It's interesting, but is it better than The Immortal Sun? It's at least a good budget option. Seems absurd if you can cast it turn 3, but otherwise it's kind of a bad Lodestone Golem.
I actually think it’s great. The deck definitely has room for 2 6 drops or more if you have access to them in your board. This is where I’m headed with mine.
I actually think the plainswalker part is the least important. Drawing an extra card is by far the most important and then the anthem and then the reduction imo.
but dont they have to keep recasting a mox or something? I thought the combo worked by recasting mox and saccing it and getting it back and so on and so forth. Damping Sphere makes things more expensive so after they do it 2-3 times they wont have mana for it.
Im not sure why you mention architect and creatures. I was responding to Ace when he mentioned KCI combo.
Wasn’t quoted or in any way noted so sorry. Kci deals with artifacts and enchantments easily though.
I feel like jtms is just better than Karn in the board. I’ve never felt like I had a lack of p/t from my creatures and jtms is just better at card advantage imo. Especially when you’re running scooter/aa to clear away stuff you don’t want. Karn is good in affinity but I think that’s because their deck is literally all artifacts where as we can have aa, engineer, wanderer, architect all out that do nothing to help Karn.
First 2-3 turns are what matter the most in modern. Also you can easily run 2 Minamo, School at Water's Edge to help traxos untap easily and at instant speed if needed.
Has no one liked the immortal sun? I’m still on 1 and loving it.
Seems like a worthy addition to the deck. Another consistency tool for a deck that needs it badly. I don't really see a reason not to run this over sage of epityr for those who play the card.
Sage actually sets up your t2 as well as looting with copter.
First time posting in this thread but after seeing the mtggoldfish videos and reading this whole post (44 pages is a lot ) I've thought on a build that at least to me seems very appealing but I would like to know what do you think about. Also I've some questions to throw at you guys so here we go.
I can see this list goldfihing a lot and tapping any of our one drop to cast copter/ walker/throne seems very appealing and favorable winds + hangarback walker seems like combo wombo, cause if they kill it, probably they will die and if not kill it you can sit on it or do some gross things.
The throne is the nut and in this deck is really gross
Anyways as I've said I've some questions:
1) in your lists you are not playing any kind of removal (besides walking ballista). Do you think a deck like this one would need it??
2) All your lists have 4 lodestone golem. Are they mandatory?? I see them really weak and easily removable so not sure if they worth it.
3) Not sure if use Siren Stormtamer or signal pest in this slot
4) there are more questions but I don't want to bore you so any help is very appreciated and welcome.
Lot of thanks.
Walking balista is kinda the best card so I can't imagine going down to 0.
When do you have mana up to activate it? Granted I don't play the deck much anymore but when I did I was tapped out the first 3 turns minimum or just too far behind for it to matter.
Pest t1 still works fine with engineer t2 and pest can try to crew copter if throne is out. Also if you play gift pest is a great target to be reanimated.
My point is : on turn 1 and 2, mausoleum wanderer and judge's familiar are strictly better cards than signal pest in any case. After that, I don't know.
Ok but if you are strictly talking t1-2 sage is even better because it sets up your next 4 turns potentially. I don't think you can look at a card for only it's value in t1-2 when analyzing it.
Once Nexus is a creature it can produce mana for Myr superion : you can play myr on turn 3 if you played etherium sculptor and blinkmoth Nexus on turn 2. So it's more like you have 12 ways of playing Myr in your deck. (Sculptor and Nexus count as 1/2)
Signal pest and master of etherium are better together, obviously. Personnaly I wouldn't play pest without master.
As weird as this sounds, signal pest is actually more a mid-lategame card: pest is quite bad when played on turn 1 (we can't crew copter with it, we can't really use the battlecry effect because there is a 100% chance it's going to attack alone on turn 2). However pest starts being good after turn 3, and that's when judge's familiar starts getting weaker.
If you can play turn 1 wanderer - turn 2 engineer/sculptor and then play multiple signal pests, that's really the best opener you can get. Signal pest is also the only way to play a huge master of etherium on turn 2. But it's not really likely to happen...
Pest t1 still works fine with engineer t2 and pest can try to crew copter if throne is out. Also if you play gift pest is a great target to be reanimated.
Let's see how this build works and I will let you know but it looks promising, Sage of Epityr is quite weak as an attacker but it helps goldfishing as it helps you find that card you want on T2 (most probably Chief Engineer)
Sculptor should be in every list as a 4 of. Sage is great in the opener (I also cut 1 land while running sage) and then good again later when recurring off of gift imo.
As for champion of wits it's a 3 drop and the whole reason for me going smaller was to get away from 3 drops like master so I could ramp out gift faster.
Not an expert on Vengevine.dec but it's engine depends on finding and resolving looting spells (Looting and Reunion) to do the thing.
Have a Bird into Thorn and the deck is mostly stopped. Cage, Relic, Wurmcoil, Battlesphere, even Spellbomb, big Ballista, Hangarback if necessary, Thorn, Spellskite... we are not defenseless.
And the deck didn't took down an Open, not even top32.
Well this version can just go over the top of you too. It uses neonate to discard as well and taxing 1 drop creatures isn't going to stop it too much. Battle rage and BI are scary as well even if taxed for a couple mana. The g/r new version usually has a nice boardstate by t3 so if you get behind a turn it'll be hard to catch up. The meta is so go fast or go high on mana producers that that's why I'm trying cutting lodestone for more speed on starts and then relying in god-pharaoh's gift for the late game.
