I'm running Lightning Greaves over Spellskites since I can't afford them at the moment. I haven't put together a sideboard yet, any suggestions would be welcome.
I have been having some luck on MTGO with this list. I have been playing MUD in legacy for years and wanted to do something similar in Modern. I originally tried to do exactly what MUD does and try to lock the board down with Lodestone Golem type effects and Chalice of the Void. In my testing the lack of Sol lands or reliable ways to make 4+ mana on turn 2 hurts that strategy. If you are on the draw Lodestone and Chalice don't do nearly enough, because your opponent has likely played anything you wanted to stop or delay. That being said I think Chalice should be in the board for burn and other aggressive strategies.
I think you have to run some number of Spellskite main as this deck is soft to fast aggro / combo strategies game one. You also want to have various answers to a wide field and ways to recur them.
So thinking of that and taking my Legacy experience into consideration this is the list I came up with. It has answers to most of the field and has several different paths to victory; U beats, man land beats, infect, I even won a game using only Staff of Nin and recurring Contagion Engine with Master Transmuter.
If you haven't tried Master Transmuter yet, she is an all-star. Being able to recur Engine, Staff (to get rid of a 2 toughness creature), Spine of Ish Sah, and Sundering Titan is amazing. It also adds another protection type spell as you can return a targeted artifact to your hand and immediately put it back into play. And EOTing a Blightsteel Colossus is always a ton of fun. It does die to Lightning Bolt and Path to Exile but it dodges Abrupt Decay.
Vedalken Engineer seems to be under rated on this thread. People kill you mana dorks and while Chief Engineer is very good and a great blocker, it is still very reliant on you having a multitude of creatures on the field to be truly useful; where as VE produces 2 on its own. VE also taps for colored mana that can be used on artifact abilities, which is awesome for Master.
Phyrexia's Core is in there for some added protection from exile effects, since the deck runs both Academy Ruins and Buried Ruin for graveyard recursion. It also has some play against aggro strategies.
Faerie Conclave is my replacement for Mishra's factory, because the flying is a real plus and it gets pumps from Grand Architect. I have been able to close a few games out with them after board wipes.
Halimar Depths is for some deck manipulation. If I had more shuffle effects I could see going up on their number and reducing Conclave to 3. But I am not sure I want to run fetches as Bloodmoon then becomes a serious issue.
Both Depths and Conclave are in the deck as substitute one drops. Both are strong and nothing has felt wrong so far in testing.
Once I figure out my board I will post it as well.
My experience in Modern is not as vast as it is in Legacy so if I made any big mistakes let me know. I can say that I have not settled on a board yet, and need to test against POD some more but from the 20 odd games I have jammed on MTGO I think this Archetype has some real potential. If anyone has any questions in regards to card choices or anything let me know.
Why a single Capsule? Recurring it with Ruins is terribly slow, and by itself it's an unimpressive kill spell. I would maindeck an Engineered Explosives instead since its a bigger impact card, and can save you against tokens, buy a turn against twin, and kill lots of zoo critters.
I also wonder if Greaves is truly necessary. Engineer and Architect have pseudo-haste on their abilities, and you retain priority between their resolution and ability activation (similar to Planeswalkers), so if you can save them right up until the last minute, the Greaves only serve to give them Shroud, which, if you play your cards right, is irrelevant since your win condition is already in place (unless its something like Blighsteel, in which case Greaves wins on the spot).
Executioner's Capsule is purely a Trinket Mage target - right now the only removal spells are that and Duplicant. It could certainly be swapped for Engineered Explosives. I think Capsule might be the better mainboard pick since it has broader application, but one or the other probably deserves a spot in the side.
Wow your list and description are basically what went through my head when building. I just took mine down the 12 enabler path!
The Lodestone and Amethyst situation you present it simply fantastic. Both those cards were in my earlier builds but got cut because....well I don't remember why!
When it comes to the 1cmc I think Certarch is definitely 2nd best choice. If you're really trying to make the opponent pay extra for their spells, then adding the threat of the Judge's Familiar to the equation would throw that strategy an extra bone. Additionally I use the Architects and Metamorphs copying them as lords for the owl who can starting eating Delver swings as early at T4 with enough love pumps. That plus flying means it can swing for healthy chunks. This is all synergy that has NOTHING to do with artifacts so it won't be hated as bad as losing metalcraft.
