I played Blue Steel for about two years and contributed a bit to this thread, but lost my account.
I wanted to do a quick report on Blue Steel because I played the deck again at this week's FNM (Nowadays i'm usually playing UR Phoenix, but I'm sick of all the hate for the deck and I'm definitely not the best pilot for Phoenix).
Overall you'll see I'm not playing any of the new sweet cards at the moment. No Traxos, no Artificer's assistant, no immortal sun, etc...
What I think, is that 8 copies of tax birds feel necessary against Phoenix. As a Phoenix player myself i feel like you generally want to counter that turn 2 manamorphose.
Also, tax birds are nice. You can always count on at least one opponent doing a misplay, someone forgetting you have a bird in play and trying to use a spot removal while being tapped out. That's the advantage of being a rogue deck.
Friday, I played against Whir Prison, Storm and Hardened scales and won 2-0 each time.
I will make it quick :
1st Match : Against Whir Prison
My opponent plays a build with no mox opals, replacing them with simian spirit guides.
Game 1 My opponent and I both mulligan to 6,
Opponent sticks a chalice on 1 on turn 2, but I managed to play 3 birds on turn 1 and 2 , making his chalice useless for the rest of the game. Opponent also finds an early ensnaring bridge , but is unable to fully empty his hand, allowing my Birds to gradually lower his life total despite his inventor's fair gaining him 1 life on each of his upkeeps. I also drew one of my 2 copies of Throne of the god-pharaoh. With grand architect throne, and a few birds in play, my opponent decides to concede.
Game 2 : Sideboard changes : - 4 Lodestone Golem, - 1 Wurmcoil engine, +2 Ceremonious rejection, +2 Trinket mage, + 1 Relic of progenitus
This made me realise I probably don't have enough sideboard slots against artifacts decks, in situations where Lodestone Golem are basically useless. I felt kinda bad siding Relic in this game.
My opponent mulligans at 6 again. I keep a slow hand with ceremonious rejection in it, play mausoleum wanderer turn 1, and force myself to not play chief engineer on turn 2, because I have no other way to deal with his possible turn 3 ensnaring bridge. My opponent played engineered explosives on 1, then basically waited until he had 5 mana to play his bridge, believing I had a spell pierce in hand. I countered it. In the meantime, i drew and played a copter that allowed me to find a second ceremonious rejection later on. When I'm representing lethal on board, my opponent doesn't have the mana to both pay the wanderer tax and his whir of invention, and cannot whir anymore if he decides to crack his engineered explosives.
Second match against storm :
Game 1 he wins the toss and sticks a turn 2 electromancer.
I'm on the draw, but my hand is quite decent, I just need another blue source to go turn 1 mausoleum wanderer, turn 2 etherium sculptor, Turn 3 Grand architect + Lodestone Golem + Ballista X=1.
Fortunately, his start is very slow and he does not try to storm off before I play my lodestone golem and ballista. He repeals my ballista end of turn (Very bad idea) and plays a baral on his turn 4 (for 3 mana), making him unable to storm off immediately again. On my turn 4, i have about 14 mana available and 2 ballistas in hand but I'm scared of a remand so I play ballista X=3 two times, then immediately destroy Baral and Electromancer.
Game 2 : Sideboard changes -1 Wurmcoil Engine, -3 Smuggler's copter, -2 etherium sculptor, -2 Throne of the god pharaoh + 2 Damping Sphere, + 2 Relic of progenitus, + 2 Trinket mage, + 1 Grafdigger's cage, + 1 Dismember
On game 2 against storm I have so much sideboard cards to bring in that, again, I feel like my sideboard isn't really balanced. Throne and copters go away because I would rather play control than aggro against storm. My Lodestone golem dies to an abrade, but Damping sphere and relic of progenitus with one mana open stall the game long enough. He has no clean answers to it, has not enough mana to bounce every artifacts to my hand because of the wanderer tax. I finish the game slowly by attacking with 1 power creatures while always replaying the artifacts he bounces back to my hand and keeping one mana open for relic.
Match 3 Against Hardened scales
Honestly my favourite match-up even if it's supposedly quite difficult for us.
