Roger that. I'm sticking with Whirza as well. The PO list doesn't really interest me. Do you think the meta will have enough combo decks to warrant Unmoored Ego's return to the SB? Was thinking of jamming two copies back in. I can see Chalice if the Void's stock going up a bit as well. Not for Whirza in particular but for other decks.
For the sideboard, I've been quite heavy on meddling mage, believe it or not, playing either 3 or 4 copies along with 1 ego. Mage is just lights out against amulet titan, and can slow down PO urza. Ego does the same job, usually better, but can be too slow sometimes, and mage can swing and stretches removal. It also goes in against GDS to name Stubbs or Kommand before landing key pieces.
But that may be just my play style preference, and if you're more comfortable with Ego, then I would find room for 2 copies, for sure. For some reason I like having lots of SB slots for combo, and trust my maindeck to grind it out against midrange/control.
So the next ban list got bumped to the 21th of this month to deal with the sh!t show that is Standard.
What are the chances of an Opal ban to go with that in light of all these artifact combo decks that are popping up?
Watching the SCG Open right now and there's a Kethis Combo on stream using grinding station and the Opal/Bauble package as well to power out Kethis and do combo stuff. I'd say we still need more data before they hit Opal but if not now, how soon would y'all say it gets hit, if at all?
Also, what is our(Whirza) move should it get banned?
Not gonna lie ... i'n wiht a little fear of this ban
FYI ... i'n playing a list with 2 Tefei and 2 Oko MD, and i'n very happy with it, Oko is very good to lay around Stony silence and "kill"keys creatures
Dodged the bullet again! Woo! Yeah, I think i'm gonna have to bite the bullet on some Oko's. It does way more than the 2x Galvanic Blasts in the list. Mo Fo's at like $75 right now. Yikes. I still don't have scalding tarns either but don't have any problem with mana as of yet.
Hello old friends. This chat has been pretty dead since thopter sword went tier 1 with urza.
Been watching a lot about the deck and worry about an upcoming ban eventually.
Also was wondering why the switch to goose and oko over the combo?
I think oko is good and all but thopter sword alone was enough to win many matchups and just wins on the spot with urza. The deck has moved to more of a mid-range control deck than a prison combo deck witch I think was way cooler.
I think this deck born to combat 4C and play around hate cards.
Oko alone destroy the Thopeter combo, the deck plays with good counters like a mid-range deck and do not care about stony silence, plague engineer, revoker, abrade .. .(the list goes on). Seens like ppl think this simic urza is more consistente and more combo independent.
Oko is amazing regardless if you're pretty heavy into the combo or a more midrange build. He deals with a bunch of hate cards and can win the game all by himself really
Haven't checked in for a while, wanted to report that I managed to Top 8 the Saturday PTQ at Magicfest Columbus this weekend (punted my game 2 in the semis after being up a game against a good matchup).
I've been testing the Simic Deck, played a bunch of the Jeskai Outcome when that was hot (super cold on it now), had some mild success with Esper Urza Gifts, but came full circle to this after having a dismal weekend at the SCGcon the weekend prior.
I liked how the meta seemed like it was soft to the ThopterSword combo again and wanted to be pretty heavy on the combo plan. I was also pretty set on playing whir with bullets this weekend as well and tried various shells that moved some things around to accommodate more cantrips/Thoughtcast, some number of Emry, Karn main, etc. Wurmcoil is spicy and sometimes not feasible to cast, but I needed a true match breaker vs popular fair decks like Jund/DS variants, and between Veil over Thoughtseize and a Wurm I could tutor for, I felt like it was worth rolling the dice on. Also not a huge fan of Witchbane but wasn't positive how many Valakut decks would be here and since we're back on Whir, I didn't hate this (especially since I also expected a bunch of Burn). I will note that it was really nice to make a straight swap for the 2x Karn for 1/1 Foundry/Sword in the matchups where you want Karn to come in and are simultaneously inclined to trim the combo a bit anyway. Also, I sometimes wished I had access to 2x Bridge in the 75, but knew I wanted the first in the maindeck, as so many decks for this weekend's meta fold to a resolved bridge in game 1 (another reason I wanted to be back on the whir plan).
