My deck isn't a Heartless Summoning deck, per say.. It's a U/B control deck that uses Heartless to drop threats for cheaper and still have mana to counter. Although one could argue that I could replace the 3x Heartless with 3x Snapcaster Mage to create an infinitely better deck.. But I like the idea behind Heartless Summoning.
Would you say that 20 creatures with 4 HS is better? To me it seems like having 10 creatures with 3 HS is actually a better ratio.. Ask yourself: Who is going to be stuck casting creatures for full cost more often? My build? Or others? Who is going to be able to protect their (extra fragile) threats better? My build? Or others?
The issue is not having no HS with creatures, it's having no creatures with HS. Summoning only does stuff when you have creatures to play, creatures will always do something, regardless of HS.
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The issue is not having no HS with creatures, it's having no creatures with HS. Summoning only does stuff when you have creatures to play, creatures will always do something, regardless of HS.
But having creatures (expensive ones) with no HS is much much worse than having HS, no creatures (yet), and a handful of control-ish cards.
But having creatures (expensive ones) with no HS is much much worse than having HS, no creatures (yet), and a handful of control-ish cards.
I think the point he's trying to make is that HS is a tool where you sacrifice card advantage for acceleration. When you play HS, it provides you no value without something to go with it, this is an effective loss of CA. So, if you're not utilizing this acceleration, there is no point to running HS. With your deck you are playing a high density of control spells and a low density of creatures, which means the odds of you taking advantage of the acceleration off of HS is very small. Also, we have to consider that a high volume of control spells emphasizes card advantage for the deck. Spending an extra card for acceleration that you're not going to be able to take advantage of is counterproductive for you.
Otherwise your list looks solid. What you might want to try is take out the 3 heartless summoning, drop ratchet bomb to the board, drop metamorph and drop ponder. Add 4 Think Twice, 3 Forbidden Alchemy, 1 Jin Gitaxias and 3 Liliana of the Veil. I think those will suit your deck a lot better. You'll probably also want to change Wurmcoil Engine into Grave Titan.
11:15, restate my assumptions: 1. Mathematics is the language of nature. 2. Everything around us can be represented and understood through numbers. 3. If you graph these numbers, patterns emerge. Therefore: There are patterns everywhere in nature. - Maximillian Cohen.
This is what I managed to put together today after a bit of work and retooling of a green black version. I'm merely looking to see what color combinations offer me.
I'm just really curious if there's a good reason that no one is doing this deck in Grixis? I posted the idea a few pages back and I haven't seen anyone looking at it or working at it. Since when were consistant turn 4 Titans bad? Also, it seems like Frost and Inferno Titans are going to be the best for this since they lose the least from their abilities with heartless. (...Just realized how out of it I was last time I put the list together... messed up my card count on that post, the concept was still there though.)
Summary: Play a turn 4 Titan or sphinx every game. Overwhelm with a critical mass of high value creatures.
I'm not overly certain about Priest of Urabrask + Superion. I know I wouldn't run Superion without Priest of Urabrask, but this deck is so top-heavy I wanted at least a little on the low end to smooth things out. I may be pulling them in favor of more Titan-esque plays.
So basically, without Heartless Summoning and against aggro, you lose game 1 staring at a few of your 15 bombs in the deck.
Heartless Summoning decks need a way to do something when they don't get it out. Ramp is sometimes okay, but I would prefer to use a control shell, like in my Esper list. You can control the game for awhile or play a different role in casting big dudes to just win the game.
The only problem I've had so far was drawing either too little or too many lands at the wrong times, but I would have to say that's just Magic; Preordain has been way too good to us this last year.
As much as I want Heartless Summon to work, currently you either have to mulligan till you get heartless summon, hope to top deck it, or luckily start it off in your opening hand. We need an enchantment type tutor card IMO.
This is what I managed to put together today after a bit of work and retooling of a green black version. I'm merely looking to see what color combinations offer me.
