I played G/R Electrostatic Pummeler at my Game Day. Went all right I guess, especially considering this was my second gameday.
First Round
Went against B/R Aggro. 2-0'ed him, He got a bit mana screwed in the first game, but he really underestimated the power of Electrostatic Pummeler.
Second match I got a turn 4 10/10 Electrostatic Pummeler with trample and double strike. Needless to say, I won.
Second Round
Went against filth spirits. 0-2, drew none of my sideboard cards, he had answers for everything and flew over me.
Third Round
I played against a not-so-good deck, no offense to the person who was playing it. 2-0, again he underestimated the Pummeler.
Fourth Round
Went against Jeskai control, RIP me. 1st and second games he drew answers for ALL my creatures, game 1 he Ulted Chandra, but game 2 I loaded the board with creatures and he couldn't find any Radiant Flames. Game 3 he played Combustible Gearhulk, he was a bit mana screwed, but I ended up getting dealt 13 damage from it. He ended up winning the whole gameday.
I ended up in 8th place, but they did a top 4, because the shop closed soon.
Lost in the finals of Gameday to the mirror. I ranched him in rounds earlier but my game 2 and 3 had a bit of bad variance and I either drew mono-lands or drew 0 lands.
Playing lathnu hellions in the sideboard and potentially other hasters. Thoughts?
I've tried running 4 gearhulks so many times and it hasn't worked for me. I would DEFINITELY run 4 Voltiac brawler. This guy is a beast, plus you want a lot of 2 drops if you're trying to crew 4 thopters. I've run lists very similar to yours. I think 4 copters may be too many, I've liked running 3. Someone mentioned to me about putting Arlinn Kord in my list on this page, maybe you could try her out?
I've also played Kessig Prowler in my lists before. I have mixed feelings. With play testing, it seemed that the flip ability is less useful than you might think. If you are running about 7-10 4 and 5 costs spells, you'll likely have one in hand that would be better to play than spending mana on flipping Prowler. He might be worthy with 4 copters, but playing 1-3 copies might be more reasonable.
I've played Fiery Temper with Copter and it is a cool combo. However, I think Incendiary Flow to be the superior card because it doesn't require double red or 3 mana to hard cast. This is important because we want to clear the way for Longtusk Cub and Voltiac Brawler to damage the opponent early and often. I can't tell you how many times I was glad for the cheap effective removal when I had a Longtusk cub out.
Some people have been touting Game Trails as superior to Cinder Glade, but I don't find this to be the case in my midrange build. I think it's more important that our land comes into play untapped late game so that Hydra and Gearhulk come down on curve, and Game Trail doesn't seem to help that. Cinder glade can often just be played turn 1 when we have nothing to do if we draw it. With Attune with Aether fetching us basic lands, we can often have Cinderglade enter untapped turn 3 or 4.
I must say that I'm usually quite happy with my land. It seems land almost always enters untapped and I can cast whatever I want when I want it. Usually I have the colored mana I need and hit 5 lands consistently enough on curve. Also not much flooding, but it may have been me playing 4 Attune with Aether with 4 Servant of the Conduit that helped flood me out when it did happen.
I'm even going to be testing 3 aether hub 1 game trail then 4 aether hub 0 game trail if it works out well the first testing.
Seems that people are doing reasonably well to great with their decks! I think this archetype has a lot to offer.
Latest brew with Arlinn Kord and Pia Nalaar. Having 3 walkers in the deck makes Pia bit more useful with blocking bodies. I also like giving the nalaar thopter vig. haste buff for 3 air damage and chump block later. Pia has some decent synergy with gearhulk. Despite my last post, I'm going to try 4 copies of Gearhulk again. It really is the best card in the deck and quite game winning at times. Took out a couple of Hydras to make room for Arlinn. If we can keep arlinn alive for one turn then drop Gearhulk, give it haste and vigilance turn 5 we'll be getting major damage through and have a fatty to protect Arlinn.
This archetype was basically nowhere to be seen at the GP top tables this weekend, with only one single list in the top 64 placings of both events combined. Here`s that list, coming in at 50th in Kuala Lumpur.