All-in-all, I played this shell (about 3-4 of the slots varied between events) but went 4-2 in the first PTQ, then 5-1 in the swiss of the second PTQ, losing in the top 4 (we won't talk about my early exit from the main event after coming off of 2 byes lol). And yes, 3x Mox was intentional, not a budget choice. while it's one of the strongest cards in the deck, I wanted to try Witching Well again as a 1-of and mitigate the number of hands where I draw double mox but can't get to metalcraft smoothly enough. Not saying only 3x was correct, but I was content with this last minute cut before the event started.
After settling on some numbers I liked, here's what I played:
R1 (2-0) GDS: I was playing 2 Oko after seeing Eli Kassis go down to 2 main last weekend, but the Friday PTQ reps convinced me that I wanted another, so why not play the 3rd in the main again? I just won with ThopterSword both games, the second game won via Oko to Elk Plague Engineer
R2 (2-1) Skred: My opponent got on the board quickly with Karnstructs/P&K before I could close the game. Game 2 was also grindy but I manage to go infinite. There were 7 mins left in the round but my opponent signed the slip in my favor after game 2 (guess he forgot I only won 1 game?!)
R3 (1-2) Bant Soulherder: G1 My opponent plays Flooded Strand and I follow by resolving Needle on Strand before he cracks (confirmed it resolved but thought he cold respond after the name - didn't realize how that worked lol). But he got the better of me through e-wit/ephemerate/KoA loops in games 2-3
R4 (2-0) Amulet Titan: G1 opponent curves Amulet into Pact-Azusa and ends the turn with double Simic Growth Chambers. I simply played a turn 2 Damping sphere lol. Game 2 I'm able to race and go infinite before he finds a way to win.
R5 (2-1) Naya Zoo: In Game 3 I get to ThopterSword and pass the turn with only 1 Thopter. Assuming my opponent could have multiple pieces of interaction in hand, I allow him to go to combat and Whir for 6 (getting Wurm) instead of making a few thopters then trying to whir for 6 (1 bolt with a sword trigger on the stack would have stopped me from this line). Sure enough he has double bolt but forgets I have a jar to save Wurm.
R6 (2-0) E-Tron: I land a T2 Foundry and my opponent's T3 TKS sees Foundry, double Sword, double Urza. I hit runner-runner land like a boss and go off. G2 opponent's start is Tower/Map into Mine pass. I land T2 Damp Sphere to force him to grab Blast Zone off map. I then rip Needle off the top and name Blast Zone, followed by an Ego on Karn GC, then Whir for Bridge. He runs out of gas and I eventually go infinite and lock 1st seed after swiss.
Qtr Final (2-0) Jund: G1 I win via thopters without sword at 1 life. G2 I manage to get to a turn with Urza + Karn, uptick to make a chump blocker. The following turn I downtick Karn and slam Wurmcoil. The turn after that I draw Whir, downtick Karn for Sword first (important), then whir for foundry.
Semi Final (1-2) Temur Snow(Moon): G1 is close but I close with a ton of thopters in the air. G2 not sure if it was mental fatigue or what, but I have Urza/Foundry/Whir in hand and I go for Urza instead of hold up EOT Whir to play around interaction/clog up my opponent's mana. Sure enough he had a counter, and my following lines weren't as optimal as they could have been. I let it slip after I stabilize as he topdecks Royal Scions and Ouphe. I definitely could have played this game a bit better. Game 3 I get punished as his hand is nuts with a T2 Oko (which I lock with Needle) but I get a bit mana screwed and get knocked out of the tournament (had I won, I would have been on the play against burn in the finals...)
My finish was strong, but it sorta hurts knowing I came so close to getting back on the PT circuit, but missing at the hands of uncharacteristically taking a suboptimal line in my turn 4 of the Semis against a good matchup. Still had a ton of fun, will be ready for the next one I suppose!
