removal spells. The deck is entirely artifacts, so let's work that into our strategy with the gearsmith and inventor's fair.
@Anyone in general: Thoughts on Skyship? I included it as a bullet against Planeswalkers but i've found that just pumping up a crane usually answers them anyway. You think it's worth the include? If not, I'd like to try out Gonti or whatever his name is. This is basically my one very flexible slot so I want to see what fits best.
Modern:
GR Tron
WU Emeria Control
Legacy:
R Painter
Commander:
Atraxa Superfriends
Eerie Interlude provides some of the deck's most explosive comebacks, I highly advise against nixing it. It's one of the best cards to draw once a PHM has resolved because like BtL it's just another copy of every awesome creature in your deck.
Modern:
GR Tron
WU Emeria Control
Legacy:
R Painter
Commander:
Atraxa Superfriends
Haven't had the chance to play with it yet =(
I mean that's not really the same deck. I feel like that deck would just be UG and use PHM to get extra benefit off of Glint nest and puzzleknots and just be a combo deck. I'd say throw a list together and try it out, but it wouldn't be this same deck.
Modern:
GR Tron
WU Emeria Control
Legacy:
R Painter
Commander:
Atraxa Superfriends
Question...for those who have tried some of the cards that require colorless mana, how are you getting that to work successfully? With so many colors fit in, do you add one waste as a search target for Pilgrims and then simply count on that and Aether Hub as a source? Inventor's fair is nice but can't be searched and I wonder if that is worth it as it adds the color screw risk. Also, can you use the prism to make colorless mana?
In fact, you are answering the exact question I hoped someone would answer. So...thanks
I may see if simply adding one waste to the deck makes it viable to add colorless needed cards. 4 sources only aether hub and no way to search for them makes it too risky without. Now with pilgim's eye as a 4 of, and 1 waste, it might be doable. Still testing a lot on this. So may good cards...so many good choices. I am thinking that the next set will really need another 5 drop artifact with a ETB trigger to send this over the top. Right now the only option I can find is verderous gearhulk and while that is a fantastic option, I would love to see some sort of control card as I have found this is a mid-range to control deck.
Holdout Settlement can create colorless mana, it has two abilities, one to create colorless and the tap ability.
I've tried Olive's original deck list but I made a mistake in thinking I would be playing a lot of control decks, so instead of Harnessed Lightning, I had fury visions which didn't do anything but sit in the sb. I lost once to R/W Vehicles, Always Watching was brutal it made there key piece hanweir battlements to big to kill, until I could get a gearhulk, and never hit one, or stomper cards that could have really helped me turn the corner. Game two I turned the corner, but couldn't get to Chandra and she ult'd. Funny enough if he took one more turn, I prob live enough to kill him, with that in mind I'm thinking a skysoverin or two would fit right in. It comes in and hits a PW for 6 with a PH and if I had a RM/familar laying around they can crew up. ANother card I'm looking at is Woodland Wonderer, one PH makes it a 10/10 vigilance, trample machine for 4 mana seems fun. Also GOnti got one in draft and feel he can just be backbreaking.
A couple of things. Neither Reflector Mage nor Filigree Familiar can crew Skysovereign, Consul Flagship by themselves, as it requires Crew 3 and they have each 2 power. Second, Woodland Wanderer does not work that way with Panharmonicon, as it is not a triggered ETB effect and thus does not interface with Panharmonicon.
2x Cloudblazer
4x Glint-Nest Crane
2x Gonti, Lord of Luxury
2x Noxious Gearhulk
4x Reflector Mage
4x Servant of the Conduit
4x Thraben Inspector
2x Verdurous Gearhulk
Instant (4)
1x Eerie Interlude
3x Essence Flux
4x Aether Hub
4x Canopy Vista
4x Evolving Wilds
3x Forest
2x Island
2x Plains
3x Prairie Stream
2x Swamp
Artifact
4x Panharmonicon
4x Smuggler's Copter
4x Authority of the Consuls
1x Declaration in Stone
1x Eerie Interlude
1x Fairgrounds Warden
2x Negate
2x Skysovereign, Consul Flagship
1x Spell Shrivel
3x Stasis
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
How so? Wanderer ability is a ETB trigger. What am I missing?
True Mage/Familiar do not crew by themselves, but when playing a control deck I think it can help the deck close faster. It's more/less just for killing a PW, and Blue Gearhulk won't be able to flash in to stop it.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
Compare Woodland Wanderer's ability to cards like Clone or Phyrexian Revoker. Clone enters the battlefield as the other creature. If it were a triggered ability, Clone would be a 0/0 with the ability on the stack and die due to state-based actions. Revoker is another great example. Let's say it comes into the battlefield and you name Sinister Concoction. If it were a triggered ETB ability, it would go on the stack. Then your opponent could activate Sinister Concoction in response and kill the Revoker. But that's not how Revoker works. The named card cannot activate an ability as soon as Revoker ETBs, because it happens concurrent with it entering the battlefield. There's no trigger, no ability that goes on the stack. Woodland Wanderer is the same way. He ETBs with the counters, as opposed to waiting for a triggered ability to resolve. This can be directly compared to a card like Angel of Invention, whose Fabricate mechanic is a triggered ability that allows you to put counters on it. It ETBs as a 2/1, the triggered ability goes on the stack, and once resolved (assuming you chose counters), it becomes a 4/3. Panharmonicon will cause this to trigger an additional time.
