I'd been trying to make a new deck based on Esper's colored artifacts, and the block synergy it has with SOM, and after LOTS of testing, I came up with this beast. It plays out much like a top tier tribal deck would, with the notion that the "tribal" here is artifact creatures. This deck *can* splash white, but is probably best when you play only 2 colors, mostly black/blue.
It's very reminiscent of Affinity in that you can play BIG creatures for really cheap, and gets stronger the more artifacts you have on the board.
There are 3 mana engines-
1. Grand Architect. In the current standard, Architect is definitely good. When you combine him with cards like Sphinx Summoner, as well as Wurmcoil Engine, it becomes downright broken. He also gives every non-wurmcoil creature in this deck +1+1 making it a pseudo tribal build.
2. Mox Opal. If you play Borderposts, it's typically online by turn 2, which is some awesome acceleration without losing card advantage.
3. Etherium Sculptor. The typical friend of Esper artifact aggro, but nonetheless, still good.
The Aggro Engine
The aggro component of this deck is obviously based off getting some crazy artifact creature synergy going. The main creature you want to be playing on turn 3-4 is Sphinx Summoner. Sphinx Summoner is insane when you combine with grand architect. You cast him, grab a creature, then can recoup at least 2 of his casting cost when you use him to cast the creature you just grabbed. I've played a Sphinx Summoner into a Sphinx of the Steel wind as early as turn 5 in this deck, which is pretty insane.
Outside the obvious synergy with Sphinx Summoner, you want to play Master of Etherium for all the obvious reasons. Master is a 3/3-4/4 when you cast him typically, and gives all your other artifacts +1+1. He's an awesome play and gets really large really quick with zero drawbacks.
Since you typically want 1-2 blue creatures in play before playing Grand Architect, you'll want 8 2-drop blue creatures. Naturally, I found two efficient flying artifact creatures that fit in really well with this deck. Since most ppl play borderposts ( I play 7 ), Esper Stormblade is an incredible creature here. It's essentially a 3/2 flying for 2 mana that gets pumped by both grand architect and master of etherium. The other creature that's the best 2 mana beater is Tidehollow Strix, which isn't as aggressive as Stormblade, but has a lot of utility since it's deathtouch causes problems.
Here is what i'm playing right now. It's quite fun! Needs more testing and research however, but this deck is REALLY potent. Definitely has a lot of t1 competitive potential. It's pseudo artifact tribal with 8 lords, card advantage, tempo boosts and strong creatures. Another small advantage it has is that most creatures in here are quite evasive with flying potential. Certianly helps!
Trinket Mage- nonartifact 3 drop 2/2's aren't that good even if they can tutor up another artifact creature/spell. Just not worth the deckspace even if it is "card advantage".
Nonblue artifact creatures- I tried Sculler since I'm in love with him. He's just not aggro enough and doesn't synergize with Architect well enough. Court Homonculous wasn't that great either. Since my lands come into play tapped t1, 1 drop artifact creatures without any special abilities are rather useless. I have been giving Vendilion Clique some thought however.
I'd like to give Jace 2.0 some testing, but he just doesn't seem aggro enough for me, even if he's insanely good by himself. Thoughtseize deserves merit as well.
I hope you realize that summoner can't find architect since architect isn't an artifact creature.
I'm aware of that... lol. But it can find every other creature in the deck, and 5 mana (or 4 mana and an opal) with an architect in play typically means you can hardcast a sphinx summoner and sphinx of the steel wind the same turn, which even in Extended is pretty awesome. You don't NEED architect for this deck to work, but it does make this deck work better.
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Hey! I like your build. I've been trying something like it but i was going heavier into white for a while. Sphinx Summoner is such a great idea and i totally missed it. I recently added in Cursecatcher but haven't played with it, and think i'm going to be taking them out anyway and i like the idea of thopter foundry as more than a one-of. But my list now is.
I know immediately that playing at least three Thopter Foundry and the full Borderposts is probably the best place to start as they both help to pump and ramp or gather a huge army and alpha strike. I do want to say that i think playing Memnite is huge in this build, as it gets your metalcraft online potentially first turn and pumps via master as well as having the potential to become a blue thopter for the architect. I played a game with an opening hand of three memnites and an opal plus sculptor and won by the fourth turn. My strategy was very all-in blue/artifacts, but i think the summoner route is probably more efficient as it creates huge CA and allows for silver bullet shenanigans from the sideboard. I'd like to hear what kind of results you have with your deck.
My only big problem with a deck like this is it has a hard time vs. the real competitive WW decks since playing Day of Judgment isn't really a good idea in here. I think outside mass removal, this deck has a lot of tools to be competitive.
I went 1-2 vs. WW. I won after pulling out a quick wurmcoil, then later grabbing a Steel Wind. I'd venture to say that playing ratchet bomb in the sideboard is going to be quite necessary here.
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Hey! I like your build. I've been trying something like it but i was going heavier into white for a while. Sphinx Summoner is such a great idea and i totally missed it. I recently added in Cursecatcher but haven't played with it, and think i'm going to be taking them out anyway and i like the idea of thopter foundry as more than a one-of. But my list now is.
I know immediately that playing at least three Thopter Foundry and the full Borderposts is probably the best place to start as they both help to pump and ramp or gather a huge army and alpha strike. I do want to say that i think playing Memnite is huge in this build, as it gets your metalcraft online potentially first turn and pumps via master as well as having the potential to become a blue thopter for the architect. I played a game with an opening hand of three memnites and an opal plus sculptor and won by the fourth turn. My strategy was very all-in blue/artifacts, but i think the summoner route is probably more efficient as it creates huge CA and allows for silver bullet shenanigans from the sideboard. I'd like to hear what kind of results you have with your deck.
I'd personally add more borderposts, cut the memnites and cut the adjucator. I think memnite is cool, but it's a really bad topdeck and rather useless outside of getting metalcraft going. Then again, I do see it's value, but it just doesn't seem to fit the "get really big artifact creatures out really quick" strategy. Adjucator just isn't that good. It requires way too much of a mana commitment to be effective and isn't that efficiently costed. I actually really like the idea of playing Cursecatcher and had completely forgotten about it. I'm on the fence with lodestone. I'll need some more testing with it. Sphinx Summoner is absolutely 100% necessary in this build tho. I was amazed how good it was after playtesting with it.
How has Tezzeret worked for you? I think he's good, but i'm still not sold on playing a non-creature 5 drop.
This deck is lots of fun to play. Has anyone considered Faerie Mechanist, Inkwell Leviathan, Sanctum Gargoyle or Riddlesmith? Faerie Mechanist provides card draw/filtering, Riddlesmith provides filtering, Sanctum Gargoyle gives you card advantage and Inkwell Leviathan could be a possible second finisher.
EDIT: This deck is AMAZING.
Riddlesmith sounds decent. I don't think the others are optimal. Mechanist is a 4 mana creature that doesn't really put a big threat on the board, and sanctum suffers the same fate. Inkwell is too dependent on having a grand architect in play to be cast.
I think the most exciting part about this deck is that it legitimately will get much stronger as more mirrodin block cards are released.
Okay, after doing some testing, I agree with one of the previous posters, white isn't needed in here. Too many times I had problems with the manabase, and seeing that we want to be quick aggro, playing 3 colors only slows us down.
I added Jace as a 3-of, took out countermagic then added in 4x esper stormblade and 4x doomblade. Definitely plays much better and more consistent. I added Precursor Golem + Steel Hellkite in as 1-ofs and they've been playing pretty well so far. I still want to test out Lodestone since it's obviously a good creature and adds a bit of disruption. I also cut out Thopter Foundry as it's just too controlling, and not aggro enough.
The 1x of Precursor Golem has been awesome since it gives you tons of extra bodies to play when facing down a potent aggro attack. Also, when you play it with a Master on the field, it instantly gives you 3 4/4 creatures as well as giving your master an instant +3+3 boost.
I think you might want to leave Akroma Sphinx in the board. She absolutly WRECKS jund. with opal and borderpost you might not have too much trouble finding that single white.
i like the prospect of this build, although i have a question.
Has anyone thought about running Dreamstone Hedron? not only is it easily castable, but it can then immediately be used to draw cards. (if you have the available mana, which is generally always)
Tezzeret seems bonkers in this build, even if it's a nonartifact 5 drop, if it stays on the table for more than one turncycle, then it absolutely wreaks Face.
If March of the machines were viable, i'd love to rebuild my Cumbersome Machines build. (4/4 plus all creatures your opponents get -1/-0.. yes please.
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What about a transformative strategy with this deck? start aggro become time sieve, or the reverse? Seems fun. when they side out their spot removal cause your playing time sieve. then you switch out to aggro and wreck their face
Playing white still isn't that hard with filter lands and fetches. Just don't play too much nonbasics so you can still utilise Borderposts. Open The Vaults could be really good in this deck. I will probably play a completely different decklist for a while, just to test it out.
I tried it, and it's not impossible, but when you play borderposts as land sources, it becomes necessary to NOT play many dual lands in your build. As a result, the landbase becomes slow & will 1/4 times screw you completely. There realistically are no white cards that are necessary in here. All your artifact creatures should have blue as a primary color (with exception to wurmcoil) as a way to make use of grand architect. I still play the blue/white borderposts, but that's only to ensure metalcraft + more artifact pumpage.
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I am going to defend memnite, even though it is sort of a dead draw late game. Thopter foundry does allow you to get a 1/1 blue Artifact creature with flying that gains you 1 life for the very low cost of 1 colorless mana when you top deck late game memnite, and thopters take advantage of all your lord bonuses as well as the ability to tap for colorless.
What about Sharuum as a component to this deck? Foundry and Wurmcoil get better when you can recur anything you want.
I've won most of my matches, beat Mythic Conscription, Grixis Control, kithkin, and a few others. Would like some more competitive decks, although i'm not complaining about who i've played vs. so far.
I tried out memnite a bit, I can't say it's a terrible choice, but you really only want 1 in your opening hand and don't want to draw into more after that. I've been thinking about Sharuum for a while, and I think it would be one of the few reasons splashing white would be a good idea, I think it may be a good sideboard choice vs. decks that are heavy on removal. I think if you're playing the Foundry version, it's a great choice, but I have since cut out foundry since it's just not aggressive enough even if it does help in some matchups.
I changed out a few things. I took out precursor golem in favor of Myr Battlesphere as a singleton. I got rid of the doom blades in favor of 3x Tezzeret. Doom blades really weren't necessary since our aggro components are almost always better than an opponent's are. Tez is such a good card in this deck it's not even funny, and he helps generate some needed card advantage and non-creature resources. I then added 3x thoughtseize to improve the control/removal matchup.
Have you considered Sharding Sphinx? Even as a 1 of that can be fetched with the summoner, it could concievable be cast on turn 3 in a perfect game and give quite a large army if not removed...or simply get rid of a removal spell.
Also, what about Kuldotha Forgemater & your choice of big nasty artifact creatures? It could make early memnites and multipleMox Opals more useful if the game drags on.
Also, thoughts on Canonist as a potential sideboard card. I understand that with the current mana base the double white of Vaults and Scourglass could be difficult to support.
Also, when you were looking at blue flying creatures to play, did you consider Esperzoa or Parasitic Strix? They do both cost 3 unlike the fliers you're running, but their costs would be reduced by sculptor unlike yours and could be paid partially by Grand Architect, plus, they combo when played together.
Just wondering. I'm thinking about making an Esper control deck to try out for Extended, but this looks really interesting. I may sleeve it up and give it a spin. Artifacts are my favorite thing to play with.
Deck idea looks really fun, I just wanted to give my opinion on Esperzoa.
It looks pretty good on paper, but you need to be aware of how vulnerable it makes you. In a non-ideal situation you're going to have to bounce something that costs 1 or 2 mana, and right after this happens your Esperzoa has a tendency to get destroyed and you're suddenly quite a bit behind with two fewer permanents on the board to start your turn. Just a warning.
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Standard: UR Guttersnipe & Talrand
Modern: U Merfolk (in progress)
Legacy: RBurn
I like Ezperzoa in a lot of situations, but I don't think it's all THAT great. The problem here, is it competes for the 3 drop slot with Grand Architect and Master, both of which are strictly better plays. (even despite the fact that it's a generally "large" body).
It can generate some long-term card advantage, but it also prevents you from attacking with an additional creature, and is dependent on having prior board presence to be good.
I've thought about sharding sphinx, but there hasn't been many situations in which i'd rather play sharding sphinx than Wurmcoil Engine, especially considering we often can't attack the turn we play wurmcoil due to tapping our creatures down to play artifacts.
I don't think Forgemaster is a terrible idea, and i've given it some thought, but i've yet to actually test it.
I did however pinpoint two creatures which should be must-haves in the sideboard here. Argent Sphinx & Etched champion are terrible cards for a lot of decks to deal with, especially those with lots of spot removal. I actually wanna give Argent Sphinx a try maindeck even though it's not an artifact creature. Okay- after more testing, Argent Sphinx is awesome in here. 4/3 fliers that can't die = win.
Steel Hellkite seems like it would be good as a one of. One of artifact creatures in general seem good in this deck since you can tutor them up with the Summoner.
The big question I have with this is whether to go heavy with the big scary artifacts or focus on light stuff like Memnite and some artifacts. Etched champion seems like it would be good for this.
Esperzoa seems good with 0-cost artifacts, mainly memnite and opal. Getting extra chump blockers and metalcraft mana accel looks to be worth exploring.
Esperzoa seems good in a UW version that tops out at 3-4 mana (except for a couple Wurmcoils to use with Architect). It wants to be really fast and have a bunch of cheap guys you can replay. Possibly some kind of a focus on artifacts that cantrip or something.
My main problem with Esperzoa is that there is no room for it in here, and it has too much competition at the 3-drop slot. You're also forced to build around it to a certain extent.
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You know, I feel like Cryptic Command should be in here just on general principle. You can counter their game winning threat, tap them down to completely turn the game around, bounce something scary or just draw a card. No reason not to run it when you are in the colors.
I second cryptic, and may I also suggest Pili-Pala as a surprise alternate wincon with the architect? We just need something to use all that mana for...
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Standard: UR Guttersnipe & Talrand
Modern: U Merfolk (in progress)
Legacy: RBurn
Pila Pila seems bad because you need to add a mana sink and I don't really see a good one. Mind Spring is the closest, but the deck has problems actually making it meaningful without the pila-pila.
Cryptic definitely could find some space in here. Pili Pala on the other hand just seems out of place. Just because you CAN go infinite doesn't mean you should.
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It's very reminiscent of Affinity in that you can play BIG creatures for really cheap, and gets stronger the more artifacts you have on the board.
There are 3 mana engines-
1. Grand Architect. In the current standard, Architect is definitely good. When you combine him with cards like Sphinx Summoner, as well as Wurmcoil Engine, it becomes downright broken. He also gives every non-wurmcoil creature in this deck +1+1 making it a pseudo tribal build.
2. Mox Opal. If you play Borderposts, it's typically online by turn 2, which is some awesome acceleration without losing card advantage.
3. Etherium Sculptor. The typical friend of Esper artifact aggro, but nonetheless, still good.
The Aggro Engine
The aggro component of this deck is obviously based off getting some crazy artifact creature synergy going. The main creature you want to be playing on turn 3-4 is Sphinx Summoner. Sphinx Summoner is insane when you combine with grand architect. You cast him, grab a creature, then can recoup at least 2 of his casting cost when you use him to cast the creature you just grabbed. I've played a Sphinx Summoner into a Sphinx of the Steel wind as early as turn 5 in this deck, which is pretty insane.
Outside the obvious synergy with Sphinx Summoner, you want to play Master of Etherium for all the obvious reasons. Master is a 3/3-4/4 when you cast him typically, and gives all your other artifacts +1+1. He's an awesome play and gets really large really quick with zero drawbacks.
Since you typically want 1-2 blue creatures in play before playing Grand Architect, you'll want 8 2-drop blue creatures. Naturally, I found two efficient flying artifact creatures that fit in really well with this deck. Since most ppl play borderposts ( I play 7 ), Esper Stormblade is an incredible creature here. It's essentially a 3/2 flying for 2 mana that gets pumped by both grand architect and master of etherium. The other creature that's the best 2 mana beater is Tidehollow Strix, which isn't as aggressive as Stormblade, but has a lot of utility since it's deathtouch causes problems.
Here is what i'm playing right now. It's quite fun! Needs more testing and research however, but this deck is REALLY potent. Definitely has a lot of t1 competitive potential. It's pseudo artifact tribal with 8 lords, card advantage, tempo boosts and strong creatures. Another small advantage it has is that most creatures in here are quite evasive with flying potential. Certianly helps!
4x Esper Stormblade
1x Tidehollow Strix
4x Etherium Sculptor
4x Master of Etherium
4x Grand Architect
4x Sphinx Summoner
2x Wurmcoil Engine
Noncreature Artifacts
3x Mox Opal
4x Mistvein Borderpost
3x Fieldmist Borderpost
3x Jace, The Mind Sculptor
Instants
4x Mana leak
2x Cryptic Command
Land
7x Swamp
5x Island
3x Darkslick Shores
4x Grasp of Darkness
4x thoughtseize
4x Etched Champion
3x Ratchet Bomb
Other thoughts-
Trinket Mage- nonartifact 3 drop 2/2's aren't that good even if they can tutor up another artifact creature/spell. Just not worth the deckspace even if it is "card advantage".
Nonblue artifact creatures- I tried Sculler since I'm in love with him. He's just not aggro enough and doesn't synergize with Architect well enough. Court Homonculous wasn't that great either. Since my lands come into play tapped t1, 1 drop artifact creatures without any special abilities are rather useless. I have been giving Vendilion Clique some thought however.
I'd like to give Jace 2.0 some testing, but he just doesn't seem aggro enough for me, even if he's insanely good by himself. Thoughtseize deserves merit as well.
Credit to DolZero for this awesome sig!
I'm aware of that... lol. But it can find every other creature in the deck, and 5 mana (or 4 mana and an opal) with an architect in play typically means you can hardcast a sphinx summoner and sphinx of the steel wind the same turn, which even in Extended is pretty awesome. You don't NEED architect for this deck to work, but it does make this deck work better.
4x Vedalken Certarch
4x Cursecatcher
4x Etherium Sculptor
2x Ethersworn Adjudicator
4x Master of Etherium
4x Memnite
4x Grand Architect
2x Lodestone Golem
1x Wurmcoil Engine
1x Steel Hellkite
1x Tezzeret the Seeker
Noncreature Artifacts
2x Fieldmist Borderpost
2x Mistvein Borderpost
3x Mox Opal
1x Thopter Foundry
Land
3x Marsh Flats
2x Seachrome Coast
1x Terramorphic Expanse
11x Island
2x Plains
1x Swamp
I know immediately that playing at least three Thopter Foundry and the full Borderposts is probably the best place to start as they both help to pump and ramp or gather a huge army and alpha strike. I do want to say that i think playing Memnite is huge in this build, as it gets your metalcraft online potentially first turn and pumps via master as well as having the potential to become a blue thopter for the architect. I played a game with an opening hand of three memnites and an opal plus sculptor and won by the fourth turn. My strategy was very all-in blue/artifacts, but i think the summoner route is probably more efficient as it creates huge CA and allows for silver bullet shenanigans from the sideboard. I'd like to hear what kind of results you have with your deck.
I went 1-2 vs. WW. I won after pulling out a quick wurmcoil, then later grabbing a Steel Wind. I'd venture to say that playing ratchet bomb in the sideboard is going to be quite necessary here.
I'd personally add more borderposts, cut the memnites and cut the adjucator. I think memnite is cool, but it's a really bad topdeck and rather useless outside of getting metalcraft going. Then again, I do see it's value, but it just doesn't seem to fit the "get really big artifact creatures out really quick" strategy. Adjucator just isn't that good. It requires way too much of a mana commitment to be effective and isn't that efficiently costed. I actually really like the idea of playing Cursecatcher and had completely forgotten about it. I'm on the fence with lodestone. I'll need some more testing with it. Sphinx Summoner is absolutely 100% necessary in this build tho. I was amazed how good it was after playtesting with it.
How has Tezzeret worked for you? I think he's good, but i'm still not sold on playing a non-creature 5 drop.
Riddlesmith sounds decent. I don't think the others are optimal. Mechanist is a 4 mana creature that doesn't really put a big threat on the board, and sanctum suffers the same fate. Inkwell is too dependent on having a grand architect in play to be cast.
I think the most exciting part about this deck is that it legitimately will get much stronger as more mirrodin block cards are released.
Okay, after doing some testing, I agree with one of the previous posters, white isn't needed in here. Too many times I had problems with the manabase, and seeing that we want to be quick aggro, playing 3 colors only slows us down.
I added Jace as a 3-of, took out countermagic then added in 4x esper stormblade and 4x doomblade. Definitely plays much better and more consistent. I added Precursor Golem + Steel Hellkite in as 1-ofs and they've been playing pretty well so far. I still want to test out Lodestone since it's obviously a good creature and adds a bit of disruption. I also cut out Thopter Foundry as it's just too controlling, and not aggro enough.