Shazaam!! Oko ruined the deck for me anyway and i put it down as soon as he became a 4 of and I could barely recognize the deck anymore. The loss of Opal really sucks but there was a time when we operated with only two main and used the other rocks. Back to the drawing board? Back to being a fringe deck? Calling all Tezzerators!!
Shazaam!! Oko ruined the deck for me anyway and i put it down as soon as he became a 4 of and I could barely recognize the deck anymore. The loss of Opal really sucks but there was a time when we operated with only two main and used the other rocks. Back to the drawing board? Back to being a fringe deck? Calling all Tezzerators!!
Well,
at the same timeI am happy about this as by here lot of brewers happy with pre oko started to leave...
I don't think MOpal should have been banned and see how mich this hurts the deck...
but happy brewing!
related to that build from smidondre:
- 21 lands and 0 mox opal does not make sense to me even with no good cantrips 1st turn. even +1 mindstone. (mine can be even worse!)
o I really don't know how tostart to also squeeze Moal/lands/ cantrips - my latest iteration just contained even more Serums and likely go back to it.
- long time ago and I agreed finally with nobodys is the no need of ichor well. now even less we have so many costs 2...
- you play green and no lands producing the color - too risky in my op. --> if Oufe or Stony then gg
explanations:
- Ido know that Prism is not a card that is loved, but I feel we've lost a lot of speed and by ar thi card is the one that provide us the most possible speed - apart of mindstone and other rocks - I'vebeen thinking in also Growth but will not work...
- lot of time ago I dont play Ichor and not needed.
- I really love the Engineer - likely 4 is a lot and 4th SVisions is the right move but I just want as many as possible in the board of this...
- not jar - I think between playing >2 copies of the key cards has been a perfect approach - also Enginneers help in here - not needed for 1st games in my opinion - also we have to think that here is no more need to have 3 artifacts.
- no Emry - lately I used to grab EE or MOpals mainly and to get CA with Baubles - now MOpal gone it is even hardest to cast and I just prefer 1 million tinmes an Engineer doing his stuff...
- Veil - I've tried this and is great stuff and is good with mana for 3rd turn Urza under Prism.
- really don't know about side... before I had more anti tron stuff, but I am frightned about fast agro now more than even...
@ContraEgo:
If I would put a Wtalisman I would prefer to put in 4th whir - thing I've been cosidered lately and just going back to 4 whirs... taking out all GEngineer
I've update my list v2.1 to more less o what at first it was recently with GEngineer. so I took out 1.
I play TSieve basically because it is the best way to win 1st games (have a chance) vs TurboTime and Reclamation and the unique reason - by here I play vs some guys with those decks.
I see Ghirapur as a Non Karn target that can kills planeswalkers and by itsef is a threat, It could be Tezz, but Tezz does not kill Karns or Oufes and has more utilities, also beeing an enchantment helps. It is also like the 3rd GBlast...
I played 2 torunmaents and noticed that need to curve better GBlast is both an efective way to deal vs planeswalkers and help in hearly.Tron and Lands destroyed me 1s time... and it was paifull to not to reach to Bridge or not having answers less costly. also didn't have counters..
PPRims really shined 3 times and they were key those... but not sure if better than otehr rocks, but the fact that they provide all colors when running 4 diff. is nice.
@smidondrej
- torpor orb doesnt go wlel with GEngineer and neither Emry and neither Thopter? am I missing something?
- Idon't see a reason to play WWell/Ichor instead of SVisions now no metl craft is needed.
- your deck if Karn then GG even post side - trust me tron lost lattice but not karn
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I also am leaning towards prism. But running prism I also want to make use of it. I was thinking 3 prism, 4 whir, and 2 tezz agent BK in the main. Good news is with this ban there really isn't gunna be much artifact hate out there. Besides karns.
Burn seems to be running amuck for now. We could probably go back to a 4-3 split on ThoptorSword Combo to increase chances of drawing the combo naturally. That lets the whirs grab bullets in a pinch against other combo decks. Some form of removal in the main seems necessary as well. Creature decks like burn and humans are popular aga8n according to MTGgoldfish. Also saw a couple lists running Mox Amber along side Emery. Not a bad idea as long as she's a 3-4 of. Thoughts?
