Haven't been playing it as much since I have been testing other decks; so far I do not think this deck has enough yes. Its missing something. I am not sure what. Glint-Crane and Vessel are not good enough or at least they haven't been for me anyway.
I have been testing 2 other decks, UG Crush and 5 color Walkers to a bit better success. I am not sure how good Nissa is in this build, Multiform does work, but the energy costs are just a bit high. I like him, but I don't. I miss the puzzleknots and wish there was a way to search for artifacts better. I wish that BtL searched up artifacts. Diabolic tutor? I think that card is awful. Any more suggestions? I may even cut the amount of energy, but this deck needs the energy generating cards. The tireless tracker has not been stellar either. I might just cut him and add another lightning or something else. The glimmer seems to cost too much. I have a love hate relationship with Contingency plan; I thought about Anticipate; but the bottoming of cards seemed dubious. Anyone else having the same frustrations I am having; I know this deck can work, but I finding it just a tad bit too inconsistent enough to be a tier 1 deck currently.
I miss the puzzleknots and wish there was a way to search for artifacts better. I wish that BtL searched up artifacts. Diabolic tutor? I think that card is awful. Any more suggestions?
As weak as Glint-Nest Crane might seem, I think it and Vessel of Nascency are the cheapest, most consistent ways to dig for Aetherworks Marvel. You can cut them for cards that are better in general, but then you won't draw Marvel with consistency. Anticipate is another option but doesn't dig as deep.
If you don't like filling the deck with those cards (and you'd probably want 8+ slots of dig cards), then 4 Diabolic Tutor may actually be the best option since it at least puts either the Marvelworks or a castable fatty in hand immediately. To help smooth it all out, you could run both Deathcap Cultivator and Servant of the Conduit to help ramp to 4 faster and trade with aggro creatures on those turns you're tapping out to do nothing. I don't like Slow Tutor either, but the other options are not great.
I may even cut the amount of energy, but this deck needs the energy generating cards.
Again, that's the advantage of the Woodweaver's Puzzleknot. While it's a bad card in general and doesn't interact with the board, at least it gives you all the 6 energy in one card. And the 6 life it gains you might be enough to stall 1 turn. Without Woodweaver, yeah, your deck is forced to run a high volume of energy cards to consistently get to 6 (and 12).
The tireless tracker has not been stellar either. I might just cut him and add another lightning or something else.
If you're not running Puzzleknots, I think you have to play 4 Lightning. Card is good in general and you're going to need the removal and energy.
The glimmer seems to cost too much.
Yeah, 4 mana is too slow to dig 2-4 cards and make 2 energy. If you're paying 4 mana to dig for a combo piece, you might as well just run Diabolic Tutor. Glimmer is better in grindy control decks that want raw card advantage than a combo deck that wants a specific set of cards.
I wish that BtL searched up artifacts. Diabolic tutor? I think that card is awful. Any more suggestions?
Inventors' fair can tutor it up, but you're going to need some puzzle knot's in play, also Sequestered Stash is another potential artifact dig.
Just some random thoughts on this deck idea. Firs this is a classic ramp strategy. It's not ramp in the traditional sense that you're ramping lands, but the idea is to cheat a large threat on the board very early to win the game. Typically ramp strategies are most effective against the mid range and control decks, because they have enough time to get their engines going and simply go over the top of those strategies. I have been testing B/W control a lot, and I can tell you for certain that Aetherworks Marvel is one of my most feared cards, I'm currently running 4 copies of Anguished Unmaking main deck because of Marvel, and Fevered Visions (my other most feared card). As a control player, once you get 6 energy (all of which I can't stop because the energy is gained as ETB) there is nothing I can do to stop you from casting a marvel and spinning the wheel, at which point I need to decide if I cast my unmaking on Marvel or Ulamog, not a decision I relish. After SB I get a little better at dealing with it with Lost Legacy and Fragmentize, but this is a deck that I am very afraid of as a control player.
That being said, against the control and mid range decks, you don't NEED to cast the fatty by turn 5. If I have 2 walkers out and a fistful of cards, Emrakul can still kill everything and then destroy my hand. I think for this deck to work you're going to want to increase the consistency of Marvel hitting a fatty, and rely on early, energy gaining high toughness creatures to survive against aggro, and be ok with marvel coming out and activating towards the end game, at which point the fatty will catch you up and win the game.