Let me know how Archon of justice works for you. I run 3 myself and love it in this deck. I also run 2 Phyrexian Metamorph and just love cloning that dude. I would suggest Trying to get a Divine Reckoning in there also. So many times Ive Divined reckoning the board leaving a Bloodgift demon and destroying 2 of my Archon of Justice's just and exiling their last creature and something else usually a land and leaving the board with only my creature. Its just an awesome card.
Honestly I would get rid of the perilous myr and try to get draw card with Altar's reap. Maybe 2 Altar's Reap, 2 Phyrexian Metamorph and maybe 1 Skin render for either a board sweeper either Day of Judgement or Divine Reckoning but I prefer Divine Reckoning. Even Black Sun's Zenith would work out okay.
So basically, without Heartless Summoning and against aggro, you lose game 1 staring at a few of your 15 bombs in the deck.
Heartless Summoning decks need a way to do something when they don't get it out. Ramp is sometimes okay, but I would prefer to use a control shell, like in my Esper list. You can control the game for awhile or play a different role in casting big dudes to just win the game.
The only problem I've had so far was drawing either too little or too many lands at the wrong times, but I would have to say that's just Magic; Preordain has been way too good to us this last year.
I haven't had a chance to test it, but I shouldn't have too much problem with Aggro. With SoTS and Sad Robot in addition to the HS I should have good consistancy with the turn 4 titan drop. I would agree fully if I didn't have any alternative, but I have plenty of means of ramping to titans and I also have the potential for the fast superion or preist with added value. Rager can also help bog down the board while lining up for my 6 drops. All things said and done, although I hate to admit it... the more I look at new decks and the new metagame, it really is first person to a Titan wins. The other card I really want to test though is palladium Myr. He facilitates Superion and provides a T4 Titan without summoning all in one card. He's also not a dead draw if I have a summoning. The thing I don't like though is that he's more vulnerable to removal.
As much as I want Heartless Summon to work, currently you either have to mulligan till you get heartless summon, hope to top deck it, or luckily start it off in your opening hand. We need an enchantment type tutor card IMO.
You can do that or just not build around it and think of it as something extra. I personally run more than enough removal with Dismember, doomblade/GffT and 3 Liliana's to either control the early game or build enough mana to start casting stuff for regular mana cost and so far its working out just fine.
Ive had good matchups with Pod, Tempered steel and U/B control but Ive yet to play this infamous SolarFlare deck yet.
The list I posted on the last page has the best chance of getting summoning. Ponder increases the chances of getting it turn 2. Architect is summoning 5-8 because the deck runs 20 artifact creatures. Casting superion has not been a problem at all and he is pretty goyf-like when you can cast him reliably.
Wurmcoil Engines have been real good for me. With 4 wurmcoils (plus 4 treasure mages to get them and 4 metamorphs to copy them) and 4 spellskites, the mono red match is pretty good. Control has not been to bad either due to the lack of day of judgements in their lists and the speed of my deck. On the play, they can't counter turn 2 summoning and mana leak quickly becomes inneffective for them when your creatures cost 2 less and you can tap all your creatures for mana (with architect).
I am finding that you can really just play a ton of high value creatures and it will work out pretty well.
4 Heartless Summons, 3 Sphere of the Suns, and 4 Sad Robots make it pretty consistant to ramp into your fat even if you are not dropping an early summons.
This is what I will probably try out at FNM this week, though at this point the SB is pure conjecture:
The list I posted on the last page has the best chance of getting summoning. Ponder increases the chances of getting it turn 2. Architect is summoning 5-8 because the deck runs 20 artifact creatures. Casting superion has not been a problem at all and he is pretty goyf-like when you can cast him reliably.
Wurmcoil Engines have been real good for me. With 4 wurmcoils (plus 4 treasure mages to get them and 4 metamorphs to copy them) and 4 spellskites, the mono red match is pretty good. Control has not been to bad either due to the lack of day of judgements in their lists and the speed of my deck. On the play, they can't counter turn 2 summoning and mana leak quickly becomes inneffective for them when your creatures cost 2 less and you can tap all your creatures for mana (with architect).
