This made top 8 in Barcelona. I guess the thing freaking me out about it is Terminus. Any other board sweeper Lodestone Golem would make too expensive but not Terminus.
There is no such thing as a perfect deck. I am not sure that Lodestone isn't good enough against some cards in that deck that it doesn't win us the match. Terminus is a bad card against us for precisely why you suggest, but this is the only deck that can use Terminus well. Its Modern, it won't be a huge portion of the metagame because the Modern Meta is so vast. My gut is to do our best in this matchup and accept that this matchup might be a loser, but we have a lot of other potentially good matchups so its okay.
Curious if anyone else has tried Skilled Animator in this deck as a 2-3 of.
With Copter and throne it often gives you a turn 3 5/5. Ensoul artifact effect with less risk of getting 2 for 1'd with it.
Okay, so here's a dumb idea: Transmogrifying Wand. It's super easy for this deck to cast and kind of just blanks all creature threats for a few turns (or at least puts a pretty hard upper limit on the aggressiveness of certain decks). It would probably only be a sideboard card against stuff like Death's Shadow, Eldrazi Tron, or Jund. I currently run Dismember in my sideboard, but maybe this is worth a try instead?
Why do the list I see have more blue creatures? The originial list that did well a long time ago at an SCG Open had more artifact creatures and was playing Master of Etherium x2.
Then you could also justify playing Traxos.
Another card I've been trying to make work, and considered adding a copy or two for this deck is Savor the Moment.
LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
That's because the printing of Artificer's Assistant with his important card filtering ability pushed out cards like Signal pest and Master of Etherium.
I personally play Traxos as 3x and can't really complain, he works just fine for me.
Dunno about savor the moment is there any synergy I'm missing ? It essentialy costs you a turn because of 1UU.
I've been trying the Blue Steel build on Cockatrice for a while and tried Sai, Master Thopterist on a whim as a 1-of. He was so good that I bumped him up to a 2-of. I basically don't use him to sac artifacts and draw cards--even making only 2-3 Thopters can often swing a game. He also gets pumped by and makes mana with Grand Architect, blocks like a king, and doesn't die to one Bolt. About the only thing preventing me from making him a 3-of is the fact that I'm running low on artifacts in my build.
Has anyone else tried Sai in this deck?
(I've personally been disappointed by Artificer's Assistant, but maybe it's because I ditched all the 1-cmc artifacts from my build. That little birdie is not helping me find my second land, and Scry 1 has significantly less impact per artifact than a free Thopter from Sai.)
I've though about Sai, he seems ideed powerful. Must be awesome following a turn 2 engineer. There is a bit of tension when adding non-artifact spells in the deck. We want great enablers but we need as much artifacts as possible.
I'd probably have to rethink the whole list if i play him. He IS historic though, so he work with the little bird . I've enjoyed artificer's assistant not for finding more lands but for bottoming unwanted cards. But yeah not being an artifact IS an issue. I think you'd want to go back to signal pest, the card is great when going wide with thopters.
I've been playing a U/B version that I think is strictly better than monoblue. Sphinx's Summoner is the only black card and it's more than enough reason to go black. Try this version, Sphinx can find you hate creatures, and also enable some insane turns pumping out 4 or 5 Sphinxes. I think once you go black, you'll never go back.
LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
Something being «Stricty better» than something else is a very strong statement that is almost never true. Taking even a small amount of damage from your lands and sometimes losing to blood moon makes this statement objectively false. Maybe you think the splash is worth it, that is worth discussing. But it is not «strictly better».
what happened with the deck ? Its still worth to play ? I need some expansive cards and dont know if its worth to buy (iplay only in paper).
Maybe i'n little late, but i like one suggestion in this page. Sai is so powerfull, my favorite new card. Signal Pest and Master of Etherium seens good to use together to beatdown. Then Hangarback seens worth too.
The little karn dont have slot in main board ? Deck dont need some kind of draw to keep pressure ?
Depends what you mean by «worth» to play. The expensive cards you're referring to i guess are walking ballista and hangarback walker? The rest of the deck is pretty cheap... I'd say those cards are pretty good and worth adding to your collection if you like artifacts and if you can afford them. But then what are your expectations? If you intend to win a GP then i'd say no. If you intend to play FNM type event and have fun and have a chance to win a bit then yes. There are tons of fringe decks in modern and people still play them because they like playing the deck.
