The general idea is that clues could help you cast improvise spells. Reverse engineer becuase ridculously easy, and as soon as inspiring st hits, interesting things can happen. I've found huge Whir of inventions to be simple to pull off. Awakened Part the Waterveils on turn 5, also enough clues or servos to a mechanized production alternate win.
This deck is really rough, but I feel it has much more potential that this silly little thing I through together. However, this silly thing has had some interesting plays.
Unexpected Observations:
[bProphetic Prism[/b]It acts like a cantripping mana rock for your improvise spells, helps smooth out whir's UUU and can add draw to Baral's Expertise in a pinch.
[b]
Baral's Expertise[/b] - Against many decks, this is deceptively powerful. It can set people back multiple permanents while you build to something ridiculous. Also, it can bounce your own permanents, allowing for a free 'blink' of any permanent CMC 4 or less, abusing etb triggers and/or untapping artifacts for a little more improvise mana.
Whir - I've found with clues and servos, a x=6 whir is not very difficult. Add to this the fact that I could include Torrential (but didn't for some reason.. rough verison) and fetch it into play for a free spell, makes it a bit nutty.
Reverse Engineer: THree cards, easy to cast.
I am thinking of going mono blue, but Inspector's Clue/chump is useful, and the sram's can generate three servos, usually leading to the awakened waterveil.
I've seen some fun results (please keep the flames to a minimum, the ndeck was a slap together). I think someone more experienced and with more time could refine this.. probablu Mono U I'd guess.
I was thinking along the same but U/G instead for Tireless Tracker as my wincon. Trail of Evidence would be good to look into as a way to get clues out also. production is interesting and I was also thinking Servos but I think they will die to easily, maybe add another Waterviel in it's place.
4 Prophetic Prism
3 Cogworker's Puzzleknot
3 Baral's Expertise
3 Inspiring Statuary
1 Mechanized Production
4 Reverse Engineer
2 Sram's Expertise
3 Whir of Invention
2 Part the Waterveil
3 Glimmer of Genius
4 Thraben Inspector
2 Trophy Mage
1 Tamiyo's Journal
5 Plains
10 Island
4 Prairie Stream
4 Port Town
The general idea is that clues could help you cast improvise spells. Reverse engineer becuase ridculously easy, and as soon as inspiring st hits, interesting things can happen. I've found huge Whir of inventions to be simple to pull off. Awakened Part the Waterveils on turn 5, also enough clues or servos to a mechanized production alternate win.
This deck is really rough, but I feel it has much more potential that this silly little thing I through together. However, this silly thing has had some interesting plays.
Unexpected Observations:
[bProphetic Prism[/b]It acts like a cantripping mana rock for your improvise spells, helps smooth out whir's UUU and can add draw to Baral's Expertise in a pinch.
[b]
Baral's Expertise[/b] - Against many decks, this is deceptively powerful. It can set people back multiple permanents while you build to something ridiculous. Also, it can bounce your own permanents, allowing for a free 'blink' of any permanent CMC 4 or less, abusing etb triggers and/or untapping artifacts for a little more improvise mana.
Whir - I've found with clues and servos, a x=6 whir is not very difficult. Add to this the fact that I could include Torrential (but didn't for some reason.. rough verison) and fetch it into play for a free spell, makes it a bit nutty.
Reverse Engineer: THree cards, easy to cast.
I am thinking of going mono blue, but Inspector's Clue/chump is useful, and the sram's can generate three servos, usually leading to the awakened waterveil.
I've seen some fun results (please keep the flames to a minimum, the ndeck was a slap together). I think someone more experienced and with more time could refine this.. probablu Mono U I'd guess.
Any ideas?
4 Prophetic Prism
3 Woodweaver's Puzzleknot
3 Baral's Expertise
3 Inspiring Statuary
4 Reverse Engineer
2 Whir of Invention
3 Part the Waterveil
4 Glimmer of Genius
4 Tireless Tracker
3 Trophy Mage
1 Tamiyo's Journal
6 Forest
10 Island
3 Botanical Sanctum
2 Lumbering Falls
3 Evolving Wilds
Maybe add some counters and a 1 of Nissa's Renewal. Trophy Mage could be swapped for Glint Nest Crane also.
Any deck that can support Fatal Push will run it and an awakened land has a converted cost of zero so you need counters to back up or an alt wincon.
Key to the City would be good too. Mid game you should be able to pay 2 to draw off it.
But you need to think big, The real power cards in a deck like this are Sram's Expertise and Inspiring Statuary
You can tune a deck to get a potential turn 5 Ulamog, The Ceaseless Hunger with just the above mentioned cards and a turn 1 Thraben Inspector.
Consider that you can run the Trophy Mage engine for Aethersphere Harvester and Cultivator's Caravan and of course Inspiring Statuary and then throw in Prophetic Prism and now you have a serious engine
I was thinking 4 Ulamog, The Ceaseless Hunger and then 1 Kozilek, The Great Distorion out of the board. Then you use counter magic ie Metallic Rebuke + Confirm Suspicions and maybe Negate
I am liking the idea of Part The Waterveil as well
Id that!
Trade with me, h:Alters and EdhFoils:)
Cards I have altered
Open the Armory. For Mechanized Production at least
I too am fiddling around with this brew with some emphasis on Super Friends (Dovin/Tamiyo/Jace)
How you should approach every game of Magic.
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