Im New in this forum, but Im excited to test this deck, it looks very interesting.
First of all, my most important question, how are you dealling with the Drake Meta, Its seems that they have a lot of counter, mana and good chump blockers/removal for the early game.
there is an important sequence to make the spells? something like "Keep allways mana open for the conters"
Or, Never Play Trinket at turn 3?
Thank you in advance for the attention and congrats for the topic!
In terms of drake, I wouldn't sweat it too much. Most people agree that the card is likely to get the hammer come next set, since it's clearly the best deck, and warps the format.
EDIT (9/26/16) Whelp, guess I've got to eat my words now. drake did not get the hammer this time around.
It might sound harsh coming from the engineer of the deck and someone who has it as it's pet deck, but the way to deal with the Drake meta is play Drake yourself. That's what I'm doing till the banhammer falls on it. Initially I thought it would be Ghostly Flicker, but Displace seeing print has made it clear that it's the Drake the one to fall. Play it and get your loads of prizes and store credit as long as it's available. Control and Midrange decks are not at it's best now: even if we could theoretically fight Drake on even terms, why play evasive beaters with equipment as our endgame when we can simply run the combo?
On the other hand, about the spell sequence: keep your mana open on the early turns so you can counter spells or draw cards if you don't, then later in the game start dropping threats. I wouldn't drop a Trinket Mage earlier than turn 5 unless I needed to grab the 4th land or I knew that the next spell my opponent casts won't impact the table enough (a creature when you have removal for example). With Hawk the same general guideline can be applied, but it's absolutely correct to tap out for it against Ux if they're tapped and can't counter it. Cast the Prohibits and Gideon's Reproach first if able and save the catch-all answers like Counterspell and Journey to Nowhere for later, don't drop Mulldrifter without counter mana up, and never Evoke it unless you absolutely need to draw cards. It's better to wait a turn or two to hardcast it.
Also keeping UU at all times if you can afford to do it even if you don't have counters is generally a good idea: with so much drawing and digging you usually have a grip of 5-6 cards and bluffing becomes much more believable there.
A card I'd like to comment is Spectral Reserves: while pricy it's an Instant that gives two bodies to equip and comes with a 2 lifepoint buffer. At 3 CMC it would've been a staple for sure, but at 4 does it deserve the double price when compared to Raise the Alarm just for the flying and 2 life?
Accumulated Knowledge is pretty good, pretty much the best instant draw spell IMO. First one is a Think Twice and then it simply gets better. With all the draw and deck thinning we have we can draw copies 2-3 no sweat, and it has the added benefit to use other decks Knowledges against them (like Teachings for example). You really want your spells to be instant speed as much as possible to capitalize on the high mass of instant. You could also use Thoughtcast I guess but that requires going heavy on artifact lands.
About Guardian of the Guildpact, you can cut Cenn's Enlistment for one and maybe a counter or removal for the other. For Muddle you can cut a Prohibit, but I moved away from it because Transmute is too slow and doesn't fetch high impact spells.
EDIT: What are people's thoughts on Spectral Reserves? Had it cost 3 or been an Instant, it would have been an instant staple. As is, I want to like it (2 evasive bodies + 2 life seem great) but I wonder if 4 isn't too much of a jump from 3
I don't think Gryff is where we want to be. It nets you no CA (you draw, but you also sacrifice a creature and spend a card from hand) and is not resilient nor cheap. Creatures in this deck will always serve the purpose of carrying a weapon beyond their ETB effect, especially Mulldrifter that has flying and can now parallel Gryff's stats with Inventor's Goggles. I suppose it might work with Aven Riftwatcher before it expires though.
It'll be subject to changes once Kaladesh arrives, mainly swapping Husk for Inventor's Goggles and testing some number of Failed Inspection. Fragmentize from the board could also be good.
I'm considering Fragmentize mainly because it allows you to pick off Boggles auras early on and do so on turn 3 while keeping counter mana up for the next one, on top of being basically Wasteland against Affiniy and Kuldotha decks.
If Squires are legal then totally do so. A 2-squire loop (cast one to return the dead one to your hand until the first one dies to repeat the cycle) is practically unbeatable outside of races or exiling removal.
Failed Inspection is similar enough to Dismiss that I will test it a bit to see how I like the looting, although I admit drawing a card is miles ahead of simply looting, so probably it will amount to nothing.
Sky Skiff is the only easily crewable vehicle, but since it can't be fetched with Mage and is sort of a bad equipment that dies to instant speed removal I'm inclined to say no. I would definitely jump through hoops for Aradara Express because let's face it, card is massive, but it's crew cost is too high to activate consistently.