Sai is great but every non-artifact you add to the deck dilutes its synergy, especially if you play Sai, master thopterist who needs a critical mass of artifacts in your deck in order to be worth running. I do like him combined with chief engineer, i guess you can have pretty explosive turn 3s who those two out.
I don't know what i'd remove for him, but if anyone tryed the card i'd be glad to hear about it.
If worth i means, i have chance with the others tiers deck or i'll just lose the majority games? I do have Ballistas and Walkers.
What i need is a set of Blinkmoth, oboro and minamo, cards i dont will use in any other place, and here where i live, is a little expansive to get. Last build i saw used this lands (oboro and minamo). Can you show your last build ? I just looked for this ate FNM level for sure. Just for another option.
I use Sai, master thopterist in my MUD brew, and he works very well, but i don't have experiencie with this deck to figure a spot, but as i say before, go wild with big amount of Thopters, a big Etherium and pest battle cry seens great.
Things are pretty quiet in this thread... I used to play this deck about a year ago and took a break. Was wondering if there had been any exciting new developments, but I guess no so much!
Still a fun deck though! Catches people off guard when they aren't expecting it.
Just reread everything I missed from the last year...
So yeah, it does look like Artificer's Assistant would be a great add here. I'm sort of sad to lose my Judge's Familiar (it's sentimental) but it makes more sense for the deck, and it's also replacing a non-artifact with a non-artifact.
A 1-2 Sai, Master Thopterist also looks sweet, but I'd have to see who to pull. I have 3 Master of Etherium I was looking to remove, but now I'm not so sure if I'll be making thopters. Still, it might be the right move.
Does anyone know whether Traxos, Scourge of Kroog is any good or not? He seems like he could be really sweet in some situations, and fall completely flat in others. Might be a fun thing to win with, but not nearly as consistent as any of the other end-game threats this deck has. Maybe someone has some playtime in with it?
Otherwise it seems like business as usual. Still a fun deck!
I was away from this deck for about a year but my interest was rekindled by the Dominaria additions: Artificer's Assistant and Traxos, Scourge of Kroog. I've been playing it quite a bit, played side events at Magicfest Toronto and have taken it to a couple local FNMs. I'm a relatively new player to modern but I have been getting a lot of reps in to try and tighten up my play (and learn the meta) and I've really come to appreciate some of the sequencing and interactions that this pile of miscellaneous junk cards turns out. Here are some observations, in no particular order:
8 Blue 1-mana fliers are crucial. Both of these cards serve as evasive aggro damage, ramp and special ability (tax or card filtering). Artificer is a huge upgrade; if I have both it comes out before the Wanderer.
You want all 8 of the 2-mana ramp cards in the deck, and you want one in your opener. They are both great, not quite interchangeable. For example, E Scultor costs less if another one is out but it can't generate the blue for another Sculptor. Chief Engineer always costs two but he permits convoke which can generate the blue for E Sculptor. A common play pattern is: T1: Assistant, T2: Engineer/Sculptor + 2mana Artifact. You can also go T1: Assistant, T2: Scientist + Sculptor, either way you have 5 CMC out on T2.
Lodestone Golem is awesome, it gives you hope against a Phoenix deck game 1.
Traxos, Scourge of Kroog is likewise awesome. It doesn't take long with a 7/7 trampler with pseudo-vigilance to close out the game. Minamo is of course amazing with it, but you have a lot of other options to untap it. And after you get it untapped you just need a way to untap it after attacking to have it be 'vigilant'. Multiple times I have just dumped a 0-mana Ballista into the bin just to untap it the turn I play it for defense.
Smuggler's Copter does serious work on many fronts; they are the card I always want and pretty much never sideboard out. They let your 2-mana ramp guys turn into 3/3 flyers, they survive sorcery-speed removal, they can be cast with the artifact ramp mana, and they filter cards for you. I just can't stress this enough: all ramp decks can suffer from "drawing the wrong half", and the combo of Assistant plus Copter really lets you see cards and be more consistent.