This archetype was basically nowhere to be seen at the GP top tables this weekend, with only one single list in the top 64 placings of both events combined. Here`s that list, coming in at 50th in Kuala Lumpur.
It seems to be a classic combo oriented main with a midrange sideboard plan.
I still can`t believe Built to Smash is the commonly played card over Rush of Adrenaline. I just don`t get it.
This basically takes the same basic shell and adds WU cards to it. Spell Queller does seem really tempting.
I didn't get my cards in the mail in time to take the deck to the Game Day unfortunately. Looking at the tournament results from the past weekend I'm convinced that a midrange version of the deck can be found that will beat both the aggro decks and the control decks. I'm not sure the Electrostatic Pummeler 'combo' version is where the deck wants to be.
This archetype was basically nowhere to be seen at the GP top tables this weekend, with only one single list in the top 64 placings of both events combined. Here`s that list, coming in at 50th in Kuala Lumpur.
It seems to be a classic combo oriented main with a midrange sideboard plan.
I still can`t believe Built to Smash is the commonly played card over Rush of Adrenaline. I just don`t get it.
This basically takes the same basic shell and adds WU cards to it. Spell Queller does seem really tempting.
I didn't get my cards in the mail in time to take the deck to the Game Day unfortunately. Looking at the tournament results from the past weekend I'm convinced that a midrange version of the deck can be found that will beat both the aggro decks and the control decks. I'm not sure the Electrostatic Pummeler 'combo' version is where the deck wants to be.
wow....that 4 color deck seems so much fun! wow. i just don't know what to even say about it lol
This deck solves the problem of bad three drops by playing white. Which is brilliant in retrospect. This is a shell I'll be toying with. I've already sort of fallen in love with the Gearhulk + Wanderer package from my previous Temur lists but this just facilitates that a bit better.
I feel like that deck is stretching unnecessarily to get a light splash of red. I think it'd just be better as a Bant energy deck as Whirlers aren't that amazing, harnessed gets replaced with whire removal, and voltaics have decent Bant options for 2. I'd be concerned with consistency.
I'm not against splashing a 3rd color, but so far blue SB counters have been the only real viable thing kicked around. I do like Wanderer too, but I'm curious if that's better than Hydra.
I feel like that deck is stretching unnecessarily to get a light splash of red. I think it'd just be better as a Bant energy deck as Whirlers aren't that amazing, harnessed gets replaced with whire removal, and voltaics have decent Bant options for 2. I'd be concerned with consistency.
I'm not against splashing a 3rd color, but so far blue SB counters have been the only real viable thing kicked around. I do like Wanderer too, but I'm curious if that's better than Hydra.
Funny you should say that because I just built a deck with a white splash:
I think white provides a lot of answers for us. We've got more serious removal with Declaration in Stone and Blessed Alliance. We finally fill that 3 cmc creature gap with some great creatures: Thalia, Heretic Cathar and Fairground Warden. Both of these enable our 2 drop beaters to keep connecting the opponent. Thalia also slows them down on land potentially which allows our larger creatures to come out. She's also a much better target for Gearhulk than Tireless Tracker. She protects planeswalkers especially Arlinn Kord with her first strike. I might try playing 3 of her.
Gryff's Boon onto just about any creature in the deck is ridiculous. Turn 2 Cub into turn 3 Brawler plus Boon on the Cub looks pretty nice to me! I feel this card is much better than the Kessig Prowler or Bomat Courier that often occupy the 1 cmc slot. Being able to get damage through early then recast onto a beefy trampling flier late game is nuts!
I'm thinking 4 Declaration in Stone sideboard to start to exile any really nasty/large creatures we may come up against.
With limited testing, the mana is running pretty smoothly. I'm sure any kinks can be worked out with more testing.
I won game day with this list. We only had 9 people and played just 3 rounds though. If you want to go all in on the Electrostatic Pummeler plan, you gotta go blue. Slip through Space is an alternative way to combo if somehow you don't have trample.
The sideboard is very slapped together. Counter spells for most occasions. Going to tune the sideboard after I get a better idea of the match ups in my playgroup right now.
