Question. If aggro is a problem, would Unraveling Mummy help? Since every 4/4 you get off of God-Pharaoh's Gift is a zombie. Or is that idea just too slow? Though if you splash black for Unraveling Mummy you also open yourself up to being able to run Fatal Push as another way to deal with the aggressive decks.
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Modern Decks: UBG Lantern Control GBU BRG Bridge-Vine GRB
Commander Decks UBG Muldrotha, Value Elemental GBU BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
So im interested in putting this list together. It fits my budget and seems to have plenty legs.
My concern is rotation is pretty soon. Does this deck lose too much in rotation or will some version of it still be playable after that?
What this deck loses from rotation is basically Thraben Inspector and the UW Dual lands from BFZ and SOI. Other than that every card seems to be from either Kaladesh or Ahmonket blocks.
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Commander Decks UBG Muldrotha, Value Elemental GBU BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
This deck may be going places. Won a standard PTQ the 21st, deck by Olivetti. Prices have apparently already started to spike for a few cards because of it.
The deck is already hard enough to test online because of the 3 different mono red decks running around. It's different in paper but online it's almost like you want a sunscourage or responder main to stop the bleeding. Right now I'm using Winged Shepard as my other expensive creature because a 4/4 flying/haste/vigilance plays well on defense and the 1cmc cycle is great. I've beat mono red before but it's when i have a turn 4 Angel online. You can still lose tho because they can stop it from blocking. If the lands were good sweltering suns would be great in the deck.
With the energy package, Aethergeode Miner might be a cute tech dodging the "can't block" shenanigans, and trades 1-1 with almost everything on the RDW side. The thing with Responder and Champion is they are 3 mana, which can be a little slow on the draw, so I think the deck needs extra help with 1-2 cmc creatures.
Regarding Heron's Grace Champion, Doesn't Lantern Scout do the similar job with less mana requirement? I guess it's better blowing out on defense but I don't think you block profitably against RDW.
re: name change. I'm not convinced U/W/x is the final form of this deck. The U cards don't seem to be that critical, they're just ways to get stuff into the graveyard. Green can do this too: Grapple withe the Past, Noose Constrictor, Vessel of Nascency. Red and black also have graveyard tools.
I think for Bant to be viable you must have extra mana fixing, either Spire of Industry or Aether Hub, and then Traverse or Attune, and/or mana dorks who can make the third color work.
No, Lantern Scout is absolutely not a replacement for Heron's Grace Champion. Lantern lets you attack and gain life. Champion lets you block and gain life, which is much prefered in a defensive game.
Now for a question: Angel of Invention does not exist around here. What would you replace her with?
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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.
Here's my most recent Bant list. Cleaned up the manabase, slimmed the curve down, and added some 4cmc bombs to cast off 2drop dorks to help with the problem matchups.
I'm not convinced U/W/x is the final form of this deck. The U cards don't seem to be that critical, they're just ways to get stuff into the graveyard.
Minister of Inquiries is the best card in the deck. Don't play the deck without blue. White is actually the excess color, as there are decent UR builds and a UB Cycling build that got posted in a video today on CFB's youtube. Minister and Champion make this deck work; it would be much slower and get far fewer free wins without them.
Now for a question: Angel of Invention does not exist around here. What would you replace her with?
I've tried Linvala, Ulamog, Angel of Sanctions, Cataclysmic Gearhulk, Demon of Dark Schemes, Noxious Gearhulk, Chaos Maw, and recently Gisela. I would recommend something like 2 Linvala/2 Cataclysmic/2 Angel/2 Gisela to start if you want to play Bant with the dorks, or just check out the UB Cycling build which just does fine with Gifted Aetherborn for lifegain and Archfiend of Ifnir as a strong Gift target.
Okay, so the defacto "best" version of the GFG deck is at it's core base blue. Besides Minister of Inquiries and Champion of Wits what blue cards do most lists use though?