Another thought for you to chew on is Architect of the Untamed alongside traditional ramp (as in cards that get lands into play). I'm not sure if traditional ramp is at all possible with out Nissa's Pilgrimage and Explosive Vegetation but there are still ramp spells in the format, the best probably being Nissa's Renewal. If you have actual ramp spells, that means if a fatty is in your hand it's not a dead card, you have a chance to cast it, and architect along with other energy gainers let you still ramp energy for the marvel route.
Keep in mind, the turbo Emrakul / Emerge deck that I'm sure will still be played can only get Emrakul out as early as turns 6-7, and that's with a very narrow draw. Usually they're getting Emrakul out after that, so I would build the deck around that premise. Anyways good luck and I hope the deck turns into something.
You need cards that will help you survive the early game against aggro
You need a lot of fat creatures (14) to make it worthy casting for free your best card on the top 6
Doing four things at the same time with some reliability in a deck of 60 cards is usually too stretched and a recipe for disaster. Most particularly in this case, with a lot of fat creatures that are effectively dead cards in your hand in the early and mid game, or anyway just uncastable the hard way.
What about just removing Emrakul and Ulamog from the deck, and replacing them with Emerge Eldrazis? Sacrificing your early energy producers to Emerge these creatures at a lesser cost is probably just fine to turn your bombs into playable cards (many can be emerged on turn 4). These cards just get better if you hit them with Marvel, because you can cast them at full cost without sacrificing a creature to any of them (and they are amazing when you play full mana cost). The best Emerge creatures can bounce a non land permanent on the top deck (removal and card advantage), tap 4 permanents at instant speed, draw cards, discard opponent's best 2 cards, etc.
You won't get the bang from Emrakul and Ulamog, but you won't either be hindered by your fatties in your hand, as you can all cast them for a reduced cost, and get better value when you tutor them with the Marvel.
Marvelworks has several lives hits here:
-Emrakul = win
-Mindbender or Gearhulk = value
-Puzzleknot = stall and go off again next turn (+6 life, +7 energy)
-Diabolic Tutor -> Puzzleknot (go off next turn) or Mindbender (emerge fatty next turn)
That makes 14 cards you are happy to cast off Marvelworks without cramming the deck with too many fatties. Of the 7 fatties in the deck, all are theoretically castable without Marvelworks. If Marvelworks isn't doing it for you, you can instead dump your energy into Architect and just win with 6/6 beasts. Architect also makes Woodweaver significantly less bad outside of the combo.
Post-board you can either bring in discard for combo protection or you can actually board out combo pieces/fatties for anti-aggro and creatures. Bristling Hydra is more value beatdown to take advantage of your energy generation. Die Young is pretty decent removal with energy.
I still think that the best marvel package is 3 Ulla, 3 Emmy, and 5 or 6 of the best 4-6 drops in whatever colors you are playing, whether gearhulks or stuff like Gisela, kalitas, and Ishkhana. All stuff that is so powerful you can't call it a miss with marvel but it's easy to cast from your hand.
Then you have 8 digs with vessel and crane, attune and puzzleknot fir energy, and some early creatures for mana or energy that can chump in a pinch. Of which I suggest servant and theorist first and foremost. Running 3 of each gives you a stable sultai list that can make it past the early game against aggro and is strong in the mid game with or without marvel.
A ridiculous question: can you active the marvel's hability in the opponent's turn and cast a Noxious Gearhulk for kill a vehicle? And a Fumigate? If my opponent plays vehicles, can I cast a fumigate in his/her turn with the marvel's hability? I'm 99% sure that I Could make , but I need the confirmation.
Thanks
The answer is yes : you can cast any card revealed by Aetherworks Marvel and cast it right then, regardless of the card's type, unless there are other specific restrictions on the card (ex : cast this at the beginning of combat).
