Also why use necrogen spellbomb over something like Nihil spellbomb? I feel like discarding 1 is almsot never relevant? is there a good scrap trawler chain I'm missing?
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Agree with that. It's a flex slot and you can play almost anything and not get punished for your card choice too hard. The Spellbombs were an extra piece that could make use of the infinite mana from KCI + Trawler + Sword + Memnite, but well, you know. Maybe you can turn it into the world's most expensive Raven's Crime or something.
Personally I wouldn't play it, especially not in this meta, where it's "yes, please help me discard my Arclight Phoenix/Bloodghast/whatever so I don't have to go through the trouble of Looting it myself".
Also why use necrogen spellbomb over something like Nihil spellbomb? I feel like discarding 1 is almsot never relevant? is there a good scrap trawler chain I'm missing?
Sometimes I was discarding my Sword with Spellbomb to save a mana I agree it isn't that great in the deck with KCI gone.
I've been looking at this deck for a while. I love playing thopter foundry brews.
This weekend I have a tournament and I had the following in mind.
4 scrap trawler
4 memnite
4 mox opal
4 mishras bauble
4 chromatic star
4 grinding station
4 sword of the meek
4 thopter foundry
4 ancient stirrings
3 whir of invention
1 engineered explosives
2 slots
4 botanical Sanctum
4 Glimmervoid
4 Spire of industry
3 Darkslick shores
2 island
1 Academy ruins
I know the deck has no Sly Requisitioners. I simply don't have them, I would probably play - 1 bauble and plus 3 Sly. But for now. I think I'll include a Sai and an Bridge or a time sieve (time sieve can go infinite with Ruins, and can use EE to infinitely destroy permantns through 0-5 without disrupting your own infinite loop. So I am not sure to include Ruins without sieve.
I got 2nd place on a 46 man tournament. This list was amazing.
4 scrap trawler
4 memnite
4 mox opal
3 mishras bauble
4 chromatic star
4 grinding station
4 sword of the meek
4 thopter foundry
4 ancient stirrings
3 whir of invention
4 Sly Requisitioner
4 botanical Sanctum
4 Glimmervoid
4 Spire of industry
3 Darkslick shores
2 island
1 Academy Ruins
Everyone was impressed by it's power level.
My matchups were:
The rock (2-1)
Elves (2-1)
UW control (2-1)
Phoenix (2-0)
Phoenix (1-2)
ID into top 8
Phoenix (2-1)
Burn (2-1)
Eldrazi and taxes (0-2)
The second Phoenix I lose due to a misplay. The finals were a massacre because of RIP maindeck and game 2 a mull to 5.
I really liked how the deck did mill 42 in one turn without going infinite. Could win as early as turn 3, was very resilient against surgical, had so many plans maindeck that all worked together, had a solid aggro plan, did not need bridge to stall a game and rightout felt super powerful.
I had not tested the deck before so I am sure I messed up alot and make alot of semi optimal decisions. Also I kept some hands tjay were not great, in heinsight. Still the deck was super strong and even at 90% capacity blew away most of my opponents.
Will report secondhand that this deck won fnm at my LGS this week. It got into top 8 with a 4-1, then took it down. The deck seems like it could really do some damage out of nowhere if you aren't expecting it.
Been playing this online a lot. I get some sort of cathartic high off of it, like playing solitare or something. Its relaxing.
Anyways, been experimenting with Time Sieve in a mostly combo build. It feels like a little too much mana for the initial cost, but 5 sources and just thopter sword in play means you can topdeck it or whir and go usually infinite. I'll probably be cutting it in the end, feels too hard to get to 5 sources.
I got 2nd place on a 46 man tournament. This list was amazing.
4 scrap trawler
4 memnite
4 mox opal
3 mishras bauble
4 chromatic star
4 grinding station
4 sword of the meek
4 thopter foundry
4 ancient stirrings
3 whir of invention
4 Sly Requisitioner
4 botanical Sanctum
4 Glimmervoid
4 Spire of industry
3 Darkslick shores
2 island
1 Academy Ruins
Everyone was impressed by it's power level.