The U/B Cycling GFG deck on this forum is running a bunch of neat blue cards that have cycling and can benefit from the reanimation. Nimble Obstructionist seems incredibly good against a lot of decks for example.
I guess the question is how sold is everyone on Refurbish? Angel of Invention is great, but I can also get behind a list that is discarding and reanimating other stuff too like Chaos Maw for example.
Maybe we want to be running 3 colours and not just 2? I see Elsik has been splashing some green to help against the aggro match ups.
What's the correct number of GFG to run? I've seen some decks run 3, some run 2. Hell I even saw a list with 4 of them. That they are legendary baffles me, but how many is too many?
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Commander Decks UBG Muldrotha, Value Elemental GBU BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
Went 4-1 with the below list in a competitive league on mtgo. Wasn't really liking how the all in u/w version went against disruption, as it seemed like the kind of deck that would get crucified if people actually cared enough to sideboard for it. Considering the deck won a ptq, that seemed likely.
I have yet to have mana problems, despite being four colors. That being said, the hour's in the sideboard are probably gonna be replaced by something for ramp. What, I don't know, but ramp was what I lost to.
After testing the 4 dispel, never again. It's really hard to bring them in. How much do we really care about our Gift getting blown up? It's so easy to get it back. By bringing in dispel you drop your creature count and it's just not worth it.
I've gone 5-0 and 4-1 with an Oath of Jace build instead of Minister, it doesn't use Gate, but between 3x Oath, 4x Champion and 4x Planning it's very easy to find and pitch Gift. It also gets to run Cast Out. My SB was different, I ran Ariel Responders etc.
I decided to try the other version but got smoked by a deck using Authority of Consule and planeswalkers. I think I might want to try Authority of Consule myself in the side. 3/5 leagues matches seem to be against MONO RED and if you don't get Angel of Invention in play by turn 4 that match is rough.
How has Authority of Consuls been working for you? I'm thinking of dropping the counter magic myself and just adding answers. I've found I don't care at all if they Abrade me. I just get it back.
Has anyone here considered a more control version of the deck? Similar to Yuuya's adaptation of RUG Marvel from previous standard? I understand that this shell requires quite a bit more in terms of creatures in order to work, but I wonder if a more controlling/midrange variant that actually functions as a decent deck on its own without the engine would be at all viable? I'm not super interested in going more all-in on God Pharoah's Gift, as the card is powerful enough that it'd win the game on its own incidentally.
Instead, I'm interested in making the deck powerful against disruptive elements, while also being powerful when its engine is online. Access to powerful resources in the Glimmer of Genius/Torrential Gearhulk engine that Yuuya used in Marvel, while not necessary coherent with the self-mill game plan, is still great at taking the game longer.
In the past of standard combo decks, all-in versions were discovered early but then eventually either became defunct or evolved into more resilient versions, such as Humanimator during Avacyn restored standard just evolving to regular ol' Junk Reanimator, and so on. I thought I'd try to see if we could discuss going down this route in a more cohesive way. I don't necessarily have any lists in mind, I'm no brewer, but I do understand these concepts and would love to possibly address them.
I was one of the first to post ITT and my initial concept was a much more control oriented shell. Back on page 1, I posted my first working list. Its since changed a bit. Different manabase, Negate became Supreme Will, Cataclysmic Gearhulk found its way in, etc. If that's a similar train of thought to your own, I'd be happy to discuss it in more detail. I'm just not sure this is the appropriate place for that because, after playing it for a couple weeks, I feel like its a very different deck than the Gate-centric versions being discussed.
I've found myself struggling to support Dispel. I guess with multiple ways to keep getting gifts on board I decided to play more creatures in the side but also trying Authority of Consul. I also added Kefnet's Last Word to test.
Has anyone here considered a more control version of the deck? Similar to Yuuya's adaptation of RUG Marvel from previous standard?
