So, I threw together this deck last week, thinking it might be fun. I ended up 4-0'ing at FNM with it, only losing games where I got mana screwed.
I did some additional testing online with it, and, after adjusting the sideboard to better deal with Ramunap Red/aggro in general, it seems like it's legitimately competitive. Best of all, the deck is actually a lot of fun to play, and allows for some insane plays (gaining tons of life, drawing gobs of cards, etc).
The token producing sorceries (Servo Exhibition and Queen's Commission) are mostly there to clog the board until you can get your true threats online. Also, if you have enough tokens that you really don't need as blockers, you can swing with them all, and then cast Settle the Wreckage on yourself during the End of Combat phase for some amazing ramping, while also getting in some damage and potentially lifegain (if you swung with any vamps).
The deck gets really bananas when you start casting X spells, and copying them with Primal Wellspring. I literally gained 156 life at FNM playing against a really grindy energy deck by copying Sanguine Sacrament twice when I had three Amulets out (I copied Saheeli's Artistry twice with my Wellsprings the previous turn), and then I got a 28/28 Construct token on top of it (X spells are also amazing with Metallurgic Summonings). You can also deck yourself quite easily by copying Pull from Tomorrow if you're not careful.
Speaking of which, even if your opponent somehow exiles all of your Metallurgic Summonings, it's still possible to win through waiting for the opponent to deck him- or herself. Since Sanguine Sacrament just goes to the bottom of your library after it resolves, it's possible to just keep casting the spell over and over again, and then keep drawing it after you are down to just 4 or less cards in your library. Hopefully, by the time that you are down so low, you have enough lands and/or Primal Wellsprings to be gaining 50+ life a turn.
Saheeli's Artistry may seem like an odd inclusion, but it's in there for a couple of reasons. First, cloning your own Primal Amulets is great because the copies will never flip, leaving you with permanent CMC discounts on your spells. Second, the spell is actually a lot better when casting it for 3UU or 2UU thanks to one or more Amulets. Finally, if you happen to play against any decks running gearhulks, the card essentially reads "copy target gearhulk twice," which can put you miles ahead of your opponent by itself.
As far as sideboarding goes, I would take out the Saheeli's Artistries and Primal Amulets against Ramunap Red or other aggro decks, instead siding in the 3 Authority of the Consuls and 3 Farm // Market. Authority really helps slow down aggro decks, even if they hose the lifegain with Rampaging Ferocidon, and Farm // Market is tons of value in that it is removal on the front end, and lets you filter through your deck on the back end, and it represents two spells that you can cast for value with Metallurgic Summonings.
Approaches are nice against control decks as well as token decks whose life totals can skyrocket relatively quickly (as are Authority of the Consuls). Obviously, the Disallows and Negates are for control matchups as well, but Negates are also helpful against any midrange deck running black since they will obviously be siding in Lost Legacy to get rid of your Metallurgic Summonings (in addition to their normal hand disruption package).
This is interesting. Metallurgic Summonings is such a cool card IMO. And I have been wanting to find a way to play it in a deck. I will definitely test your list and report back. Thanx
i mean turn 2 baral turn 3 servo exhibiton+queens commision seems good....that might have to become a deck actually....brb
The first thing I thought of was including Baral alongside everything else, but I ended up cutting him from the list to maximize my instants and sorceries in the list. Plus, it's nice to have a true creatureless deck that can't get looted by The Scarab God.
Feel free to test out a list with Baral, though. The synergy is definitely there.
So it's got Summonings, Hailfire, and Cut // Ribbons in it as finishers. Plus there are plenty sweepers in grixis that can keep you alive long enough to finish opponents.
Huh, I hadn't see that before. It's interesting, but that deck and mine play quite differently.
Also, just got back from a PPTQ with the deck, and though I didn't do that well, it was mostly because I was getting flooded out and because I made a few play mistakes.
That being said, the deck completely outclassed a UB control deck being piloted by a tournament grinder, who became visibly frustrated by the games (I ended up 2-0'ing him). In other words, the deck is very powerful when it performs as expected.