Initially, World Breaker was Elder Deep-Fiend but after seeing a lot of artifacts in main deck, I figure World Breaker is a better Eldrazi. The curve is lower for hard cast. Online testing has served the deck well with 8/11 games won. I lost to Mardu Reanimator, RG Hellbent and UW Aetherflux Reservoir. I won with various of decks; Rx Dynavolt, GW Aggro, mirror, Esper Control, and a few more can't recall.
Now, WR Vehicle is a bad match up. Can't really wipe the board and the life gain does not stall the game much. Looking forward for more games to determine the good and bad match up for sidebaording.
I think the best cards for this deck against WR Vehicle are the first 3. It is mana efficient, potentially slows them down and we still able to do what we need to do with only keeping one mana open.
I agree, but seeing lots of aggro decks around, I hardly think that control decks will be around, at least not anytime soon until midrange-ish deck takes over the meta. But then again, I don't quite worry against control. There's not many good counter spells around at the moment. I can think of Negate (narrow target) and Scatter to the Winds (3cmc does not suit fast environment).
There are 2 Temur Aetherworks in the top 64 but the list I think is pretty unstable and too focuses on Aetherworks Marvel cheating Emrakul or Ulamog but without it, the game will end up losing doing nothing. I intended to slot in Gnarlwood Dryad but the list seems too tight for adjustment.
The Temur Aetherworks decks that placed in the SCG standard open seem silly. They look like they're 8 bombs, 4 Aetherworks, and the rest are energy sources and digging. That doesn't seem like a stable build. Are 4 Emrakul and 4 Ulamog really the way to go? I guess Cathartic Reunion helps out?
I really like the black/green version that was posted here. I thought that looked like the best build of the deck, at least on paper. I have to think the builders of the Temur versions tried that though. Noxious Gearhulk just seems like such a solid card, whether you get it with Aetherworks or just cast it.
The Temur Aetherworks decks that placed in the SCG standard open seem silly. They look like they're 8 bombs, 4 Aetherworks, and the rest are energy sources and digging. That doesn't seem like a stable build. Are 4 Emrakul and 4 Ulamog really the way to go? I guess Cathartic Reunion helps out?
I really like the black/green version that was posted here. I thought that looked like the best build of the deck, at least on paper. I have to think the builders of the Temur versions tried that though. Noxious Gearhulk just seems like such a solid card, whether you get it with Aetherworks or just cast it.
It might not seen stable but it sounds a lot more consistent than the list going in a few different directions and trying to make room for backup plans. And clearly it works because two lists making it to top 64 with one around 24th isn't nothing. Refining sideboards and specific card choices for those builds seem like the best plan for improving success rates. Not ignoring the successful decks and having everyone work on their own special version
Just stumbled upon this thread and had been going over a possible Sultai list in my head, has anyone considered Demon of Dark Schemes as a possible include? It sweeps, it generates energy by itself and in conjunction with Marvel to allow a second activation the next turn, and gives a fat flying body to have a few things bounce off of. I'll have a brewed up list here tomorrow if work isn't very busy, as the overall concept is sound. I just think it needs a way to keep things in check on turns 1-3 to 1-4, as I believe a turn 5 Marvel activation is something that should be consistent, it's just making it that far and hitting the right stuff to make it meaningful.
I like the deck but I don't like playing 2 different Chandra in there. I'm thinking of swapping out Chandra TOD for Nissa, Vital Force. I also think that Drowner of Hope could be good in this deck against aggro/midrange and it has a nice synergy with Aetherwork Marvel.
the reddit post focused on reasons why the author dropped the third color in favor of untapped lands, and the chandra's importance for getting delerium with chandra F discard draw new hand function to cast spider with the bonus and to reduce emerkul's casting cost.
I enjoy the different angle of this build. And the sideboard transformed into a much faster build with energy aggro creatures.
I kinda like the concept of running GRramp over GRdelerium... having some G-gearhulks and world breakers and forget about delerium spiders and emmy.
So here's what I've come up with, and have been testing today when I could. 4-1 currently against Spirits, BW Control, RW Dwarf Vehicles, and Esper Control. The single loss was to bant humans, someone dropping a playset of Thalia's Lieutenant is pretty damn hard to answer right now, second match was not enough energy to activate marvel on 4 or 5. It needs some adjustments but has been solid so far. It's not PT worthy, but with some tweaks and a sideboard (still in progress), I think it could easily take FNM wins.