Throne of the God-Pharaoh is sneaky good. In an aggro race casting that 2nd main for and additional 4 or 5 damage due to tapped creatures for the win in just fun. The opponent will be looking at 1/1 Fliers, a Blinkmoth, Copter and Walking Ballista on 3 thinking, "I'm good, I'll kill him on the backswing." Note you have two ways you can tap creatures without attacking: Grand Architect for blue creatures and Copter for any creature. Copter can tap everyone to crew, including itself; doesn't have to just be one creature. And you can take a blue mana, turn your Ballista blue for a turn, then tap it for 2 mana with Grand Architect for the Throne ping.
Turning artifact creatures blue for 1 then tapping for 2 with Grand Architect isn't bad; it let's get 1 mana out of them when you don't have the Engineer out to cast something. It is even more relevant when you are looking to put a counter on Ballista end-of-turn. Blue creatures tap for 2, colorless tap for 1 (effectively, if you have the blue mana free).
Ensnaring Bridge in the side is new tech, I re-read some Zach Elsig comments and he had suggested it. It seems like a very good answer to matchups that were in the past entirely unfavorable: Elves, Merfok, Zoo, basically anything aggro. It works fine on the bigger creature matchups as well. Yes they will have artifact hate game 2, but I find that you don't need it to last that long. We're not looking to lock them out permanently, just to slow them down long enough to either a) kill them or b) put up some serious defense. The deck has good ways to finish them off from under the bridge: 1/1 fliers, Walking Ballista and Throne do the job just fine.
Thorn of Amethyst is really good right now; I used to have 3 in the side and it made Phoenix that much better. I have had to cut it back due to the need for more pieces of graveyard hate.
Dismember is also super important in Phoenix matchup. Wish the deck didn't need the sideboard slots for it, but there it is. (Maybe Bridge could make these less necessary?)
Non-Island Lands: note that none of these comes into play tapped.
Academy Ruins is pretty self explanatory. Board stalled? Cast Ballista for 6, ping it out, get it back again next turn, rinse-and-repeat.
Blinkmoth Nexus bits of damage here and there, crews, survives a wrath.
Oboro, Palace in the Clouds probably the most marginal of the utility lands. You can bounce it back to hand for looting with the Copter late game; less often you can use it filter colorless mana for blue to cast something else (float it for blue, tap a Blinkmoth to bounce it back to your hand, replay it for the 2nd blue.
Minamo, School at Water's Edge Very nice with Traxos. Not a "slam dunk I win" type of interaction, but every once in a while it comes up. One of the things I like about this deck: it feels like a lot of small edges and interactions that add up to something pretty fun.
Some cards I'm considering but just haven't made the cut:
And I've tried of lot other things; it was interesting to read my earlier posts in this thread (I had completely forgotten I'd every posted!). Master of Etherium, Signal Pest : the above list is better I think. Running less than 4 Chief Engineer? No wai! I suppose the single most significant thing I could say is that embracing the Aggro with this list has been the most satisfying. When I'm constantly getting that extra point of damage here and there, the games seem to end up going my way.
Hey, I'm playing the deck for a year now (when I'm not on Amulet Titan ^^) and I love it. I agree with all the points you've made, except maybe the Ensnaring Bridge one. I didn't try it but I feel like it may affect us a lot since the birds can't attack with a Grand Architect on the board.
An other card I found awesome in the deck is Myr Superion. It has a big drawback, but I've played it a lot and it's castable like 90% of the time. The play of T1 Artificer's Assistant, T2 Chief Engineer into Myr Superion is just too good.
On the other hand, I did cut Wurmcoil Engine, cuz 6 manas is a lot and it's not relevant enough in some tier 1 matchups (like Phoenix). And I think Karn, Scion of Urza is better in the grindy matchups (especially jeskai control).
Speaking about the sideboard, I'd like to play more Thorn of Amethyst and graveyard hate, but there's not that many slots.
Thanks for the decklist. I am going to try a couple Karn, Scion of Urza in the side for control matchups, and one copy of The Immortal Sun for things like Rock and Jund, with planeswalkers and discard. Come to think of it, might be useful in Phoenix as well? Those games go longer sometimes, but probably too slow.
I think I will also try a single Hurkyl's Recall for Whir Prison/Hardened Scales.