My matchups were:
The rock (2-1)
Elves (2-1)
UW control (2-1)
Phoenix (2-0)
Phoenix (1-2)
ID into top 8
Phoenix (2-1)
Burn (2-1)
Eldrazi and taxes (0-2)
The second Phoenix I lose due to a misplay. The finals were a massacre because of RIP maindeck and game 2 a mull to 5.
I really liked how the deck did mill 42 in one turn without going infinite. Could win as early as turn 3, was very resilient against surgical, had so many plans maindeck that all worked together, had a solid aggro plan, did not need bridge to stall a game and rightout felt super powerful.
I had not tested the deck before so I am sure I messed up alot and make alot of semi optimal decisions. Also I kept some hands tjay were not great, in heinsight. Still the deck was super strong and even at 90% capacity blew away most of my opponents.
Love,
Selene
what do u use on sideboard?
==============================================================================================================
Someone already test the "KCIless" version?
@SeleneElizabeth congratz on the great finish! I decided to try this list out at an fnm, but it didn't really convince me... it may be bad luck or poor mulligan decisions, but the deck was fairly inconsistent... What am I looking to mulligan for? Does this deck even mulligan well?
@SeleneElizabeth congratz on the great finish! I decided to try this list out at an fnm, but it didn't really convince me... it may be bad luck or poor mulligan decisions, but the deck was fairly inconsistent... What am I looking to mulligan for? Does this deck even mulligan well?
I just recently sleeved this up and I've play-tested it against a number of decks (Bogles, UR Thing, HS, Affinity) and it seems very clunky, quite slow, and easy to disrupt.
I'm not sure if its bad luck or poor mull decisions but the loops involving Scrap Trawler or Sly seem very slow without being enabled by KCI. Casting a Sly often costs you a turn and you're in trouble if she gets spot removed. Same issue with Trawler, and unlike in KCI you can't easily loop it back to your hand subsequently.
Whir prison can be made to accommodate the thopter-sword package and overall seems to have a higher power level. So what am I missing too?
I don't know. Yes the deck can be a bit clunky, but I think that is allowed in Modern. The deck has a very solid game plan, it's streamlined and has synergies all over.
I have tried different lists up to now. Some with whir, some without. I am even tinkering about a list with Experimental Frenzy and looting. I'm not quite there yet mainly because you have to cut the foundry, which is a big powerhouse in the deck and that Frenzy does not work with Trawler.
Mh, what are you looking for. I think you want to have either/both sly requisitioner/grinding station/thopter foundry/trawler in hand. The rest can be found later on by milling yourself. Depends a bit on your MU. Against humans I would go for foundry, Ghirapur Aether Grid and Sly. Making 4+tokens a turn just wins you the game. Against Phoenix and control you want the Foundry. They win you the game. The deck is really hard to sideboard with because you play so many keypieces. Against more fast decks like Tron or dredge you just want to combo asap.
I'm currently on:
4 Mox opal
4 Bauble
4 Memnite
4 Star
4 Stirrings
3 Foundry
4 G Station
4 Sword
4 Sly
4 Trawler
3 flex slot
Fpex slot can be +1 land, 3 Whir, 1 or 2 Arcboud Ravager, thoughtseize and some other things.
The landbbase is depending on flex slots. When playing whir, you want to play:
4 Darkslick shores
4 botanical sanctum
4 glimmervoid
4 spire of industey
2 Darksteel citadel
When not playing whir, you can probably put blooming marsh in the mix.
The deck is also very hard to play. I would not be surprised if you just lose from yourself often at first.
The last event I went to, I made a mistake by playing the memnite on turn 1, and on turn 3 not being able to loop swords and memnite with a Trawler.. I had to pass the turn and my opponent killed me with Coco combo.. Otherwise I would have made it top 8 with 4-1. The deck is not easy and I have a lot of difficulty with sideboarding. Most of the time less is more.