So Red has some cool creatures for energy with Lathnu Hellion and Voltaic Brawler. And Uncaged Fury and Built to Smash are fantastic. But they're not 100% necessary for the Pummeler combo, at all. You go blue, you get more straight up protection for Pummeler.
Turn 3 Bristling Hydra holds down the board. Empyreal Voyager took a pesky Jace out of ult range on Saturday even with 2 thopters blocking him, since I had Larger than Life'd him (was holding multiple).
The key thing here though is that 4 Blossoming Defense isn't enough to protect your Pummeler. You don't need Red for more pump/double strike for Pummeler. When you're playing a slightly more control, a lot less aggro angle, you'll have enough energy by the time Pummeler is set to go off to pump him way up there. 15 energy for 5 pumps isn't unheard of. Trample isn't necessary with Slip through Space, but you'll probably have it anyway with Larger than Life.
I was playing against a G/W/x midrange, controlly something deck with Sylvan Advocate, Gitrog Monster, Nissas and Gideons. Didn't really get to see their deck when I combo'd off game one and two. Not too early in the games, mind you, but turn 6-8 maybe. He would of screwed my combo with his Anguished Unmaking, but I had a Turn Aside! And a Negate too for that matter.
2x Glimmer of Genius can bring your combo so much closer to your hand.
Yeah I'm surprised with the number of walkers given his only defense against Smuggler's Copter is those Harnessed Lightnings at least on the mainboard. I know Gideon is doing fantastic in other decks, but they usually have something in the air to block. I'm certainly willing to test a couple Chandra, though I'm thinking of having a couple Copters myself to do something in the air.
how did it go against aggressive decks? those PWs are pretty vulnerable to them.
Aggressive matchups are tough, although I beat a mardu vehicles and RB aggro on the way to the 5-0. I was running 4x Weaver in sideboard which helps a lot. Of course the planeswalkers were the first cards to come out in these matchups.
I've been toying around with white more and getting some promising results.
Thalia, Heretic Cathar really shores up the 3 cmc creature gap. Gryff's Boon allows us to stay aggro and make sure Longtusk Cub connects. An unanswered turn 2 Brawler into turn 3 Gryff's Boon is 10 flying trample damage in the air by turn 4! Hanweir Garrison is back in the mix. With Boon, Thalia, 6 removal spells and Arlinn Kord, our opponents are going to have a REALLY hard time stopping this and other creatures from connecting early and often. Mana is sometimes an issue as would be expected in a 3 color, but seems to do well most of the time.
Arlinn Kord granting haste or boon granting flying to Woodland Wanderer can really help finish off the game. We can reliably hit 4 different color mana on curve most games, or at least have a Hanweir/Thalia ready to play turn 4 while a land enters tapped.
I've been toying around with white more and getting some promising results.
Thalia, Heretic Cathar really shores up the 3 cmc creature gap. Gryff's Boon allows us to stay aggro and make sure Longtusk Cub connects. An unanswered turn 2 Brawler into turn 3 Gryff's Boon is 10 flying trample damage in the air by turn 4! Hanweir Garrison is back in the mix. With Boon, Thalia, 6 removal spells and Arlinn Kord, our opponents are going to have a REALLY hard time stopping this and other creatures from connecting early and often. Mana is sometimes an issue as would be expected in a 3 color, but seems to do well most of the time.
Arlinn Kord granting haste or boon granting flying to Woodland Wanderer can really help finish off the game. We can reliably hit 4 different color mana on curve most games, or at least have a Hanweir/Thalia ready to play turn 4 while a land enters tapped.
i like the list. don't know about the boon though. i'm just not a huge fan of enchantments. but i also haven't played standard in a while and am use to modern. i do like how it looks and it's definitely a start. i think thalia is a huge help.
Nothing to report other than you lose the Attune into nothing games. You win the games you stabilize.
2-1 Dynavolt Tower Combo
A wonky Dynavolt Tower Combo deck that played 12 fogs and tried to kill you with Visions and Dynavolt Tower. He fog locked me game one and my disruption got him the next two.
1-2 UW Tempo (Recent GP list).
Got game 1 but was out tempo'd games 2 and 3. Drew considerably more lands than spells in both but you gotta' make do.
2-1 Sultai Delirium (Recent GP list).