I have run the Myr Superion in the past (at one point we renamed the deck "Knuckleheads") but I find they are stranded too often. I don't have the Ensnaring Bridge in paper yet so I can't try it at FNM, but will revisit it after trying out the planeswalkers.
Why play Artificer’s Assistant over Sage of Epityr? Sage makes your early game more consistent and that’s the most important thing for a deco like this.
Private Mod Note
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Always wear protection kids, sleeve up your deck.
LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
Good suggestion, I tried it out on Xmage vs. the computer opponent for a few games just to see how a few hands played out. My quick take is that it can really be strong: T1 play the Sage, put a Scientist on top to go with the E Sculptor and land you have in hand for the 5-mana T2 play. Also strong is playing it on T3 (or later) when you have a Looter Scooter ready to attack. You look at four cards and pick the one you want to Loot into, play it 2nd main.
(Also note in the "sage before looter" case, you had a 25% chance of getting that nice action card in any case, no Sage reordering needed.)
It definitely reduces the aggro element of the deck: after it does its thing it is just a blue mana rock. I get a lot of damage with the early 1/1 fliers and the Sage can't attack into anything at all. And if you look at 1 action card and 3 lands without a Scooter, you get the action first which is nice but you still have to draw through the three lands before you can hit any more action. I think the card would be stronger in a deck that had fetches, to shuffle the bad cards away on demand.
I will probably try it in some real games, but I think I like the Assistant more: it gets in damage all the time, and Scrying lets you see more cards and bottom the bad ones, rather than just get the good ones sooner.
UPDATE: I ran a couple more games, and it can really enable some of the busted turn 1's that you love. The sequence for a T3 Wurmcoil is pretty precise: You need a creature on both T1 and T2 plus you need three lands and UU on T3.
I had hand: Sage, 2 lands, Architect, Wurmcoil. Sage on T1 allowed me to sequence: E Sculptor top, land next so I would have the T3 Wurmcoil. Something to think about for sure.
It's interesting, but is it better than The Immortal Sun? It's at least a good budget option. Seems absurd if you can cast it turn 3, but otherwise it's kind of a bad Lodestone Golem.
It's interesting, but is it better than The Immortal Sun? It's at least a good budget option. Seems absurd if you can cast it turn 3, but otherwise it's kind of a bad Lodestone Golem.
I actually think it’s great. The deck definitely has room for 2 6 drops or more if you have access to them in your board. This is where I’m headed with mine.
There is no such thing as a perfect deck. I am not sure that Lodestone isn't good enough against some cards in that deck that it doesn't win us the match. Terminus is a bad card against us for precisely why you suggest, but this is the only deck that can use Terminus well. Its Modern, it won't be a huge portion of the metagame because the Modern Meta is so vast. My gut is to do our best in this matchup and accept that this matchup might be a loser, but we have a lot of other potentially good matchups so its okay.
With Copter and throne it often gives you a turn 3 5/5.
Ensoul artifact effect with less risk of getting 2 for 1'd with it.
My list has 2 Basilisk Collar, 4 Walking Ballista, 3 smugglers copter and 2 Throne of the God-Pharaoh which means I'll often have a reasonable target for its effect. When it eats up removal I normally figure better on that than Wurmcoil.
Am I drinking too much kool-aid?
Then you could also justify playing Traxos.
Another card I've been trying to make work, and considered adding a copy or two for this deck is Savor the Moment.
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
I personally play Traxos as 3x and can't really complain, he works just fine for me.
Dunno about savor the moment is there any synergy I'm missing ? It essentialy costs you a turn because of 1UU.
Has anyone else tried Sai in this deck?
(I've personally been disappointed by Artificer's Assistant, but maybe it's because I ditched all the 1-cmc artifacts from my build. That little birdie is not helping me find my second land, and Scry 1 has significantly less impact per artifact than a free Thopter from Sai.)
I'd probably have to rethink the whole list if i play him. He IS historic though, so he work with the little bird . I've enjoyed artificer's assistant not for finding more lands but for bottoming unwanted cards. But yeah not being an artifact IS an issue. I think you'd want to go back to signal pest, the card is great when going wide with thopters.
