Mmmm, i was just being honest, and my comment was more of an invitation to try things out by yourself more than anything. I've been on this forum for a long time and i don't want to repeat everything i've been saying in this forum since 2015 to every newcomer.
I've been playing this deck once or twice a week (with some pauses) since chief engineer was printed, so saying «the result are there» after beating two deck 2-0 is not going to impress me. Just try things out by yourself, get enough testing to have an appropriate sample size, then maybe the word «solid list» will have a meaning. Or, feel free to browse this forums if you need to understand why the pieces are there and why they are part of the core.
EDIT: on a more positive note i've been considering the immortal sun myself, and it would make sense if planeswalkers are heavily played (but calling it «the truth» is most likely exagerated).
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.
Oh yeah i agree, it just seems to me that for 6 mana it just does a bunch of stuff not very well. Staff of nin exists and i tried it a long time ago (because i like to try evrything) and it was meh. The sun's +1/+1 is ok and the cost reduction doesn't matter. If you can get full value with sun and make everything it does actually matter it could be worth 6 mana. But it doesn't seem like a overwhelming value and aggression engine like god-pharaoh's gift is.
But still, the sun is worth trying out i would think, simply because it costs 6 mana and that goes well with our architect curving out(still you could be casting wurmcoil for that price so i dunno).
I see. Well you are right. Im a noob on this deck. But after looking through the forums i realize this is more of an aggro deck not a ramp into fatties deck.
Though can you explain to me why the inclusion of master of etherium?
I just dont feel his potential is that great in this deck. There isnt very many artifacts. Wouldnt it be better to play equipment or something? Instead of master?
Idk if you run him or not but i see alot of others do.
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Modern RUAffinityUR GMono Green StompyG CEldrazi TronC URWJeskai GeistWRU WRBoros BurnRW BRWMardu PyromancerWRB
Well it is kind of a mix between aggro and fatty ramp. The thing is you can take advantage of chief engineer/grand architect's fast mana aspect by spamming the board with stuff. This is because they produce mana the turn they enter the battlefield, which is great tempo that ramp decks don't usually have.
You can also take advantage of the vast amounts of mana they can produce by playing high costed things, but you can't go all in on that because your opponent will likely interact with you and kill your key pieces, especially when they start realizing what your deck is doing. You'll get a lot of free wins when you begin playing the deck but after a while your opponents will learn what you're up to. Also sometimes you just don't draw architect, and all these factors can lead you to end up getting stuck with big stuff you can't cast. A mix of these two aspect is probably the safest bet, it's all about balancing things.
This why things like walking ballista are great, they benefit from both aspect, being a mana sink and easy to play at any point in the game. Also lodestone golem is another perfect creature for this deck, because you can cheat them turn 3 (which is a great advantage) but they aren't expensive enough that you can never cast them in a game without your fast mana.
Also it is very hard to beat combo decks without mausoleum wanderer and golem, so consider that. Golem slows down their games and is a huge clock because it has 5 power, which is what you want vs linear decks.
Master of etherium i've played a lot with. I used to play it with signal pest 4x as my other one drop. As you play the deck you'll see the value your creature have by simply being blue or being artifacts. Master is both and could lead to explosive starts, also acting as another lord in addition to architect, and providing the strategy with various benefits, like getting lodestone out of bolt range, getting the pump from architect, pumping ballista so they stay alive after you discharge all the counters, etc. But now with the new bird i've removed them because they recquired high artifact density to be worth it.
You are correct in saying the deck is mostly aggro. This is why i don't like durdly stuff that don't take advantage of the speedy mana engine we have, which is what makes the deck not just a worse version of ramp.
Hi all. Started playing this deck about a week ago and have been very impressed by it. The Synergy is really powerful and while playing I often feel like when they blow up my things I don't care because the deck recovers fast (and a Path To Exile just gets me safer on mana).
I am playing a fairly standard list with the exception that I am at 3 Mausoleum Wanderer and added a Skysovereign, Consul Flagship. I know the importance of having those early game drops, but I felt like there were a lot of games where I was top decking too many low impact creatures. Skysovereign doesn't cost too much to crew, usually kills something when you cast it and punishes them if they can't remove it.
Is my line of thinking off here? I'm still adjusting to optimal line of playing with this deck and concerned I might be being a bit too results oriented because Skysovereign has performed well on my small sample size.