Emry + W6 seem like the highest quality Amber enablers. Neither of them really seems that insane as an individual card and Mox is Legendary so I'm going to try like 3 emry, 2 W6, 2 Mox. I'm also wondering if SSG would be decent in that shell. Getting either down on T1 and having an active mox would be nearly as busted as some of the stuff Opal used to do.
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But that may be just my play style preference, and if you're more comfortable with Ego, then I would find room for 2 copies, for sure. For some reason I like having lots of SB slots for combo, and trust my maindeck to grind it out against midrange/control.
What are the chances of an Opal ban to go with that in light of all these artifact combo decks that are popping up?
Watching the SCG Open right now and there's a Kethis Combo on stream using grinding station and the Opal/Bauble package as well to power out Kethis and do combo stuff. I'd say we still need more data before they hit Opal but if not now, how soon would y'all say it gets hit, if at all?
Also, what is our(Whirza) move should it get banned?
FYI ... i'n playing a list with 2 Tefei and 2 Oko MD, and i'n very happy with it, Oko is very good to lay around Stony silence and "kill"keys creatures
Been watching a lot about the deck and worry about an upcoming ban eventually.
Also was wondering why the switch to goose and oko over the combo?
Oko alone destroy the Thopeter combo, the deck plays with good counters like a mid-range deck and do not care about stony silence, plague engineer, revoker, abrade .. .(the list goes on). Seens like ppl think this simic urza is more consistente and more combo independent.
This is my thougth.
Haven't checked in for a while, wanted to report that I managed to Top 8 the Saturday PTQ at Magicfest Columbus this weekend (punted my game 2 in the semis after being up a game against a good matchup).
I've been testing the Simic Deck, played a bunch of the Jeskai Outcome when that was hot (super cold on it now), had some mild success with Esper Urza Gifts, but came full circle to this after having a dismal weekend at the SCGcon the weekend prior.
I liked how the meta seemed like it was soft to the ThopterSword combo again and wanted to be pretty heavy on the combo plan. I was also pretty set on playing whir with bullets this weekend as well and tried various shells that moved some things around to accommodate more cantrips/Thoughtcast, some number of Emry, Karn main, etc. Wurmcoil is spicy and sometimes not feasible to cast, but I needed a true match breaker vs popular fair decks like Jund/DS variants, and between Veil over Thoughtseize and a Wurm I could tutor for, I felt like it was worth rolling the dice on. Also not a huge fan of Witchbane but wasn't positive how many Valakut decks would be here and since we're back on Whir, I didn't hate this (especially since I also expected a bunch of Burn). I will note that it was really nice to make a straight swap for the 2x Karn for 1/1 Foundry/Sword in the matchups where you want Karn to come in and are simultaneously inclined to trim the combo a bit anyway. Also, I sometimes wished I had access to 2x Bridge in the 75, but knew I wanted the first in the maindeck, as so many decks for this weekend's meta fold to a resolved bridge in game 1 (another reason I wanted to be back on the whir plan).
All-in-all, I played this shell (about 3-4 of the slots varied between events) but went 4-2 in the first PTQ, then 5-1 in the swiss of the second PTQ, losing in the top 4 (we won't talk about my early exit from the main event after coming off of 2 byes lol). And yes, 3x Mox was intentional, not a budget choice. while it's one of the strongest cards in the deck, I wanted to try Witching Well again as a 1-of and mitigate the number of hands where I draw double mox but can't get to metalcraft smoothly enough. Not saying only 3x was correct, but I was content with this last minute cut before the event started.