// Pili-Pala U/B
// 37 Creature
4 Grand Architect
4 Chief Engineer
4 Etherium Sculptor
4 Sage of Epityr
4 Sphinx Summoner
4 Walking Ballista
4 Lodestone Golem
3 Myr Superion
2 Phyrexian Metamorph
2 Phyrexian Revoker
1 Pili-Pala
1 Wurmcoil Engine
4 Darkslick Shores
3 Island
4 Polluted Delta
2 Watery Grave
1 Swamp
1 Academy Ruins
2 Scalding Tarn
1 Sunken Ruins
1 Underground River
3 Cavern of Souls
1 Breeding Pool
1 Engineered Explosives
1 Grafdigger's Cage
1 Relic of Progenitus
2 Quicksilver Fountain
1 Basilisk Collar
2 Thorn of Amethyst
2 Trinket Mage
2 Sylvok Replica
1 Spellskite
2 Phyrexian Revoker
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
Maybe i'n little late, but i like one suggestion in this page. Sai is so powerfull, my favorite new card. Signal Pest and Master of Etherium seens good to use together to beatdown. Then Hangarback seens worth too.
The little karn dont have slot in main board ? Deck dont need some kind of draw to keep pressure ?
Sai is great but every non-artifact you add to the deck dilutes its synergy, especially if you play Sai, master thopterist who needs a critical mass of artifacts in your deck in order to be worth running. I do like him combined with chief engineer, i guess you can have pretty explosive turn 3s who those two out.
I don't know what i'd remove for him, but if anyone tryed the card i'd be glad to hear about it.
What i need is a set of Blinkmoth, oboro and minamo, cards i dont will use in any other place, and here where i live, is a little expansive to get. Last build i saw used this lands (oboro and minamo). Can you show your last build ? I just looked for this ate FNM level for sure. Just for another option.
I use Sai, master thopterist in my MUD brew, and he works very well, but i don't have experiencie with this deck to figure a spot, but as i say before, go wild with big amount of Thopters, a big Etherium and pest battle cry seens great.
Ill try without this lands to feel the deck
Still a fun deck though! Catches people off guard when they aren't expecting it.
So yeah, it does look like Artificer's Assistant would be a great add here. I'm sort of sad to lose my Judge's Familiar (it's sentimental) but it makes more sense for the deck, and it's also replacing a non-artifact with a non-artifact.
A 1-2 Sai, Master Thopterist also looks sweet, but I'd have to see who to pull. I have 3 Master of Etherium I was looking to remove, but now I'm not so sure if I'll be making thopters. Still, it might be the right move.
Does anyone know whether Traxos, Scourge of Kroog is any good or not? He seems like he could be really sweet in some situations, and fall completely flat in others. Might be a fun thing to win with, but not nearly as consistent as any of the other end-game threats this deck has. Maybe someone has some playtime in with it?
Otherwise it seems like business as usual. Still a fun deck!
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
No. The mana generated is still just mana. When you use it to cast an artifact, you are still casting a spell.
If it happens that you are casting a non-creature artifact with mana generated by Grand Architect, Thalia will require you to pay 1 extra mana.
Luckily, this deck has a tendency to generate enough mana to get around this most of the time. But it can still suck to pay the tax.
Non-Island Lands: note that none of these comes into play tapped.
Some cards I'm considering but just haven't made the cut:
And I've tried of lot other things; it was interesting to read my earlier posts in this thread (I had completely forgotten I'd every posted!). Master of Etherium, Signal Pest : the above list is better I think. Running less than 4 Chief Engineer? No wai! I suppose the single most significant thing I could say is that embracing the Aggro with this list has been the most satisfying. When I'm constantly getting that extra point of damage here and there, the games seem to end up going my way.
1 Academy Ruins
4 Blinkmoth Nexus
2 Minamo, School at Water's Edge
1 Oboro, Palace in the Clouds
14 Island
Creatures 32
4 Chief Engineer
4 Etherium Sculptor
4 Grand Architect
4 Artificer's Assistant
4 Lodestone Golem
4 Mausoleum Wanderer
3 Traxos, Scourge of Kroog
4 Walking Ballista
1 Wurmcoil Engine
4 Smuggler's Copter
2 Throne of the God-Pharaoh
1 Basilisk Collar
1 Wurmcoil Engine
1 Grafdigger's Cage
2 Tormod's Crypt
1 Relic of Progenitus
1 Pithing Needle
1 Thorn of Amethyst
1 Spellskite
2 Ensnaring Bridge
2 Dismember
2 Damping Sphere
An other card I found awesome in the deck is Myr Superion. It has a big drawback, but I've played it a lot and it's castable like 90% of the time. The play of T1 Artificer's Assistant, T2 Chief Engineer into Myr Superion is just too good.
On the other hand, I did cut Wurmcoil Engine, cuz 6 manas is a lot and it's not relevant enough in some tier 1 matchups (like Phoenix). And I think Karn, Scion of Urza is better in the grindy matchups (especially jeskai control).
Speaking about the sideboard, I'd like to play more Thorn of Amethyst and graveyard hate, but there's not that many slots.
Here's my latest list :
4 Mausoleum Wanderer
4 Artificer's Assistant
4 Etherium Sculptor
4 Chief Engineer
4 Grand Architect
3 Myr Superion
4 Lodestone Golem
3 Traxos, Scourge of Kroog
4 Walking Ballista
2 Throne of the God-Pharaoh
2 Smuggler's Copter
Lands 22
1 Academy Ruins
1 Oboro, Palace in the Clouds
2 Minamo, School at Water's Edge
4 Blinkmoth Nexus
14 Island
1 Tormod's Crypt
1 Grafdigger's Cage
1 Basilisk Collar
1 Pithing Needle
1 Spellskite
1 Torpor Orb
2 Damping Sphere
2 Dismember
2 Trinket Mage
3 Karn, Scion of Urza
I think I will also try a single Hurkyl's Recall for Whir Prison/Hardened Scales.
I have run the Myr Superion in the past (at one point we renamed the deck "Knuckleheads") but I find they are stranded too often. I don't have the Ensnaring Bridge in paper yet so I can't try it at FNM, but will revisit it after trying out the planeswalkers.
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
(Also note in the "sage before looter" case, you had a 25% chance of getting that nice action card in any case, no Sage reordering needed.)
It definitely reduces the aggro element of the deck: after it does its thing it is just a blue mana rock. I get a lot of damage with the early 1/1 fliers and the Sage can't attack into anything at all. And if you look at 1 action card and 3 lands without a Scooter, you get the action first which is nice but you still have to draw through the three lands before you can hit any more action. I think the card would be stronger in a deck that had fetches, to shuffle the bad cards away on demand.
I will probably try it in some real games, but I think I like the Assistant more: it gets in damage all the time, and Scrying lets you see more cards and bottom the bad ones, rather than just get the good ones sooner.
UPDATE: I ran a couple more games, and it can really enable some of the busted turn 1's that you love. The sequence for a T3 Wurmcoil is pretty precise: You need a creature on both T1 and T2 plus you need three lands and UU on T3.
I had hand: Sage, 2 lands, Architect, Wurmcoil. Sage on T1 allowed me to sequence: E Sculptor top, land next so I would have the T3 Wurmcoil. Something to think about for sure.
I actually think it’s great. The deck definitely has room for 2 6 drops or more if you have access to them in your board. This is where I’m headed with mine.
1 God-Pharaoh's Statue
3 Smuggler's Copter
1 Throne of the God-Pharaoh
Artifact Creature (12)
4 Etherium Sculptor
4 Lodestone Golem
4 Walking Ballista
Creature (20)
4 Chief Engineer
1 Deputy of Detention
4 Grand Architect
4 Judge's Familiar
4 Mausoleum Wanderer
3 Sage of Epityr
3 Karn, The Great Creator
Land (20)
1 Academy Ruins
2 Cavern of Souls
1 Hallowed Fountain
1 Minamo, School at Water's Edge
4 Misty Rainforest
1 Oboro, Palace in the Clouds
2 Polluted Delta
8 Snow-Covered Island
1 Basilisk Collar
2 Damping Sphere
2 Deputy of Detention
1 God-Pharaoh's Gift
1 Grafdigger's Cage
1 Mycosynth Lattice
1 Pithing Needle
1 Relic of Progenitus
1 Spellskite
2 Thorn of Amethyst
1 Torpor Orb
1 Wurmcoil Engine