In the past of standard combo decks, all-in versions were discovered early but then eventually either became defunct or evolved into more resilient versions, such as Humanimator during Avacyn restored standard just evolving to regular ol' Junk Reanimator, and so on.
This deck lacks a solid instant to abuse with Gearhulk or it'd certainly be included. I also feel that there's no good energy sink that fits with the deck, as Virtuoso isn't synergistically powerful enough to close out games in this list. I do think you're on point with the need for a backup plan but I think that should exist in the form of a midrange curveout strategy rather than trying to be a control deck. I'm playing green for mana dorks which can help get free wins with quick 5drops and experimenting with some powerful 4 mana options (gisela, tamiyo) as well. The UB cycling version has a strong beatdown backup plan with cards like Vile Manifestation and Horror of the Broken Lands which I also find interesting.
I understand that, but does it have to not have access to said instants? I'm referring to the fact that the Aetherworks Marvel deck before it got banned had only 3-4 payoff cards, and the rest were all value oriented creatures and cards. It played Glimmer of Genius, and it'd certainly play something like Supreme Will now, and so on. I understand that most of these current lists that people are testing here are trying to "goldfish" or be as proactive as possible, and ignore the opponent's relevant spells as much as possible, but I feel like that's not the only possible route to go down. You could feasibly play red or other colors and more interactive spells, while incidentally winning a long game with God Pharoah's gift since it's so good in protracted grindy games as well. Just some ideas to toss around.
You could play some Rogue Refiners, Champion of Wills, and a few other powerful ETB effect creatures, but still maintain a solid beatdown or "hardcast" plan should your opponent respond to your relevant graveyard interaction. Right now, the UWx versions are able to do that to some degree, but are too all in on the combo, playing cards like Minister of Inquiries which are solely in the deck in order to fuel the combo. I don't think cards like that are actually helping evolve the deck, but shoehorning it into a "gotta go fast" mentality.
It could definitely be possible that going down this route is foolish, but I firmly believe that Champion of Wills + God Pharoah's Gift is enough payoff if you play enough interactive elements early game. Mono Red might still be an issue, but you'd stave off certain death while maybe winning the game later.
I could see a RUG deck built around this concept, red for removal and abrade, blue for champion and glimmer/supreme will and sideboard countermagic, and green for mana and sideboard interaction. If white remains, it'd be for solely having Angel of Invention because of how swingy the card is, but you could feasibly have minimal actual raw white sources should you need to hardcast it, as well as possibly still having Refurbish. Servant of the Conduit would certainly help with that. Your deck would be overall more robust and have the ability to play games without God Pharaoh's Gift, but also be very powerful should that plan go undisrupted or if your opponent can't play around it anymore.
Thanks for the videos, and it looks like mono red aggro is a pain to deal with. I like how this deck looks harmless at first and then starts to get crazy.
I understand that, but does it have to not have access to said instants? I'm referring to the fact that the Aetherworks Marvel deck before it got banned had only 3-4 payoff cards, and the rest were all value oriented creatures and cards. It played Glimmer of Genius, and it'd certainly play something like Supreme Will now, and so on. I understand that most of these current lists that people are testing here are trying to "goldfish" or be as proactive as possible, and ignore the opponent's relevant spells as much as possible, but I feel like that's not the only possible route to go down. You could feasibly play red or other colors and more interactive spells, while incidentally winning a long game with God Pharoah's gift since it's so good in protracted grindy games as well. Just some ideas to toss around.
You could play some Rogue Refiners, Champion of Wills, and a few other powerful ETB effect creatures, but still maintain a solid beatdown or "hardcast" plan should your opponent respond to your relevant graveyard interaction. Right now, the UWx versions are able to do that to some degree, but are too all in on the combo, playing cards like Minister of Inquiries which are solely in the deck in order to fuel the combo. I don't think cards like that are actually helping evolve the deck, but shoehorning it into a "gotta go fast" mentality.
