To somewhat corroborate Ninja's assessment of Foundry Inspector, it does feel awfully bad (especially when it happens nearly every time) to drop an Inspector on turn 3 only to have it eat removal EOT. Seems like a Time Walk in your opponent's favor. Would much rather drop a non-creature artifact that reduces the cost of Colossus by more than 1 while also carrying other valuable implications. Just my .02.
Thats why you dont play it turn 3 if u dont have to. play it turn 4 so it can crew cultivator caravan. i never play it turn 3 unless its my only play or i use it as a ploy so they will counter it or remove it before colossus. Btw i play jeskai colossus right now and will start testing on esper colossus.
To somewhat corroborate Ninja's assessment of Foundry Inspector, it does feel awfully bad (especially when it happens nearly every time) to drop an Inspector on turn 3 only to have it eat removal EOT. Seems like a Time Walk in your opponent's favor. Would much rather drop a non-creature artifact that reduces the cost of Colossus by more than 1 while also carrying other valuable implications. Just my .02.
I probably wouldn't play it turn 3 if my opponent has removal mana open. I agree that if it dies EOT that's pretty bad. But there are a number of 3-drops in this deck, so hopefully you'll have an alternative.
If you really don't like it, I'd at least play Matter Reshaper, since it fills the same role as vehicle pilot, while not just eating removal.
Sideboard and mana is a mess
Will comment again at a later time
Please go ahead and critque!
This is very close to what I'm currently running. I prefer Woodweaver's Puzzleknot over Glassblower's, and I'm also running Harnessed Lightnings in the main over Spatial Contortion. Isn't Lightning basically better than Contortion? Is it just an issue of not always having red mana on turn 2?
I'm also running 24 lands, and only 1 Sylvan Scrying. Maybe I'd go 23 lands and 2 Scryings, but I'm still not totally sold on it. How important do you think it is to the deck?
I have been running this list with a good amount of success. I really like having 3 hanweir battlements and 3 elder deep-fiend. Haste is really useful and not just on colossus and chaining elder deep-fiend just wins sometimes. I didnt like spawning bed because i never came across a situation where I wanted to use it and actually could and when I could I didnt want to.
Can you explain Key to the City? Which deck is it going to beat? It's definitely not good as an 8 mana Cathartic Reunion so there must be some deck whose ability to block worries you.
Metalwork Colossus has no evasion. Key has been great because otherwise there blocking with a random 1/1 or whatever and the draw a card is relevant also in longer games where you have stuff in your hand you dont need you can just use it to cycle for 2 to get to what you need. I dont see how unblockable isnt good when your route to victory is big creatures without evasion. If you playtest you will see, I have many games in and wouldnt think of cutting it or lowering the number.
This is very close to what I'm currently running. I prefer Woodweaver's Puzzleknot over Glassblower's, and I'm also running Harnessed Lightnings in the main over Spatial Contortion. Isn't Lightning basically better than Contortion? Is it just an issue of not always having red mana on turn 2?
I'm also running 24 lands, and only 1 Sylvan Scrying. Maybe I'd go 23 lands and 2 Scryings, but I'm still not totally sold on it. How important do you think it is to the deck?
Glassblower's Puzzleknot: I liked the card selection it provide as well as the energy is relevant with Deadlock Trap and Aether Hub. I see some value in Woodweaver's Puzzleknot against an aggressive matchup but I prefer actively looking for some solution instead. It also allows me to dig for that elusive 3rd land and make keeping 2 lands hand more keepable.
Harnessed Lightnings: I agree that this card is vastly superior. The problem is definitely the manabase not able to consistently having red mana on turn 2 as there is no basic mountain. Maybe I should try and work it into the deck somehow.
Sylvan Scrying: This card does many things!! It makes 2 lands hand able to cast it a 100% keeper. Part of the reason why I only ran 22 lands is due to this and Glassblower's. More time than others, it helps search out Sanctum of Ugin and Inventors' Fair. It also helps to get you to Metalwork Colossus and some of the one-ofs in a more direct way through Inventor's Fair rather through selection and draw. There is also cases where you can get Hanweir Battlements for a more explosive play. Maybe there's some other utility land which we can add??