He goes first and plays turn 1 Llanowar graft land into turn 2 Arcbound ravager, turn 3 ballista x=1
My deck was faster because I had turn 1 Bird, turn 2 engineer Copter, Turn 3 grand architect, balista X=3. I immediately try to remove his ballista, and he decides to just ping my face in response. I'm surprised but happy. I know the match-up often boils down to "Who has the biggest ballista".
On turn 4 he plays a hangarback walker X=1. On my turn i just recharge the ballista twice, and start to machine gun his board. First the hangarback. He sacs it and i respond by shooting Arcbound ravager twice, then the leftover topter to prevent him from having a huge flying thopter with his modular triggers. I lost my ballista but wiped his entire board, except for a mox opal and a darksteel citadel which he apparently did not want to sacrifice.
Game 2 : Sideboard changes : -4 Lodestone golem, -2 Throne of the god-pharaoh, +2 Trinket mage, +2 ceremonious rejection, + 1 Pithing needle, + 1 dismember
His turn 2 steel overseer meets my turn 2 engineer + pithing needle, and I sac my turn 1 Judge's familiar to counter a Nature's Claim targeting the needle. My opponent forgot about the bird tax ! Afterwards, I play a trinket mage looking for a ballista while already having a ballista in hand, slowly controlling the board while I beat him down with a myr superion for the win. My opponent rages a bit that he did not draw his hardened scales, but I feel like he mostly misplayed a lot and did not use his ravagers as much as he had to.
4 Mana and not being an artifact is pretty awkward for this deck. It's no replacement for Grand Architect, and it doesn't compliment him, either. I really like Urza, but I think you'd have to make a totally different deck to make him work.
I've played Trinket Mage and Trophy Mage (but never Treasure Mage, lol), and appreciate the flexibility those cards offer. However, they aren't artifacts themselves and are hard to cast when Lodestone Golem is in play. We all know that we can't play too many of this type of card. I am really excited to try it out though! The fact that there are already so many CMC 2 artifacts in this deck suggests that it could be really useful, even more useful than the two mages (well, only Trinket Mage gets any love). He can literally search up whatever we need: Win-cons (Throne/Myr/Copter), draw/filtering (Copter), ramp (Sculptor, albeit an unlikely target), and hate(lots of options post-board). I disliked Myr Superion in this deck but I'd try it again as a 1-2 of with this Tribute Mage to grab it. It's also great for those of us who wanted to play more copies of Throne of the God-Pharaoh but didn't want to get legendary ruled outta the game
Emry, Lurker of the Loch
2U
Legendary Creature - Merfolk Wizard
This spell costs 1 less to cast for each artifact you control.
When Emry, Lurker of the Loch enters the battlefield, put the top four cards of your library into your graveyard.
T: Choose target artifact card in your graveyard. You may cast that card this turn.
1/2
Value doesn't get much more efficient than this... dodges the golem tax with reduction. Unloading ballista and recasting them seems like a deadly play.
Thoughts?
Stonecoil Serpent seems neat. At the very least, it's a great budget finisher (compared to Wurmcoil Engine. I like that you can cast early to aid convoke and block or whatever. The stats seem really pushed for this guy too. Reach, trample, and protection? Jeeze. Also fetchable with Trinket Mage.
Emry, Lurker of the Loch is a cool card (I totally just lost to it on turn 2 in a Jeskai Ascendancy deck), but I am not sure it's what we want to be doing with our deck. Seems kinda slow, and there's not always going to be artifacts to cast from the graveyard or ones in play to make him cheap. I guess we can loot stuff away with Copter and then cast it. That's pretty cool.
Stonecoil Serpent seems neat. At the very least, it's a great budget finisher (compared to Wurmcoil Engine. I like that you can cast early to aid convoke and block or whatever. The stats seem really pushed for this guy too. Reach, trample, and protection? Jeeze. Also fetchable with Trinket Mage.