Hope that helps!
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
Yeah I was thinking Hydra would be good for control matches, or that Sphinx of the Final Ward? I think I might try them out in the sb for standard showdown next week.
----
After testing my list (4 color, no red above), i found the mana weak. So i cut Smugglers for Prophetic Prism and changed around the lands. Also dropped Gonti sadly because it's easier to not require BB so early when GG and UW are so important. Sideboard Fairgrounds Warden is nice against creature decks.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
4x Aether Hub
2x Blooming Marsh
2x Botanical Sanctum
2x Concealed Courtyard
4x Evolving Wilds
2x Forest
3x Holdout Settlement
1x Island
2x Lumbering Falls
1x Plains
1x Swamp
2x Fairgrounds Warden
3x Glint-Nest Crane
2x Noxious Gearhulk
4x Reflector Mage
4x Servant of the Conduit
4x Thraben Inspector
2x Verdurous Gearhulk
Artifact (12)
4x Panharmonicon
4x Prophetic Prism
4x Smuggler's Copter
3x Essence Flux
2x Authority of the Consuls
1x Declaration in Stone
1x Eerie Interlude
2x Fairgrounds Warden
1x Negate
2x Restoration Gearsmith
2x Skysovereign, Consul Flagship
1x Spell Shrivel
3x Stasis Snare
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
Now, I've tried to take a different direction while staying on the Panharmonicon strategy (what do you all think about the Four-Color Rite deck presented by Eric Hawkins at the invitational?). My version is centered around Bring to Light and an array of fetchable answers. I'm yet to play more matches with the deck, and I change it a little bit after every tournament I play, but even now it feels really strong but quite hard to pilot. For example, all of my losses against came after fetching a wrong card with Bring To Light or (which is more irritating) being unable to pay two colored mana when needed, be it :symw::symw: for Fumigate or :symb::symb: for Noxious Gearhulk.
So, here's the deck.
4 Servant of the Conduit
4 Glint-Nest Crane
4 Filgree Familiar
3 Reflector Mage
1 Thought-Knot Seer
1 Cloudblazer
1 Arborback Stomper
1 Verdurous Gearhulk
2 Noxious Gearhulk
Artifact (8)
4 Prophetic Prism
4 Panharmonicon
Sorcery (5)
4 Bring To Light
1 Fumigate
Instant (2)
1 Anguished Unmaking
1 Eerie Interlude
4 Aether Hub
4 Evolving Wilds
3 Holdout Settlement
2 Botanical Sanctum
2 Lumbering Falls
1 Inspiring Vantage
1 Wandering Fumarole
1 Shambling Vent
1 Hissing Quagmire
1 Island
1 Swamp
1 Mountain
1 Forest
1 Plains
2 Harnessed Lightning
2 Radiant Flames
2 Natural State
2 Negate
2 Ceremonious Rejection
1 Appetite for the Unnatural
1 Restoration Gearsmith
1 Lost Legacy
1 Confiscation Coup
1 Harsh Scrutiny
Sadly I'm yet to test the deck more, but for now I've 1:0 vs. Temur Aetherworks, 2:0 vs. GB Delirium, 1:1 vs. Esper Control, 0:1 vs. UW Flash, 0:1 vs. RG Energy and 0:2 against R/W and Mardu Vehicles. Also 1:0 against mono-black vampires but that probably doesn't matter at all. Most of the losses were picked up before the recent changes, so I'm looking forward to improve the record against those aggro decks.
The thing that I want to stress here is that the Delirium matchup is extremely beatable, they don't have enough power and explosiveness to win before we start going, and this deck's late game plan is the strongest in the format by far. Also it felt quite Emrakul-proof as the giant Eldrazi doesn't wreck us too bad. I've actually won all the three games in which my opponents have casted her.
The Official Vodka Duke of the 499
Visit my best/worst cards by collector's number thread!
Stardust Siggies! Wonderful graphics:D
I'm a fan in general of that Invitational Rites deck, and there's definitely a possible hybrid (e.g. Displacer, Panharmonicon, Drowner is a combo).
This bring to light list seems nice also. I would wish it could fetch a Noxious though. Also, I'm concerned the control and UW matchups are no good (you drew/lost), and that's a majority of my meta.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG