Do you see the deck playing a aggressive, tempo, or control role. I realize in different matchups it might play different roles, but it maybe correct to tune the maindeck to play one of these roles and be able to tune to other roles in the sideboard games, or do you find that some middle ground is working in the main deck?
In my view aggressive approach would be with 4 Signal Pest and Master of Etherium.
Those cards did nothing in my testing, so I am off that route.
That said, with Lantern as PT winner, Pests become more interesting in helping Throne and Ballista fightning against it.
I also don't see the deck successfully control everything Modern has to offer, we are not fully stopping what the other side wants to do.
I hope Thorn and Lodestone can stop some degenerate combo, or maybe equip Ballista with some death rays to stop assault, but we are not specialized for either.
As primarily Merfolk player, I find myself more in the middle, aggro or tempo, I want to curve out, to use all my mana every turn.
In this case, if I can have turn 3 attacking creature equipped with sword; big Ballista; al my hand out with multiple threats; Trinket Maged perfect answer and played it immediately because turn 2 accelerator, then I am happy.
Good thing is that blue is bff with artifacts (Whir of invention says Hi!), we can always expect some headscratcher in new sets (just like Humans deck), so that is exciting, even if we are not tier1.
What approach everybody else has: aggro, tempo, control?
Disruption is key, you can't expect to have a tier deck just by bashing face. If you're aggro, you still have to be very disruptive like Humans.
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LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
Green is not really friendly to artifacts. Before diving into green for chunks of hunk, have you tried Myr Battlesphere, God-Pharaoh’s Gift or even Inkwell Leviathan? Gearhulk can never be paid by only creatures, we always need at least GG and mana base took great hit against Burn, Scapeshift and Blood Moon.
Not that I tried your build, maybe it’s great, I am just concerned since blue isn’t lacking beef.
Played 2 Online Leagues today: 4:1 twice, lost to Jund when we were in topdeck mode, I had Master of Waves but he played Liliana of Last Hope (next draws all x/1s); lost to GW Tron (this is not Merfolk, no Spreadins Seas here, he had everything).
Speaking of Merfolk, luckily that wasn't my deck of choice today because I beat Devoted Elves, Affinity and TWO Lanterns, which would never happen
Copter was MVP as usual since Affinity can't past through it, blocks Etched and drew many cards through both Leagues. Play of the day: against Elves, he Reclamation Saged my Ballista so it pinged it on his way to graveyard. He played Ezuri and this was my "cue" that the game is ending next turn. I need something. But I drew Academy Ruins. Then it hit me. Crew Copter, Ruins the Ballista to top, draw it with Copter, play for million with Architect and gang, equip Collar that was already there...
LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
I am thinking about Spreading Seas because big mana decks are still a problem, Explosives (Bogles, Lantern, Shadow...) and something for Spell Queller/Verdict decks (not knowing if Stony is coming is harsh).
Just from solitaire reps the deck performs better in the mid to late game scenarios with much smoother draws. Rusalka is the natural response to spot removal decks. It makes it easier not only to get to your Gift copies but pays off with the resources you traded in on your way there. Also solves my problem with the deck, which is flooding with low-impact spells and lands, usually in equal number. It provides a much less redundant curve if your tempo is lacking, which helps when we have to hunker down and play for the late game.
Currently too busy for additional writing but very much welcome to any C&C
I have done more testing and replaced Kira with a Grafted Wargear. It can keep Ballista alive for those times when you need to disperse all its counters into your opponent's creatures. It gives you more range in game ones because your topdecks actually cut into the opponent's life total. And most importantly, it is an additional way to meaningfully interact with GPG.
Topdeck a dinky creature, slide wargear on it, slide it off and back onto something without summoning sickness, BOOM dinky creature is now a 4/4 Zombie token. Been loving this change!
I have done more testing and replaced Kira with a Grafted Wargear. It can keep Ballista alive for those times when you need to disperse all its counters into your opponent's creatures. It gives you more range in game ones because your topdecks actually cut into the opponent's life total. And most importantly, it is an additional way to meaningfully interact with GPG.