Emry, Lurker of the Loch is a cool card (I totally just lost to it on turn 2 in a Jeskai Ascendancy deck), but I am not sure it's what we want to be doing with our deck. Seems kinda slow, and there's not always going to be artifacts to cast from the graveyard or ones in play to make him cheap. I guess we can loot stuff away with Copter and then cast it. That's pretty cool.
I like the serpent as well, seems like we could abuse it.
Emry can just be a value engine. We mill 4 when she enters, anything we get from that is card advantage. The ability to buy back our threats seems good. We can apply pressure with golems or whatever threats and with emry out we get to buy it back when it dies in combat or from bolt/push/trophy/lili minus/whatever.
She's not an artifact so she isn't vulnerable to typical removal our opponent uses vs us post board. Also discharging ballistas and buying it back with all these useless mana creatures we have late game seems like it could win games. We can just have constant threats with her, seems good, maybe she could be better in the sideboard when we expect removal?
Stonecoil Serpent seems neat. At the very least, it's a great budget finisher (compared to Wurmcoil Engine. I like that you can cast early to aid convoke and block or whatever. The stats seem really pushed for this guy too. Reach, trample, and protection? Jeeze. Also fetchable with Trinket Mage.
Emry, Lurker of the Loch is a cool card (I totally just lost to it on turn 2 in a Jeskai Ascendancy deck), but I am not sure it's what we want to be doing with our deck. Seems kinda slow, and there's not always going to be artifacts to cast from the graveyard or ones in play to make him cheap. I guess we can loot stuff away with Copter and then cast it. That's pretty cool.
I like the serpent as well, seems like we could abuse it.
My current list splashing green for everything wrong with Magic. Now including a little Tribute Mage package that's been stellar. Really revived the deck for me. Disrupt their gameplan and turn stuff sideways. Smuggler's Copter and Throne of the God-Pharaoh are the real payoffs in a deck full of durdly 1/x's.
I spent a long time playing with the taxing one drops for this deck, but have now eschewed them entirely in favor of "Cantrip Creatures" to increase the likelihood of curving out in the way the deck needs to. When this deck doesnt line up its curve properly, it's just not doing anything powerful enough for Modern. Saccing the creatures you need to produce Mana and Crew triggers is also just very counterproductive a lot of the time, and i've seen much more success with Faerie Seer and Sage of Epityr than I ever did with Wanderer and friends. Together with Once Upon A Time and Tribute Mage, the deck becomes much more consistent at assembling its pieces and reaching its goal every game. It also allows some lands to be shaved. Incubation // Incongruity is another card I've been playing a few copies of since dipping into green, and with 29 very relevant hits for its first mode, and the occasional gamechanging removal spell on the backend, I've been impressed so far.
As far as the sideboard goes, Veil Of Summer is a messed up card, and this deck loves it. Does tremendous work against the Thoughtsieze/Fatal Push decks that Blue Steel normally struggles to beat, UW, Shadow, etc. The rest of the sideboard is just Wurmcoils for aggro, and targets for Tribute Mage that slot in against a lot of matchups nicely. Trinket Mage package has been okay so far, but the board is a little bloated with so many things going on.
A final note; I've been thoroughly unimpressed with Etherium Sculptor over the years. The third artificer just doesnt have what it takes a lot of the time, and his impact on the game is very low compared to Chief Engineer or Grand Architect. Loading up the deck with card selection to consistently reach the real payoffs of the deck at the right times has vastly improved the amount of explosive starts this deck thrives off of. The christmasland hands where Etherium Sculptor lets you dump your hand on turn 2 just arent worth all the realistic ones where he's a 1/2 you dont need. Going t1 dork, t2 Engineer + Copter, or t3 architect + payoff consistently every game is just going to win you more games of magic.
My current list splashing green for everything wrong with Magic. ..
Welcome and love everything you got going on there with the green splash. If I wasn't trying to maximize leverage out of Aether Vial I'd definitely be running some Incubation // Incongruity.
One card I underestimated and I think you should consider is Emry, Lurker of the Loch, she can be be especially good with Smuggler's Copter in buying back discarded artifacts.
Here's my list below, I've been testing a Karn, the Great Creator as a way to leverage some of the sideboard artifacts I felt were too narrow for mainboard inclusion. Might include a Liquimetal Coating in the sideboard if he works out well..