After settling on some numbers I liked, here's what I played:
2 Assassin's Trophy
3 Whir of Invention
Planeswalkers
3 Oko, Thief of Crowns
Creatures
4 Urza, Lord High Artificer
Artifacts
1 Engineered Explosives
3 Mox Opal
4 Mishra's Bauble
4 Arcum's Astrolabe
1 Welding Jar
1 Witching Well
2 Nihil Spellbomb
2 Pithing Needle
1 Damping Sphere
1 Time Sieve
1 Witchclaw Talisman
2 Sword of the Meek
4 Thopter Foundry
1 Ensnaring Bridge
4 Misty Rainforest
4 Polluted Delta
1 Watery Grave
1 Breeding Pool
5 Snow-Covered Island
1 Snow-Covered Swamp
1 Snow-Covered Forest
1 Mystic Sanctuary
1 Inventor's Fair
1 Academy Ruins
3x Fatal Push
1x Collective Brutality
2x Veil of Summer
1x Assassin's Trophy
2x Unmoored Ego
1x Torpor Orb
1x Witchbane Orb
1x Wurmcoil Engine
1x Mycosynth Lattice
2x Karn, the Great Creator
R1 (2-0) GDS: I was playing 2 Oko after seeing Eli Kassis go down to 2 main last weekend, but the Friday PTQ reps convinced me that I wanted another, so why not play the 3rd in the main again? I just won with ThopterSword both games, the second game won via Oko to Elk Plague Engineer
R2 (2-1) Skred: My opponent got on the board quickly with Karnstructs/P&K before I could close the game. Game 2 was also grindy but I manage to go infinite. There were 7 mins left in the round but my opponent signed the slip in my favor after game 2 (guess he forgot I only won 1 game?!)
R3 (1-2) Bant Soulherder: G1 My opponent plays Flooded Strand and I follow by resolving Needle on Strand before he cracks (confirmed it resolved but thought he cold respond after the name - didn't realize how that worked lol). But he got the better of me through e-wit/ephemerate/KoA loops in games 2-3
R4 (2-0) Amulet Titan: G1 opponent curves Amulet into Pact-Azusa and ends the turn with double Simic Growth Chambers. I simply played a turn 2 Damping sphere lol. Game 2 I'm able to race and go infinite before he finds a way to win.
R5 (2-1) Naya Zoo: In Game 3 I get to ThopterSword and pass the turn with only 1 Thopter. Assuming my opponent could have multiple pieces of interaction in hand, I allow him to go to combat and Whir for 6 (getting Wurm) instead of making a few thopters then trying to whir for 6 (1 bolt with a sword trigger on the stack would have stopped me from this line). Sure enough he has double bolt but forgets I have a jar to save Wurm.
R6 (2-0) E-Tron: I land a T2 Foundry and my opponent's T3 TKS sees Foundry, double Sword, double Urza. I hit runner-runner land like a boss and go off. G2 opponent's start is Tower/Map into Mine pass. I land T2 Damp Sphere to force him to grab Blast Zone off map. I then rip Needle off the top and name Blast Zone, followed by an Ego on Karn GC, then Whir for Bridge. He runs out of gas and I eventually go infinite and lock 1st seed after swiss.
Qtr Final (2-0) Jund: G1 I win via thopters without sword at 1 life. G2 I manage to get to a turn with Urza + Karn, uptick to make a chump blocker. The following turn I downtick Karn and slam Wurmcoil. The turn after that I draw Whir, downtick Karn for Sword first (important), then whir for foundry.
Semi Final (1-2) Temur Snow(Moon): G1 is close but I close with a ton of thopters in the air. G2 not sure if it was mental fatigue or what, but I have Urza/Foundry/Whir in hand and I go for Urza instead of hold up EOT Whir to play around interaction/clog up my opponent's mana. Sure enough he had a counter, and my following lines weren't as optimal as they could have been. I let it slip after I stabilize as he topdecks Royal Scions and Ouphe. I definitely could have played this game a bit better. Game 3 I get punished as his hand is nuts with a T2 Oko (which I lock with Needle) but I get a bit mana screwed and get knocked out of the tournament (had I won, I would have been on the play against burn in the finals...)