Why don't you run 4/4 artifact lands and run thoughtcast?
I also truely don't understand why curse of the bloody tomb is good... I get it is for grindy match-up but isnt mill 2 cards an outrageously slow clock for 3 mana?
Hello guys!
What do you think about 2 Propeller Pioneer ?
This enable an Inventor's Goggles a Bladed Bracers and makes very good synergy with both.
In my last tests making a 5/5 flying vigilance was a very good finisher against aggro decks like mono green.
And If using blades I'll try to use Sea gate Oracle instead of drifters.
The only non human Will be the Hawks.
Hello guys!
What do you think about 2 Propeller Pioneer ?
This enable an Inventor's Goggles a Bladed Bracers and makes very good synergy with both.
In my last tests making a 5/5 flying vigilance was a very good finisher against aggro decks like mono green.
And If using blades I'll try to use Sea gate Oracle instead of drifters.
The only non human Will be the Hawks.
4 CMC is one too many for a non-resilient, fragile threat. It's main mode would be playing it as a 2/1 with a Servo, something Eldrazi Skyspawner does better, and I wouldn't play him in my list. However, I haven't revisited the Human build in a long, long time, and I'm sure there are a lot of Humans and new Artificers that could benefit from the Goggles. Doomed Traveler is a pretty good Human card for our gameplan, and Bastion Inventor is super sturdy and can win any combat with the Goggles equipped (except Gearseeker Serpent, which it roadblocks). Maybe you're to take that direction yourself and bring us some options and testing results?
Hello guys!
What do you think about 2 Propeller Pioneer ?
This enable an Inventor's Goggles a Bladed Bracers and makes very good synergy with both.
In my last tests making a 5/5 flying vigilance was a very good finisher against aggro decks like mono green.
And If using blades I'll try to use Sea gate Oracle instead of drifters.
The only non human Will be the Hawks.
4 CMC is one too many for a non-resilient, fragile threat. It's main mode would be playing it as a 2/1 with a Servo, something Eldrazi Skyspawner does better, and I wouldn't play him in my list. However, I haven't revisited the Human build in a long, long time, and I'm sure there are a lot of Humans and new Artificers that could benefit from the Goggles. Doomed Traveler is a pretty good Human card for our gameplan, and Bastion Inventor is super sturdy and can win any combat with the Goggles equipped (except Gearseeker Serpent, which it roadblocks). Maybe you're to take that direction yourself and bring us some options and testing results?
Off course it`ll be a pleasure!
Now I`m thinking in trade the Pioneer for Aeronaut Tinkerer, cost 1 less, has the same sinergy with googles as the Pioneer and the same for Bracers.
Oracle for Drifters has a huge CMC reduction, but off course a draw back comparing the flying, because of that Im interesting in try the Tinkerer, maybe using 2 only as the beater/finisher.
I`ll test this build on Xmage, then in the FNM and I`ll post the results for you guys!
Aeronaut Tinkerer + Inventor's Goggles seems good. I guess my question would be, how many Goggles do you run? The point of Caw Blade is that you need reliable fliers to hit for 3+ w/ equipment. Squaks + Goggles is only 2. I would think Bonesplitter is the primary equipment of choice? What does a deck running Aeronaut Tinkerer look like?
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Nobody has tried something new in that build?
I was not so successful with the tinkerer build, also I still felling that we need something "bigger" as a win com, with the addition of custodi squire to mtgo now the list seems more resilient, but or I loose to super aggros or to big Mana (trons)...
Are you guys doing well with the deck?
Any new cards from the newest sets ?
I love the idea and the mechanic, but it's hard to have better results than 3-1 2-2 ...
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In terms of drake, I wouldn't sweat it too much. Most people agree that the card is likely to get the hammer come next set, since it's clearly the best deck, and warps the format.
EDIT (9/26/16) Whelp, guess I've got to eat my words now. drake did not get the hammer this time around.
On the other hand, about the spell sequence: keep your mana open on the early turns so you can counter spells or draw cards if you don't, then later in the game start dropping threats. I wouldn't drop a Trinket Mage earlier than turn 5 unless I needed to grab the 4th land or I knew that the next spell my opponent casts won't impact the table enough (a creature when you have removal for example). With Hawk the same general guideline can be applied, but it's absolutely correct to tap out for it against Ux if they're tapped and can't counter it. Cast the Prohibits and Gideon's Reproach first if able and save the catch-all answers like Counterspell and Journey to Nowhere for later, don't drop Mulldrifter without counter mana up, and never Evoke it unless you absolutely need to draw cards. It's better to wait a turn or two to hardcast it.