Topdeck a dinky creature, slide wargear on it, slide it off and back onto something without summoning sickness, BOOM dinky creature is now a 4/4 Zombie token. Been loving this change!
I would think Grafted Wargear is good with Mausoleum Wanderer, especially but any cheap flyer becomes a threat with this on the board.
Yeah it was putting in work last night. Made some deck design mistakes... I think Gift needs to be a singleton and maaaaybe only fits in with a 23 land deck, that features an Inventors' Fair as the 'second copy'.
Planning for my LGS. The meta is:
2-3x Lantern Prison
1-2x RG Titanshift
1-?x Burn
1-?x UR Gifts Storm
2-?x URx Control
1-?x Elves
1-?x Martyr Proc
1x Scrap Trawler Eggs
1-3 Tempo (Ug Fish, Uw Spirits, etc)
1-?x Jund
1-?x BR Hollow One
5+ Tier 3 lists, inefficiently racing or controlling
In a rush for work but will get to writing out an ideal shell matrix for each problem matchup and which Maybeboard cards to keep in the rotation of the 75 depending on what the room will look like. Worst beating is the KComm + Snapcaster matchup (duh) but other than that there are ways to hedge that I think are reasonable. As it stands I wish I had the Revokers last night but I'll stay posted with more findings and data as I try to break the Gift without going overboard.
As an aside, I think Negate is going to move into the board instead of Thorn for some matchups, because I would rather not tax either player in certain midrange matchups where Lodestone + Thorn is too unreliable, or we can't race them fast enough to get those online.
In an attempt to make this aggro version more streamlined, I moved my Wurmcoil Engines to the sideboard. It almost feels like an ultra budget version of Merfolk to me now, with our ability to spam out artifacts providing us tempo similar to Aether Vial. I mean, I am only 9-6 with this version, which isn't great, but not bad for a deck that is potentially hundreds of dollars cheaper than Merfolk. The mana base is the only pricey thing about this deck, and it can easily be scrapped for good old mono blue. I like the versatility that Thalia and Path bring to the sideboard, but Thorn of Amethyst + Dismember are reasonable substitutes.
Please let me know if you have any suggestions, or if you think I am crazy Either way, I look forward to haring your thoughts.
Glad to see there's still action in this thread.
I took a hiatus from the deck waiting for a Baleful Strix reprint ...
Anyways, been playing it randomly again. I feel like card advantage is still a weakness I haven't discovered how to synergize well with the taxing effects of Lodestone Golem. Since I run Aether Vial, I've been thinking of creatures that add card draw...
We have many options for improving our hand: Chart the Course, Military Intelligence, S. Copter, Bident of Thassa, Glint-Nest Crane, Sword of Fire&Ice...
Altar and Staff are not it.
We have many options for improving our hand: Chart the Course, Military Intelligence, S. Copter, Bident of Thassa, Glint-Nest Crane, Sword of Fire&Ice...
Altar and Staff are not it.
Yeah a big proponent of game one victories is to have most of the cards "just win" rather than net value. I guess since we are primarily an aggressive shell, if we net value it has to either be game-winning outright or part of (or a reinforcement of) the aggro plan to actually 'net value'.
I've happened across some strange and peculiar lists and one was constantly being tweaked with some strong magic-league performances. It used Ongoing Investigation, which is interesting because it's not just outright dead against other aggro decks when you can gain 2 life spurts.
Have been undefeated with it so far in matches. You can get some clues to go under your own Bridge and then represent the Mindshrieker infinite. That or play a turn 1 dude, turn 2 Pili-Pala, turn 3 swing with Pili-Pala, play Architect, tap Architect to activate Pili-Pala to turn itself blue, use the 1-drop to untap it to go infinite, Trophy Mage for Staff to draw the deck or just Ballista to the dome if you already have it.
It fits into the same niche of your GW Value Town decks and still fulfills on the promise of sometimes just beating face game 1 without a combo kill, but in this case it can mulligan better against other combo decks due to its wide array of three card combos
Yeah a big proponent of game one victories is to have most of the cards "just win" rather than net value. I guess since we are primarily an aggressive shell, if we net value it has to either be game-winning outright or part of (or a reinforcement of) the aggro plan to actually 'net value'.
I agree, I like incremental advantage with 2-for-1 type effects. My version of the deck is less aggro and leans more into midrange.
Since its creature based, particularity with artifacts creatures and blue creatures I want all the creatures to provide "incremental advantage" either upon arrival/death or both. Examples:
So removal against me becomes inefficient because I've either already gained or will gain some advantage.
Kill Hangarback with a non-exile spell, fine you spent removal and I get X fliers
Path Ballista, ok I ping you and/or your planeswalker/creatures and negate the exile ..for possible Academy Ruins shenanigans
Kill Filigree, Sage, Crane or Trinket Mage, you spent removal and I've drawn, gained life, fixed my next few draws, tutored etc...
If Glint-Nest Crane had the type "artifact" it would be an auto 4-of since you could potentially find another... but I guess they want to avoid it being Squadron Hawk... and Faerie Mechanist is too expensive :-(
Ideally a modern type Recruiter of the Guard would be awesome...
Trinket, Trophy and Treasure Mage kinda fit the role, but sometimes you want to find the other stuff ...
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.
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
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:
Welcome aboard. I thought I was clever for coming up with the name Blue Man Group once I realized Chief Engineer was a card some years ago, and tried to brew with Architect and Sculptor as well. I'm sure I might not have been one of the first to do it lol
As far as your shell goes, you have some interesting things going on. I like the Esperzoa + Vial plan in some places, as it can really pack a punch in the air without coughing up too much of a disadvantage. If you wanted to go this route, I would suggest Aether Spellbomb over Snags, as you will need a critical mass of non-creature artifacts to maintain a healthy tempo for the Esperzoa triggers. It's very important that you're not just holding back a few points of damage a turn due mostly in part to your deck's design (when I tried to brew with Lupine Prototype, this is what I was faced with trying to solve, and it's just a nasty wrench in any plan when your deck can often lose to itself)
All around, the variant shows promise, but there are a few principles to build around when considering a Grand Architect shell. For one, you need a payoff for its ability to turn blue critters into Sol Ring. If you aren't playing some dumb 6 or 7 drop early on, or running Ballista as an endgame, then you might as well be playing Elves since you're on the dudes + lord plan, essentially.
One archetype that I feel warps the format in a way is Lantern, as you need to be considerate of your outs to the lock. I went as far as playing 3 Aether Spellbomb, 3 Phyrexian Revoker, and a playset of Drowned Rusalka and Signal Pests just to be able to interact with them more feasibly in game ones. Here you have literally no outs to Lantern + Mill rock(s) + Bridge, and that's worrisome.
Without Lodestone, your matches against removal heavy decks become much, much worse. I know you have ways to attrition, but you can't just keep drawing cards and letting creatures fall to the wayside in combat, even if you have multiple fliers. Pushing people out from interacting is one of the premier strategies for this archetype.
If you are just trying to apply this gritty cantrip aggressive strategy but are particular about using artifacts, I would spitball something like this:
If we are trying to make the deck synergistic and whole in its usage then I like Relic as an Esperzoa enabler for when Vials don't roll around. You can still garner some use from its tap ability as you bounce it every turn, plus it's just a free cantrip for any situation where you have multiples. Most importantly, it gives us percentage points against Mardu Pyromancer, Dredge, and other popular graveyard strategies
As you aren't overloaded on taxing effects, you will need to deal with more spells 1-for-1, which is why I would go with an extra Stormtamer and 3 Spell Queller as it can prevent a game-ending play outright. 3 is in consideration for the curve and land count.
If we aren't playing Lodestone or Ballista anyway, then Architect almost becomes moot, because we can just shave it and a few lands to play plenty more one drops to help keep our card supply moving.
If you are trying to have a deck that frequently cantrips while also playing lords and can counter individual spells, UW Spirits is probably your best bet
Thoughts on Karn, Scion of Urza?
His -2 has some synergy with our deck...
Thinking more for the control matchups in place of Lodestone Golem.
I would snap build around it if he were an artifact. Sadly, he isn't. The steep cost makes it far less reliable as a finisher than it's worth. We want our non-attacking spells to either push control out of their options, or be able to assist in damage somehow, if not both. Four mana Master token that gets taxed by both Lodestone and Thorn doesn't help our control plan chug along.
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.
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.
Thanks for the Aether Spellbomb suggestion VoodooKick, I'm going to give that a try!
I like Ninja of the Deep Hours in a deck that really wants to recast creatures, but this deck doesn't have any Spellstutter Sprite type cards that want to be cast over and over again. If you are keen on NotDH then I'd suggest running some Spellstutter Sprite because there is almost always a target for Spellstutter. But all too often, NotDH only hits once then becomes a useless 2/2 without evasion. In the matchups where NotDH keeps connecting, I was winning the game anyway, or they are a combo deck and I am behind because of card disadvantage of having to recast the first creature. NotDH is a great and powerful card. Its awesome in pauper, and in the correct modern deck with enough synergy, NotDH is modern playable, but this isn't the deck. This deck is aggro tempo and doesn't have enough synergy with Ninjistu mechanic.
I do agree with you that I don't want too many Smuggler's Copter, I usually play 2 or 3 almost never 4. I usually don't want two Copters on the field at once, and never want three, and since the Copter relies on other creatures to be effective, I just like having more other creatures. But it works well with Esperzoa since you need a critical mass of artifacts to make that card effective.
Esperzoa is an excellent innovation. I think this deck should play around with enter the battlefield abilities on artifacts and see even as high as six drops if there is ways to create synergy.
But this deck should realize its gameplan which is to cast a medium sized artifact threat early and cheaply and win the game before the opponent can win and disrupt their opponent just enough to gain enough tempo to win. So I'd put 2 or 3 Wurmcoil Engine in the deck. Maybe there are other good threats to play if Esperzoa is a 4 of in the deck... Phyrexian Metamorph... Precursor Golem... Myr Battlesphere...
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Those cards did nothing in my testing, so I am off that route.
That said, with Lantern as PT winner, Pests become more interesting in helping Throne and Ballista fightning against it.
I also don't see the deck successfully control everything Modern has to offer, we are not fully stopping what the other side wants to do.
I hope Thorn and Lodestone can stop some degenerate combo, or maybe equip Ballista with some death rays to stop assault, but we are not specialized for either.
As primarily Merfolk player, I find myself more in the middle, aggro or tempo, I want to curve out, to use all my mana every turn.
In this case, if I can have turn 3 attacking creature equipped with sword; big Ballista; al my hand out with multiple threats; Trinket Maged perfect answer and played it immediately because turn 2 accelerator, then I am happy.
Good thing is that blue is bff with artifacts (Whir of invention says Hi!), we can always expect some headscratcher in new sets (just like Humans deck), so that is exciting, even if we are not tier1.
What approach everybody else has: aggro, tempo, control?
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
Not that I tried your build, maybe it’s great, I am just concerned since blue isn’t lacking beef.
Speaking of Merfolk, luckily that wasn't my deck of choice today because I beat Devoted Elves, Affinity and TWO Lanterns, which would never happen
Copter was MVP as usual since Affinity can't past through it, blocks Etched and drew many cards through both Leagues. Play of the day: against Elves, he Reclamation Saged my Ballista so it pinged it on his way to graveyard. He played Ezuri and this was my "cue" that the game is ending next turn. I need something. But I drew Academy Ruins. Then it hit me. Crew Copter, Ruins the Ballista to top, draw it with Copter, play for million with Architect and gang, equip Collar that was already there...