Has anyone considered Thought Prison? Its hand disruption is not as good as a turn 1 Thoughtseize, but I think it is still a reasonable pay off for our mana producers. It can chip away at our opponents life in much the same way as Eidolon of the Great Revel. We can cast it on turn 3 if we curve out our first two turns. It is slightly less reliable than Lodestone Golem but, with OUaT and the "cantrip" creatures, it can be done fairly consistently. One of the weaknesses of this deck is its inability to meaningfully interact with the opponent outside of taxes and ballista. Maybe the prison is worth an inclusion to address this?
Been playing alot of Legacy but had some ideas for this deck, anyone still on this list?
Anyway, updated my list..
Took out the Lodestone Golem and replaced with Karn, the Great Creator.
Also added Pili-Pala for combo and casting Karn when short on actual mana.
Wanted a mana source I could use Aether Vial to bring in and at the same time play my normal game without having to rely on combo..
Been pretty cool in testing, Karn adds a nice toolbox feeling and upgrades the power level of the deck imo.
So hey guys. after all this years, Brothers War got me back to thinking about this deck. I was playing it a bit time to time and it was always fun and somewhat competitive, but kinda forgot about it with all the new stuff from MH1 and 2 ecc. But now seeing all the verious Bladecoil Serpent (which unfortunatly does not work well with Chief Engineer, as i was thinking when i first saw it), Cityscape Leveler, Platoon Dispenser ecc i want to give this deck a try to see if it is at least fun. Oh and btw we obviously got saga as well, which is... pretty good i guess. Anyone has some interest in this, or ideas from where to start now?
edit: not even with the one ring? we can really go off with that
I played Blue Steel for about two years and contributed a bit to this thread, but lost my account.
I wanted to do a quick report on Blue Steel because I played the deck again at this week's FNM (Nowadays i'm usually playing UR Phoenix, but I'm sick of all the hate for the deck and I'm definitely not the best pilot for Phoenix).
My decklist is as follows :
4 Smuggler's Copter
2 Throne of the God-Pharaoh
Artifact Creature (16)
4 Etherium Sculptor
3 Myr Superion
4 Lodestone Golem
4 Walking Ballista
1 Wurmcoil engine
Creature (16)
4 Chief Engineer
4 Grand Architect
4 Judge's Familiar
4 Mausoleum Wanderer
1 Oboro, Palace in the Clouds
16 Island
Utility Lands(5)
1 Academy Ruins
4 Blinkmoth Nexus
Trinket package :
2 Trinket mage
1 Grafdigger's Cage
2 Relic of Progenitus
1 Basilisk Collar
1 Pithing Needle
2 Damping Sphere
2 Ceremonious Rejection
2 Dismember
2 Wurmcoil Engine
Overall you'll see I'm not playing any of the new sweet cards at the moment. No Traxos, no Artificer's assistant, no immortal sun, etc...
What I think, is that 8 copies of tax birds feel necessary against Phoenix. As a Phoenix player myself i feel like you generally want to counter that turn 2 manamorphose.
Also, tax birds are nice. You can always count on at least one opponent doing a misplay, someone forgetting you have a bird in play and trying to use a spot removal while being tapped out. That's the advantage of being a rogue deck.
Friday, I played against Whir Prison, Storm and Hardened scales and won 2-0 each time.
I will make it quick :
1st Match : Against Whir Prison
My opponent plays a build with no mox opals, replacing them with simian spirit guides.
Game 1 My opponent and I both mulligan to 6,
Opponent sticks a chalice on 1 on turn 2, but I managed to play 3 birds on turn 1 and 2 , making his chalice useless for the rest of the game. Opponent also finds an early ensnaring bridge , but is unable to fully empty his hand, allowing my Birds to gradually lower his life total despite his inventor's fair gaining him 1 life on each of his upkeeps. I also drew one of my 2 copies of Throne of the god-pharaoh. With grand architect throne, and a few birds in play, my opponent decides to concede.