Anyway.yeah the deck is a bit Cluny. You have some hard MUs. Death and taxes is one of them. RIP totally destroys you, as does Stony, luckily the deck is super resilient against surgical and other one shot GY hate.
I had a silly moment today and did test a list with experimental frenzy. I put two in the list so I did not see them often but I am already impressed by what the add to the deck.
The list I played was the same as mentioned above. The 3 flex slots were: 1 arcbound ravager and 2 experimental frenzy. The land base was: 4 blooming marsh, 2 botanic sanctum, 2 Darkslick Shores. The ravager did not really do it for me and since I relatively often see myself on too few lands, I think I will play a 3rd Darksteel citadel as 19th land.
I had the following match ups:
Humans 2-0
The Rock 2-0
Jund 2-1
Boros Burn 2-0
Izzet Phoenix 0-2
Humans is often a good match-up. You rely quite heavy on thopter foundry and sly requisitioner and ghirapur Aether gridn. Often when you go off in game one, they will put their meddling mages on grinding station and things like scrap trawler. This way you can easily switch your strategy and go for a large amount of tokens and simply take over the aggro role and win.
The Rock can be difficult. They have a lot of removal and discard. On the play you can manage to get a combo piece in play and hope they waste their turns by playing tarmogoyf, confidant and tracker. This will allow you planet of time to go off. Liliana sometimes even helps you to discard your sword.
I lost one game against Jund because of Leyline of the void and a fast clock. Game 3 I was able to land a frenzy and find a claim on top and easily took over the game from there.
Burn is a matter of getting your thopter foundry online asap. This mostly is enough to win.
Phoenix should be a good match-up. The games you lose are those when the izzet player drops 2 attacking Phoenix in play on turn 2. This happened and I lost. The second game, I just did not draw land. I had the combo in hand, but just did not draw my 3rd land... Izzet is a good match up because they do not have a lot of interaction and foundry answers all their threats. Since our deck is very relisient to surgical, you can play around it and quite easily win this game. Unfortunately for me I just did not get there and went 4-1.
The deck continues to amaze me and I'll continue to test the deck and see what works best. Ofcourse we have Nodrn Horizons on the horizon (bdm tsh) so who knows what the future will bring.
Ofcourse I have followed the spoilers to see if there is something new for the deck.
First of all, the deck is super tight as I play it. You can see the lists above and you just got a few slots actually to change some stuff. OR, you have to cut one combo.
Some thing that I did think about was to reduce both scrap trawler and memnite to a 1 off. This combo is much harder to pull off, doesn't bypass surgical and ant be done on instant speed. I don't know if this is actually good or not. I still feel that you want to leave 1 of each in the deck because trawler provides a lot of synergy with the deck and 1 memnite doesn't really hurt.
Let's start with the tribute mage. I fear this won't make the cut. It's a creature that doesn't really do anything. Also turn 3 is a bit late to the party. Whir is just better.
Goblin engineer. I really like this fellow. It's a 2 drop that puts the sword directly in the graveyard. This is huge. Because often you have to spend a turn to play the sword. This guy tutors any (Artifact) missing piece and even helps against Artifact removal by doing some switcheroo when the opponent gets rid of a grinding station.
It does however costs red. This means you either go to 4 color or you have to cut something.
With 12 red sources it might actually work out...
Another question that I ask myself is: goed goblin. Ake trash for treasure playable in this deck? It is a 3 cost card, so maybe it is just too late for the effect it grands, but then again. It might open up some interesting sideboard options. The downside is that trash is also graveyard based so it is somehow still the same strategy which is vulnerable to sideboard hate
Other questions are: might goblin be enough to cut down the sword count to 3 or even 2? Sword is the centerpiece of the deck, so maybe this is all wrong, but sword is just so bad to have on hand, let alone in multiples. It might make the deck less clunky.