My thoughts are that it needs better filtering options, and probably more removal in the mainboard, so I'm moving the Saheeli's Artistry to the sideboard, along with one Queen's Commission, and putting in 3 Farm // Market, since they performed very well in the games that I sided them in. In addition, I am taking out the Solemnity from the sideboard because, while it was very effective against energy and counter decks, it also hosed my Amulet, and it turns out that the Amulet isn't that good if it never flips. I'm putting two River's Rebuke in their place for the midrange matchups because I've had previous experiences in which that card just blows out a midrange opponent.
Hey, I love the deck idea and I've been looking for a way to make Metallurgic Summonings a win con in a deck.
I went ahead and made it, then played a few kitchen table and MTGO games. Couple of things:
The Commit/Memory feels really useless. I don't think it does anything better than an Ixalan's Binding or a Cast Out, and whenever I've draw it I feel like it's a fairly useless card that Farm/Market and Cast Out/Ixalan's Binding feel like far more useful cards. Though in all honesty it could just be that my limited playtest just didn't have a chance to really take advantage of it.
I also had a hard time getting Metallurgic to fire. The one time I did it was GLORIOUS (against a vampire mill deck), but that was out of about 10 games. Any tips or suggestions to make this fun deck work more smoothly?
I actually have been tweaking the deck since my original posts, and with the creature decks being as heavily represented as they are, I ended up adding in 3 Fumigates, and 2 Search for Azcanta to try to smooth out the draws. Below is my updated decklist:
As far as Commit // Memory goes, I have a strong preference for the card, since it is both all-purpose removal (hits planeswalkers), AND is the only thing in Standard that can stop a Carnage Tyrant from hitting the field. Plus, you get a ton of value on the backend if you have emptied your hand and your opponent has a ton of cards if you cast Memory. Also, it gives you two opportunities to get construct tokens from Metallurgic Summonings. I choose to run those over any other non-instant/sorcery removal because of the value you get with Primal Amulet and Metallurgic Summonings. But feel free to tweak the deck as you want to see what works best for you!
Hey, I love the deck idea and I've been looking for a way to make Metallurgic Summonings a win con in a deck.
I went ahead and made it, then played a few kitchen table and MTGO games. Couple of things:
The Commit/Memory feels really useless. I don't think it does anything better than an Ixalan's Binding or a Cast Out, and whenever I've draw it I feel like it's a fairly useless card that Farm/Market and Cast Out/Ixalan's Binding feel like far more useful cards. Though in all honesty it could just be that my limited playtest just didn't have a chance to really take advantage of it.
I also had a hard time getting Metallurgic to fire. The one time I did it was GLORIOUS (against a vampire mill deck), but that was out of about 10 games. Any tips or suggestions to make this fun deck work more smoothly?
Metallurgic Summonings is great against mid range. But weak to lower costed aggressive decks like RDW and Mono Black aggro. Torrential Gearhulk is great friends with Metal Summons
Metallurgic Summonings is great against mid range. But weak to lower costed aggressive decks like RDW and Mono Black aggro. Torrential Gearhulk is great friends with Metal Summons
It's even better against control. Get one to resolve against them, and watch how they writhe in utter frustration that even the spells they counter produce constructs.
Against aggro, usually I don't drop a Summonings until after I've cleared the board and have a healthy life total (13+).
By the way, against tokens, I forgot that I added in 2 River's Rebuke into the sideboard (taking out the 1 Queen's Commission and 1 Servo Exhibition). It just blows out tokens completely.
I was thinking about it. Karn's last minus ability is very powerful with that many artifacts.
I was also thinking about something with Karn's Temporal Sundering since being able to copy Time Warp spells is incredibly powerful, especially if able to also bounce something as part of the spell's resolution. But then I'd also have to run a legendary creature (Baral would be an obvious choice) or planeswalker (Teferi would be pretty good, given he has card draw, removal, and a game-winning ultimate). I'm going to certainly do some testing with the deck and all the goodies from Dominaria.
