Do you really want 4 Inspiring Statuaries? Having multiples on the field does nothing, and I would imagine that there are enough other cards you could play instead, like Whir of Invention, which helps you search for the cards you need to go off, which should be important when you only play 1 Aetherflux reservoir maindeck.
I was about to copypaste my answer from the old Aetherflux-thread, but I guess I could write a new answer for this new topic.
You absolutely do want all four Statuaries. It is the single most importanr card we have, and the deck can barely function without it. All the card draw and Cranes are necessary so that we can find at least one statuary consistently enough. Having multiples in play is a positive problem.
Whir does simply not play well with the synergies of the deck, and is painfully slow on top of it. In particular playing Whir instead Statuary for the intention that you "find the cards you need to go off" is backwards, since the card I would be tutoring for is Statuary. Casting Whir for any of the 0-mana artifacts would be a horrible mana-investment. As for tutoring Reservoir, you can check the VODs if you doubt one is not enough.
Goodness, you're back with more Paradoxical Outcome.
I seriously would like to view how this deck plays when you would stream it.
I'm moving to a new place on the beginning of April, so after that but before the release of Dominaria I will probably stream a bit with this version. After Dominaria is released on MODO I will probably play a lot, lot more.
While Reservoir was never a tier 1 deck in standard before the rotation, the archetype took a big hit when it lost its "moxen", Cathar's Shield and most importantly Bone Saw.
Even though Mox Amber is legendary which can create awkwardness in some spots, it should bring the deck back to speed. Baral, Chief of Compliance gives us a very natural way to turn the mana-ability on, which works wonderfully with Outcome. This is my current build idea:
There are good reasons to choose Spellbomb over Charm, though. Against decks like Dredge and Grishoalbrand Charm is decisively slower. Spellbomb can also be brought in against control, Mardu Pyromancer and various Traverse decks where one-time grave exile would not be valuable enough without the ability to cantrip. Charm was a commonly played card two years ago, and it's pretty fantastic against Lantern too, but it's still significantly more narrow than Spellbomb. This is just to answer your question, I'm not saying it's wrong to play Charm.
Why isn't anybody playing Rakdos Charm as in GDS ? It seems to be a very solid and versatile option, especially against the new hollow one deck as you can use the shatter mode to deal with Hollow one or exile the GY if you need to, and do one and then the other with snapcaster. I will try it as a one of in my SB for my next tournament (I'm on 3 Kommand)
I may try By Force too as additionnal artefact hate if I feel I need too
i know grixis lists can vary pretty wildly, but for the most part the color spread for jeskai and grixis at each point in the curve is pretty similar. playing 24ish lands, im hard pressed to find room for 1 or 2 colorless lands.
is it just accepting the chance of color screw with hopes that the power of FoR will offset the loss in percentages over a large enough number of games? seems like it would push you to have to yolo shock/fetch more often, not to mention getting FoRs in your opener and the hand cant function.
I don't think Field makes sense as a 4-off in Grixis - it is too punishing for our own mana requirements. Corey started the trend, but his lists are, to my mind, always very extreme.
The fact Grixis has access to Fulminator Mage/Kommand as LD means Field is less important to Grixis than to Jeskai and not the opposite.
I didn't express myself correctly. What I meant is that adding young pyromancer to the deck allows to pressure the opponent in different ways, what in perspective makes jace more efficient and threatening.
I think that in your version AV is better than search because the deck plays more a tempo/midrange gameplan than a control deck, after trying it seems more similar to a grixis delver list than a hard control deck like yasooka or corey lists.
I agree that Pyromancer and Jace go well together.
I was about to copypaste my answer from the old Aetherflux-thread, but I guess I could write a new answer for this new topic.
You absolutely do want all four Statuaries. It is the single most importanr card we have, and the deck can barely function without it. All the card draw and Cranes are necessary so that we can find at least one statuary consistently enough. Having multiples in play is a positive problem.
Whir does simply not play well with the synergies of the deck, and is painfully slow on top of it. In particular playing Whir instead Statuary for the intention that you "find the cards you need to go off" is backwards, since the card I would be tutoring for is Statuary. Casting Whir for any of the 0-mana artifacts would be a horrible mana-investment. As for tutoring Reservoir, you can check the VODs if you doubt one is not enough.