So then there is Urza. I like Urza. Especially because it is also a creature. This might sound weird, but because this deck is actually quite creature heavy, stuff will be hit by removal and then Urza shows up and can steal the game.
Urza means the deck needs to remain focused on blue. So this means Whir is an inclusion and you can't really diverse from this plan. It also means that 4 foundry is probably better than 3. I had 3 in the main and 1 in the side because foundry is pretty bad in multiplesand not great in every MU.
So Urza means there is another combo in the deck, which I like, but Urza won't be much more than an 2 off in my opinion.
A whole other approach is something similar to the deck that was played in the SCG live! Video of last week was it? A very blue focused version with 4 Urza, 4 Whir, 4 foundry and 4 Thoughtcast and.... 4 force of negation in the side. How spicy!
Must admit that Thoughtcast crossed my mind. Especially with Sly Requisitioner I often find myself on turn 3 with a grinding station on the field and just enough artifacts to play a sly, but having to tap the station as well, so the combo actually comes a turn lantern leaving sly vulnerable to removal. Maybe thought cast just draws enough to set up the combo just right.. I am not sure... You might even want to switch to semblance anvil. I really was not a fan of the deck. It was basicly a worse version if this deck, but with the goblin it might actually be consistent enough and it needs less pieces, leaving more room for cantrips artifacts and protection.
Lastly Mirrodin Besieged. I don't thin this is good enough. I have tested Sai and Saheeli and both don't really fit in this archtype. They come down when you already played your hand our, so their effect is very minimal.. Also the win effect is pretty bad. When you have binned 15 artifacts yo uahve either lost the game 5 turns ago, or you have your combo which means you are winning anyway. It Saks target so it is also not an alternative wincondotion.
So here are some lists.
4 Mishra's bauble
4 Mox opal
1 memnite
2 Welding Jar.
4 chromatic star
4 ancient stirrings
4 grinding station
4 sword of the meek
4 Thopter foundry
1 scrap trawler
4 Whir of invention
4 sly requisitioner
2 Urza, Uber Artifact overlord
18 Land of which 2 Darksteel Citadel
With Red
4 Mishra's bauble
4 Mox opal
1 memnite
2 Welding Jar
4 chromatic star
4 thoughtcast
4 gooblin Engineer
4 grinding station
3 sword of the meek
3 Thopter foundry
1 scrap trawler
3 Whir of invention
4 Sly requisitioner
These lists are just brewed up. I havsnt tested them, and they are probably not correct.
I hope this hells a bit. Keep brewing and keep testing!
Love,
Selene
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UWUW ControlUW
UGWSpiritsUGW
GHardened ScalesG
WGRUKiki PodWGRU [RIP]
Personally I wouldn't play it, especially not in this meta, where it's "yes, please help me discard my Arclight Phoenix/Bloodghast/whatever so I don't have to go through the trouble of Looting it myself".
| Ad Nauseam
| Infect
Big Johnny.
This weekend I have a tournament and I had the following in mind.
4 scrap trawler
4 memnite
4 mox opal
4 mishras bauble
4 chromatic star
4 grinding station
4 sword of the meek
4 thopter foundry
4 ancient stirrings
3 whir of invention
1 engineered explosives
2 slots
4 botanical Sanctum
4 Glimmervoid
4 Spire of industry
3 Darkslick shores
2 island
1 Academy ruins
I know the deck has no Sly Requisitioners. I simply don't have them, I would probably play - 1 bauble and plus 3 Sly. But for now. I think I'll include a Sai and an Bridge or a time sieve (time sieve can go infinite with Ruins, and can use EE to infinitely destroy permantns through 0-5 without disrupting your own infinite loop. So I am not sure to include Ruins without sieve.
We'll see how it will go.
4 scrap trawler
4 memnite
4 mox opal
3 mishras bauble
4 chromatic star
4 grinding station
4 sword of the meek
4 thopter foundry
4 ancient stirrings
3 whir of invention
4 Sly Requisitioner
4 botanical Sanctum
4 Glimmervoid
4 Spire of industry
3 Darkslick shores
2 island
1 Academy Ruins
Everyone was impressed by it's power level.