My finish was strong, but it sorta hurts knowing I came so close to getting back on the PT circuit, but missing at the hands of uncharacteristically taking a suboptimal line in my turn 4 of the Semis against a good matchup. Still had a ton of fun, will be ready for the next one I suppose!
https://magic.wizards.com/en/articles/archive/news/january-13-2020-banned-and-restricted-announcement?n
Plus, ban of Lattice means less karns in tron, etc.
Right now, I'm starting with something like this:
3 Whir of Invention
Planeswalkers
1 Teferi, Time Raveler
1 Tezzeret, Agent of Bolas
Creatures
4 Urza, Lord High Artificer
3 Goblin Engineer
2 Emry, Lurker of the Loch
Artifacts
1 Engineered Explosives
4 Mishra's Bauble
4 Arcum's Astrolabe
1 Welding Jar
1 Ichor Wellspring
1 Pyrite Spellbomb
1 Pithing Needle
1 Damping Sphere
1 Time Sieve
1 Grafdigger's Cage
1 Mind Stone
2 Sword of the Meek
4 Thopter Foundry
2 Ensnaring Bridge
3 Scalding Tarn
4 Polluted Delta
1 Watery Grave
1 Steam Vents
1 Hallowed Fountain
2 Spire of Industry
5 Snow-Covered Island
1 Snow-Covered Swamp
1 Inventor's Fair
1 Academy Ruins
1 Darksteel Citadel
1 Fatal Push
1 Battle at the Bridge
1 Collective Brutality
1 Dead of Winter
3 Unmoored Ego
1 Pithing Needle
1 Torpor Orb
1 Spellskite
1 Sai, Master Thopterist
1 Tezzeret, Agent of Bolas
1 Witchbane Orb
2 Assassin's Trophy
Might want extra land/filtering, probably will fit 2nd Teferi somewhere.
A big question for me now is.. how many lands? I think 22 is a good start if not running replacement mana rocks.
Ux Whirza
Rb Goblins
Legacy
U Urza Stompy
Duel Commander
Sai, Master Thopterist
at the same timeI am happy about this as by here lot of brewers happy with pre oko started to leave...
I don't think MOpal should have been banned and see how mich this hurts the deck...
but happy brewing!
related to that build from smidondre:
- 21 lands and 0 mox opal does not make sense to me even with no good cantrips 1st turn. even +1 mindstone. (mine can be even worse!)
o I really don't know how tostart to also squeeze Moal/lands/ cantrips - my latest iteration just contained even more Serums and likely go back to it.
- long time ago and I agreed finally with nobodys is the no need of ichor well. now even less we have so many costs 2...
- you play green and no lands producing the color - too risky in my op. --> if Oufe or Stony then gg
so there is my first try:
1 [RAV] Watery Grave
4 [EXP] Polluted Delta
1 [MH1] Prismatic Vista
5 [IA] Snow-Covered Island
1 [IA] Snow-Covered Swamp
1 [IA] Snow-Covered Mountain
4 [ZEN] Scalding Tarn
1 [RTR] Steam Vents
1 [RNA] Breeding Pool
1 Inventors' Fair
// Creatures
3 [MH1] Goblin Engineer
4 [MH1] Urza, Lord High Artificer
// Spells
2 [RTR] Pithing Needle
3 [AER] Whir of Invention
1 [8E] Ensnaring Bridge
2 [FUT] Sword of the Meek
4 [ARB] Thopter Foundry
4 [CS] Mishra's Bauble
4 [MH1] Arcum's Astrolabe
1 [MR] Pyrite Spellbomb
1 [ARB] Time Sieve
1 [ORI] Ghirapur AEther Grid
1 [C13] Nihil Spellbomb
1 [DOM] Damping Sphere
2 [ARE] Serum Visions
3 [HOP] Pentad Prism
2 Galvanic Blast
1 Welding Jar
2 Disdainful Stroke
1 Stoic Rebutal
3 [AER] Fatal Push
3 [GRN] Assassin's Trophy
1 [MBS] Tezzeret, Agent of Bolas
3 [M20] Veil of Summer
1 [M20] Grafdigger's Cage
1 [MR] Welding Jar
v2.1:
-1SVisions -1PPrism -1EBridge-1GEngineer = +2GBlast+1Fair+1WJar
-3Batle Bridge -1 Tezzeret, Agent of Bolas = +2 Disdainful Stroke+1 Stoic Rebutal +1FPush
explanations:
- Ido know that Prism is not a card that is loved, but I feel we've lost a lot of speed and by ar thi card is the one that provide us the most possible speed - apart of mindstone and other rocks - I'vebeen thinking in also Growth but will not work...
