However, that being said, is this the best way to build a deck to use Mechanized production?
Below is the deck presented by MTG Goldfish. I really love this deck and would would like more ideas about going further with the deck in the control aspect.
The only cards that I think are weak are Gonti's Aether Heart and Tamiyo's Journal. I think these cards could be replaced by Metallurgic Summonings especially late game when they have blown through a number of counters or destroy enchantment spells and this would put you on the direct dmg path to finish the game. The card still works great with Inspiring Statuary. Playing part the waterveils awakened would give you a 6/6 land and a 6/6 token. playing a sweeper would give you a standing 5/5 token. The card is even more solid in control match ups. Diversifying our attack routes makes the deck even harder to deal with.
How do we feel about using Sin Prodder in the midrange zoo version? I have had a lot of success chaining it to Arlinn Kord. I think it does everything we want it to do in quite a few match ups. It draws us cards or does direct damage to the enemy. My biggest concern is we bury a silver bullet during its resolution instead of winning the game.
I do not like playing the 4th ancestral vision because late game its really dead. I do agree with the remand comments because spell snare should be all we need but with the huge increase of ancestral vision we should have somrething to counter that, which in this case I am using remand, they wait 4 turns and remand it. However playing snappy over auriok. I thought about it , and really hard. Auriok is going to be the perfect card for quicker match ups EI. burn, zoo etc.. and helps nullify the dmg we take from trip colors. It also gets rid of the dmg from bitter blossom. Not playing PW's that can also anthem IMO hard to swallow when or if you face hands with no interaction. But if you get intangible + gideon, makes alot more hands easier to keep. about playing moorland haunt, the deck only has 3 creatures, in both versions. chances of it being useful is pretty slim, its a nice card but it wants more creatures in the yard. however, looking over the options, maybe including snappy at 2-3 of instead of 4 remands and also re including thoughtseize for the late game plays, but wouldnt it be easier to just include anguished unmaking main, then flash it back with snapy at instant speed. my board looks something like this
Good Points, Ill include invasive surgery as well. card is sweet and naturally works well with the deck since it will have 4 types of cards in the yard ALOT of the time. Especially turns 4-6 when danger is eminent.
I have been really messing around with ESPER tokens. Removing things that seemed slow and adding things that give us more permission and playing more midnight haunting while leaving counter magic up. This build gets steam with ancestral vision and auto include remand. Deck looks something like this
However I'm not 100% on the mana lay out nor do I know if the vault of the archangel is really needed or should use some Sea Gate Wreckage. Also should auriok champion be wall of omens. Thoughts?
When is the best time to Include the Spike Feeder + Archangel of Thune combo? Should we be looking at this as a main board option at the moment with all the Eldrazi running around and mirror matches?
Thanks for the input, I've always wanted to play a version of the deck with explore and i feel like those creatures you chose help the deck accomplish it's goals faster then what i have in the main at the moment.
The meta I'm currently at has access to R/G Tron, I have yet to hear of someone playing OP eldrazi. As far as engineered explosives, That should work just fine.
Someone had also suggested to run Hellkite Tyrant against Affinity and drop out 1 emrakual among other targets. I think this might be too slow, but it stays on point with our ramp strat and is a complete LOL.
Game 1 Kept a creature heavy hand because I heard the meta at this location is aggro heavy. End up losing the first match beacuse I couldn't out race the boggles.
Game 2 brought in my addition chalice and this game I drew it and played it before they could drop a creature and they never recovered from Prime Time.
Game 3 Won with Emrakual combo on Turn 4
Match 2 American Control
Game 1 Saw good ramp and no finishers but had courser so I kept. I played courser on turn 3. They mana leaked it, and I played all 3 of the summoning traps. saw Emrakul and 2 Prime Times. we moved to game 2.
Game 2 bring in all 3 boils drop the angers. Had courser doing some seriously heavy lifter, ramped well but never saw my through the breach. Blue up all there lands late game and swung in finally with through the breach emrakul combo.
Match 3 Jund
Game 1 they throw away my ramp pieces with 2 inquisitions of kozilek, throw away prime time with thought seize. I never recovered after that.
Game 2 bring in other chalice, was able to chalice for 1 , they bring out Kalitas, Traitor of Ghet got zombie tokens from my baloth and tribe-elder but top decked through the breach and win with Emrakual.
Game 3 this game he just blew me out with creature dmg and hand disruption. I had nice ramp but prime time got tossed on turn 4.
Match 4 Suicide Zoo
Game 1 Emrakul combo win
Game 2 brought in 3 chalice from the board lost easily cause of blow up with anger of the gods , they had boros charm.
Game 3 Prime time 18 dmg to the face win.
Over all total 3-1.
I need 1-2 shatterstorms for the 4-6 affinity players, creeping corrosion is what I had lying around but the double green really sucks here. I think the coursers work really well with prime time and I think I'm going to add 1 more. The chalices did some nice work but I really missed the ramp most games, and because of it I barely "got there" . so those are going to go into the board. I really like the idea of adding a 1 of Wurmcoil Engine for agro match ups and recursion decks that need some death touch help. I think my weakest match up is the hand disruption and have included 4 leylines in the board. There is alot of affinity, zoo, esper delver, abzan coco at this meta, and looking for more sideboard suggestions. I hope this helps guys.
I was considering mina & dinn, please let me know how it goes. Its like a turn 4 Azusa lost but seeking. As soon as i start getting the rest of the parts im going to start playing this each week and putting up Modern results with Match notes. If anyone is currently doing the same please post your results and strats.
https://www.mtggoldfish.com/articles/against-the-odds-mechanized-production-standard
However, that being said, is this the best way to build a deck to use Mechanized production?