Hi all. Started playing this deck about a week ago and have been very impressed by it. The Synergy is really powerful and while playing I often feel like when they blow up my things I don't care because the deck recovers fast (and a Path To Exile just gets me safer on mana).
I am playing a fairly standard list with the exception that I am at 3 Mausoleum Wanderer and added a Skysovereign, Consul Flagship. I know the importance of having those early game drops, but I felt like there were a lot of games where I was top decking too many low impact creatures. Skysovereign doesn't cost too much to crew, usually kills something when you cast it and punishes them if they can't remove it.
Is my line of thinking off here? I'm still adjusting to optimal line of playing with this deck and concerned I might be being a bit too results oriented because Skysovereign has performed well on my small sample size.
Sky Sovereign is an artifact Inferno Titan, its not strictly better or worse than Inferno Titan, but its close, and Inferno Titan sees play in Modern. We can cheat out a Sky Sovereign with fast mana to get it into play early and consistently. It shouldn't get stuck in your hand. To attack you need a creature, but it can dodge Wrath of God effects.
When I analyze it, I would see it as most powerful in sideboard matchups where the 3 damage to creatures or Planeswalkers is extremely relevant. Is it powerful enough to merit a sideboard slot? I don't know. I think you'll have to play it some to tell us what matchups it seems to help in. I could see some matchs like Humans where it might come on line too late to be a real answer. But it would probably be awesome verse GW Valuetown.
I think Sky Sovereign is good enough, but I'm not sure we don't have better options.
I believe streetMage did test skysovereign, consul flagship. Getting some insight on how it performed would be very helpful.
I'm also considering a 1/1 split with weatherlight if those are any good. Seems like both are a great source of value, but honestly i'm a little scared of the «crew 3», which seems like it could be hard to achieve sometimes when facing pressure and interaction compared to smuggler's copter's crew 1.
Seems like both are a great source of value, but honestly i'm a little scared of the «crew 3», which seems like it could be hard to achieve sometimes when facing pressure and interaction compared to smuggler's copter's crew 1.
Was my concern as well, and I admit I 1x Crewed it with a crewed Smuggler's copter.
But in my "limited" testing I ended up being to Crew it when I saw it more often than untapping Traxos, Scourge of Kroog. The ability to kill a few of the value creatures that people play but never attack in with (unless they are going to win) was helpful.
EDIT: on a more positive note i've been considering the immortal sun myself, and it would make sense if planeswalkers are heavily played (but calling it «the truth» is most likely exagerated).
Have you given it a try? Recently I've been losing often to a combo of Bad luck draws and liliana of the veil! (usually at the same time).
I've been considering Imprisoned in the Moon but the immortal sun seems potentially good enough to run MB.
Also I've been running 2 Mask of Memory and have been happy with the additional card draw. Attached it to a Walking B. and it can draw you a good number of cards and with 8 1/1 fliers in the deck it makes their late game presence a bit more impressive when you are attacking with them. Unclear it is worth the slots long term though.
EDIT: on a more positive note i've been considering the immortal sun myself, and it would make sense if planeswalkers are heavily played (but calling it «the truth» is most likely exagerated).
Have you given it a try? Recently I've been losing often to a combo of Bad luck draws and liliana of the veil! (usually at the same time).
I've been considering Imprisoned in the Moon but the immortal sun seems potentially good enough to run MB.
Also I've been running 2 Mask of Memory and have been happy with the additional card draw. Attached it to a Walking B. and it can draw you a good number of cards and with 8 1/1 fliers in the deck it makes their late game presence a bit more impressive when you are attacking with them. Unclear it is worth the slots long term though.
I haven't tested the immortal sun because it isn't available in any of my store, probably because of brawl i would guess? But yeah it is like i said, if you can make the pw shutdown ability good its probably worth a try, so i'll give it a shot when i can get my hands on a copy
Are you aware that mask of memory works specifically with combat damage? It won't do you any good to equip it on a ballista...
[quote from="Ace1 »" url="/forums/the-game/modern/deck-creation-modern/563145-grand-architect?comment=1245"]Good to have feedback from other people on traxos, this will save me testing time with the thing, didn't really want to test it more after my initial disappointment. Bird is great though, love it.
May I know what do you play instead of traxos in your build? I cannot find your decklist anywhere in the last 20 pages so I've just been wondering. You mentioned god pharaohs gift so I assume that is one of the cards you have in there.
