Been tinkering a lot with As Foretold. No idea if it's good or not but there's only one way to find out, right? These lists are super rough, but have been working decently enough that I thought I'd drop them here to see what others think.
I tried to keep the original spirit of the deck with a full set of Gargadon's and borderposts. But like some others have pointed out in recent posts, As Foretold just doesn't really play well with that part of the deck. So I took it in the other direction and landed at this.
I've been thoroughly impressed with the list that Dan Ward played at regionals. Expertise let's you do all sorts of messed up things, besides the obvious interaction with breaking/entering.
i dont see a list anywhere but i would never, ever play an eggs list with less than 4 reshape if thats what you meant. the sacrifice is irrelevant, and usually draws you a card if anything. reshape is the best card in the deck
yeah ill have a pyrite spellbomb in the list somewhere for regionals. for right now i just wanted to keep the list really lean to get a feel for if whir is worth it or not. and after a fair amount of goldfishing and testing with partners on cockatrice, i think i am in fact on board with it. its rare that you actually live the dream of eot whir for bloom untap kill you. but it kind of doesnt matter because you can most likely just cast it next turn while you go off and its still totally fine. i also really like having more ways to access the shredder to quickly go infinite. many games in the past were lost to going off and not finding another sunrise effect or shredder to perform an actual loop in time
Magnifying Glass/Cryptolith Fragment are not exactly what I'm looking to put into my constructed decks. Same goes for haunted cloak really. The colossus shells already operate on a level of "playing some relatively less powerful cards to enable many strong synergies." It doesn't need more low impact cards in that regard. Inspector dying to removal is not a valid argument against running him when he offers a very powerful effect that the deck will gladly take advantage of. Reducing the cost of your archives, boats, and caravans among others is a very relevant aspect, while still giving you a slight discount on colossus. Not to mention cutting the inspectors for non-creature artifacts makes crewing your vehicles next to impossible. Remember, you don't have to just jam the inspector on turn 3 every time when you suspect the opponent might remove it, and you can potentially make better use of playing it on a later turn when you can immediately get value out of casting some artifacts for a cheaper cost. Sometimes it has a slight combo-y aspect though, where you do just jam it turn 3 and say "remove this or lose" because the upside of getting to untap with it on turn 4 could be the difference between playing 3 colossus for free (at which point the game is probably over) or just casting a hedron archive and passing the turn, for a rough example.
In short, I feel that the inspector has more than earned his slot in the deck.
I love this deck, it's probably one of the most fun decks in standard in a while. It combines basically all of my favorite aspects of the game that you don't really see in standard anymore. Things like cheating on tons of mana, drawing lots of cards, sometimes timewalking your opponent, and a pseudo-combo finish that usually ends the game in a turn or two. Disclaimer: It's basically the list LSV just posted on CFB recently, but he noted that Panharmonicon is probably too cute/slow, and Scrapheap Scrounger as a one of is just miserable while there's no real room for more. I cut the scrounger and one copy of Panharmonicon for a Key to the City, which gives the deck a much needed way to push a colossus or something large through a stalled board to get that last lethal hit in. One copy of the Panharmonicon seems ok for now as there is currently a large influx of control/slower strategies on MODO due to the Pro Tour, so you won't get as punished for having one when it could be something like a main board Harnessed Lightning if you just really wanna kill copters on time, all the time. I also added the third Hedron Archive which again, LSV noted the deck could use an additional copy of. Most all of the lists that have 5-0d leagues on MODO have 3 copies anyway so I think 3 is correct. It's basically the best mana rock to accelerate into off of a Foundry Inspector if you're just looking to jam colossus. After all, there's always the nut draw of t2 prism t3 inspector t4 archivearchive and drop any number of colossus in your hand for free, while potentially also chaining sanctums for more colossi/deep fiend/whatever. Deck rules.
3 Jace, Vryn's Prodigy
4 Greater Gargadon
2 Gideon of the Trials
4 Ancestral Vision
3 Restore Balance
4 Serum Visions
4 Path to Exile
3 Collective Brutality
4 Remand
3 Fieldmist Borderpost
2 Mistvein Borderpost
2 Veinfire Borderpost
3 Polluted Delta
1 Scalding Tarn
2 Hallowed Fountain
1 Steam Vents
1 Watery Grave
2 Island
1 Plains
1 Swamp
1 Mountain
1 Tolaria West
I tried to keep the original spirit of the deck with a full set of Gargadon's and borderposts. But like some others have pointed out in recent posts, As Foretold just doesn't really play well with that part of the deck. So I took it in the other direction and landed at this.
4 Jace, Vryn's Prodigy
4 Ancestral Vision
4 Restore Balance
4 Serum Visions
2 Faithless Looting
3 Fatal Push
4 Lightning Bolt
2 Remand
3 Collective Brutality
4 As Foretold
2 Liliana of the Veil
2 Chandra, Torch of Defiance
3 Scalding Tarn
4 Polluted Delta
1 Steam Vents
2 Watery Grave
1 Blood Crypt
2 Creeping Tar Pit
1 Spirebluff Canal
1 Darkslick Shores
2 Island
1 Swamp
1 Mountain
4 Mox Opal
4 Chromatic Sphere
4 Chromatic Star
4 Terrarion
1 Conjurer's Bauble
1 Codex Shredder
4 Ichor Wellspring
4 Krark-Clan Ironworks
4 Reshape
2 Whir of Invention
4 Faith's Reward
4 Open the Vaults
4 Ghost Quarter
4 Darksteel Citadel
1 Flooded Strand
5 Island
2 Plains
i like the look of this
3 Blisterpod
4 Loam Dryad
4 Minister of Inquiries
4 Greenbelt Rampager
4 Servant of the Conduit
4 Duskwatch Recruiter
1 Walking Ballista
2 Lifecrafter's Bestiary
4 Whir of Invention
2 Paradox Engine
3 Lumbering Falls
4 Aether Hub
4 Botanical Sanctum
5 Forest
3 Island
1 Westvale Abbey
In short, I feel that the inspector has more than earned his slot in the deck.
3 Spirebluff Canal
4 Aether Hub
2 Inventor's Fair
1 Geier Reach Sanitarium
2 Spawning Bed
4 Sanctum of Ugin
4 Glint-Nest Crane
4 Foundry Inspector
2 Elder Deep-Fiend
4 Metalwork Colossus
4 Prophetic Prism
3 Metalspinner's Puzzleknot
1 Key to the City
4 Cultivator's Caravan
3 Hedron Archive
1 Panharmonicon
3 Skysovereign, Consul Flagship
3 Ceremonious Rejection
3 Negate
2 Harnessed Lightning
3 Incendiary Sabotage
3 Thought-Knot Seer
1 Lashweed Lurker
2 Cryptbreaker
4 Scrapheap Scrounger
4 Prized Amalgam
4 Haunted Dead
2 Wretched Gryff
4 Elder Deep-Fiend
2 Cathartic Reunion
3 Key to the City
4 Smuggler's Copter
3 Kozilek's Return
3 Smoldering Marsh
3 Sunken Hollow
3 Spirebluff Canal
2 Foreboding Ruins
3 Sanctum of Ugin
3 Mountain
2 Island
1 Swamp
2 Ceremonious Rejection
1 Negate
2 Summary Dismissal
3 Collective Brutality
2 Liliana, the Last Hope
2 Distended Mindbender
2 Lightning Axe
1 Kozilek's Return