Quote from nonbomb »yes, but it seems like the actual percentage of drawing the coast on t1-3 is pretty low, and that's why I was thinking that fortress or fountain might be more appropriate for its function since i guess that most of the time you would want it to enter untapped, and probably later in game as well, in which case i would probably go for the fortress. I'm not a huge fan of the one of fastlands, so might just be my biased opinion.Quote from ElliotRSmith »For decklist reference:
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=106371
@tiago Yah the wayfarer is a non-bo with arbiter out, I generally just fetch up as much GQ/Tec Edge as I can then lay down the arbiter/mindcensor when I need to start making a move.
@nonbomb The only blue in the deck is spellskite's activation, wayfarer also can help search it out. The coast is in there just to negate the life loss of spellskite, while maintaining a turn 1 white drop play. Out of glacial fortress, fountain and coast, the coast is the only one that fits the bill(negating life loss and fast land).
THC is good, but legacy is a different format, even wing mare has seen play as a 4 of. But modern is a bolt heavy field, if it wasn't, things like revoker,wingmare and THC would indeed be very good, but since there are so many one mana removal spells it's a huge loss of tempo. Imo splicer hedge's bets and taxes opponents removal/gives us huge potential card advantage, which I feel is better.
If you haven't tried thc yet, give it a go, she's much stronger than at first glance, staple esc for the deck in my opinion. Happy to see you putting up some results!
Fastlands are great in decks with low land count, especially in decks that sacrifice their own lands like D&T.
Off topic: Snoop Dogg approves your post.
1
Scrying sheets could be great, i'm not opposed to yet even more utility lands, but i'm afraid about drawing enough blue sources for both turn one wanderer and turn 3 architect. I guess playing one could be ok? I'll have to try it.
Sea gate wreckage seems even better since we empty our hands quick. Again, i'm a little scared about too many colorless mana producing lands, but i might try it out too.
My comments in bold:
I don't see why you say it is subpar, it is very close to what i've been playing with great success...
_________________________________________________________
Early report with phyrexian metamorph, the card has been good as a singleton. Many things in our deck are good in multiples. Copying grand architect, signal pest or master of etherium for more lord effects isn't broken but it is better than it seems. Copying lodestone golem is great, obviously, and sometimes a second copter is fine too. When you copy opposing stuff, the copy will dominate combat if you have architect out. Since the copy is also an artifact, you can make it blue and give it +1/+1, making it always bigger than the original, which is sweet!
Will report later with more testing from yesterday and maybe tonight if i choose to play this deck
1
Not running grand architect is nonsense, have you actually played with the deck before? If you did i'm surprised you don't appreciate the power/utility of the card. If you didn't please try it out before tweaking the deck, i know the list seems weird on paper but architect is what ties the deck together.
Also playing myr superion without architect is absurd. You're gonna get stuck with them in your hand all day.
Don't see the purpose of mutavault, we have zero tribal synergies. Your mana base is way too greedy. Sure you don't need UU but still...
Mausoleum wanderer is just the best blue one drop available. It is much worse without architect, but goes very well with our taxes and our evasive beatdown plan.
1
4 mausoleum wanderer
4 signal pest
4 chief engineer
4 etherium sculptor
4 walking ballista
4 grand architect
4 master of etherium
artifacts: 6
4 smuggler's copter
2 throne of the god-pharaoh
lands: 22
4 blinkmoth nexus
3 cavern of souls
1 Oboro, palace in the clouds
14 island
1 grafdigger's cage
1 relic of progenitus
1 basilisk collar
2 pithing needle
2 quicksilver fountain
2 scrap trawler
2 trinket mage
2 orbs of warding
2 echoing truth
1
I'm however very much against playing a second copy. Small advantages like that are great but they must never become a liability. We have to analyze, is the second copy going to give us more advantage than having the disadvantage of sometimes having two with no copter? It think the first copy is basically free, all upside, but the second can turn a keepable hand into a mull, which is something you never want to happen. This is also why i'm going to cut down on caverns. It is relevant only once in a while but i've had islandless hands with wanderers, which is super sad. I think 3-2 caverns are fine, but not 4.
Bouncing oboro keep fountain around forever, very good catch.
Stony i see from time to time. It does turn off copter in addition to ballista, because crew is an activated ability. Still worth siding vs us, so expect it, but we are nowhere near as vulnerable to it as other artifacts decks are. I have beaten the card multiple times. But yes don't side in artifacts with activated abilities vs white decks, they'll pretty much bring at least one copy.
1
1
Haven't done much more testing, i'm tweaking other decks currently. Nothing good for this deck to try in amonkhet and probably the next set as well.