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
4x Blinkmoth Nexus
2x Tectonic Edge
1x Oboro, Palace in the Clouds
1x Academy Ruins
4x Mausoleum Wanderer
4x Siren Stormtamer
1x Relic of Progenitus
4x Chief Engineer
4x Etherium Sculptor
4x Grand Architect
2x Lodestone Golem
2x Master of Waves
2x Walking Ballista
2x Trinket Mage
4x Smuggler's Copter
1x Sword of Feast and Famine
1x Sword of Light and Shadow
1x Basilisk Collar
2x Throne of the God-Pharaoh
1x Chalice of the Void
2x Dismember
1x Grafdigger's Cage
1x Hangarback Walker
1x Pithing Needle
1x Relic of Progenitus
4x Thorn of Amethyst
3x Unified Will
1x Negate
I am thinking about Spreading Seas because big mana decks are still a problem, Explosives (Bogles, Lantern, Shadow...) and something for Spell Queller/Verdict decks (not knowing if Stony is coming is harsh).
2 Judge's Familiar
3 Drowned Rusalka
4 Etherium Sculptor
4 Chief Engineer
4 Grand Architect
4 Walking Ballista
4 Lodestone Golem
1 Kira, Great Glass-Spinner
4 Smuggler's Copter
2 God-Pharaoh's Gift
4 Blinkmoth Nexus
1 Academy Ruins
1 Oboro, Palace in the Clouds
16 Island
1 Pithing Needle
2 Relic of Progenitus
1 Grafdigger's Cage
1 Basilisk Collar
2 Trinket Mage
2 Ceremonious Rejection
2 Dismember
2 Thorn of Amethyst
2 Echoing Truth
Just from solitaire reps the deck performs better in the mid to late game scenarios with much smoother draws. Rusalka is the natural response to spot removal decks. It makes it easier not only to get to your Gift copies but pays off with the resources you traded in on your way there. Also solves my problem with the deck, which is flooding with low-impact spells and lands, usually in equal number. It provides a much less redundant curve if your tempo is lacking, which helps when we have to hunker down and play for the late game.
Currently too busy for additional writing but very much welcome to any C&C
Topdeck a dinky creature, slide wargear on it, slide it off and back onto something without summoning sickness, BOOM dinky creature is now a 4/4 Zombie token. Been loving this change!
I would think Grafted Wargear is good with Mausoleum Wanderer, especially but any cheap flyer becomes a threat with this on the board.
Planning for my LGS. The meta is:
2-3x Lantern Prison
1-2x RG Titanshift
1-?x Burn
1-?x UR Gifts Storm
2-?x URx Control
1-?x Elves
1-?x Martyr Proc
1x Scrap Trawler Eggs
1-3 Tempo (Ug Fish, Uw Spirits, etc)
1-?x Jund
1-?x BR Hollow One
5+ Tier 3 lists, inefficiently racing or controlling
My new 75 to accommodate for the new intel
4x Signal Pest
3x Drowned Rusalka
4x Etherium Sculptor
4x Chief Engineer
4x Grand Architect
4x Lodestone Golem
4x Walking Ballista
2x Throne of the God-Pharaoh
1x Grafted Wargear
1x God-Pharaoh's Gift
4x Blinkmoth Nexus
1x Academy Ruins
1x Oboro, Palace in the Clouds
15x Island
2x Trinket Mage
2x Thorn of Amethyst
2x Dismember
2x Ratchet Bomb
1x Relic of Progenitus
1x Basilisk Collar
1x Grafdigger's Cage
1x Pithing Needle
3x Phyrexian Revoker
In a rush for work but will get to writing out an ideal shell matrix for each problem matchup and which Maybeboard cards to keep in the rotation of the 75 depending on what the room will look like. Worst beating is the KComm + Snapcaster matchup (duh) but other than that there are ways to hedge that I think are reasonable. As it stands I wish I had the Revokers last night but I'll stay posted with more findings and data as I try to break the Gift without going overboard.