Myr superion is currently occupying the 2x flex slots, l find they require less of a board state to cast than the big shots like wurmcoil engine or myr battlesphere, but what is optimal in these slots is debatable and can be metagame dependant. God-pharaoh's gift's power also depends on the meta. I guess the deck is adapable with enough non-core space to shape it into your own ideal little machine, providing you stick to the basics.
Thanks for the list !
Also I don't want to question your choice, but isn't Witchbane orb little bit beter than orbs, being 4 CMC, I obviously don't know your metagame though, just been wondering since it has a similar effect. It's possible that it had been discussed in this thread before and I just missed it.
Anyway, I just relised that The Antiquities War exists, I can imagine it in the SB, mostly against control, though there might be better cards like new karn. Dunno, maybe in the signal pest version the third effect might be powerful in slow matchups.
About orbs, i like orbs of warding a little better because there are a bunch of young pyromancer and lingering souls in my meta. Warding also stops storm's alternate plan of empty the warrens, which is pretty nice. Its just that warding has a relevant bonus for one more mana, but witchbane orb is totally fine too.
About the saga it seems very slow, and not being an artifact means you can't accelerate into it, i'm almost always against playing non artifact cards that cost more than 3 mana. I think there are better options for value cards vs control matchups, but feel free to try it if you want.
Have People tried Padeem, Consul of Innovation in this deck? It seems like a great card to defend key artifacts like loadstone golem, plus its card draw, plus its blue so it taps to Grand Architect, and to top it off it fits with the vedelken theme? I think a 2 of in the main deck isn't a stretch. Also is Search for Azcanta any good? Or is Artificers Assistant good enough filtering and the flip on azcanta is just ehh for us?
Have People tried Padeem, Consul of Innovation in this deck? It seems like a great card to defend key artifacts like loadstone golem, plus its card draw, plus its blue so it taps to Grand Architect, and to top it off it fits with the vedelken theme? I think a 2 of in the main deck isn't a stretch. Also is Search for Azcanta any good? Or is Artificers Assistant good enough filtering and the flip on azcanta is just ehh for us?
I have not tried padeem but it don't think it has a place here. This deck is not designed to be able to cast non-artifact 4cc cards on curve. I'm pretty convinced that everything that costs 4 or more needs to be an artifact otherwise it is unplayable in this deck. There are many ok options if you feel like you need protection. I've added spellskites to the sideboard vs lightning bolt decks, you can also play stuff like scrap trawler, kira, great glass-spinner, welding jar etc.
Search doesn't play into our gameplan at all. We want to play creatures turn two, not durdle with do-nothing cards. The flipped side is useless too, this is not a deck that wants these effect useless it has a body!
What cards for SB are recommended for Affinity-infested meta ?
I like to bring the trinket mage package with one pithing needle. Gives us more ways to find walking ballista (our best card in the matchup) and often you'll be able to cast what you search for right away if you played a blue mana guy on turn 2, so you likely won't lose tempo. Also a great topdeck at any point in the game.
Thanks! Do you suggest anything to solve for card draw then? I am having fun with the deck but find myself just sort of running out of gas some times.
We have card selection with artificer's assistant and smuggler's copter, God-pharaoh's gift provides board advantage if you get to resolve it. Apart from that, i dunno. Nothing i tried has worked out for me in the card draw department. Try stuff and report back here!
EDIT: by the way i still can't find a copy of the immortal sun so i can try it. With all the teferi decks popping up, in addition to tron, jund,etc, seems like the pw shutdown ability is more relevant now.
Thanks for the advice.
On the Im-sun, Teferi decks are running quite too many counters to reasonably cast the Sun IMO, but it is possible with a fast start featuring a Golem to maybe hold off the Cryptic just a little, assuming they don't have that Negate or sth. But it's definitely a nice threat they have to answer. Shutting down Lili in jund is sweet, same with Karnage, so as you said, it might be reasonable to run now in general, but I don't think I'll run that rather than a Wurmcoil or a Gift given my meta.
Feels good; it's been a long time since I've gone better than 3-2 in a League (and more 2-3's and 1-4's than I'd like). Anyways, I agree with Ace1, Artificer's Assistant rocks. I am going to try going up to 4 copies and go down to 2 copies of Sage of Epityr. Maybe I'll run 2 Signal Pests in the Sages' spot, seeing how they happen trigger the Assistant. Sage was pretty good tonight though, just not quite as good as the Assistant.
As always, questions and suggestions are always welcome. Mad props to everyone for continuing to keep this forum awesome!