This has mostly been my experience as well, but I was still having a lot of problem with the control matchup. Added in a tiny white splash (some seachromes, isolated chapels, and two Plains) so that I could start abusing Unburial Rites. Combine it with Buried Ruin and I have a fairly solid recursive engine to fight the long game.
Still looking for a way to deal with sworded-up Inkmoths though. Ghost Quarter exists, but it would be the death of my mana base...
Edit: Also, the green splash in the Architect build did not work out at all. Tried adding frost titans and going for a pseudo-mana-denial strategy (akin to what RUG used to do with Lotus Cobras) but ended up suffering from mana issues harder than my opponents. Still definitely do-able if you're not running Architect though.
Counter spells stop everything. It's the condom Trojan dreams of making. But like condoms, if you don't have one, you still keep on playing and take the risk. Most of us wouldn't be here if this wasn't a fact.
Also, I'm not sure of the mana base. R/B and U/B lands plus Ghost Quarter if I really need a second color of something. The GQ is really there for Inkmoths and other troublesome lands.
So, after play testing I did some updates for my grixis list. This deck does so many stupid things, there aren't many decks right now that can even hope to deal with it.
I have yet to do a sideboard for it. I'm not actually sure what options I'm going to want. I'm thiking I'll need something in board to deal with Elesh Norn since Pod into Norn has been the only thing that's given me any problems, but playing game 1 deck even Vs. Sideboarded builds I have yet to find an unfavorable matchup.
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So I figured that my previous green black list could use a little work. It seems to have changed into a more Glissa-centric version which I've enclosed below.
I'm curious as to why R/B vampires hasn't been discussed? A lot of the vampires are currently passed because their mana cost is too high, they have a lot of ways of recovering from the minus ability from heartless and have a lot of evasion atm. Olivia should be fairly staple as well Falkenrath Marauders.
So, after play testing I did some updates for my grixis list. This deck does so many stupid things, there aren't many decks right now that can even hope to deal with it.
I have yet to do a sideboard for it. I'm not actually sure what options I'm going to want. I'm thiking I'll need something in board to deal with Elesh Norn since Pod into Norn has been the only thing that's given me any problems, but playing game 1 deck even Vs. Sideboarded builds I have yet to find an unfavorable matchup.
If I was to play this Grixis list I would personally make the following changes:
-1 Inferno Titan
-2 Frost Titan
-2 Sphinx
-1 Sphere of the Sun
I just think you have too many creatures. Im not sure what to put in its place but I would definitely run Tezzerets Gambit as 3-4. Works great with Skinrender and the Sphere of the suns and just draws you two cards. hmmm maybe even do 4 mana leaks and 2 gambits and change my lands accordingly. Just my opinion if I was playing blue at all I would definitely run counters of some sort.
After some play i feel draw is most important with Heartless Summoning on board, and without this enchantment draw will speed getting one. It's my first post and new standard deck too.
Sideboard: Geth's Verdict for cutting down hexproof or black Myr Superion change with Perilous Myr Dismember cheaper removal, but 4 life really hurts sometimes Skinrender 2/2 for 2 and free-low(-3/-3) dismember in one card
If I was to play this Grixis list I would personally make the following changes:
-1 Inferno Titan
-2 Frost Titan
-2 Sphinx
-1 Sphere of the Sun
I just think you have too many creatures. Im not sure what to put in its place but I would definitely run Tezzerets Gambit as 3-4. Works great with Skinrender and the Sphere of the suns and just draws you two cards. hmmm maybe even do 4 mana leaks and 2 gambits and change my lands accordingly. Just my opinion if I was playing blue at all I would definitely run counters of some sort.