My matchups were:
The rock (2-1)
Elves (2-1)
UW control (2-1)
Phoenix (2-0)
Phoenix (1-2)
ID into top 8
Phoenix (2-1)
Burn (2-1)
Eldrazi and taxes (0-2)
The second Phoenix I lose due to a misplay. The finals were a massacre because of RIP maindeck and game 2 a mull to 5.
I really liked how the deck did mill 42 in one turn without going infinite. Could win as early as turn 3, was very resilient against surgical, had so many plans maindeck that all worked together, had a solid aggro plan, did not need bridge to stall a game and rightout felt super powerful.
I had not tested the deck before so I am sure I messed up alot and make alot of semi optimal decisions. Also I kept some hands tjay were not great, in heinsight. Still the deck was super strong and even at 90% capacity blew away most of my opponents.
Love,
Selene
4 Thopter Foundry
4 Sword of the Meek
4 Grinding Station
1 Time Sieve
4 Chromatic Star
4 Mox Opal
2 Welding Jar
4 Scrap Trawler
4 Sly Requisitioner
4 Memnite
- 8 Instant/Sorcery -
4 Whir of Invention
4 Ancient Stirrings
- 17 Land -
3 Darkslick Shores
2 Island
4 Spire of Industry
4 Botanical Sanctum
3 Glimmervoid
1 Academy Ruins
Been playing this online a lot. I get some sort of cathartic high off of it, like playing solitare or something. Its relaxing.
Anyways, been experimenting with Time Sieve in a mostly combo build. It feels like a little too much mana for the initial cost, but 5 sources and just thopter sword in play means you can topdeck it or whir and go usually infinite. I'll probably be cutting it in the end, feels too hard to get to 5 sources.
what do u use on sideboard?
==============================================================================================================
Someone already test the "KCIless" version?
4 Darksteel Citadel
3 Yavimaya Coast
2 Inventors' Fair
2 Forest
1 Island
2 Buried Ruin
4 Scrap Trawler
3 Myr Retriever
2 Sai, Master Thopterist
4 Ancient Stirrings
4 Semblance Anvil
4 Grinding Station
4 Chromatic Star
2 Engineered Explosives
4 Ichor Wellspring
2 Welding Jar
1 Pyrite Spellbomb
4 Mox Opal
4 Terrarion
1 Swan Song
3 Galvanic Blast
2 Ghirapur AEther Grid
3 Karn, Scion of Urza
2 Negate
3 Nature's Claim
I just recently sleeved this up and I've play-tested it against a number of decks (Bogles, UR Thing, HS, Affinity) and it seems very clunky, quite slow, and easy to disrupt.
I'm not sure if its bad luck or poor mull decisions but the loops involving Scrap Trawler or Sly seem very slow without being enabled by KCI. Casting a Sly often costs you a turn and you're in trouble if she gets spot removed. Same issue with Trawler, and unlike in KCI you can't easily loop it back to your hand subsequently.
Whir prison can be made to accommodate the thopter-sword package and overall seems to have a higher power level. So what am I missing too?
I don't know. Yes the deck can be a bit clunky, but I think that is allowed in Modern. The deck has a very solid game plan, it's streamlined and has synergies all over.
I have tried different lists up to now. Some with whir, some without. I am even tinkering about a list with Experimental Frenzy and looting. I'm not quite there yet mainly because you have to cut the foundry, which is a big powerhouse in the deck and that Frenzy does not work with Trawler.
Mh, what are you looking for. I think you want to have either/both sly requisitioner/grinding station/thopter foundry/trawler in hand. The rest can be found later on by milling yourself. Depends a bit on your MU. Against humans I would go for foundry, Ghirapur Aether Grid and Sly. Making 4+tokens a turn just wins you the game. Against Phoenix and control you want the Foundry. They win you the game. The deck is really hard to sideboard with because you play so many keypieces. Against more fast decks like Tron or dredge you just want to combo asap.