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I did some additional testing online with it, and, after adjusting the sideboard to better deal with Ramunap Red/aggro in general, it seems like it's legitimately competitive. Best of all, the deck is actually a lot of fun to play, and allows for some insane plays (gaining tons of life, drawing gobs of cards, etc).
The decklist is below. Basically, the deck exploits interactions between the instants and sorceries you cast, and Primal Amulet/Wellspring, and/or Metallurgic Summonings.
4 Primal Amulet
Enchantments (4)
4 Metallurgic Summonings
Instants/Sorceries (26)
4 Settle the Wreckage
4 Servo Exhibition
4 Queen’s Commission
4 Commit // Memory
4 Sanguine Sacrament
4 Pull From Tomorrow
2 Saheeli’s Artistry
4 Glacial Fortress
4 Irrigated Farmland
10 Plains
8 Island
3 Disallow
3 Negate
2 Approach of the Second Sun
1 Solemnity
3 Farm // Market
3 Authority of the Consuls
The token producing sorceries (Servo Exhibition and Queen's Commission) are mostly there to clog the board until you can get your true threats online. Also, if you have enough tokens that you really don't need as blockers, you can swing with them all, and then cast Settle the Wreckage on yourself during the End of Combat phase for some amazing ramping, while also getting in some damage and potentially lifegain (if you swung with any vamps).
The deck gets really bananas when you start casting X spells, and copying them with Primal Wellspring. I literally gained 156 life at FNM playing against a really grindy energy deck by copying Sanguine Sacrament twice when I had three Amulets out (I copied Saheeli's Artistry twice with my Wellsprings the previous turn), and then I got a 28/28 Construct token on top of it (X spells are also amazing with Metallurgic Summonings). You can also deck yourself quite easily by copying Pull from Tomorrow if you're not careful.
Speaking of which, even if your opponent somehow exiles all of your Metallurgic Summonings, it's still possible to win through waiting for the opponent to deck him- or herself. Since Sanguine Sacrament just goes to the bottom of your library after it resolves, it's possible to just keep casting the spell over and over again, and then keep drawing it after you are down to just 4 or less cards in your library. Hopefully, by the time that you are down so low, you have enough lands and/or Primal Wellsprings to be gaining 50+ life a turn.
Saheeli's Artistry may seem like an odd inclusion, but it's in there for a couple of reasons. First, cloning your own Primal Amulets is great because the copies will never flip, leaving you with permanent CMC discounts on your spells. Second, the spell is actually a lot better when casting it for 3UU or 2UU thanks to one or more Amulets. Finally, if you happen to play against any decks running gearhulks, the card essentially reads "copy target gearhulk twice," which can put you miles ahead of your opponent by itself.
As far as sideboarding goes, I would take out the Saheeli's Artistries and Primal Amulets against Ramunap Red or other aggro decks, instead siding in the 3 Authority of the Consuls and 3 Farm // Market. Authority really helps slow down aggro decks, even if they hose the lifegain with Rampaging Ferocidon, and Farm // Market is tons of value in that it is removal on the front end, and lets you filter through your deck on the back end, and it represents two spells that you can cast for value with Metallurgic Summonings.
Approaches are nice against control decks as well as token decks whose life totals can skyrocket relatively quickly (as are Authority of the Consuls). Obviously, the Disallows and Negates are for control matchups as well, but Negates are also helpful against any midrange deck running black since they will obviously be siding in Lost Legacy to get rid of your Metallurgic Summonings (in addition to their normal hand disruption package).
i mean turn 2 baral turn 3 servo exhibiton+queens commision seems good....that might have to become a deck actually....brb
C Long Live Eldrazi C
The first thing I thought of was including Baral alongside everything else, but I ended up cutting him from the list to maximize my instants and sorceries in the list. Plus, it's nice to have a true creatureless deck that can't get looted by The Scarab God.
Feel free to test out a list with Baral, though. The synergy is definitely there.