I'm interested on how your match WR Vehicles ? The deck is insanely fast and we literally do nothing to them. I'm not sure but I don't think Demon of Dark Schemes answers them all, but it is the best alternative since Selfless Spirit cannot protect.
I think we need to focus more on win con than trying to be fancy. I also like the idea of having Aether Meltdown in the main. Also, Chapin also recognizes Aetherworks Marvel as a dangerous threat.
What do you think know about Gnarlwood Dryad in sideboard as anti aggro card? It's cheap, can be 3/3 very early and aggro decks will side out some creature removal. Also Ishkanaw can be good since it's easy to cast with Delirium and even when spider is found from Marvel it will have big impact on board.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Also highly consider playing 4 Smuggler's Copter. Just because it loots and and block other Copters. And kill walkers. seriously card is good
Haven't been playing it as much since I have been testing other decks; so far I do not think this deck has enough yes. Its missing something. I am not sure what. Glint-Crane and Vessel are not good enough or at least they haven't been for me anyway.
4 Servant of the Conduit
4 Aether Theorist
3 Ulamog, Ceaseless Hunger
3 Emrakul, The Promised End
3 Thriving Turtle
3 Sage of Shalia's Claim
2 Multiform Wonder
1 Tireless Tracker
Spells (13)
4 Aetherworks Marvel
3 Harnessed Lightning
3 Attune with Aether
1 Glimmer of Genius
1 Confiscation Coup
1 Nissa, Vital Force
5 Forest
4 Aether Hub
4 Botanic Sanctum
4 Island
2 Lumbering Falls
2 Game Trail
2 Westvale Abbey
1 Mountain
3 Woodweaver's Puzzleknot
2 Negate
2 Ceremonious Rejection
2 Confiscation Coup
2 Appetite of the Unnatural
2 Aether Meltdown
1 Aerial Volley
I have been testing 2 other decks, UG Crush and 5 color Walkers to a bit better success. I am not sure how good Nissa is in this build, Multiform does work, but the energy costs are just a bit high. I like him, but I don't. I miss the puzzleknots and wish there was a way to search for artifacts better. I wish that BtL searched up artifacts. Diabolic tutor? I think that card is awful. Any more suggestions? I may even cut the amount of energy, but this deck needs the energy generating cards. The tireless tracker has not been stellar either. I might just cut him and add another lightning or something else. The glimmer seems to cost too much. I have a love hate relationship with Contingency plan; I thought about Anticipate; but the bottoming of cards seemed dubious. Anyone else having the same frustrations I am having; I know this deck can work, but I finding it just a tad bit too inconsistent enough to be a tier 1 deck currently.
Verdurous Gearhulk instead of Ulamog. Easier to cast without hitting off the Marvel. Not as devastating, but definitely buys you more time.
3x Glint-Nest Crane and 2x Electrostatic Pummeler instead of Sage Nissa and Tireless Tracker
or
Elder Deep Fiend in place of Ulamog
I still think something might be done with Panharmonicon so you double the ETB energy effects
As weak as Glint-Nest Crane might seem, I think it and Vessel of Nascency are the cheapest, most consistent ways to dig for Aetherworks Marvel. You can cut them for cards that are better in general, but then you won't draw Marvel with consistency. Anticipate is another option but doesn't dig as deep.
If you don't like filling the deck with those cards (and you'd probably want 8+ slots of dig cards), then 4 Diabolic Tutor may actually be the best option since it at least puts either the Marvelworks or a castable fatty in hand immediately. To help smooth it all out, you could run both Deathcap Cultivator and Servant of the Conduit to help ramp to 4 faster and trade with aggro creatures on those turns you're tapping out to do nothing. I don't like Slow Tutor either, but the other options are not great.
Again, that's the advantage of the Woodweaver's Puzzleknot. While it's a bad card in general and doesn't interact with the board, at least it gives you all the 6 energy in one card. And the 6 life it gains you might be enough to stall 1 turn. Without Woodweaver, yeah, your deck is forced to run a high volume of energy cards to consistently get to 6 (and 12).
If you're not running Puzzleknots, I think you have to play 4 Lightning. Card is good in general and you're going to need the removal and energy.