I see you still prefer your fetch land version. I know that you are likely going to stick to your brew, but the mono blue version is objectively just better. It is now finally consistent enough thanks to Assistant, doesn't take damage from the fetch manabase, blood moon doesn't hurt it etc...
Also I noticed that you play 4 Wurmcoils in the 75, which I find to be little too much, given that your manabase can be shut down by a single Arbiter or Mooon to never be able to cast it trought being unble to play Architect. Also I think it isn't necessary to run full four, as you can dedicate maybe two or even three of the slots to something else to cover more matchups.
Next up the Thalia, Path packages...
Thalia might ve OK, although I wouldn't splash for her, but since you already run that manabase of yours it is possible for you. Can be substituted by Thorns or Damping Spheres for similar effect.
Path is just not optimal though. It essentialy gives them back the mana you are trying to hold them back on with cards likes Golems, Thorns, or in your case the Thalias. I would suggest Dismember, but since you already take damage from lands, I'm not so sure.
Also you migt want to cut two one drops for sth more powerful like Myr Superion,or, with the addition of Minamo, Traxos.
You can also take a different path, put Thalias, Trinket mages+Basilisk Collar into the MB along with some number of Renowned Weaponsmith and Myr S. and voila, you have a less synergistic, less aggro but more midrange-like deck with aspects of Taxes, with a powerful anti-creature combo of Collar+Ballista to figt midrange decks, while also being able to figt combo and control by putting pressure on their mana, the more if you add in some Quarters or Fields of Ruin.
I hope I haven't bored you to death and that my suggestions woul'd be of some relevance to you.
I've been playing this deck once or twice a week (with some pauses) since chief engineer was printed, so saying «the result are there» after beating two deck 2-0 is not going to impress me. Just try things out by yourself, get enough testing to have an appropriate sample size, then maybe the word «solid list» will have a meaning. Or, feel free to browse this forums if you need to understand why the pieces are there and why they are part of the core.
EDIT: on a more positive note i've been considering the immortal sun myself, and it would make sense if planeswalkers are heavily played (but calling it «the truth» is most likely exagerated).
But still, the sun is worth trying out i would think, simply because it costs 6 mana and that goes well with our architect curving out(still you could be casting wurmcoil for that price so i dunno).
Though can you explain to me why the inclusion of master of etherium?
I just dont feel his potential is that great in this deck. There isnt very many artifacts. Wouldnt it be better to play equipment or something? Instead of master?
Idk if you run him or not but i see alot of others do.
RUAffinityUR
GMono Green StompyG
CEldrazi TronC
URWJeskai GeistWRU
WRBoros BurnRW
BRWMardu PyromancerWRB
You can also take advantage of the vast amounts of mana they can produce by playing high costed things, but you can't go all in on that because your opponent will likely interact with you and kill your key pieces, especially when they start realizing what your deck is doing. You'll get a lot of free wins when you begin playing the deck but after a while your opponents will learn what you're up to. Also sometimes you just don't draw architect, and all these factors can lead you to end up getting stuck with big stuff you can't cast. A mix of these two aspect is probably the safest bet, it's all about balancing things.
This why things like walking ballista are great, they benefit from both aspect, being a mana sink and easy to play at any point in the game. Also lodestone golem is another perfect creature for this deck, because you can cheat them turn 3 (which is a great advantage) but they aren't expensive enough that you can never cast them in a game without your fast mana.
Also it is very hard to beat combo decks without mausoleum wanderer and golem, so consider that. Golem slows down their games and is a huge clock because it has 5 power, which is what you want vs linear decks.
Master of etherium i've played a lot with. I used to play it with signal pest 4x as my other one drop. As you play the deck you'll see the value your creature have by simply being blue or being artifacts. Master is both and could lead to explosive starts, also acting as another lord in addition to architect, and providing the strategy with various benefits, like getting lodestone out of bolt range, getting the pump from architect, pumping ballista so they stay alive after you discharge all the counters, etc. But now with the new bird i've removed them because they recquired high artifact density to be worth it.
You are correct in saying the deck is mostly aggro. This is why i don't like durdly stuff that don't take advantage of the speedy mana engine we have, which is what makes the deck not just a worse version of ramp.
I am playing a fairly standard list with the exception that I am at 3 Mausoleum Wanderer and added a Skysovereign, Consul Flagship. I know the importance of having those early game drops, but I felt like there were a lot of games where I was top decking too many low impact creatures. Skysovereign doesn't cost too much to crew, usually kills something when you cast it and punishes them if they can't remove it.