- lot of time ago I dont play Ichor and not needed.
- I really love the Engineer - likely 4 is a lot and 4th SVisions is the right move but I just want as many as possible in the board of this...
- not jar - I think between playing >2 copies of the key cards has been a perfect approach - also Enginneers help in here - not needed for 1st games in my opinion - also we have to think that here is no more need to have 3 artifacts.
- no Emry - lately I used to grab EE or MOpals mainly and to get CA with Baubles - now MOpal gone it is even hardest to cast and I just prefer 1 million tinmes an Engineer doing his stuff...
- Veil - I've tried this and is great stuff and is good with mana for 3rd turn Urza under Prism.
- really don't know about side... before I had more anti tron stuff, but I am frightned about fast agro now more than even...
please any opinion is well come!
I don't think you need Time Sieve AND Ghirapur Aethergrid
Ux Whirza
Rb Goblins
Legacy
U Urza Stompy
Duel Commander
Sai, Master Thopterist
3 Whir of Invention
Creatures
4 Urza, Lord High Artificer
3 Goblin Engineer
3 Emry, Lurker of the Loch
Artifacts
1 Engineered Explosives
4 Mishra's Bauble
4 Arcum's Astrolabe
1 Welding Jar
1 Ichor Wellspring
1 Pyrite Spellbomb
1 Pithing Needle
1 Damping Sphere
1 Time Sieve
1 Witching Well
1 Nihil Spellbomb
1 Mind Stone
2 Sword of the Meek
4 Thopter Foundry
2 Ensnaring Bridge
3 Scalding Tarn
4 Polluted Delta
1 Watery Grave
1 Steam Vents
2 Spire of Industry
5 Snow-Covered Island
1 Snow-Covered Swamp
1 Snow-Covered Mountain
1 Inventor's Fair
1 Academy Ruins
1 Darksteel Citadel
1 Fatal Push
1 Battle at the Bridge
1 Collective Brutality
1 Dead of Winter
3 Unmoored Ego
1 Pithing Needle
1 Torpor Orb
1 Spellskite
1 Grafdigger's Cage
1 Tezzeret, Agent of Bolas
1 Witchbane Orb
2 Assassin's Trophy
Updated list, trying more stable manabase of grixis (just splashing Trophy), duo Emry and Engineer are very good together.
If I would put a Wtalisman I would prefer to put in 4th whir - thing I've been cosidered lately and just going back to 4 whirs... taking out all GEngineer
I've update my list v2.1 to more less o what at first it was recently with GEngineer. so I took out 1.
I play TSieve basically because it is the best way to win 1st games (have a chance) vs TurboTime and Reclamation and the unique reason - by here I play vs some guys with those decks.
I see Ghirapur as a Non Karn target that can kills planeswalkers and by itsef is a threat, It could be Tezz, but Tezz does not kill Karns or Oufes and has more utilities, also beeing an enchantment helps. It is also like the 3rd GBlast...
I played 2 torunmaents and noticed that need to curve better GBlast is both an efective way to deal vs planeswalkers and help in hearly.Tron and Lands destroyed me 1s time... and it was paifull to not to reach to Bridge or not having answers less costly. also didn't have counters..
PPRims really shined 3 times and they were key those... but not sure if better than otehr rocks, but the fact that they provide all colors when running 4 diff. is nice.
@smidondrej
- torpor orb doesnt go wlel with GEngineer and neither Emry and neither Thopter? am I missing something?
- Idon't see a reason to play WWell/Ichor instead of SVisions now no metl craft is needed.
- your deck if Karn then GG even post side - trust me tron lost lattice but not karn