I'm currently on:
4 Mox opal
4 Bauble
4 Memnite
4 Star
4 Stirrings
3 Foundry
4 G Station
4 Sword
4 Sly
4 Trawler
3 flex slot
Fpex slot can be +1 land, 3 Whir, 1 or 2 Arcboud Ravager, thoughtseize and some other things.
The landbbase is depending on flex slots. When playing whir, you want to play:
4 Darkslick shores
4 botanical sanctum
4 glimmervoid
4 spire of industey
2 Darksteel citadel
When not playing whir, you can probably put blooming marsh in the mix.
The deck is also very hard to play. I would not be surprised if you just lose from yourself often at first.
The last event I went to, I made a mistake by playing the memnite on turn 1, and on turn 3 not being able to loop swords and memnite with a Trawler.. I had to pass the turn and my opponent killed me with Coco combo.. Otherwise I would have made it top 8 with 4-1. The deck is not easy and I have a lot of difficulty with sideboarding. Most of the time less is more.
Anyway.yeah the deck is a bit Cluny. You have some hard MUs. Death and taxes is one of them. RIP totally destroys you, as does Stony, luckily the deck is super resilient against surgical and other one shot GY hate.
That's all I have for now.
I had a silly moment today and did test a list with experimental frenzy. I put two in the list so I did not see them often but I am already impressed by what the add to the deck.
The list I played was the same as mentioned above. The 3 flex slots were: 1 arcbound ravager and 2 experimental frenzy. The land base was: 4 blooming marsh, 2 botanic sanctum, 2 Darkslick Shores. The ravager did not really do it for me and since I relatively often see myself on too few lands, I think I will play a 3rd Darksteel citadel as 19th land.
I had the following match ups:
Humans 2-0
The Rock 2-0
Jund 2-1
Boros Burn 2-0
Izzet Phoenix 0-2
Humans is often a good match-up. You rely quite heavy on thopter foundry and sly requisitioner and ghirapur Aether gridn. Often when you go off in game one, they will put their meddling mages on grinding station and things like scrap trawler. This way you can easily switch your strategy and go for a large amount of tokens and simply take over the aggro role and win.
The Rock can be difficult. They have a lot of removal and discard. On the play you can manage to get a combo piece in play and hope they waste their turns by playing tarmogoyf, confidant and tracker. This will allow you planet of time to go off. Liliana sometimes even helps you to discard your sword.
I lost one game against Jund because of Leyline of the void and a fast clock. Game 3 I was able to land a frenzy and find a claim on top and easily took over the game from there.
Burn is a matter of getting your thopter foundry online asap. This mostly is enough to win.
Phoenix should be a good match-up. The games you lose are those when the izzet player drops 2 attacking Phoenix in play on turn 2. This happened and I lost. The second game, I just did not draw land. I had the combo in hand, but just did not draw my 3rd land... Izzet is a good match up because they do not have a lot of interaction and foundry answers all their threats. Since our deck is very relisient to surgical, you can play around it and quite easily win this game. Unfortunately for me I just did not get there and went 4-1.
The deck continues to amaze me and I'll continue to test the deck and see what works best. Ofcourse we have Nodrn Horizons on the horizon (bdm tsh) so who knows what the future will bring.
Selene
Might be worth playing some number of the new Two Drop Mage which tutors Sword, Foundry, and Station.
The new Goblin Welder analog does similar things. Much better suited for the deck, but does demand red mana.
Urza is also an infinite with Thopter Sword at least, probably does other good thing. A little expensive though at 4 mana.
I don't think Tribute Mage can replace Whir of Invention.
| Ad Nauseam
| Infect
Big Johnny.
Ofcourse I have followed the spoilers to see if there is something new for the deck.
First of all, the deck is super tight as I play it. You can see the lists above and you just got a few slots actually to change some stuff. OR, you have to cut one combo.