As an aside, I think Negate is going to move into the board instead of Thorn for some matchups, because I would rather not tax either player in certain midrange matchups where Lodestone + Thorn is too unreliable, or we can't race them fast enough to get those online.
In an attempt to make this aggro version more streamlined, I moved my Wurmcoil Engines to the sideboard. It almost feels like an ultra budget version of Merfolk to me now, with our ability to spam out artifacts providing us tempo similar to Aether Vial. I mean, I am only 9-6 with this version, which isn't great, but not bad for a deck that is potentially hundreds of dollars cheaper than Merfolk. The mana base is the only pricey thing about this deck, and it can easily be scrapped for good old mono blue. I like the versatility that Thalia and Path bring to the sideboard, but Thorn of Amethyst + Dismember are reasonable substitutes.
Please let me know if you have any suggestions, or if you think I am crazy Either way, I look forward to haring your thoughts.
4x Signal Pest
4x Phantasmal Bear
4x Etherium Sculptor
4x Chief Engineer
4x Grand Architect
4x Lodestone Golem
4x Walking Ballista
4x Smuggler's Copter
2x Throne of the God-Pharaoh
1x Oboro, Palace in the Clouds
4x Seachrome Coast
4x Flooded Strand
4x Misty Rainforest
2x Hallowed Fountain
2x Island
1x Plains
2x Trinket Mage
4x Thalia, Guardian of Thraben
3x Path to Exile
2x Relic of Progenitus
1x Basilisk Collar
3x Wurmcoil Engine
I took a hiatus from the deck waiting for a Baleful Strix reprint ...
Anyways, been playing it randomly again. I feel like card advantage is still a weakness I haven't discovered how to synergize well with the taxing effects of Lodestone Golem. Since I run Aether Vial, I've been thinking of creatures that add card draw...
Thoughts on Court Hussar and Champion of Wits?
Here's the draft list:
9 Island
3 Polluted Delta
2 Blinkmoth Nexus
2 Ghost Quarter
1 Sea Gate Wreckage
1 Academy Ruins
1 Tectonic Edge
1 Oboro, Palace in the Clouds
Artifacts (8)
4 Aether Vial
2 Smuggler's Copter
1 Basilisk Collar
1 Sword of Light and Shadow
4 Mausoleum Wanderer
4 Grand Architect
4 Chief Engineer
3 Sage of Epityr
3 Lodestone Golem
3 Myr Superion
2 Hangarback Walker
2 Walking Ballista
2 Spellskite
2 Trinket Mage
1 Filigree Familiar
1 Glint-Nest Crane
1 Phyrexian Metamorph
2 Dismember
1 Filigree Familiar
1 Ceremonious Rejection
1 Hurkyl's Recall
1 Disdainful Stroke
1 Spell Snare
1 Echoing Truth
1 Silent Arbiter
1 Nihil Spellbomb
1 Pithing Needle
1 Grafdigger's Cage
1 Vendilion Clique
1 Elixir of Immortality
1 Crucible of Worlds
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
Altar and Staff are not it.
Yeah a big proponent of game one victories is to have most of the cards "just win" rather than net value. I guess since we are primarily an aggressive shell, if we net value it has to either be game-winning outright or part of (or a reinforcement of) the aggro plan to actually 'net value'.
I've happened across some strange and peculiar lists and one was constantly being tweaked with some strong magic-league performances. It used Ongoing Investigation, which is interesting because it's not just outright dead against other aggro decks when you can gain 2 life spurts.