Below is the deck presented by MTG Goldfish. I really love this deck and would would like more ideas about going further with the deck in the control aspect.
4 Jace's Scrutiny
4 Press for Answers
2 Metallic Rebuke
4 Confirm Suspicions
3 Fumigate
4 Part the Waterveil
4 Inspiring Statuary
1 Tamiyo's Journal
1 Gonti's Aether Heart
1 Quarantine Field
4 Mechanized Production
4 Meandering River
3 Plains
4 Port Town
4 Prairie Stream
4 Negate
2 Quarantine Field
2 Metallic Rebuke
1 Fumigate
1 Linvala, the Preserver
2 Providence
The only cards that I think are weak are Gonti's Aether Heart and Tamiyo's Journal. I think these cards could be replaced by Metallurgic Summonings especially late game when they have blown through a number of counters or destroy enchantment spells and this would put you on the direct dmg path to finish the game. The card still works great with Inspiring Statuary. Playing part the waterveils awakened would give you a 6/6 land and a 6/6 token. playing a sweeper would give you a standing 5/5 token. The card is even more solid in control match ups. Diversifying our attack routes makes the deck even harder to deal with.
2 Stony Silence
1 Rest in Peace
2 Kor Firewalker
2 Invasive Surgery
3 Timely Reinforcements
1 Hurkeyls Recal
2 Mark of Asylum
1 Sorin, solemn visitor
2 Gideon, ally of zendikar
4 Bitterblossom
4 Intangible Virtue
4 Path to Exile
4 Remand
4 Inquisition of Kozilek
4 Lingering Souls
3 midnight haunting
1 Mana leak
3 ancestral vision
2 Plains
1 Swamp
1 Island
1 Fetid Heath
2 Isolated chapel
2 hallowed fountain
1 watery grave
2 darkslick shores
2 Godless Shrine
4 Marsh Flats
4 Polluted delta
1 Vault of the Archangel
However I'm not 100% on the mana lay out nor do I know if the vault of the archangel is really needed or should use some Sea Gate Wreckage. Also should auriok champion be wall of omens. Thoughts?
Finally got my list together and went to my local FNM for Modern. There was 32 players and the event caps at 4 rounds with payouts based accordingly.
Here was the deck I was running, ( I forgot to bring sideboard cards)
4 Bloodstained Mire
4 Wooded Foothills
2 Cinder Glade
4 Stomping Ground
6 Mountain
2 Forest
3 Valakut, The Molten Pinnacle
Creatures
4 Sakura-Tribe Elder
3 Courser of Kruphix
3 Obstinate Baloth
4 Primeval Titan
3 Emrakul, the Aeons Torn
2 Chalice of the Void
1 Farseek
4 Search for Tomorrow
4 Anger of the Gods
4 Through the Breach
3 Summoning Trap
1 Chalice of the Void
3 Boil
1 Ancient Grudge
2 Crumble to Dust
1 Creeping corrosion
Match 1 Boggles
Game 1 Kept a creature heavy hand because I heard the meta at this location is aggro heavy. End up losing the first match beacuse I couldn't out race the boggles.
Game 2 brought in my addition chalice and this game I drew it and played it before they could drop a creature and they never recovered from Prime Time.
Game 3 Won with Emrakual combo on Turn 4
Match 2 American Control
Game 1 Saw good ramp and no finishers but had courser so I kept. I played courser on turn 3. They mana leaked it, and I played all 3 of the summoning traps. saw Emrakul and 2 Prime Times. we moved to game 2.
Game 2 bring in all 3 boils drop the angers. Had courser doing some seriously heavy lifter, ramped well but never saw my through the breach. Blue up all there lands late game and swung in finally with through the breach emrakul combo.
Match 3 Jund
Game 1 they throw away my ramp pieces with 2 inquisitions of kozilek, throw away prime time with thought seize. I never recovered after that.
Game 2 bring in other chalice, was able to chalice for 1 , they bring out Kalitas, Traitor of Ghet got zombie tokens from my baloth and tribe-elder but top decked through the breach and win with Emrakual.
Game 3 this game he just blew me out with creature dmg and hand disruption. I had nice ramp but prime time got tossed on turn 4.
Match 4 Suicide Zoo
Game 1 Emrakul combo win
Game 2 brought in 3 chalice from the board lost easily cause of blow up with anger of the gods , they had boros charm.
Game 3 Prime time 18 dmg to the face win.
Over all total 3-1.
I need 1-2 shatterstorms for the 4-6 affinity players, creeping corrosion is what I had lying around but the double green really sucks here. I think the coursers work really well with prime time and I think I'm going to add 1 more. The chalices did some nice work but I really missed the ramp most games, and because of it I barely "got there" . so those are going to go into the board. I really like the idea of adding a 1 of Wurmcoil Engine for agro match ups and recursion decks that need some death touch help. I think my weakest match up is the hand disruption and have included 4 leylines in the board. There is alot of affinity, zoo, esper delver, abzan coco at this meta, and looking for more sideboard suggestions. I hope this helps guys.
Here is the final New List
4 Bloodstained Mire
4 Wooded Foothills
3 Cinder Glade
3 Stomping Ground
6 Mountain
2 Forest
3 Valakut, The Molten Pinnacle
Creatures
4 Sakura-Tribe Elder
4 Courser of Kruphix
3 Obstinate Baloth
4 Primeval Titan
3 Emrakul, the Aeons Torn
2 Farseek
4 Search for Tomorrow
4 Anger of the Gods
4 Through the Breach
3 Summoning Trap
2 Chalice of the Void
1 Wurmcoil Engine
2 Boil
2 Ancient Grudge
1 Crumble to Dust
1 Shatterstorm
4 Leyline of Sanctity
2 Back to Nature