He locked me out game 1. I ult'ed Arlinn game 2. I mulled to 5 game 3 and beat him down with a turn 5 Gearhulk and turn 6 Consul's Skyship after he transgressed my Chandra. He had no answers to this.
Deck was fine. It's still so garbage against 1-for-1 spot removal.
i like the list. don't know about the boon though. i'm just not a huge fan of enchantments. but i also haven't played standard in a while and am use to modern. i do like how it looks and it's definitely a start. i think thalia is a huge help.
I am wary of enchantments as well normally. I've played some that even at 2 copies weren't good. Creature enchantment buffs usually set you up for a 2 for 1. Boon doesn't do this however as it's recyclable.
Boon fills that extra mana slot turn 3 when we have 2 2 drop creatures in hand. It sets our opponent for situations where they must remove the Longtusk Cub or Voltiac Brawler we first put Boon onto turn 3 or die within a few turns. If they do remove our early creature, Boon just comes back to enchant another cub/brawler or Woodland Wanderer. Boon onto a wanderer is a 6/5 flying trample attacking turn 5! Pretty hard to block against even if the opponent is playing those pesky Selfless Spirits. In fact, it's a pretty good card to have against all flying strategies, which I've seen a good amount of. Even our lowly 2/2 cub can grow large enough to stop a Gisela if it connects enough times and has Boon on it.
Boon also bolsters evasion, something this archetype seems to be lacking. I'm sure we've all been in situations where we can't get through effectively on the ground. Boon to the rescue!
If you're running 4c then Whirler Virtuoso is important. Decks that running spot removal hate that card. I 4-1 a league yesterday with a 4c list and Whirler Virtuoso was so good that games 2 and 3 the UR spells player had to counter that card. It pretty much gave me an open door to resolve whatever I wanted on turn 4 (usually a 6/6 wanderer that UR spells can hardly handle).
My worst match up on FNM was vs. a black white control that would 1 for spot removal me pretty much up the line while creating a life pillow with Authority of the Consuls and Blessed Aliance. He'd cast Fumigate if he didn't have enough spot removal. Not sure how I'd beat the deck consistently.
I'm curious about Whirler Virtuoso. Do you find that you often use the energy gained from it for things besides making a 1/1 flier? I'm wondering why you wouldn't play a 2/2 split between Virtuoso and Pia Nalaar is the extra toughness and flexibility with energy the reason? I've played Pia, her activated abilities seem to be pretty good. She can also be a good top deck if you have a good board state already then use her "sac. an artifact target creature can't block this" to close out the game a turn earlier than the opponent expected.
My worst match up on FNM was vs. a black white control that would 1 for spot removal me pretty much up the line while creating a life pillow with Authority of the Consuls and Blessed Aliance. He'd cast Fumigate if he didn't have enough spot removal. Not sure how I'd beat the deck consistently.
I'm curious about Whirler Virtuoso. Do you find that you often use the energy gained from it for things besides making a 1/1 flier? I'm wondering why you wouldn't play a 2/2 split between Virtuoso and Pia Nalaar is the extra toughness and flexibility with energy the reason? I've played Pia, her activated abilities seem to be pretty good. She can also be a good top deck if you have a good board state already then use her "sac. an artifact target creature can't block this" to close out the game a turn earlier than the opponent expected.
I think the big reason is that Whirler both generates energy and is an energy dump. You've played this deck enough to know that some games stall with little ways to use your excess energy. 9 energy sitting around (it happens)? Let's go.
I played G/R Electrostatic Pummeler at my Game Day. Went all right I guess, especially considering this was my second gameday.
First Round
Went against B/R Aggro. 2-0'ed him, He got a bit mana screwed in the first game, but he really underestimated the power of Electrostatic Pummeler.
Second match I got a turn 4 10/10 Electrostatic Pummeler with trample and double strike. Needless to say, I won.
Second Round
Went against filth spirits. 0-2, drew none of my sideboard cards, he had answers for everything and flew over me.
Third Round
I played against a not-so-good deck, no offense to the person who was playing it. 2-0, again he underestimated the Pummeler.