Try the list as it is. Heartless accelerates creatures at the cost of card advantage, hence why I run 6 creatures for C/A. Because you're actually losing C/A to Heartless, you want to make up for it by utilizing it as fast and as strong as possible. Countermagic is actually a bad idea in a list like this because it dilutes your strategy and you want to be tapping out every turn if possible. Also, since the deck is inherently giving up on card true card advantage, counterspells just aren't going to cut it. The idea is to consistently make the most powerful plays possible as soon as possible. I've only had a few games I don't drop a turn 4 Titan or sphinx taking advantage of the multiple means to do so. I've been testing on MWS and I've played RDW, White Weenie, MBC, Solar Flare, multiple permission builds and a few different Pod and Venser lists. I also played against at least 4 other Heartless summoning lists. Overall my game record from testing it is 31-4 even playing full matches without having a sideboard ready. I really need to build a sideboard for it, but I'm not entirely decided on what needs to be in it.
I actually find it kinda humorous that you want me to cut the numbers on 2 of the best cards in the deck that much. If I could run 6 frost Titans in this list, I would. Sphinx I have at 3, but I've really been thinking on making it a 4-of. Getting a T4 Sphinx down just wins almost every time.
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Not even sure this is the right place for an Architect/Quicksilver version, but just the same, any feedback appreciated.
Most of the card choices are fairly self-explanatory I think, w/rt the Treasure/Trinket Mage toolkits. I worry I may be over-boarding a bit vs. control. Ratchet Bombs might want to be in the main too.
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The issue is not having no HS with creatures, it's having no creatures with HS. Summoning only does stuff when you have creatures to play, creatures will always do something, regardless of HS.
But having creatures (expensive ones) with no HS is much much worse than having HS, no creatures (yet), and a handful of control-ish cards.
Draft My Cube!
I think the point he's trying to make is that HS is a tool where you sacrifice card advantage for acceleration. When you play HS, it provides you no value without something to go with it, this is an effective loss of CA. So, if you're not utilizing this acceleration, there is no point to running HS. With your deck you are playing a high density of control spells and a low density of creatures, which means the odds of you taking advantage of the acceleration off of HS is very small. Also, we have to consider that a high volume of control spells emphasizes card advantage for the deck. Spending an extra card for acceleration that you're not going to be able to take advantage of is counterproductive for you.
Otherwise your list looks solid. What you might want to try is take out the 3 heartless summoning, drop ratchet bomb to the board, drop metamorph and drop ponder. Add 4 Think Twice, 3 Forbidden Alchemy, 1 Jin Gitaxias and 3 Liliana of the Veil. I think those will suit your deck a lot better. You'll probably also want to change Wurmcoil Engine into Grave Titan.
3 Solemn Simulacrum
3 Bloodgift Demon
2 Grave Titan
1 Jin Gitaxias
1 Sheoldred, Whispering One
Planeswalkers:
3 Liliana of the Veil
Instants:
4 Go for the Throat
4 Mana Leak
3 Negate
4 Think Twice
3 Forbidden Alchemy
2 Black Sun's Zenith
3 Unburial Rites
Lands:
4 Darkslick Shores
4 Drowned Catacomb
2 Seachrome Coast
1 Isolated Chapel
1 Glacial Fortress
1 Buried Ruin
5 Island
5 Swamp
1 Plains
It may not be heartless summoning anymore, but it should win more.
If you hate the deck, I'm probably playing it!
4x Perilous Myr
4x Viridian Emissary
4x Solemn Simulacrum
3x Bloodgift Demon
3x Phyrexian Rager
3x Glissa, the Traitor
3x Corpse Cur
1x Sheoldred, Whispering One
4x Heartless Summoning
3x Despise
2x Doom Blade
2x Golem's Heart
1x Go for the Throat
Lands:
10x Swamp
5x Forest
4x Woodland Cemetery
4x Ghost Quarter
4x Dismember
4x Beast Within
3x Spellskite
2x Golem's Heart
2x Viridian Corrupter
1x Despise
What do you guys think?