Your lack of Cavern of Souls warrants explanation too. Maybe I've just got PTSD from playing against control too much...
Thanks! The land base definitely needs work, and I honestly feel this deck needs more than 20 lands to operate well. You really need to hit your 3 drops to get the ball rolling, but I'm not sure where to start cutting. I think maybe the Sphinx Summoners can be trimmed back. Also, I really feel like Solemn Simulacrum can help, especially in a land light build, but it's a pretty low-impact spell overall.
You've sold me on Judge's Familiar. I think anything that slows our opponent down enough to let us set up, or protect our important guys, even for just one turn, warrants consideration. I think it serves both purposes better than Vedalken Certarch.
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Chief Engineer and Grand Architect both want you to curve out aggressively with turn 1 blue creature, turn 2 blue creature, turn 3 blue creature. This really puts a hamper on the deckbuilding. Basically, if you're not doing this, the deck isn't operating at 100% efficiency. As others have discussed, there is pretty much only one 1-drop blue creature that doesn't feel bad to run here: Vedalken Certarch. This little guy actually has significant value at all stages of the game. Judge's Familiar is another option, and plays nice with effects like Lodestone Golem and Thorn of Amethyst.
Thorn of Amethyst and Lodestone Golem provide unique, powerful effects that really put the nails to combo decks while being able to be dodged if you build your deck around it. I am not sure if Thorn warrants maindeck inclusion - it is pretty much dead in creature matchups after all. It's certainly no Sphere of Resistance. We do have Trinisphere but I'm not sure that's what this deck wants. Lodestone Golem, on the other hand, I feel is a must include. It simply hoses a lot of decks straight out of the gate while providing a solid clock to boot. Yes, it dies to Lightning Bolt and Path to Exile (now 2cc spells :P) but thankfully it dodges Abrupt Decay. Also worth noting, these effects become significantly more unfair if you have a Phyrexian Metamorph handy to double down.
The next issue is protection. As many have already mentioned, both Chief Engineer and Grand Architect are extremely fragile. Without some form of protection, you are begging to be blown out. There are only two cards that really stand out as options to consistently protect your guys without being a total waste of deck space - Spellskite and Lightning Greaves. Both of these get worse in multiples. Another powerful effect that both attacks your opponent's strategy and protects yours is Chalice of the Void. Chalice on 1 blanks a HUGE portion of the field - including the dreaded Lightning Bolt and Path to Exile. If you haven't played with it before, you would be amazed at the things this little card can do. The best part is, like the other lock pieces, you can build your deck in a way to mostly dodge this effect. And it can be searched up with Trinket Mage
I'm still not sure you need more than 8 artifact cheapeners - if you are familiar with the old "Rule of 8" tenet in MTG deckbuilding, you understand. (Basically, it states that if you want to guarantee yourself seeing 1 of any particular effect every game, you generally run 6-8 copies of that effect. This rule is commonly seen followed by the majority of combo decks but applies to any strategy revolving around synergy and specific interactions.) I have faith in this strategy and think the redundancy is finally there for it to be a viable option in Modern. I can't wait to hear what else you guys come up with.
Edit: The land base is a bit rough, as I just threw it together, but I think it's important to include at least 1 Darksteel Citadel to find with Trinket Mage since this build is so land light.
1x Swamp
4x Underground River
4x Watery Grave
4x Darkslick Shores
3x Temple of Deceit
1x Creeping Tar Pit
1x Buried Ruin
1x Academy Ruins
1x Tectonic Edge
1x Urborg, Tomb of Yawgmoth
4x Treasure Mage
4x Grand Architect
4x Lodestone Golem
3x Phyrexian Metamorph
2x Sphinx Summoner
2x Wurmcoil Engine
1x Duplicant
1x Platinum Angel
2x Inquisition of Kozilek
4x Lightning Greaves
4x Heartless Summoning
I'm running Lightning Greaves over Spellskites since I can't afford them at the moment. I haven't put together a sideboard yet, any suggestions would be welcome.
Interesting build, I'm curious what your experience against various decks have been.
Have you considered Trinket Mage? And if so, what would you think of UrzaTron + Expedition Map?
Also, no love for Phyrexian Metamorph?