Fourth Round
Went against Jeskai control, RIP me. 1st and second games he drew answers for ALL my creatures, game 1 he Ulted Chandra, but game 2 I loaded the board with creatures and he couldn't find any Radiant Flames. Game 3 he played Combustible Gearhulk, he was a bit mana screwed, but I ended up getting dealt 13 damage from it. He ended up winning the whole gameday.
I ended up in 8th place, but they did a top 4, because the shop closed soon.
And here's the decklist!
4 Electrostatic Pummeler
4 Bomat Courier
4 Bristling Hydra
4 Servant of the Conduit
4 Voltaic Brawler
2 Longtusk Cub
Non-creature Spells (16)
4 Blossoming Defense
4 Built to Smash
2 Uncaged Fury
2 Attune with Aether
3 Harnessed Lightning
1 Arlinn Kord
4 Aether Hub
4 Game Trail
1 Cinder Glade
7 Forest
6 Mountain
4 Lathnu Hellion
3 Appetite for the Unnatural
1 Nissa, Vital Force
2 Take Down
2 Clip Wings
1 Commencement of Festivities
1 Harnessed Lightning
1 Natural State
EDH:
Maelstrom Wanderer
Niv-Mizzet, the Firemind
4x Harnessed Lightning
2x Galvanic Bombardment
3x Blossoming Defense
1x Negate
4x Voltaic Brawler
2x Longtusk Cub
4x Servant of the Conduit
3x Lathnu Hellion
3x Tireless Tracker
3x Woodland Wanderer
4x Verdurous Gearhulk
1x Spirebluff Canal
3x Game Trail
1x Cinder Glade
4x Aether Hub
1x Island
4x Mountain
5x Forest
2x Arlinn Kord
1x Chandra, Torch of Defiance
2x Galvanic Bombardment
2x Negate
2x Ceremonius Rejection
1x Skysovereign, Consul's Flagship
1x Lathnu Hellion
1x Unsubstantiate
2x Root Out
1x Plummet
Deck was fine.
Probably dropping Trackers.
I've also played Kessig Prowler in my lists before. I have mixed feelings. With play testing, it seemed that the flip ability is less useful than you might think. If you are running about 7-10 4 and 5 costs spells, you'll likely have one in hand that would be better to play than spending mana on flipping Prowler. He might be worthy with 4 copters, but playing 1-3 copies might be more reasonable.
I've played Fiery Temper with Copter and it is a cool combo. However, I think Incendiary Flow to be the superior card because it doesn't require double red or 3 mana to hard cast. This is important because we want to clear the way for Longtusk Cub and Voltiac Brawler to damage the opponent early and often. I can't tell you how many times I was glad for the cheap effective removal when I had a Longtusk cub out.
Some people have been touting Game Trails as superior to Cinder Glade, but I don't find this to be the case in my midrange build. I think it's more important that our land comes into play untapped late game so that Hydra and Gearhulk come down on curve, and Game Trail doesn't seem to help that. Cinder glade can often just be played turn 1 when we have nothing to do if we draw it. With Attune with Aether fetching us basic lands, we can often have Cinderglade enter untapped turn 3 or 4.
My land list looks like this
4x Cinder glade
2x Aether Hub
2x Game Trail
10x Forest
5x Mountain
I must say that I'm usually quite happy with my land. It seems land almost always enters untapped and I can cast whatever I want when I want it. Usually I have the colored mana I need and hit 5 lands consistently enough on curve. Also not much flooding, but it may have been me playing 4 Attune with Aether with 4 Servant of the Conduit that helped flood me out when it did happen.
I'm even going to be testing 3 aether hub 1 game trail then 4 aether hub 0 game trail if it works out well the first testing.
For sideboard I highly recommend 4 Plummet and 4 Appetite for the Unnatural. We need to be able to handle flying, and there is TON of it out there. Appetite kills all gearhulks, Smuggler's Copter, Fevered Visions, Always Watching, Stasis Snare and more!
Welcome to r/g energy.