Standard: XDon't play.X
Legacy: BUReanimatorUB
Vintage: URBWGDBRU
3 Archon of Justice
2 Bloodgift Demon
1 Elesh Norn, Grand Cenobite
4 Perilous Myr
3 Phyrexian Rager
1 Sheoldred
4 Skinrender
3 Solemn Simulacrum
2 Wurmcoil Engine
3 Dismember
3 Go for the Throat
2 Unburial Rites
Enchantment
4 Heartless Summoning
2 Oblivion Ring
Land
4 Isolated Chapel
1 Ghost Quarter
11 Swamp
7 Plains
3 Surgical Extraction
3 Celestial Purge
1 Day of Judgment
1 Mimic Vat
3 Tezzeret's Gambit
4 Choking Fumes
This is what I managed to put together today after a bit of work and retooling of a green black version. I'm merely looking to see what color combinations offer me.
So basically, without Heartless Summoning and against aggro, you lose game 1 staring at a few of your 15 bombs in the deck.
Heartless Summoning decks need a way to do something when they don't get it out. Ramp is sometimes okay, but I would prefer to use a control shell, like in my Esper list. You can control the game for awhile or play a different role in casting big dudes to just win the game.
The only problem I've had so far was drawing either too little or too many lands at the wrong times, but I would have to say that's just Magic; Preordain has been way too good to us this last year.
Let me know how Archon of justice works for you. I run 3 myself and love it in this deck. I also run 2 Phyrexian Metamorph and just love cloning that dude. I would suggest Trying to get a Divine Reckoning in there also. So many times Ive Divined reckoning the board leaving a Bloodgift demon and destroying 2 of my Archon of Justice's just and exiling their last creature and something else usually a land and leaving the board with only my creature. Its just an awesome card.
Honestly I would get rid of the perilous myr and try to get draw card with Altar's reap. Maybe 2 Altar's Reap, 2 Phyrexian Metamorph and maybe 1 Skin render for either a board sweeper either Day of Judgement or Divine Reckoning but I prefer Divine Reckoning. Even Black Sun's Zenith would work out okay.
I haven't had a chance to test it, but I shouldn't have too much problem with Aggro. With SoTS and Sad Robot in addition to the HS I should have good consistancy with the turn 4 titan drop. I would agree fully if I didn't have any alternative, but I have plenty of means of ramping to titans and I also have the potential for the fast superion or preist with added value. Rager can also help bog down the board while lining up for my 6 drops. All things said and done, although I hate to admit it... the more I look at new decks and the new metagame, it really is first person to a Titan wins. The other card I really want to test though is palladium Myr. He facilitates Superion and provides a T4 Titan without summoning all in one card. He's also not a dead draw if I have a summoning. The thing I don't like though is that he's more vulnerable to removal.
If you hate the deck, I'm probably playing it!
You can do that or just not build around it and think of it as something extra. I personally run more than enough removal with Dismember, doomblade/GffT and 3 Liliana's to either control the early game or build enough mana to start casting stuff for regular mana cost and so far its working out just fine.
Ive had good matchups with Pod, Tempered steel and U/B control but Ive yet to play this infamous SolarFlare deck yet.
My decks
Top 4 (4th) SCG IQ 11/4/12
Wurmcoil Engines have been real good for me. With 4 wurmcoils (plus 4 treasure mages to get them and 4 metamorphs to copy them) and 4 spellskites, the mono red match is pretty good. Control has not been to bad either due to the lack of day of judgements in their lists and the speed of my deck. On the play, they can't counter turn 2 summoning and mana leak quickly becomes inneffective for them when your creatures cost 2 less and you can tap all your creatures for mana (with architect).
4 Heartless Summons, 3 Sphere of the Suns, and 4 Sad Robots make it pretty consistant to ramp into your fat even if you are not dropping an early summons.