It could definitely be possible that going down this route is foolish, but I firmly believe that Champion of Wills + God Pharoah's Gift is enough payoff if you play enough interactive elements early game. Mono Red might still be an issue, but you'd stave off certain death while maybe winning the game later.
I could see a RUG deck built around this concept, red for removal and abrade, blue for champion and glimmer/supreme will and sideboard countermagic, and green for mana and sideboard interaction. If white remains, it'd be for solely having Angel of Invention because of how swingy the card is, but you could feasibly have minimal actual raw white sources should you need to hardcast it, as well as possibly still having Refurbish. Servant of the Conduit would certainly help with that. Your deck would be overall more robust and have the ability to play games without God Pharaoh's Gift, but also be very powerful should that plan go undisrupted or if your opponent can't play around it anymore.
But white is the main color. Angel of Invention is the main reason to run the deck. It has the highest power level in Standard currently. Being able to put a 6/6 flying/haste/vigilant/life-linker in play is the reason to play it. Cards like Refurbish make it easier and gives the deck resilience vs Abrade. Even a turn 4 Cata gearhulk is good in the era of mono-red everything. The deck just needs tweaks. Red would be awesome for the deck since sweltering suns would be a godsend as would magma spray. However the lands are very awkward and blue does a better job of filling the gy. Sure red has Reunion but Champion of Wits is by far a better card.
My Minister version has struggled more compared to my Oath of Jace version. With Oath of Jace and a few different cards I've gone 4-1 and 5-0 in league. With Minister I've gone 2-3 and 3-2. Oath of Jace has done a better overall job since I get to keep a card. It could just be that the deck might need to start main decking some Sunscourage champions and Ariel Responders instead of Wanderer and whatever other creatures you have. I'm playing Mono Red at least 3 times in each league. For some reason I was able to beat it better with Oath. It gives a back up plan that allows you to cast your creatures if need be and Sunscourage and Wits have eternalize and I've discovered UR control hates those type of cards.
I understand that, but does it have to not have access to said instants? I'm referring to the fact that the Aetherworks Marvel deck before it got banned had only 3-4 payoff cards, and the rest were all value oriented creatures and cards. It played Glimmer of Genius, and it'd certainly play something like Supreme Will now, and so on. I understand that most of these current lists that people are testing here are trying to "goldfish" or be as proactive as possible, and ignore the opponent's relevant spells as much as possible, but I feel like that's not the only possible route to go down. You could feasibly play red or other colors and more interactive spells, while incidentally winning a long game with God Pharoah's gift since it's so good in protracted grindy games as well. Just some ideas to toss around.
You could play some Rogue Refiners, Champion of Wills, and a few other powerful ETB effect creatures, but still maintain a solid beatdown or "hardcast" plan should your opponent respond to your relevant graveyard interaction. Right now, the UWx versions are able to do that to some degree, but are too all in on the combo, playing cards like Minister of Inquiries which are solely in the deck in order to fuel the combo. I don't think cards like that are actually helping evolve the deck, but shoehorning it into a "gotta go fast" mentality.
It could definitely be possible that going down this route is foolish, but I firmly believe that Champion of Wills + God Pharoah's Gift is enough payoff if you play enough interactive elements early game. Mono Red might still be an issue, but you'd stave off certain death while maybe winning the game later.
I could see a RUG deck built around this concept, red for removal and abrade, blue for champion and glimmer/supreme will and sideboard countermagic, and green for mana and sideboard interaction. If white remains, it'd be for solely having Angel of Invention because of how swingy the card is, but you could feasibly have minimal actual raw white sources should you need to hardcast it, as well as possibly still having Refurbish. Servant of the Conduit would certainly help with that. Your deck would be overall more robust and have the ability to play games without God Pharaoh's Gift, but also be very powerful should that plan go undisrupted or if your opponent can't play around it anymore.