Yeah, 4 mana is too slow to dig 2-4 cards and make 2 energy. If you're paying 4 mana to dig for a combo piece, you might as well just run Diabolic Tutor. Glimmer is better in grindy control decks that want raw card advantage than a combo deck that wants a specific set of cards.
Inventors' fair can tutor it up, but you're going to need some puzzle knot's in play, also Sequestered Stash is another potential artifact dig.
Just some random thoughts on this deck idea. Firs this is a classic ramp strategy. It's not ramp in the traditional sense that you're ramping lands, but the idea is to cheat a large threat on the board very early to win the game. Typically ramp strategies are most effective against the mid range and control decks, because they have enough time to get their engines going and simply go over the top of those strategies. I have been testing B/W control a lot, and I can tell you for certain that Aetherworks Marvel is one of my most feared cards, I'm currently running 4 copies of Anguished Unmaking main deck because of Marvel, and Fevered Visions (my other most feared card). As a control player, once you get 6 energy (all of which I can't stop because the energy is gained as ETB) there is nothing I can do to stop you from casting a marvel and spinning the wheel, at which point I need to decide if I cast my unmaking on Marvel or Ulamog, not a decision I relish. After SB I get a little better at dealing with it with Lost Legacy and Fragmentize, but this is a deck that I am very afraid of as a control player.
That being said, against the control and mid range decks, you don't NEED to cast the fatty by turn 5. If I have 2 walkers out and a fistful of cards, Emrakul can still kill everything and then destroy my hand. I think for this deck to work you're going to want to increase the consistency of Marvel hitting a fatty, and rely on early, energy gaining high toughness creatures to survive against aggro, and be ok with marvel coming out and activating towards the end game, at which point the fatty will catch you up and win the game.
Another thought for you to chew on is Architect of the Untamed alongside traditional ramp (as in cards that get lands into play). I'm not sure if traditional ramp is at all possible with out Nissa's Pilgrimage and Explosive Vegetation but there are still ramp spells in the format, the best probably being Nissa's Renewal. If you have actual ramp spells, that means if a fatty is in your hand it's not a dead card, you have a chance to cast it, and architect along with other energy gainers let you still ramp energy for the marvel route.
Keep in mind, the turbo Emrakul / Emerge deck that I'm sure will still be played can only get Emrakul out as early as turns 6-7, and that's with a very narrow draw. Usually they're getting Emrakul out after that, so I would build the deck around that premise. Anyways good luck and I hope the deck turns into something.
What about just removing Emrakul and Ulamog from the deck, and replacing them with Emerge Eldrazis? Sacrificing your early energy producers to Emerge these creatures at a lesser cost is probably just fine to turn your bombs into playable cards (many can be emerged on turn 4). These cards just get better if you hit them with Marvel, because you can cast them at full cost without sacrificing a creature to any of them (and they are amazing when you play full mana cost). The best Emerge creatures can bounce a non land permanent on the top deck (removal and card advantage), tap 4 permanents at instant speed, draw cards, discard opponent's best 2 cards, etc.
You won't get the bang from Emrakul and Ulamog, but you won't either be hindered by your fatties in your hand, as you can all cast them for a reduced cost, and get better value when you tutor them with the Marvel.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
4 Servant of the Conduit
4 Deathcap Cultivator
4 Architect of the Untamed
2 Noxious Gearhulk
2 Distended Mindbender
3 Emrakul, the Promised End
//Spells: 19
4 Attune with Aether
4 Vessel of Nascency
4 Woodweaver's Puzzleknot
4 Aetherworks Marvel
3 Diabolic Tutor
4 Aether Hub
4 Blooming Marsh
4 Evolving Wilds
2 Hissing Quagmire
6 Forest
2 Swamp
3 Filigree Familiar
2 Bristling Hydra
3 Die Young
3 Transgress the Mind
2 Lost Legacy
2 Natural State
Marvelworks has several lives hits here:
-Emrakul = win
-Mindbender or Gearhulk = value
-Puzzleknot = stall and go off again next turn (+6 life, +7 energy)
-Diabolic Tutor -> Puzzleknot (go off next turn) or Mindbender (emerge fatty next turn)
That makes 14 cards you are happy to cast off Marvelworks without cramming the deck with too many fatties. Of the 7 fatties in the deck, all are theoretically castable without Marvelworks. If Marvelworks isn't doing it for you, you can instead dump your energy into Architect and just win with 6/6 beasts. Architect also makes Woodweaver significantly less bad outside of the combo.