I'm glad to hear that! Cheers
4 Renegade Map
4 Prophetic Prism
4 Inspiring Statuary
1 Aetherflux Reservoir
2 Artificer's Assistant
2 Baral, Chief of Compliance
4 Ornithopter
4 Glint-Nest Crane
3 Baral's Expertise
4 Reverse Engineer
4 Paradoxical Outcome
17 Island
1 Inventors' Fair
2 Treasure Map
1 Key to the City
1 Silent Gravestone
1 Negate
2 Metallic Rebuke
1 Spell Swindle
1 Commit // Memory
2 River's Rebuke
1 The Antiquities War
1 Efficient Construction
1 Baral, Chief of Compliance
1 Aetherflux Reservoir
Aetherflux Reservoir storm with Mox Amber and Baral. I stream with the deck, check out my VODs: https://www.twitch.tv/tiemuuuu/videos/all
4 Ornithopter
2 Glint-Nest Crane
3 Mox Amber
4 Renegade Map
4 Prophetic Prism
2 Metalspinner's Puzzleknot
4 Inspiring Statuary
3 Aetherflux Reservoir
2 Commit // Memory
4 Paradoxical Outcome
3 Baral's Expertise
1 Inventors' Fair
4 Zhalfirin Void
13 Island
2 The Antiquities War
3 Karn, Scion of Urza
2 Exclusion Mage
2 Aether Meltdown
1 Jace's Defeat
2 Negate
1 Navigator's Compass
1 Unwind
1 Fountain of Renewal
4 Ornithopter
3 Sai, Master Thopterist
3 Baral's Expertise
2 Commit // Memory
3 Metallic Rebuke
4 Paradoxical Outcome
3 Aetherflux Reservoir
4 Inspiring Statuary
2 Metalspinner's Puzzleknot
3 Mox Amber
4 Prophetic Prism
4 Renegade Map
13 Island
4 Zhalfirin Void
1 Sai, Master Thopterist
1 Baral's Expertise
1 Commit // Memory
1 Metallic Rebuke
1 Baral, Chief of Compliance
3 Karn, Scion of Urza
3 Negate
1 Padeem, Consul of Innovation
1 Silent Gravestone
1 Sorcerous Spyglass
1 Tezzeret, Artifice Master
4 Renegade Map
4 Prophetic Prism
4 Inspiring Statuary
2 Aetherflux Reservoir
2 Baral, Chief of Compliance
4 Ornithopter
4 Glint-Nest Crane
3 Baral's Expertise
4 Reverse Engineer
4 Paradoxical Outcome
17 Island
1 Inventors' Fair
2 Treasure Map
1 Silent Gravestone
1 Negate
2 Metallic Rebuke
1 Spell Swindle
1 Commit // Memory
1 Karn, Scion of Urza
2 River's Rebuke
1 The Antiquities War
3 ...
I'm not really seeing much at all in Raff, and the fact I'd have have accommodate for the W in the casting cost is definitely too much.
I'm moving to a new place on the beginning of April, so after that but before the release of Dominaria I will probably stream a bit with this version. After Dominaria is released on MODO I will probably play a lot, lot more.
I can't see *****
Even though Mox Amber is legendary which can create awkwardness in some spots, it should bring the deck back to speed. Baral, Chief of Compliance gives us a very natural way to turn the mana-ability on, which works wonderfully with Outcome. This is my current build idea:
4 Renegade Map
4 Prophetic Prism
4 Inspiring Statuary
2 Aetherflux Reservoir
3 Baral, Chief of Compliance
4 Ornithopter
4 Glint-Nest Crane
3 Baral's Expertise
4 Reverse Engineer
4 Paradoxical Outcome
18 Island
2 Treasure Map
1 Silent Gravestone
2 Navigator's Compass
2 Negate
2 Metallic Rebuke
1 Spell Swindle
1 Commit // Memory
1 Inventors' Fair
2 Karn, Scion of Urza
1 River's Rebuke
Spoiler talk is not allowed in deck creation, but I will open a new topic for the deck in new card discussion.
Why play Charm over something else?
Edit: 21 Lands isn't that low, 22 was the accepted standard until 1 month ago.
I don't think Field makes sense as a 4-off in Grixis - it is too punishing for our own mana requirements. Corey started the trend, but his lists are, to my mind, always very extreme.
The fact Grixis has access to Fulminator Mage/Kommand as LD means Field is less important to Grixis than to Jeskai and not the opposite.
I'm replying to this:
I agree that Pyromancer and Jace go well together.