3 Tamiyo, Field Researcher
Creature (29)
4 Longtusk Cub
4 Servant of the Conduit
4 Voltaic Brawler
2 Tireless Tracker
2 Reflector Mage
4 Spell Queller
3 Whirler Virtuoso
4 Woodland Wanderer
2 Verdurous Gearhulk
Sorcery (4)
4 Attune with Aether
2 Harnessed Lightning
Land (22)
1 Evolving Wilds
4 Aether Hub
4 Botanical Sanctum
3 Inspiring Vantage
3 Spirebluff Canal
4 Forest
1 Island
1 Plains
1 Mountain
60 Cards
2 Tireless Tracker
1 Reflector Mage
2 Harnessed Lightning
1 Evolving Wilds
1 Blossoming Defense
2 Jace, Unraveler of Secrets
3 Negate
3 Ceremonious Rejection
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
Latest brew with Arlinn Kord and Pia Nalaar. Having 3 walkers in the deck makes Pia bit more useful with blocking bodies. I also like giving the nalaar thopter vig. haste buff for 3 air damage and chump block later. Pia has some decent synergy with gearhulk. Despite my last post, I'm going to try 4 copies of Gearhulk again. It really is the best card in the deck and quite game winning at times. Took out a couple of Hydras to make room for Arlinn. If we can keep arlinn alive for one turn then drop Gearhulk, give it haste and vigilance turn 5 we'll be getting major damage through and have a fatty to protect Arlinn.
4x Voltaic Brawler
3x Servant of the Conduit
3x tireless tracker
2x Pia Nalaar
2x Bristling Hydra
4x Verdurous Gearhulk
3x Incendiary Flow
1x Blossoming Defense
4x Attune with Aether
4x Harnessed Lightning
3x Aether Hub
1x Game Trail
10x Forest
5x Mountain
https://www.mtggoldfish.com/deck/498019#paper
It seems to be a classic combo oriented main with a midrange sideboard plan.
I still can`t believe Built to Smash is the commonly played card over Rush of Adrenaline. I just don`t get it.
Stay reasonable, be mindful of your expectations and don't feed the trolls.
Doomsdayin'
This basically takes the same basic shell and adds WU cards to it. Spell Queller does seem really tempting.
I didn't get my cards in the mail in time to take the deck to the Game Day unfortunately. Looking at the tournament results from the past weekend I'm convinced that a midrange version of the deck can be found that will beat both the aggro decks and the control decks. I'm not sure the Electrostatic Pummeler 'combo' version is where the deck wants to be.
wow....that 4 color deck seems so much fun! wow. i just don't know what to even say about it lol
This deck solves the problem of bad three drops by playing white. Which is brilliant in retrospect. This is a shell I'll be toying with. I've already sort of fallen in love with the Gearhulk + Wanderer package from my previous Temur lists but this just facilitates that a bit better.
I'm not against splashing a 3rd color, but so far blue SB counters have been the only real viable thing kicked around. I do like Wanderer too, but I'm curious if that's better than Hydra.
Funny you should say that because I just built a deck with a white splash:
4x Voltaic Brawler
4x Servant of the Conduit
2x Thalia, Heretic Cathar
2x Fairgrounds Warden
4x Woodland Wanderer
3x Verdurous Gearhulk
3x Arlinn Kord
2x Incendiary Flow
2x Gryff's Boon
4x Attune with Aether
4x Harnessed Lightning
4x Inspiring Vantage
2x Game Trail
8x Forest
4x Mountain
1x Plains
4x Appetite for the Unnatural
4x Plummet
3x Blossoming Defense
4x Declaration in Stone
I think white provides a lot of answers for us. We've got more serious removal with Declaration in Stone and Blessed Alliance. We finally fill that 3 cmc creature gap with some great creatures: Thalia, Heretic Cathar and Fairground Warden. Both of these enable our 2 drop beaters to keep connecting the opponent. Thalia also slows them down on land potentially which allows our larger creatures to come out. She's also a much better target for Gearhulk than Tireless Tracker. She protects planeswalkers especially Arlinn Kord with her first strike. I might try playing 3 of her.
Gryff's Boon onto just about any creature in the deck is ridiculous. Turn 2 Cub into turn 3 Brawler plus Boon on the Cub looks pretty nice to me! I feel this card is much better than the Kessig Prowler or Bomat Courier that often occupy the 1 cmc slot. Being able to get damage through early then recast onto a beefy trampling flier late game is nuts!