4 Siren Stormtamer
4 Pili-Pala
4 Mindshrieker
1 Spellskite
3 Trophy Mage
4 Grand Architect
4 Ensnaring Bridge
3 Ongoing Investigation
2 Smuggler's Copter
1 Staff of Domination
4 Blinkmoth Nexus
1 Oboro, Palace in the Clouds
2 Breeding Pool
14 Island
3 Master of Waves
2 Spellskite
1 Basilisk Collar
2 Pithing Needle
2 Relic of Progenitus
2 Vedalken Shackles
2 Witchbane Orb
1 Unified Will
Have been undefeated with it so far in matches. You can get some clues to go under your own Bridge and then represent the Mindshrieker infinite. That or play a turn 1 dude, turn 2 Pili-Pala, turn 3 swing with Pili-Pala, play Architect, tap Architect to activate Pili-Pala to turn itself blue, use the 1-drop to untap it to go infinite, Trophy Mage for Staff to draw the deck or just Ballista to the dome if you already have it.
It fits into the same niche of your GW Value Town decks and still fulfills on the promise of sometimes just beating face game 1 without a combo kill, but in this case it can mulligan better against other combo decks due to its wide array of three card combos
Since its creature based, particularity with artifacts creatures and blue creatures I want all the creatures to provide "incremental advantage" either upon arrival/death or both. Examples:
- Walking Ballista
- Trinket Mage
- Filigree Familiar
- Hangarback Walker
- Glint-Nest Crane
- Sage of Epityr
So removal against me becomes inefficient because I've either already gained or will gain some advantage.Kill Hangarback with a non-exile spell, fine you spent removal and I get X fliers
Path Ballista, ok I ping you and/or your planeswalker/creatures and negate the exile ..for possible Academy Ruins shenanigans
Kill Filigree, Sage, Crane or Trinket Mage, you spent removal and I've drawn, gained life, fixed my next few draws, tutored etc...
If Glint-Nest Crane had the type "artifact" it would be an auto 4-of since you could potentially find another... but I guess they want to avoid it being Squadron Hawk... and Faerie Mechanist is too expensive :-(
Ideally a modern type Recruiter of the Guard would be awesome...
Trinket, Trophy and Treasure Mage kinda fit the role, but sometimes you want to find the other stuff ...
Foul Emissary and Matter Reshaper would be an auto includes if they were blue and/or artifact creatures ...
But I'll continue to test Champion of Wits and maybe Court Hussar.
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
Yesterday I got beatdown by Gideon Jura and Gideon of the Trials... new legend rule is brutal lol
Thoughts on bringing in Thopter Spy Network for Lodestone Golem in these types of matchups?
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
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.
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
Welcome aboard. I thought I was clever for coming up with the name Blue Man Group once I realized Chief Engineer was a card some years ago, and tried to brew with Architect and Sculptor as well. I'm sure I might not have been one of the first to do it lol
As far as your shell goes, you have some interesting things going on. I like the Esperzoa + Vial plan in some places, as it can really pack a punch in the air without coughing up too much of a disadvantage. If you wanted to go this route, I would suggest Aether Spellbomb over Snags, as you will need a critical mass of non-creature artifacts to maintain a healthy tempo for the Esperzoa triggers. It's very important that you're not just holding back a few points of damage a turn due mostly in part to your deck's design (when I tried to brew with Lupine Prototype, this is what I was faced with trying to solve, and it's just a nasty wrench in any plan when your deck can often lose to itself)
All around, the variant shows promise, but there are a few principles to build around when considering a Grand Architect shell. For one, you need a payoff for its ability to turn blue critters into Sol Ring. If you aren't playing some dumb 6 or 7 drop early on, or running Ballista as an endgame, then you might as well be playing Elves since you're on the dudes + lord plan, essentially.
One archetype that I feel warps the format in a way is Lantern, as you need to be considerate of your outs to the lock. I went as far as playing 3 Aether Spellbomb, 3 Phyrexian Revoker, and a playset of Drowned Rusalka and Signal Pests just to be able to interact with them more feasibly in game ones. Here you have literally no outs to Lantern + Mill rock(s) + Bridge, and that's worrisome.