Game 2 : Sideboard changes : - 4 Lodestone Golem, - 1 Wurmcoil engine, +2 Ceremonious rejection, +2 Trinket mage, + 1 Relic of progenitus
This made me realise I probably don't have enough sideboard slots against artifacts decks, in situations where Lodestone Golem are basically useless. I felt kinda bad siding Relic in this game.
My opponent mulligans at 6 again. I keep a slow hand with ceremonious rejection in it, play mausoleum wanderer turn 1, and force myself to not play chief engineer on turn 2, because I have no other way to deal with his possible turn 3 ensnaring bridge. My opponent played engineered explosives on 1, then basically waited until he had 5 mana to play his bridge, believing I had a spell pierce in hand. I countered it. In the meantime, i drew and played a copter that allowed me to find a second ceremonious rejection later on. When I'm representing lethal on board, my opponent doesn't have the mana to both pay the wanderer tax and his whir of invention, and cannot whir anymore if he decides to crack his engineered explosives.
Second match against storm :
Game 1 he wins the toss and sticks a turn 2 electromancer.
I'm on the draw, but my hand is quite decent, I just need another blue source to go turn 1 mausoleum wanderer, turn 2 etherium sculptor, Turn 3 Grand architect + Lodestone Golem + Ballista X=1.
Fortunately, his start is very slow and he does not try to storm off before I play my lodestone golem and ballista. He repeals my ballista end of turn (Very bad idea) and plays a baral on his turn 4 (for 3 mana), making him unable to storm off immediately again. On my turn 4, i have about 14 mana available and 2 ballistas in hand but I'm scared of a remand so I play ballista X=3 two times, then immediately destroy Baral and Electromancer.
Game 2 : Sideboard changes -1 Wurmcoil Engine, -3 Smuggler's copter, -2 etherium sculptor, -2 Throne of the god pharaoh + 2 Damping Sphere, + 2 Relic of progenitus, + 2 Trinket mage, + 1 Grafdigger's cage, + 1 Dismember
On game 2 against storm I have so much sideboard cards to bring in that, again, I feel like my sideboard isn't really balanced. Throne and copters go away because I would rather play control than aggro against storm. My Lodestone golem dies to an abrade, but Damping sphere and relic of progenitus with one mana open stall the game long enough. He has no clean answers to it, has not enough mana to bounce every artifacts to my hand because of the wanderer tax. I finish the game slowly by attacking with 1 power creatures while always replaying the artifacts he bounces back to my hand and keeping one mana open for relic.
Match 3 Against Hardened scales
Honestly my favourite match-up even if it's supposedly quite difficult for us.
He goes first and plays turn 1 Llanowar graft land into turn 2 Arcbound ravager, turn 3 ballista x=1
My deck was faster because I had turn 1 Bird, turn 2 engineer Copter, Turn 3 grand architect, balista X=3. I immediately try to remove his ballista, and he decides to just ping my face in response. I'm surprised but happy. I know the match-up often boils down to "Who has the biggest ballista".
On turn 4 he plays a hangarback walker X=1. On my turn i just recharge the ballista twice, and start to machine gun his board. First the hangarback. He sacs it and i respond by shooting Arcbound ravager twice, then the leftover topter to prevent him from having a huge flying thopter with his modular triggers. I lost my ballista but wiped his entire board, except for a mox opal and a darksteel citadel which he apparently did not want to sacrifice.
Game 2 : Sideboard changes : -4 Lodestone golem, -2 Throne of the god-pharaoh, +2 Trinket mage, +2 ceremonious rejection, + 1 Pithing needle, + 1 dismember
His turn 2 steel overseer meets my turn 2 engineer + pithing needle, and I sac my turn 1 Judge's familiar to counter a Nature's Claim targeting the needle. My opponent forgot about the bird tax ! Afterwards, I play a trinket mage looking for a ballista while already having a ballista in hand, slowly controlling the board while I beat him down with a myr superion for the win. My opponent rages a bit that he did not draw his hardened scales, but I feel like he mostly misplayed a lot and did not use his ravagers as much as he had to.