The 1x of Precursor Golem has been awesome since it gives you tons of extra bodies to play when facing down a potent aggro attack. Also, when you play it with a Master on the field, it instantly gives you 3 4/4 creatures as well as giving your master an instant +3+3 boost.
Has anyone thought about running Dreamstone Hedron? not only is it easily castable, but it can then immediately be used to draw cards. (if you have the available mana, which is generally always)
Tezzeret seems bonkers in this build, even if it's a nonartifact 5 drop, if it stays on the table for more than one turncycle, then it absolutely wreaks Face.
If March of the machines were viable, i'd love to rebuild my Cumbersome Machines build. (4/4 plus all creatures your opponents get -1/-0.. yes please.
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I tried it, and it's not impossible, but when you play borderposts as land sources, it becomes necessary to NOT play many dual lands in your build. As a result, the landbase becomes slow & will 1/4 times screw you completely. There realistically are no white cards that are necessary in here. All your artifact creatures should have blue as a primary color (with exception to wurmcoil) as a way to make use of grand architect. I still play the blue/white borderposts, but that's only to ensure metalcraft + more artifact pumpage.
What about Sharuum as a component to this deck? Foundry and Wurmcoil get better when you can recur anything you want.
I've won most of my matches, beat Mythic Conscription, Grixis Control, kithkin, and a few others. Would like some more competitive decks, although i'm not complaining about who i've played vs. so far.
I tried out memnite a bit, I can't say it's a terrible choice, but you really only want 1 in your opening hand and don't want to draw into more after that. I've been thinking about Sharuum for a while, and I think it would be one of the few reasons splashing white would be a good idea, I think it may be a good sideboard choice vs. decks that are heavy on removal. I think if you're playing the Foundry version, it's a great choice, but I have since cut out foundry since it's just not aggressive enough even if it does help in some matchups.
I changed out a few things. I took out precursor golem in favor of Myr Battlesphere as a singleton. I got rid of the doom blades in favor of 3x Tezzeret. Doom blades really weren't necessary since our aggro components are almost always better than an opponent's are. Tez is such a good card in this deck it's not even funny, and he helps generate some needed card advantage and non-creature resources. I then added 3x thoughtseize to improve the control/removal matchup.
Also, what about Kuldotha Forgemater & your choice of big nasty artifact creatures? It could make early memnites and multipleMox Opals more useful if the game drags on.
Also, thoughts on Canonist as a potential sideboard card. I understand that with the current mana base the double white of Vaults and Scourglass could be difficult to support.
Also, when you were looking at blue flying creatures to play, did you consider Esperzoa or Parasitic Strix? They do both cost 3 unlike the fliers you're running, but their costs would be reduced by sculptor unlike yours and could be paid partially by Grand Architect, plus, they combo when played together.
Just wondering. I'm thinking about making an Esper control deck to try out for Extended, but this looks really interesting. I may sleeve it up and give it a spin. Artifacts are my favorite thing to play with.
It looks pretty good on paper, but you need to be aware of how vulnerable it makes you. In a non-ideal situation you're going to have to bounce something that costs 1 or 2 mana, and right after this happens your Esperzoa has a tendency to get destroyed and you're suddenly quite a bit behind with two fewer permanents on the board to start your turn. Just a warning.
Modern: U Merfolk (in progress)
Legacy: RBurn
It can generate some long-term card advantage, but it also prevents you from attacking with an additional creature, and is dependent on having prior board presence to be good.
I've thought about sharding sphinx, but there hasn't been many situations in which i'd rather play sharding sphinx than Wurmcoil Engine, especially considering we often can't attack the turn we play wurmcoil due to tapping our creatures down to play artifacts.
I don't think Forgemaster is a terrible idea, and i've given it some thought, but i've yet to actually test it.
I did however pinpoint two creatures which should be must-haves in the sideboard here. Argent Sphinx & Etched champion are terrible cards for a lot of decks to deal with, especially those with lots of spot removal. I actually wanna give Argent Sphinx a try maindeck even though it's not an artifact creature. Okay- after more testing, Argent Sphinx is awesome in here. 4/3 fliers that can't die = win.
The big question I have with this is whether to go heavy with the big scary artifacts or focus on light stuff like Memnite and some artifacts. Etched champion seems like it would be good for this.
Modern: U Merfolk (in progress)
Legacy: RBurn