But white is the main color. Angel of Invention is the main reason to run the deck. It has the highest power level in Standard currently. Being able to put a 6/6 flying/haste/vigilant/life-linker in play is the reason to play it. Cards like Refurbish make it easier and gives the deck resilience vs Abrade. Even a turn 4 Cata gearhulk is good in the era of mono-red everything. The deck just needs tweaks. Red would be awesome for the deck since sweltering suns would be a godsend as would magma spray. However the lands are very awkward and blue does a better job of filling the gy. Sure red has Reunion but Champion of Wits is by far a better card.
My Minister version has struggled more compared to my Oath of Jace version. With Oath of Jace and a few different cards I've gone 4-1 and 5-0 in league. With Minister I've gone 2-3 and 3-2. Oath of Jace has done a better overall job since I get to keep a card. It could just be that the deck might need to start main decking some Sunscourage champions and Ariel Responders instead of Wanderer and whatever other creatures you have. I'm playing Mono Red at least 3 times in each league. For some reason I was able to beat it better with Oath. It gives a back up plan that allows you to cast your creatures if need be and Sunscourage and Wits have eternalize and I've discovered UR control hates those type of cards.
I feel as if you're shoehorning your deck based solely on power-level. You can still play Angel but play minimum white sources and focus both the mana and "castable"threats to be overall better. I'm not trying to tune the current iterations of the deck, as someone else mentioned earlier, those versions are really all in and focusing on the power level concept, while I wanted to switch gears and focus on the resiliency.
Do you have a decklist posted on here, I'd be interesting in looking at it. You take Minister out and replace him with Oath of Jace but do you replace Minister of Inquiries with a different creature just so you still have plenty of creatures in the graveyard?
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Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
What this deck loses from rotation is basically Thraben Inspector and the UW Dual lands from BFZ and SOI. Other than that every card seems to be from either Kaladesh or Ahmonket blocks.
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
4 Angel of Invention
3 Cataclysmic Gearhulk
4 Champion of Wits
3 Mausoleum Wanderer
4 Minister of Inquiries
4 Thraben Inspector
Spells
4 Refurbish
4 Strategic Planning
4 Gate to the Afterlife
3 God-Pharaoh's Gift
Land
4 Ipnu Rivulet
2 Irrigated Farmland
4 Island
5 Plains
4 Port Town
4 Prairie Stream
2 Crook of Condemnation
3 Declaration in Stone
4 Dispel
2 Fragmentize
1 Linvala, the Preserver
3 Void Winnower
The whole idea is to mill your own deck to cast Refurbish on God-Pharaoh's Gift right?
I played a few matches on stream, VoD here: https://www.twitch.tv/videos/159681075
Heron's Grace Champion has been nuts btw. mono red feels favorable with my latest list.
Extra energy can be cute with Minister of Inquiries.
Rogue Refiner and Servant of the Conduit seems decent.
With the energy package, Aethergeode Miner might be a cute tech dodging the "can't block" shenanigans, and trades 1-1 with almost everything on the RDW side. The thing with Responder and Champion is they are 3 mana, which can be a little slow on the draw, so I think the deck needs extra help with 1-2 cmc creatures.
Regarding Heron's Grace Champion, Doesn't Lantern Scout do the similar job with less mana requirement? I guess it's better blowing out on defense but I don't think you block profitably against RDW.
I think for Bant to be viable you must have extra mana fixing, either Spire of Industry or Aether Hub, and then Traverse or Attune, and/or mana dorks who can make the third color work.
No, Lantern Scout is absolutely not a replacement for Heron's Grace Champion. Lantern lets you attack and gain life. Champion lets you block and gain life, which is much prefered in a defensive game.
Now for a question: Angel of Invention does not exist around here. What would you replace her with?
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 would you feel about switching to mainly GW and splashing blue just for Champion of Wits?
