I built this deck online and started jamming some practice games, and I LOVE it. Stabilizing with a Panharmonicon in play and getting to go off is such a rush. It feels like it is pretty well suited for an aggro-heavy metagame like on MTGO.
Question, though .. how does one go about sideboarding? (For reference, my build is very similar to Faust's.) I'm having a hard time figuring out what gets cut for various things. It seems like almost everything maindeck has some purpose.
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Level 2 Judge
Currently playing:
Standard: Superfriends!
Legacy: Nic Fit / Pod
Pauper: Delvar; Tron; Flicker Stuff
Commander: Riku ("Some weird doubple spell thing happened"); Keranos ("I did a Gatherer search for 'random' and 'flip a coin.'"); Superfriends!
A Bristling Hydra is a great idea! I've been thinking of something that could kill the control mage quickly because that's kinda the only thing the deck is unable to do, unless you sneak in an unanswered Verdurous Gearhulk. Dispel is good too, but I'm a little bit afraid of the narrowness. While I'd love to counter that Glimmer of Genius off Torrential Gearhulk, but at the same time it would suck to sit with couple of dispels in hand while dying to the hulk himself.
I'm thinking of maybe adding one Eldritch Evolution to maindeck that would kinda let me use Bring to Light to get a Noxious Gearhulk, but that idea sounds clunky. I'm also interested in toying with a one-of Quicksmith Rebel when the new set is released as we usually have Panharmonicons and Prisms that could be targeted and having a Furious Reprisal each turn sounds strong.
Sideboarding is definitely difficult! Easier against control, where we don't need both black gearhulks and all of the Reflector Mages, but against an aggressive deck it feels like everything is essential. I usually remove the Thought-Knot Seer as their hand is usually empty by the time I get to play Bring to Light, and then just turn some of the 4-ofs into 3- or 2-ofs, like the Prism, Bring to Light and the Panharmonicon itself. In the delirium match-up it feels like we don't need Arborback Stomper as the lifegain from the Filgree Familiars and black hulks is enough. It's also nice to remove the Panharmonicons when you feel like the enemy is boarding in his Fragmentizes, as the deck is strong enough to win even without doubling the triggers.
I built this deck online and started jamming some practice games, and I LOVE it. Stabilizing with a Panharmonicon in play and getting to go off is such a rush. It feels like it is pretty well suited for an aggro-heavy metagame like on MTGO.
Question, though .. how does one go about sideboarding? (For reference, my build is very similar to Faust's.) I'm having a hard time figuring out what gets cut for various things. It seems like almost everything maindeck has some purpose.
Since I've started playing the deck, I've found that shaving down to 2 Panharmonicons is correct. You can't really afford to cast it on turn 3 off of Servant, or god forbid turn 4, and getting multiples early in the game is going to kill you. The top end is quite good enough on its own once you've stabalized the board. Other things then you should likely shave are the Interludes, from experience. It requires you to have a very strong board state, and if that is the case you should already be stabalized. The top end could also be cut, likely the Combustible Gearhulk and Greenwarden. They both come down late, and you aren't grinding Aggro decks out at all. You're playing the control deck, after all. Your graveyard is primarily Flames and Lightnings by the time it comes down, and frankly if you cast it you likely won't need to get it back. Noxious goes down to 1.
That's my thought at least. Then again, I've shifted from Combustible Gearhulk and cut the Bring to Lights and instead replaced them with 2 Drowner of Hopes and a Eldrazi Displacer. Displacer is very easy to cast with the colorless lands, and is just too good in the deck not to run. I've found that Drowner is just fantastic against both Aggro and Midrange decks and allows you to tap down Copters. It's also an infinite combo, which just seems wrong not to run. Even if you don't go infinite, I've found that more often than not I have a ton of mana available and blink Drowner a couple time a turn provides an insurmountable board presence that actually beats Emrakuls easily. And if you have a Panharmonicon out, you essentially just straight up win if you get to blink Drowner.
While combustible was super cheesy and hilarious when it drew me 12 cards, I realized very quickly that it just doesn't do as much to impact the board. The damage it get usually isn't much due to have only a few expensive cards in the deck as well, and I average around 2-4 per spin. Since the deck doens't run Emrakul like the Refurbish decks do, there isn't really much of an Auto-win component to put the opponent in the tank about what to choose.
Aethertorch Renegade seems like a pretty fun brew with Panharmonicon and energy? I'm trying to build a list, but it's hard to figure out supporting colors, green seems like a fit but black/blue can also do a lot.
Hey everyone, here is the list I have been working on, let me know if you see any improvements.
Things I want to work on is a better matchup against Aetherworks marvel decks, maybe its just a sideboard matchup? Some copies of anguished unmaking and goblin dark-dwellers should fit, and drop the bring to lights for more eldritch evolution and drop fumigate for cataclysmic gearhulk?
I'm thinking of adapting it to Sultai, with only Restorarion Gearsmith as the white color, easily splashable, creature in the deck.
Also, Baral's Expertise is great in this deck.
Thinking of building Panharmonicon just as a deck to play at the odd FNM, since I'm not really a fan of standard right now. Do you think dropping white entirely and losing the Eldrazi Displacer + Drowner of Hope combo is wise? That's infinite mana and all you need then is a Thought-Knot Seer to win if an infinite number of 1/1s won't do it. Losing Reflector Mage was a big hit, but I feel like an Esper base might still be the right choice. Perhaps splashing green for a couple of copies of Bring to Light? Cloudblazer is still nuts with a Panharmonicon in play and with Displacer/Drowner loop established lets you draw through your deck to find what you need to win.