Foundry Inspector: I feel this is a core card for this deck. The ceiling for this card is very high in a deck with so many artifacts. Some decks just fold to the turn4 Colossus sequence while some require more delicate maneuvering. Being 3power also makes it an excellent pilot and more often than not, the vehicles are the main forces driving the deck to victory! Not playing Foundry Inspector would probably means taking out the vehicles and the deck would look very different. If I am ramping, i probably want to ramp into Ulamog and Emrakul. An alternative would be Matter Reshaper as mentioned.
Maybe my deck is trying to do too much. But so far i'm liking it!! No risk no reward!!
Let's discuss
So I've been testing with madcap experiments. Least damage I've taken is 1 the most has been 3. I've hit colossus with it multiple times as well. Also if colossus is in hand and u don't have enough artifacts, it usually gets me enough to play it. No real downside to it.
Too cute, would be the idea of morbid curiosity into fateful showdown. I play tested that a little I'm this shell as an alt win con it just whiffed too often.
I took LSV's colossus affinity list (link here: http://www.channelfireball.com/videos/channel-lsv-standard-colossus-affinity/) to my FNM and went 3-1 with it. I won againat G/R aggro and esper control and lost to B/G zombie/emerge. I think any graveyard based deck is a tough match up for this deck and I'm thinking of maybe altering the mana base to play 2 Kalitas on the sideboard.
I have been running this list with a good amount of success. I really like having 3 hanweir battlements and 3 elder deep-fiend. Haste is really useful and not just on colossus and chaining elder deep-fiend just wins sometimes. I didnt like spawning bed because i never came across a situation where I wanted to use it and actually could and when I could I didnt want to.
Won Game day with the list i posted a couple days ago.
Congrats! The deck is real cool, I would have played it at Game Day if it wasn't for missing a few key pieces, so instead I just played Aetherworks Marvel.
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My Legacy Decks: WUBRG/x Dredge UBR Storm
My Modern Decks: BRG Smallpox WUBRG Slivers WUBRG/x Lantern Control
I have been running this list with a good amount of success. I really like having 3 hanweir battlements and 3 elder deep-fiend. Haste is really useful and not just on colossus and chaining elder deep-fiend just wins sometimes. I didnt like spawning bed because i never came across a situation where I wanted to use it and actually could and when I could I didnt want to.
Round one: RW Vehicles 2-0
Round two: UG Aetherworks 2-0
Round three: UW Spirtis 0-2
Round four: paired up against only undefeated Draw
Top 8
Quarter Finals: BG delirium, game 2 i kept a one lander and never drew another land, 2-1
Semi Finals: Jeskai Control, the undefeated guy I drew with in Round 4, game 3 i had dispel against key counters two turns in a row, 2-1
Finals: UW Spirits, the guy I lost to in Round 3, three really intense very close games, 2-1
I side boarded foundry inspector out almost every match but I would still keep them main because they work well they are just the worst card in the deck.
Round one: RW Vehicles 2-0
Round two: UG Aetherworks 2-0
Round three: UW Spirtis 0-2
Round four: paired up against only undefeated Draw
Top 8
Quarter Finals: BG delirium, game 2 i kept a one lander and never drew another land, 2-1
Semi Finals: Jeskai Control, the undefeated guy I drew with in Round 4, game 3 i had dispel against key counters two turns in a row, 2-1
Finals: UW Spirits, the guy I lost to in Round 3, three really intense very close games, 2-1
I side boarded foundry inspector out almost every match but I would still keep them main because they work well they are just the worst card in the deck.
Round one: RW Vehicles 2-0
Round two: UG Aetherworks 2-0
Round three: UW Spirtis 0-2
Round four: paired up against only undefeated Draw
Top 8
Quarter Finals: BG delirium, game 2 i kept a one lander and never drew another land, 2-1
Semi Finals: Jeskai Control, the undefeated guy I drew with in Round 4, game 3 i had dispel against key counters two turns in a row, 2-1
Finals: UW Spirits, the guy I lost to in Round 3, three really intense very close games, 2-1
I side boarded foundry inspector out almost every match but I would still keep them main because they work well they are just the worst card in the deck.
I'm surprised, actually quite shocked that you won against R/W and U/W spirits without playing a single boat in your deck. It's easily the best card in my list (other than the colossus, of course). That's also probably why foundry inspector is the worst card in your 75 because you only have 4 vehicles you can crew. I'm going to try out key to the city and the battlement in my list.