I dunno, I've never seen the UB version. But Settle the Wreckage is great against any aggro or midrange deck, as are the token producers.
https://www.youtube.com/playlist?list=PLtLlcD-b2JREYt1FJZkYUBEyJODNID3Vr
So it's got Summonings, Hailfire, and Cut // Ribbons in it as finishers. Plus there are plenty sweepers in grixis that can keep you alive long enough to finish opponents.
Also, just got back from a PPTQ with the deck, and though I didn't do that well, it was mostly because I was getting flooded out and because I made a few play mistakes.
That being said, the deck completely outclassed a UB control deck being piloted by a tournament grinder, who became visibly frustrated by the games (I ended up 2-0'ing him). In other words, the deck is very powerful when it performs as expected.
My thoughts are that it needs better filtering options, and probably more removal in the mainboard, so I'm moving the Saheeli's Artistry to the sideboard, along with one Queen's Commission, and putting in 3 Farm // Market, since they performed very well in the games that I sided them in. In addition, I am taking out the Solemnity from the sideboard because, while it was very effective against energy and counter decks, it also hosed my Amulet, and it turns out that the Amulet isn't that good if it never flips. I'm putting two River's Rebuke in their place for the midrange matchups because I've had previous experiences in which that card just blows out a midrange opponent.
I went ahead and made it, then played a few kitchen table and MTGO games. Couple of things:
The Commit/Memory feels really useless. I don't think it does anything better than an Ixalan's Binding or a Cast Out, and whenever I've draw it I feel like it's a fairly useless card that Farm/Market and Cast Out/Ixalan's Binding feel like far more useful cards. Though in all honesty it could just be that my limited playtest just didn't have a chance to really take advantage of it.
I also had a hard time getting Metallurgic to fire. The one time I did it was GLORIOUS (against a vampire mill deck), but that was out of about 10 games. Any tips or suggestions to make this fun deck work more smoothly?
4 Primal Amulet
Enchantments (6)
4 Metallurgic Summonings
2 Search for Azcanta
Instants/Sorceries (24)
3 Settle the Wreckage
3 Servo Exhibition
3 Queen’s Commission
4 Commit // Memory
4 Sanguine Sacrament
4 Pull From Tomorrow
3 Fumigate
4 Glacial Fortress
4 Irrigated Farmland
10 Plains
8 Island
3 Disallow
3 Negate
2 Approach of the Second Sun
2 Spell Swindle
2 Authority of the Consuls
1 Queen’s Commission
1 Servo Exhibition
As far as Commit // Memory goes, I have a strong preference for the card, since it is both all-purpose removal (hits planeswalkers), AND is the only thing in Standard that can stop a Carnage Tyrant from hitting the field. Plus, you get a ton of value on the backend if you have emptied your hand and your opponent has a ton of cards if you cast Memory. Also, it gives you two opportunities to get construct tokens from Metallurgic Summonings. I choose to run those over any other non-instant/sorcery removal because of the value you get with Primal Amulet and Metallurgic Summonings. But feel free to tweak the deck as you want to see what works best for you!
C Long Live Eldrazi C
It's even better against control. Get one to resolve against them, and watch how they writhe in utter frustration that even the spells they counter produce constructs.
Against aggro, usually I don't drop a Summonings until after I've cleared the board and have a healthy life total (13+).
By the way, against tokens, I forgot that I added in 2 River's Rebuke into the sideboard (taking out the 1 Queen's Commission and 1 Servo Exhibition). It just blows out tokens completely.
- Servo Exhibition
- Sram's Expertise
- Karn, Scion of Urza
- Metallurgic Summonings
??C Long Live Eldrazi C
I was thinking about it. Karn's last minus ability is very powerful with that many artifacts.
I was also thinking about something with Karn's Temporal Sundering since being able to copy Time Warp spells is incredibly powerful, especially if able to also bounce something as part of the spell's resolution. But then I'd also have to run a legendary creature (Baral would be an obvious choice) or planeswalker (Teferi would be pretty good, given he has card draw, removal, and a game-winning ultimate). I'm going to certainly do some testing with the deck and all the goodies from Dominaria.