This is what I will probably try out at FNM this week, though at this point the SB is pure conjecture:
4x Heartless Summoning
3x Doom Blade
3x Oblivion Ring
3x Day of Judgment
3x Unburial Rites
4x Solemn Simluacrum
3x Bloodgift Demon
3x Gideon Jura
2x Sunblast Angel
1x Massacre Wurm
2x Elesh Norn, Grand Cenobite
3x Buried Ruin
1x Ghost Quarter
8x Swamp
9x Plains
3x Timely Reinforcements
3x Stony Silence
3x Surgical Extraction
3x Tribute to Hunger
2x Revoke Existance
1x Ghost Quarter
This has mostly been my experience as well, but I was still having a lot of problem with the control matchup. Added in a tiny white splash (some seachromes, isolated chapels, and two Plains) so that I could start abusing Unburial Rites. Combine it with Buried Ruin and I have a fairly solid recursive engine to fight the long game.
Still looking for a way to deal with sworded-up Inkmoths though. Ghost Quarter exists, but it would be the death of my mana base...
Edit: Also, the green splash in the Architect build did not work out at all. Tried adding frost titans and going for a pseudo-mana-denial strategy (akin to what RUG used to do with Lotus Cobras) but ended up suffering from mana issues harder than my opponents. Still definitely do-able if you're not running Architect though.
My Trade Thread!
//Creatures:
4 Perilous Myr
2 Myr Superion
3 Treasure Mage
4 Grand Architect
3 Priest of Urabrask
2 Entomber Exarch
2 Urabrask the Hidden
3 Wurmcoil Engine
2 Inferno titan
1 Sheoldred, Whispering One
3 Sphere of the Suns
4 Heartless Summoning
4 Dismember
//Lands:
3 Darkslick Shores
3 Drowned Catacomb
4 Dragonskull Summit
2 Blackcleave Cliffs
3 Ghost Quarter
3 Island
3 Swamp
3 Mountain
I worried that I will run into times when I'm not drawing gas. Ponder, Phyrexian Rager, Forbidden Alchemy, Think Twice?
Also, I'm not sure of the mana base. R/B and U/B lands plus Ghost Quarter if I really need a second color of something. The GQ is really there for Inkmoths and other troublesome lands.
3 Bloodgift Demon
4 Mentor of the Meek
2 Bloodline Keeper
2 Elesh Norn,
2 Sheoldred,
3 Entomber Exarch
2 Sun Titan
2 Solem Simulacrum
3 Liliana Vess
2 Oblivion Ring
3 Dismember
2 Unburial Rites
3 Heartless Summoning
4 Ghost Quarter
4 B/w Dual
9 Swamp
7 Plains
Modern
xWBAffinityBWx
BBBVampiresBBB
BURGDice FactoryGRUB
Check out the Primer!
My decks
Top 4 (4th) SCG IQ 11/4/12
4 Blackcleave Cliffs
4 Darkslick Shores
4 Swamp
4 Island
4 Mountain
4 Sulfur Falls
4 Solemn Simulacrum
3 Inferno Titan
4 Frost Titan
3 Consecrated Sphinx
2 Urabrask the Hidden
3 Skinrender
2 Palladium Myr
3 Bloodgift Demon
4 Hearless Summoning
4 Sphere of the Suns
4 Ponder
I have yet to do a sideboard for it. I'm not actually sure what options I'm going to want. I'm thiking I'll need something in board to deal with Elesh Norn since Pod into Norn has been the only thing that's given me any problems, but playing game 1 deck even Vs. Sideboarded builds I have yet to find an unfavorable matchup.
If you hate the deck, I'm probably playing it!
3 Glissa, The Traitor
2 Bloodgift Demon
3 Phyrexian Rager
2 Skinrender
4 Perilous Myr
2 Phyrexian Metamorph
2 Solemn Simulacrum
2 Wurmcoil Engine
2 Sheoldred, Whispering One
3 Dismember
4 Go for the Throat
3 Beast Within
Enchantment
4 Heartless Summoning
Artifact
1 Sword of War and Peace
3 Black Sun's Zenith
3 Phyrexian Vatmother
3 Skithiryx, the Blight Dragon
3 Surgical Extraction
3 Creeping Corrosion
The sideboard of the deck can swap it out into a form of Infect aggro which should surprise my opponent.