I never brought in engulf the shore but its for dredge like strategies where its better to bounce the creatures then put them in the graveyard with Incendiary Sabotage
Hey Colossus boyzzz. I've been trying a bit different route with decent success. Forerunner of slaughter has been amazing to end the chain of sanctums with giving 2 or more colossi haste. He can also immediately crew any vehicles laying around. I've been testing a grixis list as well with 4 of him and 4 inspectors along with deep fiend etc. Lemme know what you think. Reckless bushwacker, and marionette master have been in and out as traverse targets too.
Thanks for the insight my friend.
One thing though, you have white and red cards on the sideboard but you dont play any land that produces those colors. Are you relying only on the caravans and the prophetic prism filtering? is that enough to not get color screw? (specially with sabotage that requires 2 red)
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Thats why you dont play it turn 3 if u dont have to. play it turn 4 so it can crew cultivator caravan. i never play it turn 3 unless its my only play or i use it as a ploy so they will counter it or remove it before colossus. Btw i play jeskai colossus right now and will start testing on esper colossus.
I probably wouldn't play it turn 3 if my opponent has removal mana open. I agree that if it dies EOT that's pretty bad. But there are a number of 3-drops in this deck, so hopefully you'll have an alternative.
If you really don't like it, I'd at least play Matter Reshaper, since it fills the same role as vehicle pilot, while not just eating removal.
This is very close to what I'm currently running. I prefer Woodweaver's Puzzleknot over Glassblower's, and I'm also running Harnessed Lightnings in the main over Spatial Contortion. Isn't Lightning basically better than Contortion? Is it just an issue of not always having red mana on turn 2?
I'm also running 24 lands, and only 1 Sylvan Scrying. Maybe I'd go 23 lands and 2 Scryings, but I'm still not totally sold on it. How important do you think it is to the deck?
3x Hanweir Battlements
2x Inventors' Fair
13x Island
4x Sanctum of Ugin
1x Sea Gate Wreckage
3x Elder Deep-Fiend
4x Foundry Inspector
4x Glint-Nest Crane
4x Metalwork Colossus
Artifacts 18
4x Cultivator's Caravan
4x Hedron Archive
3x Key to the City
3x Metalspinner's Puzzleknot
4x Prophetic Prism
4x Spatial Contortion
Glassblower's Puzzleknot: I liked the card selection it provide as well as the energy is relevant with Deadlock Trap and Aether Hub. I see some value in Woodweaver's Puzzleknot against an aggressive matchup but I prefer actively looking for some solution instead. It also allows me to dig for that elusive 3rd land and make keeping 2 lands hand more keepable.
Harnessed Lightnings: I agree that this card is vastly superior. The problem is definitely the manabase not able to consistently having red mana on turn 2 as there is no basic mountain. Maybe I should try and work it into the deck somehow.
Sylvan Scrying: This card does many things!! It makes 2 lands hand able to cast it a 100% keeper. Part of the reason why I only ran 22 lands is due to this and Glassblower's. More time than others, it helps search out Sanctum of Ugin and Inventors' Fair. It also helps to get you to Metalwork Colossus and some of the one-ofs in a more direct way through Inventor's Fair rather through selection and draw. There is also cases where you can get Hanweir Battlements for a more explosive play. Maybe there's some other utility land which we can add??
Foundry Inspector: I feel this is a core card for this deck. The ceiling for this card is very high in a deck with so many artifacts. Some decks just fold to the turn4 Colossus sequence while some require more delicate maneuvering. Being 3power also makes it an excellent pilot and more often than not, the vehicles are the main forces driving the deck to victory! Not playing Foundry Inspector would probably means taking out the vehicles and the deck would look very different. If I am ramping, i probably want to ramp into Ulamog and Emrakul. An alternative would be Matter Reshaper as mentioned.
Maybe my deck is trying to do too much. But so far i'm liking it!! No risk no reward!!