Without Lodestone, your matches against removal heavy decks become much, much worse. I know you have ways to attrition, but you can't just keep drawing cards and letting creatures fall to the wayside in combat, even if you have multiple fliers. Pushing people out from interacting is one of the premier strategies for this archetype.
If you are just trying to apply this gritty cantrip aggressive strategy but are particular about using artifacts, I would spitball something like this:
4 Chief Engineer
3 Siren Stormtamer
4 Mausoleum Wanderer
4 Signal Pest
4 Esperzoa
3 Spell Queller
4 Alchemist's Vial
4 Smuggler's Copter
2 Throne of the God-Pharaoh
3 Relic of Progenitus
1 Aether Spellbomb
4 Flooded Strand
4 Blinkmoth Nexus
1 Oboro, Palace in the Clouds
5 Island
2 Hallowed Fountain
2 Dismember
2 Ethersworn Canonist
3 Thalia, Guardian of Thraben
1 Relic of Progenitus
1 Kira, Great Glass Spinner
1 Bident of Thassa
3 Stony Silence
2 Disenchant
If we are trying to make the deck synergistic and whole in its usage then I like Relic as an Esperzoa enabler for when Vials don't roll around. You can still garner some use from its tap ability as you bounce it every turn, plus it's just a free cantrip for any situation where you have multiples. Most importantly, it gives us percentage points against Mardu Pyromancer, Dredge, and other popular graveyard strategies
As you aren't overloaded on taxing effects, you will need to deal with more spells 1-for-1, which is why I would go with an extra Stormtamer and 3 Spell Queller as it can prevent a game-ending play outright. 3 is in consideration for the curve and land count.
If we aren't playing Lodestone or Ballista anyway, then Architect almost becomes moot, because we can just shave it and a few lands to play plenty more one drops to help keep our card supply moving.
If you are trying to have a deck that frequently cantrips while also playing lords and can counter individual spells, UW Spirits is probably your best bet
His -2 has some synergy with our deck...
Thinking more for the control matchups in place of Lodestone Golem.
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
I would snap build around it if he were an artifact. Sadly, he isn't. The steep cost makes it far less reliable as a finisher than it's worth. We want our non-attacking spells to either push control out of their options, or be able to assist in damage somehow, if not both. Four mana Master token that gets taxed by both Lodestone and Thorn doesn't help our control plan chug along.
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!
I like Ninja of the Deep Hours in a deck that really wants to recast creatures, but this deck doesn't have any Spellstutter Sprite type cards that want to be cast over and over again. If you are keen on NotDH then I'd suggest running some Spellstutter Sprite because there is almost always a target for Spellstutter. But all too often, NotDH only hits once then becomes a useless 2/2 without evasion. In the matchups where NotDH keeps connecting, I was winning the game anyway, or they are a combo deck and I am behind because of card disadvantage of having to recast the first creature. NotDH is a great and powerful card. Its awesome in pauper, and in the correct modern deck with enough synergy, NotDH is modern playable, but this isn't the deck. This deck is aggro tempo and doesn't have enough synergy with Ninjistu mechanic.
I do agree with you that I don't want too many Smuggler's Copter, I usually play 2 or 3 almost never 4. I usually don't want two Copters on the field at once, and never want three, and since the Copter relies on other creatures to be effective, I just like having more other creatures. But it works well with Esperzoa since you need a critical mass of artifacts to make that card effective.
Esperzoa is an excellent innovation. I think this deck should play around with enter the battlefield abilities on artifacts and see even as high as six drops if there is ways to create synergy.
But this deck should realize its gameplan which is to cast a medium sized artifact threat early and cheaply and win the game before the opponent can win and disrupt their opponent just enough to gain enough tempo to win. So I'd put 2 or 3 Wurmcoil Engine in the deck. Maybe there are other good threats to play if Esperzoa is a 4 of in the deck... Phyrexian Metamorph... Precursor Golem... Myr Battlesphere...