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
4 Botanical Sanctum
1 Canopy Vista
1 Fortified Village
3 Island
4 Plains
3 Port Town
2 Prairie Stream
3 Angel of Invention
2 Angel of Sanctions
2 Cataclysmic Gearhulk
4 Champion of Wits
2 Gisela, the Broken Blade
4 Minister of Inquiries
2 Naga Vitalist
2 Servant of the Conduit
4 Thraben Inspector
2 Wharf Infiltrator
2 God-Pharaoh's Gift
2 Strategic Planning
2 Refurbish
1 Tamiyo, Field Researcher
1 Angel of Invention
1 Angel of Sanctions
1 Linvala, the Preserver
1 Tamiyo, Field Researcher
2 Manglehorn
2 Bruna, the Fading Light
3 Negate
4 Sunscourge Champion
Minister of Inquiries is the best card in the deck. Don't play the deck without blue. White is actually the excess color, as there are decent UR builds and a UB Cycling build that got posted in a video today on CFB's youtube. Minister and Champion make this deck work; it would be much slower and get far fewer free wins without them.
I've tried Linvala, Ulamog, Angel of Sanctions, Cataclysmic Gearhulk, Demon of Dark Schemes, Noxious Gearhulk, Chaos Maw, and recently Gisela. I would recommend something like 2 Linvala/2 Cataclysmic/2 Angel/2 Gisela to start if you want to play Bant with the dorks, or just check out the UB Cycling build which just does fine with Gifted Aetherborn for lifegain and Archfiend of Ifnir as a strong Gift target.
I know I've seen Strategic Planning.
The U/B Cycling GFG deck on this forum is running a bunch of neat blue cards that have cycling and can benefit from the reanimation. Nimble Obstructionist seems incredibly good against a lot of decks for example.
I guess the question is how sold is everyone on Refurbish? Angel of Invention is great, but I can also get behind a list that is discarding and reanimating other stuff too like Chaos Maw for example.
Maybe we want to be running 3 colours and not just 2? I see Elsik has been splashing some green to help against the aggro match ups.
What's the correct number of GFG to run? I've seen some decks run 3, some run 2. Hell I even saw a list with 4 of them. That they are legendary baffles me, but how many is too many?
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
4x Aether Hub
4x Botanical Sanctum
2x Inspiring Vantage
2x Wandering Fumarole
2x Fortified Village
2x Sheltered Thicket
3x Forest
1x Plains
1x Mountain
1x Island
Instant
4x Attune with Aether
2x Lightning Axe
4x Abrade
2x Cathartic Reunion
2x Refurbish
Creatures
4x Servant of the Conduit
4x Champion of wits
4x Rogue Refiner
2x Whirler Virtuoso
4x Angel of Invention
1x Linvala, the Preserver
Artifact
3x God-Pharaoh's Gift
Planeswalker
2x Kiora, Master of Depths
4x Jace's Defeat
2x Negate
2x Crook of Condemnation
1x Skysovereign, Consul Flagship
2x Appetite for the Unnatural
2x Radiant Flames
2x Hour of Devestation
I have yet to have mana problems, despite being four colors. That being said, the hour's in the sideboard are probably gonna be replaced by something for ramp. What, I don't know, but ramp was what I lost to.
I've gone 5-0 and 4-1 with an Oath of Jace build instead of Minister, it doesn't use Gate, but between 3x Oath, 4x Champion and 4x Planning it's very easy to find and pitch Gift. It also gets to run Cast Out. My SB was different, I ran Ariel Responders etc.
I decided to try the other version but got smoked by a deck using Authority of Consule and planeswalkers. I think I might want to try Authority of Consule myself in the side. 3/5 leagues matches seem to be against MONO RED and if you don't get Angel of Invention in play by turn 4 that match is rough.
Instead, I'm interested in making the deck powerful against disruptive elements, while also being powerful when its engine is online. Access to powerful resources in the Glimmer of Genius/Torrential Gearhulk engine that Yuuya used in Marvel, while not necessary coherent with the self-mill game plan, is still great at taking the game longer.