Let's discuss
Congrats! The deck is real cool, I would have played it at Game Day if it wasn't for missing a few key pieces, so instead I just played Aetherworks Marvel.
x Kozilek, The Butcher of Truth
WUBRG Sliver Overlord
UR Mizzix of the Izmagus
My Legacy Decks:
WUBRG/x Dredge
UBR Storm
My Modern Decks:
BRG Smallpox
WUBRG Slivers
WUBRG/x Lantern Control
My Standard Decks:
Gx Eldrazi Ramp
Round one: RW Vehicles 2-0
Round two: UG Aetherworks 2-0
Round three: UW Spirtis 0-2
Round four: paired up against only undefeated Draw
Top 8
Quarter Finals: BG delirium, game 2 i kept a one lander and never drew another land, 2-1
Semi Finals: Jeskai Control, the undefeated guy I drew with in Round 4, game 3 i had dispel against key counters two turns in a row, 2-1
Finals: UW Spirits, the guy I lost to in Round 3, three really intense very close games, 2-1
The deck was very powerful most of the time, due to all the card draw I usually got to what i needed. All stars all day were elder deep-fiend, hanwier battlements and key to the city.
I side boarded foundry inspector out almost every match but I would still keep them main because they work well they are just the worst card in the deck.
Sideboard counter magic was side boarded in the most. I was running 2 dispel, 2 ceremonious rejection, 3 negate and 1 summary dismissal
Can you post your decklist?
May i kindly ask if you can do some kind of sideboard list and instructions on the matchups you faced in your last tourneys?
4 Glint-Nest Crane
4 Metalwork Colossus
2 Elder Deep-Fiend
4 Prophetic Prism
4 Metalspinner's Puzzleknot
1 Key to the City
3 Deadlock Trap
4 Cultivator's Caravan
4 Hedron Archive
1 Panharmonicon
3 Skysovereign, Consul's Flagship
2 Hanweir Battlements
2 Inventor's Fair
1 Spawning Bed
1 Blighted Cataract
4 Spirebluff Canal
8 Island
Basically just eschewing the standard removal spot(Spatial Contortion, Harnessed Lightning, or Blessed Alliance) and instead playing Deadlock Trap like the Temur list from the PT. Deadlock Trap was quite good in the testing I did with Temur, but I wasn't a huge fan of Sylvan Scrying and I can't imagine playing this deck without Foundry Inspector.
Sorry, I meant sideboard.
Thanks.
For rw vehicles I side out 4 foundry inspector and 1 metalspinner's puzzleknot, im really only worried about counter there removal so i side in 3 negate and 2 dispel, negate also hits vehicles.
For aetherworks I side out 4 foundry inspector, 4 spatial contortion 1 key to the cityand 1 metalspinner's puzzleknot and bring in 3 negate, 2 dispel, 2 ceremonious rejection, 1 summary dismissal and 2 fragmentize. Im looking to counter their aetherworks and the deck does nothing if you can accomplish that.
For spirits I side out 4 foundry inspector and 1 metalspinner's puzzleknot and bring in 3 Incendiary Sabotage and 2 dispel. If you can Incendiary Sabotage at the right time it wrecks them and counters are for there counters and their looter scooters. spatial contortion is very very good in this matchup
For bg delirium I side out 4 foundry inspector, 1 metalspinner's puzzleknot and 1 spatial contortion and bring in 2 dispel, 3 negate, 1 summary dismissal. You want to counter planswalkers and you removal, I think this is a really good match for us.
For jeskai control I side out 2 foundry inspector and 4 spatial contortion and bring in 2 dispel, 3 negate and 1 summary dismissal. In this match you play slow and wait till you can cast your collossus with counter backup. elder deep-fiend and hanweir battlements are all stars in this match. dispel and negate are all stars from the side.
I never brought in engulf the shore but its for dredge like strategies where its better to bounce the creatures then put them in the graveyard with Incendiary Sabotage
4 Traverse the Ulvenwald
4 Sylvan Scrying
4 Corrupted Grafstone
4 Cultivator's Caravan
2 Hedron Archive
4 Prophetic Prism
4 Metalwork Colossus
2 Skysovereign, Consul Flagship
1 Forerunner of Slaughter
1 Noxious Gearhulk
2 Panharmonicon
2 Metalspinner's Puzzleknot
4 Forest
2 Blooming Marsh
3 Evolving Wilds
2 Swamp
1 Mountain
4 Aether Hub
4 Sanctum of Ugin
2 Inventors' Fair
Thanks for the insight my friend.
One thing though, you have white and red cards on the sideboard but you dont play any land that produces those colors. Are you relying only on the caravans and the prophetic prism filtering? is that enough to not get color screw? (specially with sabotage that requires 2 red)