I've played Trinket Mage and Trophy Mage (but never Treasure Mage, lol), and appreciate the flexibility those cards offer. However, they aren't artifacts themselves and are hard to cast when Lodestone Golem is in play. We all know that we can't play too many of this type of card. I am really excited to try it out though! The fact that there are already so many CMC 2 artifacts in this deck suggests that it could be really useful, even more useful than the two mages (well, only Trinket Mage gets any love). He can literally search up whatever we need: Win-cons (Throne/Myr/Copter), draw/filtering (Copter), ramp (Sculptor, albeit an unlikely target), and hate(lots of options post-board). I disliked Myr Superion in this deck but I'd try it again as a 1-2 of with this Tribute Mage to grab it. It's also great for those of us who wanted to play more copies of Throne of the God-Pharaoh but didn't want to get legendary ruled outta the game
Emry, Lurker of the Loch
2U
Legendary Creature - Merfolk Wizard
This spell costs 1 less to cast for each artifact you control.
When Emry, Lurker of the Loch enters the battlefield, put the top four cards of your library into your graveyard.
T: Choose target artifact card in your graveyard. You may cast that card this turn.
1/2
Value doesn't get much more efficient than this... dodges the golem tax with reduction. Unloading ballista and recasting them seems like a deadly play.
Thoughts?
Emry, Lurker of the Loch is a cool card (I totally just lost to it on turn 2 in a Jeskai Ascendancy deck), but I am not sure it's what we want to be doing with our deck. Seems kinda slow, and there's not always going to be artifacts to cast from the graveyard or ones in play to make him cheap. I guess we can loot stuff away with Copter and then cast it. That's pretty cool.
I like the serpent as well, seems like we could abuse it.
Emry can just be a value engine. We mill 4 when she enters, anything we get from that is card advantage. The ability to buy back our threats seems good. We can apply pressure with golems or whatever threats and with emry out we get to buy it back when it dies in combat or from bolt/push/trophy/lili minus/whatever.
She's not an artifact so she isn't vulnerable to typical removal our opponent uses vs us post board. Also discharging ballistas and buying it back with all these useless mana creatures we have late game seems like it could win games. We can just have constant threats with her, seems good, maybe she could be better in the sideboard when we expect removal?
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
My current list splashing green for everything wrong with Magic. Now including a little Tribute Mage package that's been stellar. Really revived the deck for me. Disrupt their gameplan and turn stuff sideways. Smuggler's Copter and Throne of the God-Pharaoh are the real payoffs in a deck full of durdly 1/x's.
4 Smuggler's Copter
1 Throne of the God-Pharaoh
1 Thorn of Amethyst
Artifact Creature (10)
3 Lodestone Golem
3 Walking Ballista
2 Myr Superion
1 Wurmcoil Engine
1 Phyrexian Revoker
Creature (19)
4 Grand Architect
4 Chief Engineer
3 Tribute Mage
4 Faerie Seer
4 Sage of Epityr
4 Once Upon a Time
2 Incubation // Incongruity
Land (19)
6 Island
4 Waterlogged Grove
4 Botanical Sanctum
2 Yavimaya Coast
2 Oboro, Palace in the Clouds
1 Academy Ruins
1 Basilisk Collar
1 Grafdigger's Cage
1 Engineered Explosives
1 Torpor Orb
1 Damping Sphere
1 Spellskite
1 Sorcerous Spyglass
2 Trinket Mage
2 Wurmcoil Engine
4 Veil of Summer
I spent a long time playing with the taxing one drops for this deck, but have now eschewed them entirely in favor of "Cantrip Creatures" to increase the likelihood of curving out in the way the deck needs to. When this deck doesnt line up its curve properly, it's just not doing anything powerful enough for Modern. Saccing the creatures you need to produce Mana and Crew triggers is also just very counterproductive a lot of the time, and i've seen much more success with Faerie Seer and Sage of Epityr than I ever did with Wanderer and friends. Together with Once Upon A Time and Tribute Mage, the deck becomes much more consistent at assembling its pieces and reaching its goal every game. It also allows some lands to be shaved. Incubation // Incongruity is another card I've been playing a few copies of since dipping into green, and with 29 very relevant hits for its first mode, and the occasional gamechanging removal spell on the backend, I've been impressed so far.