Post-board you can either bring in discard for combo protection or you can actually board out combo pieces/fatties for anti-aggro and creatures. Bristling Hydra is more value beatdown to take advantage of your energy generation. Die Young is pretty decent removal with energy.
Then you have 8 digs with vessel and crane, attune and puzzleknot fir energy, and some early creatures for mana or energy that can chump in a pinch. Of which I suggest servant and theorist first and foremost. Running 3 of each gives you a stable sultai list that can make it past the early game against aggro and is strong in the mid game with or without marvel.
Modern: WURG Twin
Standard: Mardu Planeswalkers
http://www.mtgsalvation.com/forums/the-game/standard-type-2/deck-creation-standard/661834-mardu-planeswalker?comment=1
Monthly Proxy Legacy
Charlotte/Greensboro area, NC
Pm me for details
The answer is yes : you can cast any card revealed by Aetherworks Marvel and cast it right then, regardless of the card's type, unless there are other specific restrictions on the card (ex : cast this at the beginning of combat).
But your question should have been asked in a different thread : http://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings. It doesn't take more than 5-10 minutes to get an answer from a judge.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
if you cast emrakul on your opponent's turn, do you take your regular turn first before controlling your opponent's?
http://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings
Best place for a ruling question. Always answered very fast.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
3 Pilgrim's Eye
2 Ishkanah, Grafwidow
3 World Breaker
3 Emrakul, the Promised End
2 Ulamog, the Ceaseless Hunger
Planeswalker
1 Chandra, Flamecaller
4 Kozilek's Return
4 Attune with Aether
2 Glassblower's Puzzleknot
4 Woodweaver's Puzzleknot
4 Vessel of Nascency
3 Contingency Plan
4 Aetherworks Marvel
4 Aether Hub
4 Botanical Sanctum
7 Forest
2 Island
2 Mountain
2 Spirebluff Canal
Initially, World Breaker was Elder Deep-Fiend but after seeing a lot of artifacts in main deck, I figure World Breaker is a better Eldrazi. The curve is lower for hard cast. Online testing has served the deck well with 8/11 games won. I lost to Mardu Reanimator, RG Hellbent and UW Aetherflux Reservoir. I won with various of decks; Rx Dynavolt, GW Aggro, mirror, Esper Control, and a few more can't recall.
Now, WR Vehicle is a bad match up. Can't really wipe the board and the life gain does not stall the game much. Looking forward for more games to determine the good and bad match up for sidebaording.
Modern : RG Titan Shift RG | RG Revolt Zoo RG | RG Ponza RG | RGW Naya Burn RGW
Legacy : RG Belcher RG
Some cards worth noting against aggressive decks, in my opinion should be 1-2 cmc only and instant speed is the best.
Modern : RG Titan Shift RG | RG Revolt Zoo RG | RG Ponza RG | RGW Naya Burn RGW
Legacy : RG Belcher RG
There are 2 Temur Aetherworks in the top 64 but the list I think is pretty unstable and too focuses on Aetherworks Marvel cheating Emrakul or Ulamog but without it, the game will end up losing doing nothing. I intended to slot in Gnarlwood Dryad but the list seems too tight for adjustment.
Modern : RG Titan Shift RG | RG Revolt Zoo RG | RG Ponza RG | RGW Naya Burn RGW
Legacy : RG Belcher RG
I really like the black/green version that was posted here. I thought that looked like the best build of the deck, at least on paper. I have to think the builders of the Temur versions tried that though. Noxious Gearhulk just seems like such a solid card, whether you get it with Aetherworks or just cast it.
