I have had success with this at FNM. I call the deck "Memnarchs Paradox". Great fun!
Did you know Memnarch lives in the Darksteel Citadel and created the Myr as mindless servitors?
I arrived at Citanul for the 2nd half of the Paradox combo and Memnarch / Ballista for the win condition after serious thought and careful logical reasoning. I claim there are no better options for the "all in on Paradox combo" version of the deck.
Fabricate could be Whir in a control heavy meta; countered Fabricate sucks. A single Filigree Sages isn't bad, but doesn't jive with Everflowing Chalice. The deck can make all five colours so the sideboard is highly tunable. Too bad Stony Silence is lights out.
Esperzoa is fantastic here. It often costs U in the deck and is way above cure at four flying power. It gets the pump from Grand Architect and works with our manna cheats. The downside is no problem with Alchemist's Vial, creating an effective draw engine for the deck.
Ninja of the Deep Hours is also great. In effect he draws two cards or more, because the original 'unblocked attacker' returns to hand, but I wish he had evasion. Curious Obsession has been good, but does dare opponent to 2 for 1. Plus you don't want to use the Cursecatcher effect of the birds when enchanted, which is a shame, but at least it can be enchanted on a creature with evasion, and wins games if unanswered, so it gets a slot.
The real card advantage engine is Bident of Thassa. 2UU is no problem and with 14 flyers combat damage is easy. Alchemist's Vial, Vapor Snag and Cryptic Command help our creatures connect. Card advantage is how this deck wins and this card combined with the mana advantage of the decks core snowballs into giant board states. Which then wins the game with Throne of the God-Pharaoh.
And finally Cryptic Command. The power and utility is real and the card just wins games. Counter say, Collected Company, tap their team then swing for lethal, GG. I play one but three slows the decks game plan. Two Cryptic Commands and one Vapor Snag maybe correct meta depending.
Yes, in my testing Traxos, Scourge of Kroog sucks. Unless you awkwardly sequence your hand you don't get to untap. And if you do it just dies to removal. The trample is nice but it doesn't affect the game in a meaningful way; unlike say Lodestone Golem or Walking Ballista.
I'm sure it's an unpopular opinion, but I don't like Smuggler's Copter and I have played with it a lot. Maybe it's my meta, but it just frequently dies to removal, especially Fatal Push, which can feel like a blow out when you tapped to crew. It isn't really card advantage in the truest sense, I don't want to discard and it does nothing for me if my hand is empty.
Hello all. I have benefited from the discussion here so I've happily created an account to contribute. Grand Architect has been my favorite deck in cardboard since it was called 'Blue Man Group' and played Master of Waves. I recently installed MTGO and so created this on a budget, but I was surprised at its power, often 'going off' storm style. It performs well against heavy removal and discard where Blue Steel often struggles. Anyway here is Ninja Jellyfish:
Esperzoa is fantastic here. It often costs U in the deck and is way above cure at four flying power. It gets the pump from Grand Architect and works with our manna cheats. The downside is no problem with Alchemist's Vial, creating an effective draw engine for the deck.
Ninja of the Deep Hours is also great. In effect he draws two cards or more, because the original 'unblocked attacker' returns to hand, but I wish he had evasion. Curious Obsession has been good, but does dare opponent to 2 for 1. Plus you don't want to use the Cursecatcher effect of the birds when enchanted, which is a shame, but at least it can be enchanted on a creature with evasion, and wins games if unanswered, so it gets a slot.
The real card advantage engine is Bident of Thassa. 2UU is no problem and with 14 flyers combat damage is easy. Alchemist's Vial, Vapor Snag and Cryptic Command help our creatures connect. Card advantage is how this deck wins and this card combined with the mana advantage of the decks core snowballs into giant board states. Which then wins the game with Throne of the God-Pharaoh.
Spined Thopter deserves a mention. It doesn't look like much but it interacts well with the deck, being a blue evasive artifact and is an important component of the decks explosiveness. This used to be Signal Pest, but the synergy with Grand Architect here is better.
And finally Cryptic Command. I can only think the reason this isn't played is Lodestone Golem. The power and utility is real and the card just wins games. Counter say, Collected Company, tap their team then swing for lethal, GG. I play one but three slows the decks game plan. Two Cryptic Commands and one Vapor Snag maybe correct meta depending.
I'm sure the deck would benefit from Blinkmoth Nexus or maybe Wurmcoil Engine so I'll save my money while I work some more on the sideboard. I'm not claiming it will win a PTQ, but it's certainly fun. I would love to hear comments and suggestions.
Did you know Memnarch lives in the Darksteel Citadel and created the Myr as mindless servitors?
I arrived at Citanul for the 2nd half of the Paradox combo and Memnarch / Ballista for the win condition after serious thought and careful logical reasoning. I claim there are no better options for the "all in on Paradox combo" version of the deck.
Fabricate could be Whir in a control heavy meta; countered Fabricate sucks. A single Filigree Sages isn't bad, but doesn't jive with Everflowing Chalice. The deck can make all five colours so the sideboard is highly tunable. Too bad Stony Silence is lights out.