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
If I was to play this Grixis list I would personally make the following changes:
-1 Inferno Titan
-2 Frost Titan
-2 Sphinx
-1 Sphere of the Sun
I just think you have too many creatures. Im not sure what to put in its place but I would definitely run Tezzerets Gambit as 3-4. Works great with Skinrender and the Sphere of the suns and just draws you two cards. hmmm maybe even do 4 mana leaks and 2 gambits and change my lands accordingly. Just my opinion if I was playing blue at all I would definitely run counters of some sort.
3 Ghost Quarter
21 Swamp
Spells(16)
3 Altar's Reap
3 Doom Blade
3 Go for the Throat
3 Tribute to Hunger
4 Heartless Summoning
4 Perilous Myr
4 Phyrexian Rager
4 Entomber Exarch
1 Phyrexian Metamorph
4 Bloodgift Demon
1 Reaper from the Abyss
2 Sheoldred, Whispering One
3 Geth's Verdict
4 Myr Superion
4 Dismember
4 Skinrender
After some play i feel draw is most important with Heartless Summoning on board, and without this enchantment draw will speed getting one. It's my first post and new standard deck too.
Sideboard:
Geth's Verdict for cutting down hexproof or black
Myr Superion change with Perilous Myr
Dismember cheaper removal, but 4 life really hurts sometimes
Skinrender 2/2 for 2 and free-low(-3/-3) dismember in one card
Try the list as it is. Heartless accelerates creatures at the cost of card advantage, hence why I run 6 creatures for C/A. Because you're actually losing C/A to Heartless, you want to make up for it by utilizing it as fast and as strong as possible. Countermagic is actually a bad idea in a list like this because it dilutes your strategy and you want to be tapping out every turn if possible. Also, since the deck is inherently giving up on card true card advantage, counterspells just aren't going to cut it. The idea is to consistently make the most powerful plays possible as soon as possible. I've only had a few games I don't drop a turn 4 Titan or sphinx taking advantage of the multiple means to do so. I've been testing on MWS and I've played RDW, White Weenie, MBC, Solar Flare, multiple permission builds and a few different Pod and Venser lists. I also played against at least 4 other Heartless summoning lists. Overall my game record from testing it is 31-4 even playing full matches without having a sideboard ready. I really need to build a sideboard for it, but I'm not entirely decided on what needs to be in it.
I actually find it kinda humorous that you want me to cut the numbers on 2 of the best cards in the deck that much. If I could run 6 frost Titans in this list, I would. Sphinx I have at 3, but I've really been thinking on making it a 4-of. Getting a T4 Sphinx down just wins almost every time.
If you hate the deck, I'm probably playing it!
4 Grand Architect
4 Treasure Mage
2 Trinket Mage
3 Spellskite
4 Myr Superion
1 Hex Parasite
3 Wurmcoil Engine
2 Blightsteel Colossus
Spells (11):
1 Nihil Spellbomb
1 Elixir of Immortality
4 Quicksilver Amulet
4 Heartless Summoning
1 Spine of Ish Sah
4 Drowned Catacomb
4 Darkslick Shores
4 Glimmerpost
2 Buried Ruin
2 Phyrexia's Core
7 Island
3 Swamp
1 Nihil Spellbomb
1 Consecrated Sphinx
1 Mindslaver
2 Go for the Throat
1 Wurmcoil Engine
1 Batterskull
2 Mental Misstep
3 Ratchet Bomb
2 Druidic Satchel
1 Contagion Engine
Not even sure this is the right place for an Architect/Quicksilver version, but just the same, any feedback appreciated.
Most of the card choices are fairly self-explanatory I think, w/rt the Treasure/Trinket Mage toolkits. I worry I may be over-boarding a bit vs. control. Ratchet Bombs might want to be in the main too.