Neonate doesn't produce starts we are worried about, not even 2 copies. Noncreature loot spells are the important ones.
What is the point in cutting Lodestones for speed just to play Gift in the late game? If this deck loses midgame plays then it becomes disjointed, like playing Goblin Guide and Inferno Titan in the same deck.
It produces a discard outlet you can't counter is the point. With that list you likely aren't catching their t1/t2 acceleration while keeping your aggro plan. The new g/r list runs bolts too. Gifts with more 1 drops give you the opportunity to go wider more aggressively imo (this also gets you 4/4's). This has allowed me to be more aggressive with balistas as well because emptying them and reloading is an actual thing.
Not an expert on Vengevine.dec but it's engine depends on finding and resolving looting spells (Looting and Reunion) to do the thing.
Have a Bird into Thorn and the deck is mostly stopped. Cage, Relic, Wurmcoil, Battlesphere, even Spellbomb, big Ballista, Hangarback if necessary, Thorn, Spellskite... we are not defenseless.
And the deck didn't took down an Open, not even top32.
Well this version can just go over the top of you too. It uses neonate to discard as well and taxing 1 drop creatures isn't going to stop it too much. Battle rage and BI are scary as well even if taxed for a couple mana. The g/r new version usually has a nice boardstate by t3 so if you get behind a turn it'll be hard to catch up. The meta is so go fast or go high on mana producers that that's why I'm trying cutting lodestone for more speed on starts and then relying in god-pharaoh's gift for the late game.
Has anyone tried Spellskite in the main? Seems like an easy choice to protect our enablers from removal spot while it's our best card against auras and it also helps a lot against affinity since it can redirect modular from Arcbound Ravager.
This is the list I want to test this week before GP Birmingham, I can't drop Master of Etherium as easily as Xaanto since I think it's key to the deck, yeah, sometimes you will play him as a 1/1 for 3 but being a blue artifact that pumps other artifacts is extremely useful even if he is not hitting, I prefer it over Myr Superion which in the end suffers the same problem Tarmogoyf does, it's too easy to kill with Fatal Push.
I'd suggest cutting 1 wurmcoil for a second god-pharaoh's gift and maybe cut some things to get judges as they have evasion and stop combo better early. Why the fetches?
I actually think it’s great. The deck definitely has room for 2 6 drops or more if you have access to them in your board. This is where I’m headed with mine.
1 God-Pharaoh's Statue
3 Smuggler's Copter
1 Throne of the God-Pharaoh
Artifact Creature (12)
4 Etherium Sculptor
4 Lodestone Golem
4 Walking Ballista
Creature (20)
4 Chief Engineer
1 Deputy of Detention
4 Grand Architect
4 Judge's Familiar
4 Mausoleum Wanderer
3 Sage of Epityr
3 Karn, The Great Creator
Land (20)
1 Academy Ruins
2 Cavern of Souls
1 Hallowed Fountain
1 Minamo, School at Water's Edge
4 Misty Rainforest
1 Oboro, Palace in the Clouds
2 Polluted Delta
8 Snow-Covered Island
1 Basilisk Collar
2 Damping Sphere
2 Deputy of Detention
1 God-Pharaoh's Gift
1 Grafdigger's Cage
1 Mycosynth Lattice
1 Pithing Needle
1 Relic of Progenitus
1 Spellskite
2 Thorn of Amethyst
1 Torpor Orb
1 Wurmcoil Engine
Wasn’t quoted or in any way noted so sorry. Kci deals with artifacts and enchantments easily though.
Architect and creatures making mana isn’t stopped by shere at all. Sphere stops lands.
Has no one liked the immortal sun? I’m still on 1 and loving it.
Sage actually sets up your t2 as well as looting with copter.
Walking balista is kinda the best card so I can't imagine going down to 0.
Ok but if you are strictly talking t1-2 sage is even better because it sets up your next 4 turns potentially. I don't think you can look at a card for only it's value in t1-2 when analyzing it.
Pest t1 still works fine with engineer t2 and pest can try to crew copter if throne is out. Also if you play gift pest is a great target to be reanimated.
Sculptor should be in every list as a 4 of. Sage is great in the opener (I also cut 1 land while running sage) and then good again later when recurring off of gift imo.
As for champion of wits it's a 3 drop and the whole reason for me going smaller was to get away from 3 drops like master so I could ramp out gift faster.
It produces a discard outlet you can't counter is the point. With that list you likely aren't catching their t1/t2 acceleration while keeping your aggro plan. The new g/r list runs bolts too. Gifts with more 1 drops give you the opportunity to go wider more aggressively imo (this also gets you 4/4's). This has allowed me to be more aggressive with balistas as well because emptying them and reloading is an actual thing.
Well this version can just go over the top of you too. It uses neonate to discard as well and taxing 1 drop creatures isn't going to stop it too much. Battle rage and BI are scary as well even if taxed for a couple mana. The g/r new version usually has a nice boardstate by t3 so if you get behind a turn it'll be hard to catch up. The meta is so go fast or go high on mana producers that that's why I'm trying cutting lodestone for more speed on starts and then relying in god-pharaoh's gift for the late game.
I'd suggest cutting 1 wurmcoil for a second god-pharaoh's gift and maybe cut some things to get judges as they have evasion and stop combo better early. Why the fetches?