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  • posted a message on 4 Color Gates
    @leoninkha tbh I threw Dovin in just because I didnt know what else at 3 i'd want in that slot. :p Now id rather throw one the following:
    +1 shimmer
    +1 clarion
    +1 open the gates
    +1 knight of autumn
    +1 fight with fire
    Posted in: Deck Creation (Standard)
  • posted a message on 4 Color Gates
    Last night I ran LeoninKHa's list with a few changes
    -1 guild summit (3 has always felt optimal for me, drawing more than 2 makes for a dead draw)
    +1 Dovin, Grand arbiter (Only had one matchup where it didn't get sided out, reclaimation. Seems ok. Flex slot)
    -2 Chamber Sentry (Seemed very mediocre since the only way to get it as a 5/5 was to have Gateway plaza's in play)
    +2 Hydroid Krasis (Amazing every time it was played, card has been nuts since day 1)

    Went 4-0 only dropping a single game vs mono red who had to draw exactly a 3 damage burn spell or die on my turn.

    Matchups went as follows:

    R1 Mono red
    R2 Gruul aggro
    R3 Sultai
    R4 Temur reclaimation

    Promo won: Light up the stage.

    Thoughts going forward:

    Overall I like the build alot, very hedged against aggro decks, game 1 vs mono red was a joke when I drew both fountains, all 4 plaza of harmony and a knight of autumn after playing a krasis for 6. Multani was drawn in every game and was a huge roadblock for everyone, especially sultai. Sultai opponent tried to cast down Multani game 1, I asked him if he felt that was the correct target, he read his card and said "Oh....oh *****" so I didn't play any other creatures (aside from deploy to bait the cast down) for the rest of the game trying to draw aggressively into gates ablaze to take down his board and start winning.



    Posted in: Deck Creation (Standard)
  • posted a message on Abzan Ramp Deck Idea
    I've been looking at this as well. What about Overwhelming Splendor? It recently got a rules update that eliminates ETB effects
    Posted in: Standard Archives
  • posted a message on Metalwork Colossus Decks
    Hey guys! Here's my PPTQ top 8 report and updated decklist: http://tappedout.net/mtg-decks/20-06-17-ur-colossus/
    Posted in: Standard Archives
  • posted a message on Metalwork Colossus Decks
    Quote from Dawgmatic »
    The problem with Gonti's Aether Heart is that it comes down after you've already thrown most of your artifacts onto the field; it's a bit counter productive to enable.

    I'm curious on how 3 Elder Deep-Fiend will test for you. Unless you stick a Glint-Nest Crane onto the field, you have no real sacrifice outlets except for Metalwork Colossus, which will typically mean EDF comes down when you're looking to finish the game, and you have four lands that can tutor for EDF when you need it. You could use something like Tezzeret's Touch to enable your Prophetic Prisms and Metalspinners to become viable sacrifice outlets for the fiend (which you could then replay on your next turn to draw a card), but that would require you to go Grixis.

    I like the idea of adding Harnessed Lightning, as it gives a good usage for your Aether Hub energy, but let us know how it tests for you.

    I'm really excited for Mirage Mirror; it gives a lot of utility in letting us copy an opponent's creature and crew Cultivated Caravan (without having to run more creatures in the main), copying an opponent's Glorybringer to swing and exert and potentially sacrifice for EDF, or to just copy an on-field Colossus and swing for game. Thoughts on this card?

    Please don't talk about new cards outside of Standard New Card Discussion until the entire set is spoiled. Thanks! -- Lugger


    I'm very excited for all of the new artifacts, proxy testing is going great but its hard to see what the meta will shape into.
    For the Aether heart, if you have it in hand thats when you drop it and try to colossus chain. MOst of the time thanks to the hubs and harnessed lightnings you already have close to enough to sac it. I've also flirted with Deadlock traps for an additional energy source and a way to handle gideon before he can pressure us.
    Posted in: Standard Archives
  • posted a message on Metalwork Colossus Decks
    Sorry about not getting back right away, work and all.

    Card choice:

    Herald of Kozilek vs Foundry Inspector: It all comes down to the numbers on the card, Inspector dies to all early interaction in the meta decks especially those playing basic mountain. Losing a 3 drop to a shock and getting time walked is very bad. Opponents would be saving this removal anyways since it doesn't kill crane.

    When I first included it was concerned with the colors being hard to hit by turn 3 but this is fixed by a couple things. 1.) Aggressive mulliganing, we have more incidental card draw than pretty much every deck so mulliganing down to 5 isn't so bad. 2.) Sequencing, playing the correct lands and being able to filter is very important.

    Doesn't crew can be an issue but its irrelevant when that isn't our main game plan. Crewing a caravan to chip damage into any open mana and potentially losing it slows our tempo. We need a colossus on 5 or sooner and try to win on the next turn. Skysovreign attacks on turn 6, having a colossus crew it to kill a ground target on attack so the others can get in is usually what you want to be doing. Crane/herald/inspector all serve 2 purposes, ramp us into fast robots and have giant tappy squid blow out of them.

    I liked reverse engineer when I first started playing the deck but realized that key to the city is just so much better.

    Last weekend I drove out of state (barely) to the closest PPTQ so I could jam Decandio's list. His additions we'rent terribly impressive. The core of the deck was what got the wins and Herald of anguish seemed too clunky most of the time as it had a negative effect on your tempo to use it. Fatal push was pretty medium but what its good at killing isnt really much of a problem for the deck. I did like Ballista but it falls into the same trope as Fatal push, what it kills dies to something you should be running anyways. End result: Came in 3rd losing to Mardu vehicles in the semis in a very tight game 3 because of Thalia. If my land didnt come into play tapped I would have been able to play a colossus and emerge a deepfiend on his attack step once he animated heart clearing the board and untapping and winning on the spot. I was 1 mana short.

    Changes i'd like to make:

    I really want to shore up the results vs aggressive decks in game 1 and I think the best way to do that is more fire and calamari. The whole day I played I was wishing I had Kozilek's return in my main board so that people couldnt build board presence vs you. This is the list i'll be testing all week for another PPTQ for my last shot at the RPTQ invite. http://tappedout.net/mtg-decks/20-06-17-ur-colossus/

    I'd really like to fit Gonti's aether heartin here somewhere for the combo lol's but i'm not sure.
    Posted in: Standard Archives
  • posted a message on Metalwork Colossus Decks
    Hey guys, if you're looking for a good place to start I had a very sweet (for the meta) colossus build before cat combo was broken. (1st pic)
    Now that Marvel is out of the picture I've been working diligently on a new version since this is probably one of the better more explosive archetypes left.(2nd pic)

    Any questions let me know!
    Posted in: Standard Archives
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