4 Mox Opal
4 Astral Cornucopia
4 Everflowing Chalice
4 Surge Node
4 Coretapper
4 Ancient Stirrings
4 Fabricate
3 Paradox Engine
2 Citanul Flute
[Win]
1 Memnarch
2 Walking Ballista
2 Spellskite
1 Ensnaring Bridge
2 Tezzeret the Seeker
2 Voltaic Key
[Land]
1 Academy Ruins
4 Inventors' Fair
4 Darksteel Citadel
4 Spire of Industry
3 Yavimaya Coast
1 Island
2 Anger of the Gods
1 Ensnaring Bridge
1 Wurmcoil Engine
2 Damping Sphere
2 Blood Moon
1 Ceremonious Rejection
2 Torpor Orb
2 Welding Jar
2 Rest In Peace
20 Island
Core (12)
4 Grand Architect
4 Etherium Sculptor
4 Chief Engineer
Creatures (16)
4 Mausoleum Wanderer
3 Artificer's Assistant
3 Signal Pest
4 Esperzoa
2 Ninja of the Deep Hours
4 Alchemist's Vial
2 Throne of the God-Pharaoh
Enchantments (3)
1 Curious Obsession
2 Bident of Thassa
Spells (3)
2 Vapor Snag
1 Cryptic Command
2 Vapor Snag
2 Unified Will
3 Hibernation
1 Tormod's Crypt
2 Dragon's Claw
2 Spell Pierce
2 Ceremonious Rejection
Esperzoa is fantastic here. It often costs U in the deck and is way above cure at four flying power. It gets the pump from Grand Architect and works with our manna cheats. The downside is no problem with Alchemist's Vial, creating an effective draw engine for the deck.
Ninja of the Deep Hours is also great. In effect he draws two cards or more, because the original 'unblocked attacker' returns to hand, but I wish he had evasion. Curious Obsession has been good, but does dare opponent to 2 for 1. Plus you don't want to use the Cursecatcher effect of the birds when enchanted, which is a shame, but at least it can be enchanted on a creature with evasion, and wins games if unanswered, so it gets a slot.
The real card advantage engine is Bident of Thassa. 2UU is no problem and with 14 flyers combat damage is easy. Alchemist's Vial, Vapor Snag and Cryptic Command help our creatures connect. Card advantage is how this deck wins and this card combined with the mana advantage of the decks core snowballs into giant board states. Which then wins the game with Throne of the God-Pharaoh.
And finally Cryptic Command. The power and utility is real and the card just wins games. Counter say, Collected Company, tap their team then swing for lethal, GG. I play one but three slows the decks game plan. Two Cryptic Commands and one Vapor Snag maybe correct meta depending.
Yes, in my testing Traxos, Scourge of Kroog sucks. Unless you awkwardly sequence your hand you don't get to untap. And if you do it just dies to removal. The trample is nice but it doesn't affect the game in a meaningful way; unlike say Lodestone Golem or Walking Ballista.
Artificer's Assistant on the other hand has been amazing. It adds much needed consistency to the deck. I have gone back to two Myr Superions and up to three Throne of the God-Pharaohs. Being able to scry extra copies away or search for enablers has been nuts. Throne of the God-Pharaoh in particular just wins games...
Give Ninja of the Deep Hours a try. It's basically Chart a Course and Curious Obsession in one..
Thanks for the Aether Spellbomb suggestion VoodooKick, I'm going to give that a try!
20 Island
Core (12)
4 Grand Architect
4 Etherium Sculptor
4 Chief Engineer
Creatures (16)
4 Mausoleum Wanderer
2 Judge's Familiar
2 Siren Stormtamer
2 Spined Thopter
4 Esperzoa
2 Ninja of the Deep Hours
4 Alchemist's Vial
2 Throne of the God-Pharaoh
Enchantments (3)
1 Curious Obsession
2 Bident of Thassa
Spells (3)
2 Vapor Snag
1 Cryptic Command
2 Vapor Snag
2 Unified Will
3 Hibernation
1 Tormod's Crypt
2 Dragon's Claw
2 Spell Pierce
2 Ceremonious Rejection
Esperzoa is fantastic here. It often costs U in the deck and is way above cure at four flying power. It gets the pump from Grand Architect and works with our manna cheats. The downside is no problem with Alchemist's Vial, creating an effective draw engine for the deck.
Ninja of the Deep Hours is also great. In effect he draws two cards or more, because the original 'unblocked attacker' returns to hand, but I wish he had evasion. Curious Obsession has been good, but does dare opponent to 2 for 1. Plus you don't want to use the Cursecatcher effect of the birds when enchanted, which is a shame, but at least it can be enchanted on a creature with evasion, and wins games if unanswered, so it gets a slot.
The real card advantage engine is Bident of Thassa. 2UU is no problem and with 14 flyers combat damage is easy. Alchemist's Vial, Vapor Snag and Cryptic Command help our creatures connect. Card advantage is how this deck wins and this card combined with the mana advantage of the decks core snowballs into giant board states. Which then wins the game with Throne of the God-Pharaoh.
Spined Thopter deserves a mention. It doesn't look like much but it interacts well with the deck, being a blue evasive artifact and is an important component of the decks explosiveness. This used to be Signal Pest, but the synergy with Grand Architect here is better.
And finally Cryptic Command. I can only think the reason this isn't played is Lodestone Golem. The power and utility is real and the card just wins games. Counter say, Collected Company, tap their team then swing for lethal, GG. I play one but three slows the decks game plan. Two Cryptic Commands and one Vapor Snag maybe correct meta depending.
I'm sure the deck would benefit from Blinkmoth Nexus or maybe Wurmcoil Engine so I'll save my money while I work some more on the sideboard. I'm not claiming it will win a PTQ, but it's certainly fun. I would love to hear comments and suggestions.
Thanks for reading.