*Credits to Saffron from MTGGoldfish for triggering this idea for me with his new video: BUGR Sunbird's Bounty. Watching his deck it looked like a blast and his opponents had some pretty cool ones too, but as he mentioned his deck did just seem a bit clunky and I was wondering if there was a way to optimize or tweak it to a slightly different combo and be more consistent, and perhaps even win at instant speed (kinda).
Combo/Gameplan breakdown:
The ultimate goal would be to win with Mechanized Production attached to a treasure token on your opponents End step by cascading into it with a Sunbird's Invocation trigger. Then on your upkeep hopefully win.
Conveniently, Brass's Bounty creates 7 treasures when cast (as early as it can be), and you only need 8 to win with Mechanized Production, but of course we will have many other treasure producers to help out as well. In one aspect, we could roll Brass's Bounty into Mechanized Production similar to how Seth rolled into Marionette Master in the videos, however we'd then have to wait till the next turn without it dying. Ultimately though we'd like to get enough treasures on the board, then use a 4cmc or higher Instant like Glimmer of Genius or Hieroglyphic Illumination to trigger Sunbird's Invocation directly into a Mechanized Production on the opponents end step for combo piece safety.
Why this build?:
Playing this build allows us to be almost mono-U, with just a touch of R, and both of the red cards are 6cmc and 7cmc. This makes the splash very light, and either allows us a much more consistent mana base. The deck will be a bit slower due to lack of ramp, however will contain a ton of card draw and play more like a control deck until you're ready to combo off. Having the main win-con at a lower CMC also allows a slightly higher opportunity to spin into it with Sunbird's Invocation triggers, and tightening the mana base also gives us more flexibility in back up plans like Torrential Gearhulk and Metallurgic Summonings. In addition, this build will play a TON of card draw and have a much better interaction plan against other decks.
Pieces of the deck and potentials:
Mechanized Production - Our primary win condition, usually copies a Treasure token, but there are alternative targets as well.
Sunbird's Invocation - A required piece for the instant speed endstep combo kill, and one of two splash cards.
Brass's Bounty - The other splash card, and a huge treasure producer. Not necessarily required to win, but definitely ensures we get our treasure.
Torrential Gearhulk - Big snappy, can spin to win himself, or can get back a spell that can spin to win so definitely in there. Also backup beats.
Metallurgic Summonings - Another good backup beatdown card, works well with the Sunbird, and all the draw spells.
Glimmer of Genius - One of three 4 CMC instant speed card draw spells.
I'd love to work on this deck a bit more and find the optimal build for it as I think it would be a TON of fun, and definitely FNM champion worthy at the very least. Looking at it, it looks like it may durdle around a bit, but I think there could also be some very quick and explosive wins while still being pretty safe and consistent. Alternatively it may turn out a bit too gimmicky for the instant win, and need either to trim further on the combo pieces, or just drop red and go much more controlling.
Let me know what yall think about the over arching idea of it as well as any tweaks or suggestions you may have!
Combo/Gameplan breakdown:
The ultimate goal would be to win with Mechanized Production attached to a treasure token on your opponents End step by cascading into it with a Sunbird's Invocation trigger. Then on your upkeep hopefully win.
Conveniently, Brass's Bounty creates 7 treasures when cast (as early as it can be), and you only need 8 to win with Mechanized Production, but of course we will have many other treasure producers to help out as well. In one aspect, we could roll Brass's Bounty into Mechanized Production similar to how Seth rolled into Marionette Master in the videos, however we'd then have to wait till the next turn without it dying. Ultimately though we'd like to get enough treasures on the board, then use a 4cmc or higher Instant like Glimmer of Genius or Hieroglyphic Illumination to trigger Sunbird's Invocation directly into a Mechanized Production on the opponents end step for combo piece safety.
Why this build?:
Playing this build allows us to be almost mono-U, with just a touch of R, and both of the red cards are 6cmc and 7cmc. This makes the splash very light, and either allows us a much more consistent mana base. The deck will be a bit slower due to lack of ramp, however will contain a ton of card draw and play more like a control deck until you're ready to combo off. Having the main win-con at a lower CMC also allows a slightly higher opportunity to spin into it with Sunbird's Invocation triggers, and tightening the mana base also gives us more flexibility in back up plans like Torrential Gearhulk and Metallurgic Summonings. In addition, this build will play a TON of card draw and have a much better interaction plan against other decks.
Pieces of the deck and potentials:
An early version of the deck could be something like this:
4x Desert of the Mindful
3x Field of Ruin
4x Ipnu Rivulet
3x Scavenger Grounds
4x Spirebluff Canal
1x Mountain
5x Island
Creatures (12)
4x Sailor of Means
4x Prosperous Pirates
4x Torrential Gearhulk
4x Mechanized Production
3x Metallurgic Summonings
3x Sunbird's Invocation
Instants (11)
4x Glimmer of Genius
4x Hieroglyphic Illumination
3x Spell Swindle
Sorceries (3)
3x Brass's Bounty
4x Horns***gle
4x Disallow
4x Depths of Desire
1x Spell Swindle
1x Metallurgic Summonings
1x Brass's Bounty
I'd love to work on this deck a bit more and find the optimal build for it as I think it would be a TON of fun, and definitely FNM champion worthy at the very least. Looking at it, it looks like it may durdle around a bit, but I think there could also be some very quick and explosive wins while still being pretty safe and consistent. Alternatively it may turn out a bit too gimmicky for the instant win, and need either to trim further on the combo pieces, or just drop red and go much more controlling.
Let me know what yall think about the over arching idea of it as well as any tweaks or suggestions you may have!