Is my line of thinking off here? I'm still adjusting to optimal line of playing with this deck and concerned I might be being a bit too results oriented because Skysovereign has performed well on my small sample size.
Sky Sovereign is an artifact Inferno Titan, its not strictly better or worse than Inferno Titan, but its close, and Inferno Titan sees play in Modern. We can cheat out a Sky Sovereign with fast mana to get it into play early and consistently. It shouldn't get stuck in your hand. To attack you need a creature, but it can dodge Wrath of God effects.
When I analyze it, I would see it as most powerful in sideboard matchups where the 3 damage to creatures or Planeswalkers is extremely relevant. Is it powerful enough to merit a sideboard slot? I don't know. I think you'll have to play it some to tell us what matchups it seems to help in. I could see some matchs like Humans where it might come on line too late to be a real answer. But it would probably be awesome verse GW Valuetown.
I think Sky Sovereign is good enough, but I'm not sure we don't have better options.
I'm also considering a 1/1 split with weatherlight if those are any good. Seems like both are a great source of value, but honestly i'm a little scared of the «crew 3», which seems like it could be hard to achieve sometimes when facing pressure and interaction compared to smuggler's copter's crew 1.
Was my concern as well, and I admit I 1x Crewed it with a crewed Smuggler's copter.
But in my "limited" testing I ended up being to Crew it when I saw it more often than untapping Traxos, Scourge of Kroog. The ability to kill a few of the value creatures that people play but never attack in with (unless they are going to win) was helpful.
As a general rule I tend to cap at 4 cmc for artifacts. Anything higher is used to sink into Hangarback Walker or Ballistas..
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
Have you given it a try? Recently I've been losing often to a combo of Bad luck draws and liliana of the veil! (usually at the same time).
I've been considering Imprisoned in the Moon but the immortal sun seems potentially good enough to run MB.
Also I've been running 2 Mask of Memory and have been happy with the additional card draw. Attached it to a Walking B. and it can draw you a good number of cards and with 8 1/1 fliers in the deck it makes their late game presence a bit more impressive when you are attacking with them. Unclear it is worth the slots long term though.
I haven't tested the immortal sun because it isn't available in any of my store, probably because of brawl i would guess? But yeah it is like i said, if you can make the pw shutdown ability good its probably worth a try, so i'll give it a shot when i can get my hands on a copy
Are you aware that mask of memory works specifically with combat damage? It won't do you any good to equip it on a ballista...
I was not. Playtesting online I was hooking it up to the 1/1 fliers. I conflated it with the effect of a Basilisk Collar on W. B. and this card.
So not nearly as good, still some nice value for late use of 1/1's that have evasion. Maybe not worth the slot though.
May I know what do you play instead of traxos in your build? I cannot find your decklist anywhere in the last 20 pages so I've just been wondering. You mentioned god pharaohs gift so I assume that is one of the cards you have in there.
4 walking ballista
4 artificer's assistant
4 mausoleum wanderer
4 chief engineer
4 etherium sculptor
2 myr superion
4 grand architect
artifacts: 8
4 smuggler's copter
2 throne of the god-pharaoh
2 god-pharaoh's gift
lands: 22
4 blinkmoth nexus
1 academy ruins
1 oboro, palace in the clouds
16 island
1 hangarback walker
1 pithing needle
1 basilisk collar
1 relic of progenitus
1 grafdigger's cage
2 trinket mage
2 spellskite
2 damping sphere
2 orbs of warding
2 echoing truth
Myr superion is currently occupying the 2x flex slots, l find they require less of a board state to cast than the big shots like wurmcoil engine or myr battlesphere, but what is optimal in these slots is debatable and can be metagame dependant. God-pharaoh's gift's power also depends on the meta. I guess the deck is adapable with enough non-core space to shape it into your own ideal little machine, providing you stick to the basics.
Also I don't want to question your choice, but isn't Witchbane orb little bit beter than orbs, being 4 CMC, I obviously don't know your metagame though, just been wondering since it has a similar effect. It's possible that it had been discussed in this thread before and I just missed it.
Anyway, I just relised that The Antiquities War exists, I can imagine it in the SB, mostly against control, though there might be better cards like new karn. Dunno, maybe in the signal pest version the third effect might be powerful in slow matchups.