The nice thing about Rogue Refiner is that it helps dig for Panharmonicon, and allows for more of an energy based theme. Perhaps something in BANT is the way to go with this shell.
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Question, though .. how does one go about sideboarding? (For reference, my build is very similar to Faust's.) I'm having a hard time figuring out what gets cut for various things. It seems like almost everything maindeck has some purpose.
Currently playing:
Standard: Superfriends!
Legacy: Nic Fit / Pod
Pauper: Delvar; Tron; Flicker Stuff
Commander: Riku ("Some weird doubple spell thing happened"); Keranos ("I did a Gatherer search for 'random' and 'flip a coin.'"); Superfriends!
I'm thinking of maybe adding one Eldritch Evolution to maindeck that would kinda let me use Bring to Light to get a Noxious Gearhulk, but that idea sounds clunky. I'm also interested in toying with a one-of Quicksmith Rebel when the new set is released as we usually have Panharmonicons and Prisms that could be targeted and having a Furious Reprisal each turn sounds strong.
Sideboarding is definitely difficult! Easier against control, where we don't need both black gearhulks and all of the Reflector Mages, but against an aggressive deck it feels like everything is essential. I usually remove the Thought-Knot Seer as their hand is usually empty by the time I get to play Bring to Light, and then just turn some of the 4-ofs into 3- or 2-ofs, like the Prism, Bring to Light and the Panharmonicon itself. In the delirium match-up it feels like we don't need Arborback Stomper as the lifegain from the Filgree Familiars and black hulks is enough. It's also nice to remove the Panharmonicons when you feel like the enemy is boarding in his Fragmentizes, as the deck is strong enough to win even without doubling the triggers.
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Since I've started playing the deck, I've found that shaving down to 2 Panharmonicons is correct. You can't really afford to cast it on turn 3 off of Servant, or god forbid turn 4, and getting multiples early in the game is going to kill you. The top end is quite good enough on its own once you've stabalized the board. Other things then you should likely shave are the Interludes, from experience. It requires you to have a very strong board state, and if that is the case you should already be stabalized. The top end could also be cut, likely the Combustible Gearhulk and Greenwarden. They both come down late, and you aren't grinding Aggro decks out at all. You're playing the control deck, after all. Your graveyard is primarily Flames and Lightnings by the time it comes down, and frankly if you cast it you likely won't need to get it back. Noxious goes down to 1.
That's my thought at least. Then again, I've shifted from Combustible Gearhulk and cut the Bring to Lights and instead replaced them with 2 Drowner of Hopes and a Eldrazi Displacer. Displacer is very easy to cast with the colorless lands, and is just too good in the deck not to run. I've found that Drowner is just fantastic against both Aggro and Midrange decks and allows you to tap down Copters. It's also an infinite combo, which just seems wrong not to run. Even if you don't go infinite, I've found that more often than not I have a ton of mana available and blink Drowner a couple time a turn provides an insurmountable board presence that actually beats Emrakuls easily. And if you have a Panharmonicon out, you essentially just straight up win if you get to blink Drowner.
While combustible was super cheesy and hilarious when it drew me 12 cards, I realized very quickly that it just doesn't do as much to impact the board. The damage it get usually isn't much due to have only a few expensive cards in the deck as well, and I average around 2-4 per spin. Since the deck doens't run Emrakul like the Refurbish decks do, there isn't really much of an Auto-win component to put the opponent in the tank about what to choose.
Aethertorch Renegade seems like a pretty fun brew with Panharmonicon and energy? I'm trying to build a list, but it's hard to figure out supporting colors, green seems like a fit but black/blue can also do a lot.
Things I want to work on is a better matchup against Aetherworks marvel decks, maybe its just a sideboard matchup? Some copies of anguished unmaking and goblin dark-dwellers should fit, and drop the bring to lights for more eldritch evolution and drop fumigate for cataclysmic gearhulk?
4x Aether Hub
2x Blooming Marsh
2x Botanical Sanctum
1x Concealed Courtyard
3x Evolving Wilds
1x Inventors' Fair
2x Forest
3x Island
3x Plains
1x Swamp
1x Wastes
1x Drowner of Hope
2x Eldrazi Displacer
2x Glint-Nest Crane
1x Noxious Gearhulk
3x Reflector Mage
4x Servant of the Conduit
2x Spell Queller
3x Thought-Knot Seer
1x Verdurous Gearhulk
1x Cloudblazer
4x Panharmonicon
2x Prophetic Prism
Instants
1x Essence Flux
1x Eerie Interlude
Sorceries
4x Attune with Aether
3x Bring to Light
1x Eldritch Evolution
1x Fumigate
Link to deck @ TappedOut.net
Thinking of building Panharmonicon just as a deck to play at the odd FNM, since I'm not really a fan of standard right now. Do you think dropping white entirely and losing the Eldrazi Displacer + Drowner of Hope combo is wise? That's infinite mana and all you need then is a Thought-Knot Seer to win if an infinite number of 1/1s won't do it. Losing Reflector Mage was a big hit, but I feel like an Esper base might still be the right choice. Perhaps splashing green for a couple of copies of Bring to Light? Cloudblazer is still nuts with a Panharmonicon in play and with Displacer/Drowner loop established lets you draw through your deck to find what you need to win.
Agree on Baral's Expertise. Bounce your opponent's bombs, play Thought-Knot Seer and exile them.