i was looking for this thread in the deck creation forum. never guessed that it was transferred here at the established forum. well anyways, i found out that with different variants of Aetherworks Marvel decks floating around, we really suffer from an early Elder-Deep Fiend, Emrakul, the Promised End, Ulamog, the Ceaseless Hungerer and Metalwork Colossus. Most of the time, the tide is turned against us even if in terms of the number of creatures on the board, we are in the lead. So, to maintain our board advantage against those creatures, i made my sideboard transformative.
During extensive playtests with Mardu Reanimator, G/U/x Eldrazi, G/B and G/U Aetherworks Marvel, and Grixis Control. Pre-board is a 50-50 against the Aetherworks Marvel Decks, and hope that I'm faster that I can set-up my board faster and more stable even if they have an Emrakul, Colossus or Ulamog out. For the other decks, it's just plain bonkers and can kill in turn 5 or 6. Post-board, is where the deck shines against Marvel decks, sure it's slower since your saving mana for counters and artifact removal but it's better to be slow than having a 10/10, 13/13 or 11/11 out in turn 4 or 5.
Ceremonious Rejection is a given since it can counter those three fatties.
Why Spell Shrivel? because i don't want them reanimating since some lists and variants include a Mortuary Mire, in case those fatties are countered or put into the graveyard, they'll just be going back to the top of the library. As much as possible, I want them exiled. I know there is a counter spell in Eldritch Moon or Shadows that has the same effect as Spell Shrivel and without the 4 mana requirement payoff for the opponent. I forgot the name of the card and I am currently looking for it to replace spell shrivel.
i'm against mirrorwing dragon because of its cmc but you have a point with zada. it's anti-counter and it can actually save your board from Radiant Flames except for any creature with toughness that is less than 3. maybe a 2 of in the main or side.
arlinn kord is for those removal heavy decks, both straight up remove and/or burn. cast your creature, let arlinn give it haste and vigilance and swing away. also if arlinn manages, by some miracle, to survive in order to ultimate then there's no more need to enter combat, making those pesky Blessed Alliance and Immolating Glare useless.
i have taken this deck into 6 standard league games at my LGS (4-0, 4-0, 3-1, 4-0, 3-0,4-0) and I only lost once. That loss was because of mulligans (which is the main con of this deck) but all in all this deck is pure bonkers.
Why Rush of Adrenaline and not Built to Smash? Built to Smash is very restrictive, 1.) it can only target attacking creatures and 2.) in order to have that trample, the creature must be an artifact creature. before changing Smash to Rush, I often found myself one trample effect away from pressuring my opponents and the only survival spell i have against burn is Blossoming Defense. With Rush of Adrenaline, I have 2 options for protecting my creatures against burn. Also with Rush I can have all my creatures deal damage with trample.
4 Servant of the Conduit
4 Voltaic Brawler
4 Lathnu Hellion
4 Electrostatic Pummeler
4 Bristling Hydra
Spells
4 Attune With Aether
4 Blossoming Defense
3 Rush of Adrenaline
3 Larger than Life
2 Uncaged Fury
4 Harnessed Lightning
4 Aether Hub
4 Cinder Glade
2 Hanweir Battlements
5 Forest
5 Mountain
1 Natural State
2 Appetite for the Unnatural
2 Clip Wings
4 Galvanic Bombardment
3 Ceremonious Rejection
2 Spell Shrivel
1 Island
During extensive playtests with Mardu Reanimator, G/U/x Eldrazi, G/B and G/U Aetherworks Marvel, and Grixis Control. Pre-board is a 50-50 against the Aetherworks Marvel Decks, and hope that I'm faster that I can set-up my board faster and more stable even if they have an Emrakul, Colossus or Ulamog out. For the other decks, it's just plain bonkers and can kill in turn 5 or 6. Post-board, is where the deck shines against Marvel decks, sure it's slower since your saving mana for counters and artifact removal but it's better to be slow than having a 10/10, 13/13 or 11/11 out in turn 4 or 5.
Ceremonious Rejection is a given since it can counter those three fatties.
Why Spell Shrivel? because i don't want them reanimating since some lists and variants include a Mortuary Mire, in case those fatties are countered or put into the graveyard, they'll just be going back to the top of the library. As much as possible, I want them exiled. I know there is a counter spell in Eldritch Moon or Shadows that has the same effect as Spell Shrivel and without the 4 mana requirement payoff for the opponent. I forgot the name of the card and I am currently looking for it to replace spell shrivel.
i'm against mirrorwing dragon because of its cmc but you have a point with zada. it's anti-counter and it can actually save your board from Radiant Flames except for any creature with toughness that is less than 3. maybe a 2 of in the main or side.
4 Servant of the Conduit
4 Voltaic Brawler
4 Lathnu Hellion
4 Hanweir Garrison
4 Electrostatic Pummeler
3 Bristling Hydra
Spells
4 Attune with Aether
3 Rush of Adrenaline
4 Blossoming Defense
3 Larger than Life
3 Uncaged Fury
4 Cinder Glade
4 Aether Hub
2 Hanweir Battlements
5 Forest
5 Mountain
1 Natural State
2 Clip Wings
2 Arlinn Kord
2 Appetite for the Unnatural
4 Galvanic Bombardment
4 Harnessed Lightning
Yeah, I know it's a bit different from the other lists that has been running around but with the inclusion of the Hanweir Garrison and Hanweir Battlements I can give have more choices of how to beat the opponent, and give them haste while I'm at it. I can go all-in with Electrostatic Pummeler, I can go big, fast and dodgy(Voltaic Brawler,Lathnu Hellion and Bristling Hydra), or go wide and fast (Hanweir Garrison or Hanweir, the Writhing Township, Voltaic Brawler, Lathnu Hellion).
Why Rush of Adrenaline and not Built to Smash? Built to Smash is very restrictive, 1.) it can only target attacking creatures and 2.) in order to have that trample, the creature must be an artifact creature. before changing Smash to Rush, I often found myself one trample effect away from pressuring my opponents and the only survival spell i have against burn is Blossoming Defense. With Rush of Adrenaline, I have 2 options for protecting my creatures against burn. Also with Rush I can have all my creatures deal damage with trample.