It might not seen stable but it sounds a lot more consistent than the list going in a few different directions and trying to make room for backup plans. And clearly it works because two lists making it to top 64 with one around 24th isn't nothing. Refining sideboards and specific card choices for those builds seem like the best plan for improving success rates. Not ignoring the successful decks and having everyone work on their own special version
Modern: WURG Twin
Standard: Mardu Planeswalkers
http://www.mtgsalvation.com/forums/the-game/standard-type-2/deck-creation-standard/661834-mardu-planeswalker?comment=1
Monthly Proxy Legacy
Charlotte/Greensboro area, NC
Pm me for details
4 Emrakul, the Promised End
4 Ulamog, the Ceaseless Hunger
Spells (30)
4 Glassblower's Puzzleknot
4 Woodweaver's Puzzleknot
4 Vessel of Nascency
3 Harnessed Lightning
3 Kozilek's Return
4 Aetherworks Marvel
4 Attune with Aether
4 Cathartic Reunion
6 Forest
1 Island
1 Mountain
4 Aether Hub
4 Botanical Sanctum
2 Game Trail
4 Spirebluff Canal
3 Dispel
1 Harnessed Lightning
3 Invasive Surgery
1 Kozilek's Return
4 Negate
3 Take Down
4 Thriving Turtle
4 Emrakul, the Promised End
4 Ulamog, the Ceaseless Hunger
Spells (26)
4 Glassblower's Puzzleknot
4 Woodweaver's Puzzleknot
3 Kozilek's Return
4 Aetherworks Marvel
4 Attune with Aether
3 Cathartic Reunion
4 Contingency Plan
5 Forest
1 Island
2 Mountain
4 Aether Hub
4 Botanical Sanctum
2 Evolving Wilds
4 Spirebluff Canal
2 Bristling Hydra
3 Gnarlwood Dryad
4 Longtusk Cub
2 Aether Meltdown
1 Kozilek's Return
3 Negate
Weiser's list is more focused but I would prefer Contingency Plan over Cathartic Reunion. The card looks for Aetherworks Marvel just better.
Modern : RG Titan Shift RG | RG Revolt Zoo RG | RG Ponza RG | RGW Naya Burn RGW
Legacy : RG Belcher RG
G/R Marvel:
4 Servant of the Conduit
3 Emrakul, the Promised End
3 Ishkanah, Grafwidow
2 Filigree Familiar
Spell:
4 Vessel of Nascency
4 Attune with Aether
4 Woodweaver's Puzzleknot
4 Harnessed Lightning
4 Aetherworks Marvel
3 Chandra, Flamecaller
2 Chandra, Torch of Defiance
4 Aether Hub
4 Game Trail
4 Mountain
11 Forest
I like the deck but I don't like playing 2 different Chandra in there. I'm thinking of swapping out Chandra TOD for Nissa, Vital Force. I also think that Drowner of Hope could be good in this deck against aggro/midrange and it has a nice synergy with Aetherwork Marvel.
What do you guys think?
I enjoy the different angle of this build. And the sideboard transformed into a much faster build with energy aggro creatures.
I kinda like the concept of running GRramp over GRdelerium... having some G-gearhulks and world breakers and forget about delerium spiders and emmy.
Twitter: twitter.com/axmanonline
Stream: twitch.tv/axman
Current Decks
Modern: Affinity
Standard: BW Control
Legacy: Death and Taxes :symw::symr:
Vintage: NA
3 Ulamog, the Ceaseless Hunger
2 Emrakul, the Promised End
2 Demon of Dark Schemes
1 World Breaker
2 Glint-Nest Crane
3 Eldrazi Skyspawner
3 Aether Theorist
3 Thriving Turtle
4 Woodweaver's Puzzleknot
4 Aetherworks Marvel
Spells
3 Attune with Aether
2 Aether Meltdown
2 Live Fast
2 Contingency Plan
2 Vessel of Nascency
2 Choked Estuary
3 Blooming Marsh
3 Botanical Sanctum
2 Swamp
2 Hissing Quagmire
7 Island
3 Forest
I think we need to focus more on win con than trying to be fancy. I also like the idea of having Aether Meltdown in the main. Also, Chapin also recognizes Aetherworks Marvel as a dangerous threat.
Modern : RG Titan Shift RG | RG Revolt Zoo RG | RG Ponza RG | RGW Naya Burn RGW
Legacy : RG Belcher RG