In the past of standard combo decks, all-in versions were discovered early but then eventually either became defunct or evolved into more resilient versions, such as Humanimator during Avacyn restored standard just evolving to regular ol' Junk Reanimator, and so on. I thought I'd try to see if we could discuss going down this route in a more cohesive way. I don't necessarily have any lists in mind, I'm no brewer, but I do understand these concepts and would love to possibly address them.
This deck lacks a solid instant to abuse with Gearhulk or it'd certainly be included. I also feel that there's no good energy sink that fits with the deck, as Virtuoso isn't synergistically powerful enough to close out games in this list. I do think you're on point with the need for a backup plan but I think that should exist in the form of a midrange curveout strategy rather than trying to be a control deck. I'm playing green for mana dorks which can help get free wins with quick 5drops and experimenting with some powerful 4 mana options (gisela, tamiyo) as well. The UB cycling version has a strong beatdown backup plan with cards like Vile Manifestation and Horror of the Broken Lands which I also find interesting.
You could play some Rogue Refiners, Champion of Wills, and a few other powerful ETB effect creatures, but still maintain a solid beatdown or "hardcast" plan should your opponent respond to your relevant graveyard interaction. Right now, the UWx versions are able to do that to some degree, but are too all in on the combo, playing cards like Minister of Inquiries which are solely in the deck in order to fuel the combo. I don't think cards like that are actually helping evolve the deck, but shoehorning it into a "gotta go fast" mentality.
It could definitely be possible that going down this route is foolish, but I firmly believe that Champion of Wills + God Pharoah's Gift is enough payoff if you play enough interactive elements early game. Mono Red might still be an issue, but you'd stave off certain death while maybe winning the game later.
I could see a RUG deck built around this concept, red for removal and abrade, blue for champion and glimmer/supreme will and sideboard countermagic, and green for mana and sideboard interaction. If white remains, it'd be for solely having Angel of Invention because of how swingy the card is, but you could feasibly have minimal actual raw white sources should you need to hardcast it, as well as possibly still having Refurbish. Servant of the Conduit would certainly help with that. Your deck would be overall more robust and have the ability to play games without God Pharaoh's Gift, but also be very powerful should that plan go undisrupted or if your opponent can't play around it anymore.
Thanks for the videos, and it looks like mono red aggro is a pain to deal with. I like how this deck looks harmless at first and then starts to get crazy.
But white is the main color. Angel of Invention is the main reason to run the deck. It has the highest power level in Standard currently. Being able to put a 6/6 flying/haste/vigilant/life-linker in play is the reason to play it. Cards like Refurbish make it easier and gives the deck resilience vs Abrade. Even a turn 4 Cata gearhulk is good in the era of mono-red everything. The deck just needs tweaks. Red would be awesome for the deck since sweltering suns would be a godsend as would magma spray. However the lands are very awkward and blue does a better job of filling the gy. Sure red has Reunion but Champion of Wits is by far a better card.
My Minister version has struggled more compared to my Oath of Jace version. With Oath of Jace and a few different cards I've gone 4-1 and 5-0 in league. With Minister I've gone 2-3 and 3-2. Oath of Jace has done a better overall job since I get to keep a card. It could just be that the deck might need to start main decking some Sunscourage champions and Ariel Responders instead of Wanderer and whatever other creatures you have. I'm playing Mono Red at least 3 times in each league. For some reason I was able to beat it better with Oath. It gives a back up plan that allows you to cast your creatures if need be and Sunscourage and Wits have eternalize and I've discovered UR control hates those type of cards.
I feel as if you're shoehorning your deck based solely on power-level. You can still play Angel but play minimum white sources and focus both the mana and "castable"threats to be overall better. I'm not trying to tune the current iterations of the deck, as someone else mentioned earlier, those versions are really all in and focusing on the power level concept, while I wanted to switch gears and focus on the resiliency.
Do you have a decklist posted on here, I'd be interesting in looking at it. You take Minister out and replace him with Oath of Jace but do you replace Minister of Inquiries with a different creature just so you still have plenty of creatures in the graveyard?