As far as the sideboard goes, Veil Of Summer is a messed up card, and this deck loves it. Does tremendous work against the Thoughtsieze/Fatal Push decks that Blue Steel normally struggles to beat, UW, Shadow, etc. The rest of the sideboard is just Wurmcoils for aggro, and targets for Tribute Mage that slot in against a lot of matchups nicely. Trinket Mage package has been okay so far, but the board is a little bloated with so many things going on.
A final note; I've been thoroughly unimpressed with Etherium Sculptor over the years. The third artificer just doesnt have what it takes a lot of the time, and his impact on the game is very low compared to Chief Engineer or Grand Architect. Loading up the deck with card selection to consistently reach the real payoffs of the deck at the right times has vastly improved the amount of explosive starts this deck thrives off of. The christmasland hands where Etherium Sculptor lets you dump your hand on turn 2 just arent worth all the realistic ones where he's a 1/2 you dont need. Going t1 dork, t2 Engineer + Copter, or t3 architect + payoff consistently every game is just going to win you more games of magic.
One card I underestimated and I think you should consider is Emry, Lurker of the Loch, she can be be especially good with Smuggler's Copter in buying back discarded artifacts.
Here's my list below, I've been testing a Karn, the Great Creator as a way to leverage some of the sideboard artifacts I felt were too narrow for mainboard inclusion. Might include a Liquimetal Coating in the sideboard if he works out well..
11 Island
2 Blinkmoth Nexus
2 Ghost Quarter
1 Minamo, School at the Water's Edge
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
Planeswalkers (1)
1 Karn, the Great Creator
4 Mausoleum Wanderer
4 Grand Architect
4 Chief Engineer
3 Faerie Seer
3 Lodestone Golem
3 Myr Superion
2 Walking Ballista
2 Spellskite
2 Emry, Lurker of the Loch
1 Hangarback Walker
1 Trinket Mage
1 Trophy Mage
1 Filigree Familiar
3 Force of Negation
2 Dismember
1 Throne of the God-Pharaoh
1 Silent Arbiter
1 Wurmcoil Engine
1 Hangarback Walker
1 Nihil Spellbomb
1 Pithing Needle
1 Grafdigger's Cage
1 Vendilion Clique
1 Elixir of Immortality
1 Ensnaring Bridge
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
Anyway, updated my list..
Took out the Lodestone Golem and replaced with Karn, the Great Creator.
Also added Pili-Pala for combo and casting Karn when short on actual mana.
Wanted a mana source I could use Aether Vial to bring in and at the same time play my normal game without having to rely on combo..
Been pretty cool in testing, Karn adds a nice toolbox feeling and upgrades the power level of the deck imo.
Only missing some Force of Negation, but man too expensive lol.
12 Island
2 Field of Ruin
2 Blinkmoth Nexus
1 Tectonic Edge
1 Ghost Quarter
1 Academy Ruins
1 Sea Gate Wreckage
1 Minamo, School at Water's Edge
Artifacts (7)
4 Aether Vial
2 Smuggler's Copter
1 Basilisk Collar
Spells (1)
1 Dismember
Planeswalkers (2)
2 Karn, the Great Creator
4 Grand Architect
4 Chief Engineer
4 Mausoleum Wanderer
4 Faerie Seer
3 Myr Superion
2 Spellskite
2 Pili-Pala
1 Hangarback Walker
1 Walking Ballista
1 Filigree Familiar
1 Emry, Lurker of the Loch
1 Sword of Light and Shadow
1 Trinket Mage
1 Pithing Needle
1 Phyrexian Metamorph
1 Soul-Guide Lantern
1 Dismember
1 Grafdigger's Cage
1 Damping Sphere
1 Ensnaring Bridge
1 Thorn of Amethyst
1 Disdainful Stroke
1 Ratchet Bomb
1 Hangarback Walker
1 Ceremonious Rejection
1 Throne of the God-Pharaoh
1 Walking Ballista
1 Liquimetal Coating
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
edit: not even with the one ring? we can really go off with that