About the saga it seems very slow, and not being an artifact means you can't accelerate into it, i'm almost always against playing non artifact cards that cost more than 3 mana. I think there are better options for value cards vs control matchups, but feel free to try it if you want.
I have not tried padeem but it don't think it has a place here. This deck is not designed to be able to cast non-artifact 4cc cards on curve. I'm pretty convinced that everything that costs 4 or more needs to be an artifact otherwise it is unplayable in this deck. There are many ok options if you feel like you need protection. I've added spellskites to the sideboard vs lightning bolt decks, you can also play stuff like scrap trawler, kira, great glass-spinner, welding jar etc.
Search doesn't play into our gameplan at all. We want to play creatures turn two, not durdle with do-nothing cards. The flipped side is useless too, this is not a deck that wants these effect useless it has a body!
I like to bring the trinket mage package with one pithing needle. Gives us more ways to find walking ballista (our best card in the matchup) and often you'll be able to cast what you search for right away if you played a blue mana guy on turn 2, so you likely won't lose tempo. Also a great topdeck at any point in the game.
We have card selection with artificer's assistant and smuggler's copter, God-pharaoh's gift provides board advantage if you get to resolve it. Apart from that, i dunno. Nothing i tried has worked out for me in the card draw department. Try stuff and report back here!
EDIT: by the way i still can't find a copy of the immortal sun so i can try it. With all the teferi decks popping up, in addition to tron, jund,etc, seems like the pw shutdown ability is more relevant now.
On the Im-sun, Teferi decks are running quite too many counters to reasonably cast the Sun IMO, but it is possible with a fast start featuring a Golem to maybe hold off the Cryptic just a little, assuming they don't have that Negate or sth. But it's definitely a nice threat they have to answer. Shutting down Lili in jund is sweet, same with Karnage, so as you said, it might be reasonable to run now in general, but I don't think I'll run that rather than a Wurmcoil or a Gift given my meta.
4x Chief Engineer
4x Grand Architect
4x Lodestone Golem
4x Walking Ballista
4x Mausoleum Wanderer
3x Artificer's Assistant
3x Sage of Epityr
2x Wurmcoil Engine
2x Throne of the God-Pharaoh
4x Blinkmoth Nexus
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
1x Wurmcoil Engine
1x Hangarback Walker
1x Pithing Needle
Feels good; it's been a long time since I've gone better than 3-2 in a League (and more 2-3's and 1-4's than I'd like). Anyways, I agree with Ace1, Artificer's Assistant rocks. I am going to try going up to 4 copies and go down to 2 copies of Sage of Epityr. Maybe I'll run 2 Signal Pests in the Sages' spot, seeing how they happen trigger the Assistant. Sage was pretty good tonight though, just not quite as good as the Assistant.
As always, questions and suggestions are always welcome. Mad props to everyone for continuing to keep this forum awesome!
I see you still prefer your fetch land version. I know that you are likely going to stick to your brew, but the mono blue version is objectively just better. It is now finally consistent enough thanks to Assistant, doesn't take damage from the fetch manabase, blood moon doesn't hurt it etc...
Also I noticed that you play 4 Wurmcoils in the 75, which I find to be little too much, given that your manabase can be shut down by a single Arbiter or Mooon to never be able to cast it trought being unble to play Architect. Also I think it isn't necessary to run full four, as you can dedicate maybe two or even three of the slots to something else to cover more matchups.
Next up the Thalia, Path packages...
Thalia might ve OK, although I wouldn't splash for her, but since you already run that manabase of yours it is possible for you. Can be substituted by Thorns or Damping Spheres for similar effect.
Path is just not optimal though. It essentialy gives them back the mana you are trying to hold them back on with cards likes Golems, Thorns, or in your case the Thalias. I would suggest Dismember, but since you already take damage from lands, I'm not so sure.
Also you migt want to cut two one drops for sth more powerful like Myr Superion,or, with the addition of Minamo, Traxos.
You can also take a different path, put Thalias, Trinket mages+Basilisk Collar into the MB along with some number of Renowned Weaponsmith and Myr S. and voila, you have a less synergistic, less aggro but more midrange-like deck with aspects of Taxes, with a powerful anti-creature combo of Collar+Ballista to figt midrange decks, while also being able to figt combo and control by putting pressure on their mana, the more if you add in some Quarters or Fields of Ruin.
I hope I haven't bored you to death and that my suggestions woul'd be of some relevance to you.