I'm thinking 4 Declaration in Stone sideboard to start to exile any really nasty/large creatures we may come up against.
With limited testing, the mana is running pretty smoothly. I'm sure any kinks can be worked out with more testing.
How about it?
4x Bristling Hydra
4x Electrostatic Pummeler
2x Empyreal Voyager
4x Servant of the Conduit
4x Blossoming Defense
2x Glimmer of Genius
1x Negate
2x Turn Aside
4x Attune with Aether
4x Larger than Life
4x Slip through Space
9x Forest
6x Island
2x Woodland Stream
2x Lumbering Falls
3x Ceremonious Rejection
2x Disappearing Act
1x Glimmer of Genius
3x Negate
2x Summary Dismissal
1x Turn Aside
2x Unsubstantiate
1x Void Grafter
I won game day with this list. We only had 9 people and played just 3 rounds though. If you want to go all in on the Electrostatic Pummeler plan, you gotta go blue. Slip through Space is an alternative way to combo if somehow you don't have trample.
The sideboard is very slapped together. Counter spells for most occasions. Going to tune the sideboard after I get a better idea of the match ups in my playgroup right now.
So Red has some cool creatures for energy with Lathnu Hellion and Voltaic Brawler. And Uncaged Fury and Built to Smash are fantastic. But they're not 100% necessary for the Pummeler combo, at all. You go blue, you get more straight up protection for Pummeler.
Turn 3 Bristling Hydra holds down the board. Empyreal Voyager took a pesky Jace out of ult range on Saturday even with 2 thopters blocking him, since I had Larger than Life'd him (was holding multiple).
The key thing here though is that 4 Blossoming Defense isn't enough to protect your Pummeler. You don't need Red for more pump/double strike for Pummeler. When you're playing a slightly more control, a lot less aggro angle, you'll have enough energy by the time Pummeler is set to go off to pump him way up there. 15 energy for 5 pumps isn't unheard of. Trample isn't necessary with Slip through Space, but you'll probably have it anyway with Larger than Life.
I was playing against a G/W/x midrange, controlly something deck with Sylvan Advocate, Gitrog Monster, Nissas and Gideons. Didn't really get to see their deck when I combo'd off game one and two. Not too early in the games, mind you, but turn 6-8 maybe. He would of screwed my combo with his Anguished Unmaking, but I had a Turn Aside! And a Negate too for that matter.
2x Glimmer of Genius can bring your combo so much closer to your hand.
I think, maybe, you might want to fit in some Fortified Villages or Canopy Vistas. Not a full set though. Thalia looks excellent though.
4 Aether Hub
2 Cinder Glade
8 Forest
4 Game Trail
5 Mountain
// Creatures
3 Bristling Hydra
4 Lathnu Hellion
4 Longtusk Cub
4 Servant of the Conduit
2 Verdurous Gearhulk
4 Voltaic Brawler
3 Attune with Aether
3 Blossoming Defense
2 Fleetwheel Cruiser
4 Harnessed Lightning
1 Skysovereign, Consul Flagship
3 Smuggler's Copter
2 Appetite for the Unnatural
1 Arlinn Kord
2 Chandra, Torch of Defiance
3 Clip Wings
2 Commencement of Festivities
1 Blossoming Defense
3 Natural State
1 Nissa, Vital Force
i have a pPTQ saturday and i def want to run this list.
excellent. please keep us posted. thanks!
Thalia, Heretic Cathar really shores up the 3 cmc creature gap. Gryff's Boon allows us to stay aggro and make sure Longtusk Cub connects. An unanswered turn 2 Brawler into turn 3 Gryff's Boon is 10 flying trample damage in the air by turn 4! Hanweir Garrison is back in the mix. With Boon, Thalia, 6 removal spells and Arlinn Kord, our opponents are going to have a REALLY hard time stopping this and other creatures from connecting early and often. Mana is sometimes an issue as would be expected in a 3 color, but seems to do well most of the time.
Arlinn Kord granting haste or boon granting flying to Woodland Wanderer can really help finish off the game. We can reliably hit 4 different color mana on curve most games, or at least have a Hanweir/Thalia ready to play turn 4 while a land enters tapped.