Also keeping UU at all times if you can afford to do it even if you don't have counters is generally a good idea: with so much drawing and digging you usually have a grip of 5-6 cards and bluffing becomes much more believable there.
A card I'd like to comment is Spectral Reserves: while pricy it's an Instant that gives two bodies to equip and comes with a 2 lifepoint buffer. At 3 CMC it would've been a staple for sure, but at 4 does it deserve the double price when compared to Raise the Alarm just for the flying and 2 life?
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
About Guardian of the Guildpact, you can cut Cenn's Enlistment for one and maybe a counter or removal for the other. For Muddle you can cut a Prohibit, but I moved away from it because Transmute is too slow and doesn't fetch high impact spells.
EDIT: What are people's thoughts on Spectral Reserves? Had it cost 3 or been an Instant, it would have been an instant staple. As is, I want to like it (2 evasive bodies + 2 life seem great) but I wonder if 4 isn't too much of a jump from 3
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
1 Bonesplitter
1 Sylvok Lifestaff
1 Flayer Husk
Creature (13)
2 Guardian of the Guildpact
3 Mulldrifter
4 Trinket Mage
4 Squadron Hawk
Enchantment (4)
4 Journey to Nowhere
Instant (18)
4 Brainstorm
4 Accumulated Knowledge
4 Counterspell
3 Prohibit
3 Gideon's Reproach
4 Tranquil Cove
4 Evolving Wilds
2 Radiant Fountain
2 Ancient Den
2 Seat of the Synod
6 Island
2 Plains
1 Dispeller's Capsule
1 Feldon's Cane
1 Relic of Progenitus
1 Viridian Longbow
2 Circle of Protection: Red
2 Curse of the Bloody Tome
2 Hindering Light
2 Holy Light
3 Dust to Dust
It'll be subject to changes once Kaladesh arrives, mainly swapping Husk for Inventor's Goggles and testing some number of Failed Inspection. Fragmentize from the board could also be good.
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
If Squires are legal then totally do so. A 2-squire loop (cast one to return the dead one to your hand until the first one dies to repeat the cycle) is practically unbeatable outside of races or exiling removal.
Failed Inspection is similar enough to Dismiss that I will test it a bit to see how I like the looting, although I admit drawing a card is miles ahead of simply looting, so probably it will amount to nothing.
Sky Skiff is the only easily crewable vehicle, but since it can't be fetched with Mage and is sort of a bad equipment that dies to instant speed removal I'm inclined to say no. I would definitely jump through hoops for Aradara Express because let's face it, card is massive, but it's crew cost is too high to activate consistently.
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
Why don't you run 4/4 artifact lands and run thoughtcast?
I also truely don't understand why curse of the bloody tomb is good... I get it is for grindy match-up but isnt mill 2 cards an outrageously slow clock for 3 mana?
What do you think about 2 Propeller Pioneer ?
This enable an Inventor's Goggles a Bladed Bracers and makes very good synergy with both.
In my last tests making a 5/5 flying vigilance was a very good finisher against aggro decks like mono green.
And If using blades I'll try to use Sea gate Oracle instead of drifters.
The only non human Will be the Hawks.
4 CMC is one too many for a non-resilient, fragile threat. It's main mode would be playing it as a 2/1 with a Servo, something Eldrazi Skyspawner does better, and I wouldn't play him in my list. However, I haven't revisited the Human build in a long, long time, and I'm sure there are a lot of Humans and new Artificers that could benefit from the Goggles. Doomed Traveler is a pretty good Human card for our gameplan, and Bastion Inventor is super sturdy and can win any combat with the Goggles equipped (except Gearseeker Serpent, which it roadblocks). Maybe you're to take that direction yourself and bring us some options and testing results?
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
Off course it`ll be a pleasure!
Now I`m thinking in trade the Pioneer for Aeronaut Tinkerer, cost 1 less, has the same sinergy with googles as the Pioneer and the same for Bracers.
Oracle for Drifters has a huge CMC reduction, but off course a draw back comparing the flying, because of that Im interesting in try the Tinkerer, maybe using 2 only as the beater/finisher.
I`ll test this build on Xmage, then in the FNM and I`ll post the results for you guys!
Thanks for your attention
https://pucatrade.com/invite/gift/86097
I was not so successful with the tinkerer build, also I still felling that we need something "bigger" as a win com, with the addition of custodi squire to mtgo now the list seems more resilient, but or I loose to super aggros or to big Mana (trons)...
Are you guys doing well with the deck?
Any new cards from the newest sets ?
I love the idea and the mechanic, but it's hard to have better results than 3-1 2-2 ...