I too went 4-0 at FNM this weekend and continue to work on this deck. I will share my list here. The deck was going off rather consistently by turn 5. The issue if anything, may have been the mana as I sometimes had to wait to cast marvel getting stuck on 3. The most important cards are glassblower's puzzleknot and Crane. They do some serious work and shouldn't be underestimated. This deck's downside compared to others is not getting KReturn into yard, but it finds marvel consistently or in the instance of having marvel already in hand, it cleans up the top of your deck/finds the necessary energy to activate it.
The list that I will be running in the future is the following (I only need to get the Chandra, in it's place i have the 4th KReturn and 1 additional Inspection in SB):
I am liking this list and have two friends also play testing with it. So far, we seem to rather consistently get to a marvel by turn 5 (4 is the dream but 5-6 just seems to be the most consistent result.) The instant speeding one of our eldrazi out so early is easily one of the strongest things you can do in standard. Also, if you aren't trying Red Gearhulk, I strongly suggest you give it a try. The Red Gearhulk either gets you real value with drawing 3 or potentially wins the game as an opponent can take a hefty amount of damage.
---SIDE NOTE: it sure confuses people when you drop an Emmy on their turn, so make sure you inform the opponent that you get control of their NEXT turn.---
We've added a Swamp to mb over a forest, this change is for sideboard games to more consistently cast the Noxious Gearhulk. Speaking of sideboard, we decided against the Select for Inspections and went up to a 2nd dispel and added a Cataclysmic Gearhulk. Overall, it has been performing well and some people just fold to an eldrazi eating up their combat and presenting lethal in a turn or two.
I too went 4-0 at FNM this weekend and continue to work on this deck. I will share my list here. The deck was going off rather consistently by turn 5. The issue if anything, may have been the mana as I sometimes had to wait to cast marvel getting stuck on 3. The most important cards are glassblower's puzzleknot and Crane. They do some serious work and shouldn't be underestimated. This deck's downside compared to others is not getting KReturn into yard, but it finds marvel consistently or in the instance of having marvel already in hand, it cleans up the top of your deck/finds the necessary energy to activate it.
The list that I will be running in the future is the following (I only need to get the Chandra, in it's place i have the 4th KReturn and 1 additional Inspection in SB):
My deck definitely plays out as a grindy control deck as opposed to a combo deck which was why I was considering mainboarding ugins and such. I was curious to see your 75 so that I could compare. I completely forgot about Haven so that's one adjustment I'll be making.
Yeah, I was thinking as a sb card it would work as it might be less expected based on our mb---a good chance they side out removal. I really like my mb. I've been able to beat aggro and midrange---haven't played control. I just know the games I felt like I had the greatest trouble with were if they were casting cards like atarka, ugin, thunderbreak regent, and rhino.
I like going tap land into turn two magnetic insight after a scry or gain life land. Its very powerful. Late game I could see tormenting voice but I have really liked a one mana draw 2.
Thoughts on Embermaw Hellion in the board for GR and abzan match ups? It blocks many of their threats and allows our vortex to handle their higher toughness threats a bit better.
I like Day's Undoinghowever many games go to top decks/late games and don't like the idea of giving an opponent a full grip---especially an aggro deck. It might have a spot in the sb or as a one of mb that's cast at a point that it's resolution ends a game on opp. upkeep.
So I ran a similar list last week in fnm splitting for 1st and 2nd. My inspiration came from Conley as well.
Main differences compared to your list and Conley's is that I settled on 38 lands, 3 nissa, 4 magnetic insight, and 1 bow of nylea. I like this list as RGu.Animist's awakening and aggressive mining is a very real engine and had me contemplate going up to a third mining. I didn't run cruise or siege so I can't comment on their efficiency but I feel like I'd prefer magnetic insight and another draw effect over the bow I had.
Sb for this deck is very open but difficult as your match up against aggro is very solid especially when you sb 4 angers. This leaves 11 slots for midrange/control but I know my current struggle is what these spots should be.
I am liking this list and have two friends also play testing with it. So far, we seem to rather consistently get to a marvel by turn 5 (4 is the dream but 5-6 just seems to be the most consistent result.) The instant speeding one of our eldrazi out so early is easily one of the strongest things you can do in standard. Also, if you aren't trying Red Gearhulk, I strongly suggest you give it a try. The Red Gearhulk either gets you real value with drawing 3 or potentially wins the game as an opponent can take a hefty amount of damage.
---SIDE NOTE: it sure confuses people when you drop an Emmy on their turn, so make sure you inform the opponent that you get control of their NEXT turn.---
We've added a Swamp to mb over a forest, this change is for sideboard games to more consistently cast the Noxious Gearhulk. Speaking of sideboard, we decided against the Select for Inspections and went up to a 2nd dispel and added a Cataclysmic Gearhulk. Overall, it has been performing well and some people just fold to an eldrazi eating up their combat and presenting lethal in a turn or two.
The list that I will be running in the future is the following (I only need to get the Chandra, in it's place i have the 4th KReturn and 1 additional Inspection in SB):
4 Glint-Nest Crane
2 Combustible Gearhulk
4 Emrakul, the Promised End
4 Ulamog, the Ceaseless Hunger
1 Chandra, Torch of Defiance
4 Attune with Aether
4 Aetherworks Marvel
4 Glassblower's Puzzleknot
4 Woodweaver's Puzzleknot
4 Harnessed Lightning
3 Kozilek's Return
6 Forest
1 Island
1 Mountain
4 Aether Hub
4 Spirebluff Canal
4 Botanical Sanctum
2 Game Trail
2 Noxious Gearhulk
2 Sphinx of the Final Word
2 World Breaker
2 Invasive Surgery
1 Ceremonious Rejection
2 Select for Inspection
1 Negate
1 Deadlock Trap
1 Kozilek's Return
1 Dispel
Main differences compared to your list and Conley's is that I settled on 38 lands, 3 nissa, 4 magnetic insight, and 1 bow of nylea. I like this list as RGu.Animist's awakening and aggressive mining is a very real engine and had me contemplate going up to a third mining. I didn't run cruise or siege so I can't comment on their efficiency but I feel like I'd prefer magnetic insight and another draw effect over the bow I had.
Sb for this deck is very open but difficult as your match up against aggro is very solid especially when you sb 4 angers. This leaves 11 slots for midrange/control but I know my current struggle is what these spots should be.
Off the top of my head this is my list:
3 Nissa, Vastwood Seer
2 Aggressive Mining
4 Animist's Awakening
4 Magmatic Insight
4 Molten Vortex
1 Bow of Nylea
5 Forest
4 Foundry of the Consuls
4 Frontier Bivouac
8 Mountain
4 Radiant Fountain
4 Rugged Highlands
4 Temple of Abandon
1 Temple of Epiphany
1 Temple of Mystery
3 Wooded Foothills
4 Anger of the Gods
2 Ugin
2 Destructive Revelry
1 Sarkhan Unbroken
2 Xenagos, the Reveler
1 Negate
2 Disdainful Stroke