4x Voltaic Brawler
1x Sylvan Advocate
2x Servant of the conduit
3x Thalia, Heretic Cathar
4x Hanweir Garrison
4x Woodland Wanderer
2x Arlinn Kord
2x Incendiary Flow
3x Gryff's Boon
4x Attune with Aether
4x Harnessed Lightning
4x Inspiring Vantage
4x Fortified Village
4x Game Trail
1x Cinder glade
7x Forest
1x Mountain
1x Plains
4x Appetite for the Unnatural
3x Plummet
4x Blossoming Defense
4x Declaration in Stone
i like the list. don't know about the boon though. i'm just not a huge fan of enchantments. but i also haven't played standard in a while and am use to modern. i do like how it looks and it's definitely a start. i think thalia is a huge help.
Ran this back at a daily weeknight tourney.
2-1 Naya Humans
Nothing to report other than you lose the Attune into nothing games. You win the games you stabilize.
2-1 Dynavolt Tower Combo
A wonky Dynavolt Tower Combo deck that played 12 fogs and tried to kill you with Visions and Dynavolt Tower. He fog locked me game one and my disruption got him the next two.
1-2 UW Tempo (Recent GP list).
Got game 1 but was out tempo'd games 2 and 3. Drew considerably more lands than spells in both but you gotta' make do.
2-1 Sultai Delirium (Recent GP list).
He locked me out game 1. I ult'ed Arlinn game 2. I mulled to 5 game 3 and beat him down with a turn 5 Gearhulk and turn 6 Consul's Skyship after he transgressed my Chandra. He had no answers to this.
Deck was fine. It's still so garbage against 1-for-1 spot removal.
Whirler Virtuoso is looking better and better.
4x Voltaic Brawler
4x Servant of the Conduit
2x Tireless Tracker
4x Whirler Virtuoso
4x Woodland Wanderer
4x Verdurous Gearhulk
4x Harnessed Lightning
2x Galvanic Bombardment
1x Arlinn Kord
4x Botanical Sanctum
4x Spirebluff Canal
4x Aether Hub
4x Game Trail
1x Island
4x Forest
2x Mountain
Maybe something like this.
I am wary of enchantments as well normally. I've played some that even at 2 copies weren't good. Creature enchantment buffs usually set you up for a 2 for 1. Boon doesn't do this however as it's recyclable.
Boon fills that extra mana slot turn 3 when we have 2 2 drop creatures in hand. It sets our opponent for situations where they must remove the Longtusk Cub or Voltiac Brawler we first put Boon onto turn 3 or die within a few turns. If they do remove our early creature, Boon just comes back to enchant another cub/brawler or Woodland Wanderer. Boon onto a wanderer is a 6/5 flying trample attacking turn 5! Pretty hard to block against even if the opponent is playing those pesky Selfless Spirits. In fact, it's a pretty good card to have against all flying strategies, which I've seen a good amount of. Even our lowly 2/2 cub can grow large enough to stop a Gisela if it connects enough times and has Boon on it.
Boon also bolsters evasion, something this archetype seems to be lacking. I'm sure we've all been in situations where we can't get through effectively on the ground. Boon to the rescue!
My worst match up on FNM was vs. a black white control that would 1 for spot removal me pretty much up the line while creating a life pillow with Authority of the Consuls and Blessed Aliance. He'd cast Fumigate if he didn't have enough spot removal. Not sure how I'd beat the deck consistently.
I'm curious about Whirler Virtuoso. Do you find that you often use the energy gained from it for things besides making a 1/1 flier? I'm wondering why you wouldn't play a 2/2 split between Virtuoso and Pia Nalaar is the extra toughness and flexibility with energy the reason? I've played Pia, her activated abilities seem to be pretty good. She can also be a good top deck if you have a good board state already then use her "sac. an artifact target creature can't block this" to close out the game a turn earlier than the opponent expected.
I think the big reason is that Whirler both generates energy and is an energy dump. You've played this deck enough to know that some games stall with little ways to use your excess energy. 9 energy sitting around (it happens)? Let's go.
EEE is big game.