Some thing that I did think about was to reduce both scrap trawler and memnite to a 1 off. This combo is much harder to pull off, doesn't bypass surgical and ant be done on instant speed. I don't know if this is actually good or not. I still feel that you want to leave 1 of each in the deck because trawler provides a lot of synergy with the deck and 1 memnite doesn't really hurt.
Let's start with the tribute mage. I fear this won't make the cut. It's a creature that doesn't really do anything. Also turn 3 is a bit late to the party. Whir is just better.
Goblin engineer. I really like this fellow. It's a 2 drop that puts the sword directly in the graveyard. This is huge. Because often you have to spend a turn to play the sword. This guy tutors any (Artifact) missing piece and even helps against Artifact removal by doing some switcheroo when the opponent gets rid of a grinding station.
It does however costs red. This means you either go to 4 color or you have to cut something.
With 12 red sources it might actually work out...
Another question that I ask myself is: goed goblin. Ake trash for treasure playable in this deck? It is a 3 cost card, so maybe it is just too late for the effect it grands, but then again. It might open up some interesting sideboard options. The downside is that trash is also graveyard based so it is somehow still the same strategy which is vulnerable to sideboard hate
Other questions are: might goblin be enough to cut down the sword count to 3 or even 2? Sword is the centerpiece of the deck, so maybe this is all wrong, but sword is just so bad to have on hand, let alone in multiples. It might make the deck less clunky.
So then there is Urza. I like Urza. Especially because it is also a creature. This might sound weird, but because this deck is actually quite creature heavy, stuff will be hit by removal and then Urza shows up and can steal the game.
Urza means the deck needs to remain focused on blue. So this means Whir is an inclusion and you can't really diverse from this plan. It also means that 4 foundry is probably better than 3. I had 3 in the main and 1 in the side because foundry is pretty bad in multiplesand not great in every MU.
So Urza means there is another combo in the deck, which I like, but Urza won't be much more than an 2 off in my opinion.
A whole other approach is something similar to the deck that was played in the SCG live! Video of last week was it? A very blue focused version with 4 Urza, 4 Whir, 4 foundry and 4 Thoughtcast and.... 4 force of negation in the side. How spicy!
Must admit that Thoughtcast crossed my mind. Especially with Sly Requisitioner I often find myself on turn 3 with a grinding station on the field and just enough artifacts to play a sly, but having to tap the station as well, so the combo actually comes a turn lantern leaving sly vulnerable to removal. Maybe thought cast just draws enough to set up the combo just right.. I am not sure... You might even want to switch to semblance anvil. I really was not a fan of the deck. It was basicly a worse version if this deck, but with the goblin it might actually be consistent enough and it needs less pieces, leaving more room for cantrips artifacts and protection.
Lastly Mirrodin Besieged. I don't thin this is good enough. I have tested Sai and Saheeli and both don't really fit in this archtype. They come down when you already played your hand our, so their effect is very minimal.. Also the win effect is pretty bad. When you have binned 15 artifacts yo uahve either lost the game 5 turns ago, or you have your combo which means you are winning anyway. It Saks target so it is also not an alternative wincondotion.
So here are some lists.
4 Mishra's bauble
4 Mox opal
1 memnite
2 Welding Jar.
4 chromatic star
4 ancient stirrings
4 grinding station
4 sword of the meek
4 Thopter foundry
1 scrap trawler
4 Whir of invention
4 sly requisitioner
2 Urza, Uber Artifact overlord
18 Land of which 2 Darksteel Citadel
With Red
4 Mishra's bauble
4 Mox opal
1 memnite
2 Welding Jar
4 chromatic star
4 thoughtcast
4 gooblin Engineer
4 grinding station
3 sword of the meek
3 Thopter foundry
1 scrap trawler
3 Whir of invention
4 Sly requisitioner
These lists are just brewed up. I havsnt tested them, and they are probably not correct.
I hope this hells a bit. Keep brewing and keep testing!
Love,
Selene