Executioner's Capsule is purely a Trinket Mage target - right now the only removal spells are that and Duplicant. It could certainly be swapped for Engineered Explosives. I think Capsule might be the better mainboard pick since it has broader application, but one or the other probably deserves a spot in the side.
I would suggest you play some games with Lightning Greaves, as it serves a much greater purpose than simply protecting your cheapeners - it also makes your Lodestone Golems, Wurmcoil Engine, and Platinum Angel significantly better.
Thanks! The land base definitely needs work, and I honestly feel this deck needs more than 20 lands to operate well. You really need to hit your 3 drops to get the ball rolling, but I'm not sure where to start cutting. I think maybe the Sphinx Summoners can be trimmed back. Also, I really feel like Solemn Simulacrum can help, especially in a land light build, but it's a pretty low-impact spell overall.
You've sold me on Judge's Familiar. I think anything that slows our opponent down enough to let us set up, or protect our important guys, even for just one turn, warrants consideration. I think it serves both purposes better than Vedalken Certarch.
Chief Engineer and Grand Architect both want you to curve out aggressively with turn 1 blue creature, turn 2 blue creature, turn 3 blue creature. This really puts a hamper on the deckbuilding. Basically, if you're not doing this, the deck isn't operating at 100% efficiency. As others have discussed, there is pretty much only one 1-drop blue creature that doesn't feel bad to run here: Vedalken Certarch. This little guy actually has significant value at all stages of the game. Judge's Familiar is another option, and plays nice with effects like Lodestone Golem and Thorn of Amethyst.
Thorn of Amethyst and Lodestone Golem provide unique, powerful effects that really put the nails to combo decks while being able to be dodged if you build your deck around it. I am not sure if Thorn warrants maindeck inclusion - it is pretty much dead in creature matchups after all. It's certainly no Sphere of Resistance. We do have Trinisphere but I'm not sure that's what this deck wants. Lodestone Golem, on the other hand, I feel is a must include. It simply hoses a lot of decks straight out of the gate while providing a solid clock to boot. Yes, it dies to Lightning Bolt and Path to Exile (now 2cc spells :P) but thankfully it dodges Abrupt Decay. Also worth noting, these effects become significantly more unfair if you have a Phyrexian Metamorph handy to double down.
The next issue is protection. As many have already mentioned, both Chief Engineer and Grand Architect are extremely fragile. Without some form of protection, you are begging to be blown out. There are only two cards that really stand out as options to consistently protect your guys without being a total waste of deck space - Spellskite and Lightning Greaves. Both of these get worse in multiples. Another powerful effect that both attacks your opponent's strategy and protects yours is Chalice of the Void. Chalice on 1 blanks a HUGE portion of the field - including the dreaded Lightning Bolt and Path to Exile. If you haven't played with it before, you would be amazed at the things this little card can do. The best part is, like the other lock pieces, you can build your deck in a way to mostly dodge this effect. And it can be searched up with Trinket Mage
Based on those thoughts, here is my build:
4 Watery Grave
3 Scalding Tarn
3 Misty Rainforest
4 Darksteel Citadel
1 Academy Ruins
4 Vedalken Certarch
3 Spellskite
1 Phyrexian Revoker
4 Chief Engineer
2 Trinket Mage
2 Treasure Mage
4 Grand Architect
4 Phyrexian Metamorph
4 Lodestone Golem
4 Sphinx Summoner
1 Duplicant
1 Wurmcoil Engine
1 Platinum Angel
1 Executioner's Capsule
3 Lightning Greaves
4 Thorn of Amethyst
1 Pithing Needle
1 Relic of Progenitus
1 Grafdigger's Cage
8 metagame slots
Some cards I considered that ultimately didn't make the cut:
I'm still not sure you need more than 8 artifact cheapeners - if you are familiar with the old "Rule of 8" tenet in MTG deckbuilding, you understand. (Basically, it states that if you want to guarantee yourself seeing 1 of any particular effect every game, you generally run 6-8 copies of that effect. This rule is commonly seen followed by the majority of combo decks but applies to any strategy revolving around synergy and specific interactions.) I have faith in this strategy and think the redundancy is finally there for it to be a viable option in Modern. I can't wait to hear what else you guys come up with.
Edit: The land base is a bit rough, as I just threw it together, but I think it's important to include at least 1 Darksteel Citadel to find with Trinket Mage since this build is so land light.