I ran a similar idea deck that was U/B going off of Efficient Construction
and it took on what was supposed to be a turn 5-6 U/W deck with Archangel Avacyn.
I won with nothing but tokens and less likely chances of getting the cards I need because I either had 2 or 3 of the key cards
with that in mind I know this wouldn't do much against top meta decks, but for most else you are likely to get some form of it working
long enough to buy you time to go big
either way, this synenergy of this cards is pretty good, even choosing to play stuff in a different order you can still
pump out a big ballista that can kill quite a bit of creatures.
even though my thought process on fabrication module getting an additional trigger is wrong
you can still manipulate the number of counters via winding constrictors
sorry about the card tags, don't know how to do them.
the bottom portion on a perfect play out goes as follows
draw and/or drop land, animation module (1cmc)
turn 2, land, decoction module (2cmc)
turn 3, land, fabrication module (3cmc)
turn 4, land, panharmonicon (4cmc)
turn 5, land, pay 2 mana (3 left), play ballista as a 1/1. ballista enters and triggers decomod(get 1 energy)
pan triggers decomod again (2 energy total), first reception of energy triggers fabmod (1 available 1+/1+counter)
pan triggers fabmod again (2 available 1/1 counters), second reception of energy triggers fabmod (3 av. 1/1 counters)
pan + fabmod again (4 av. 1/1 counters)
each of these triggers are on a 1 to 1 basis, so you place them all on the stack one at a time, so you place 3 of the
4 available counters on ballista(choosing not to activate animation module), and then when you place the last counter on
ballista you pay 1 mana to trigger animation module, putting in all the triggers the will get you 4 1+/1+ counters again.
repeat this process until you have no mana.
for every creature that enters he battlefield you will end up with 4 counters.
so, ballista etb (end result 5/5)
servo etb (WB 9/9)
servo etb (WB 13/13)
servo etb (WB 17/17)
ornithopter (WB 21/21)
ornithopter (WB 25/25)
you had me spell it out, and actually you get a bigger ballista than I first calculated
edit, you're right, fabmod doesn't get a additional trigger, so ballista doesn't get that big
s1 drop ballista for 2m (p/t = 1/1)
s2 decoc trigger = 1 energy (4 decoc = 4 energy)
s3 pan triggers decoc again = 2 energy total (4 decoc = 8 energy)
s3 fab trigger = 2 1+/1+ (4 fab = 16 1+/1+)
s4 pan triggers fab again = 4 1+/1+ total (4 fab = 32 1+/1+)
s5 ballista gets 4+/4+ (p/t = 5/5) (4 windcons = 160 1+/1+)
s6 pay 1m activate ani return to step 2 until out of mana, profit
add additional of modules, pan, and constrictors for insane 1+/1+
end result, dead enemy
decklist "The Factory"
4x walking ballista
4x ornithoper
4x winding constrictor
4x panharmonicon
4x animation mod
4x deconction mod
4x fabrication mod
4x diabolic tutor
4x gonti's aether heart
12x swamp
12x forest
and it took on what was supposed to be a turn 5-6 U/W deck with Archangel Avacyn.
I won with nothing but tokens and less likely chances of getting the cards I need because I either had 2 or 3 of the key cards
with that in mind I know this wouldn't do much against top meta decks, but for most else you are likely to get some form of it working
long enough to buy you time to go big
pump out a big ballista that can kill quite a bit of creatures.
even though my thought process on fabrication module getting an additional trigger is wrong
you can still manipulate the number of counters via winding constrictors
the bottom portion on a perfect play out goes as follows
draw and/or drop land, animation module (1cmc)
turn 2, land, decoction module (2cmc)
turn 3, land, fabrication module (3cmc)
turn 4, land, panharmonicon (4cmc)
turn 5, land, pay 2 mana (3 left), play ballista as a 1/1. ballista enters and triggers decomod(get 1 energy)
pan triggers decomod again (2 energy total), first reception of energy triggers fabmod (1 available 1+/1+counter)
pan triggers fabmod again (2 available 1/1 counters), second reception of energy triggers fabmod (3 av. 1/1 counters)
pan + fabmod again (4 av. 1/1 counters)
each of these triggers are on a 1 to 1 basis, so you place them all on the stack one at a time, so you place 3 of the
4 available counters on ballista(choosing not to activate animation module), and then when you place the last counter on
ballista you pay 1 mana to trigger animation module, putting in all the triggers the will get you 4 1+/1+ counters again.
repeat this process until you have no mana.
for every creature that enters he battlefield you will end up with 4 counters.
so, ballista etb (end result 5/5)
servo etb (WB 9/9)
servo etb (WB 13/13)
servo etb (WB 17/17)
ornithopter (WB 21/21)
ornithopter (WB 25/25)
you had me spell it out, and actually you get a bigger ballista than I first calculated
edit, you're right, fabmod doesn't get a additional trigger, so ballista doesn't get that big
panharmonicon
animation module
deconction module
fabrication module
s1 drop ballista for 2m (p/t = 1/1)
s2 decoc trigger = 1 energy (4 decoc = 4 energy)
s3 pan triggers decoc again = 2 energy total (4 decoc = 8 energy)
s3 fab trigger = 2 1+/1+ (4 fab = 16 1+/1+)
s4 pan triggers fab again = 4 1+/1+ total (4 fab = 32 1+/1+)
s5 ballista gets 4+/4+ (p/t = 5/5) (4 windcons = 160 1+/1+)
s6 pay 1m activate ani return to step 2 until out of mana, profit
add additional of modules, pan, and constrictors for insane 1+/1+
end result, dead enemy
decklist "The Factory"
4x walking ballista
4x ornithoper
4x winding constrictor
4x panharmonicon
4x animation mod
4x deconction mod
4x fabrication mod
4x diabolic tutor
4x gonti's aether heart
12x swamp
12x forest
t1 d/land, animod
t2 d/land, decmod
t3 d/land, fabmod
t4 d/land, panhar
t5 d/land, ballista(2m) (triggers), pay 1 loop (WB = 5/5), pay 1 loop (WB = 9/9), pay 1 loop (WB = 13/13)
ornithoper (triggers) (WB = 17/17), ornithoper (triggers) (WB = 21/21), ping guy for 20.
t6 repeat as needed
what do you guys think?