Hoping to draw spirits, happy to discard lands. We lose when we flood, and win when we draw lots of spirits. The deck operate well on 3 lands anyways.
Always use the spirit you just played this turn to crew copter, hopefully you draw more spirits with copter or can make moorland haunt token for crewing.
1
4 mausoleum wanderer
4 signal pest
4 chief engineer
4 etherium sculptor
4 walking ballista
4 grand architect
4 master of etherium
artifacts: 6
4 smuggler's copter
2 throne of the god-pharaoh
lands: 22
4 blinkmoth nexus
4 cavern of souls
14 island
1 grafdigger's cage
2 relic of progenitus
2 pithing needle
2 quicksilver fountain
2 scrap trawler
2 mindlock orb
2 orbs of warding
2 echoing truth
Went 4-0 beating knightfall CoCo, grixis death's shadow, eldrazi tron and g/r tron.
Things i liked:
The deck is really good a applying pressure AND still has staying power and good late topdecks.
Throne of the god-pharaoh was great everytime i drew it, allows to clock the opponent while tapping my stuff to develop my board. Great at closing games fast.
Quicksilver fountain + pithing needle was enough vs tron. The fountain is especially great with all my non-islands that allows the flood counter to stick around longer.
Love the one drops, and love master of etherium pumping copters, blinkmoth and pests for flying beats.
Still missing thron of amethysts, will get them when i can.
2
A list from a brand new maybe unsolved standard format isn't gonna help, standard and modern are two different animals, plus we have access to better cards.
First tournament with the new toys and i just love them
my list (the same i posted before):
4 inquisition of kozilek
2 dark salvation
instants: 4
4 fatal push
artifacts: 2
2 blasting station
creatures: 26
4 cryptbreaker
4 gravecrawler
4 relentless dead
4 wayward servant
2 tidehollow sculler
2 binding mummy
4 geralf's messenger
2 plague belcher
4 cavern of souls
4 concealed courtyard
6 swamp
2 godless shrine
4 polluted delta
2 bloodstained mire
2 fragmentize
2 ghost quarter
2 stony silence
2 surgical extraction
2 zealous persecution
2 burrenton forge-tender
2 ranger of eos
1 Kalitas, traitor of ghet
R1 2-0 vs moon prison, first impression is the list is golden vs prison strategies. Wayward servant fuelled by cryptbreakers is crazy value under ensnaring bridge! Plague belcher + blasting station did some overkill.
R2 2-1 vs knightfall CoCo, lifedrain was very good at denying my opponent the chance to combo, because of my life gain and the life loss he didn't have enough life left to kill me. Lost game 2 to a missplay, i forgot that binding mummy works if you sac messenger during the opponent's turn. G3 kept my removal for scavenging oozes and chained messengers ftw.
R3 2-1 vs merfolk, G1 opponent flooded, G2 i flooded. G3 was interesting, was the typical tension merfolk decks experience when they don't have vial and just play one fish a turn. A stream of messenger easily raced the fishes.
So first impression is good of course. They only card i didn't like was binding mummy, the card felt bad. Maybe it is better in vial versions but i didn't like them. Plague belcher + messenger seems to be the real deal. Wayward servant was better than what i played in its spot before. Nothing broken but good enough i feel.
Will report back after more testing later this week.
1
Next week i'm going to start doing actual testing. I want to begin by trying out as many amonkhet zombies as i can, then go by elimination:
4 gravecrawler
4 cryptbreaker
4 relentless dead
4 wayward servant
2 binding mummy
2 tidehollow sculler
4 geralf's messenger
2 plague belcher
Sorceries: 6
4 inquisition of kozilek
2 dark salvation
4 fatal push
artifacts: 2
2 blasting station
lands: 22
4 bloodstained mire
2 polluted delta
6 swamp
2 godless shrine
4 concealed courtyard
3 cavern of souls
1 urborg, tomb of yawgmoth
2 stony silence
2 ghost quarter
2 collective brutality
2 zealous persecution
2 surgical extraction
2 burrenton forge-tender
2 ranger of eos
1 big game hunter
Curve:
X: 2
1: 16
2: 12
3: 8
Blasting station is my starting point. In my particular list (no vial) i see no reason not to run it, especially since the curve has been cleaned up. The card has won me countless games in the pre-amonkhet version, nothing new makes me want to run other sac outlets when i think about it. The other options have the advantage of being cheaper in mana, but their effect are a lot weaker and their body are more fragile. The pinging goes really well with all the draining too.
With report back after i get a few games with it.
1