Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$166.23

0 Likes 0 Comments
Avg. CMC 3.4
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 23 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (2)
2 Torrential Gearhulk
$0.55 Artifact Creature - Construct
Instant (13)
1 Anguished Unmaking
$2.40 Instant
4 Anticipate
$0.04 Instant
2 Disallow
$3.28 Instant
3 Encircling Fissure
$0.05 Instant
2 Glimmer of Genius
$0.06 Instant
1 Negate
$0.13 Instant
Sorcery (5)
2 Baral's Expertise
$0.50 Sorcery
3 Fumigate
$0.34 Sorcery
Artifact (10)
3 Inspiring Statuary
$0.44 Artifact
4 Pacification Array
$0.08 Artifact
3 Prophetic Prism
$0.02 Artifact
Enchantment (2)
2 Mechanized Production
$3.33 Enchantment - Aura
Planeswalker (4)
2 Dovin Baan
$0.83 Legendary Planeswalker - Dovin
2 Tamiyo, Field Researcher
$5.67 Legendary Planeswalker - Tamiyo
Land (24)
4 Aether Hub
$0.20 Land
1 Inventors' Fair
$15.83 Legendary Land
6 Island
$0.09 Basic Land - Island
4 Plains
$0.09 Basic Land - Plains
3 Port Town
$0.33 Land
3 Prairie Stream
$0.15 Land - Plains Island
2 Shambling Vent
$0.35 Land
1 Sunken Hollow
$0.28 Land - Island Swamp
Sideboard - 40 cards, 20 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (9)
4 Metalwork Colossus
$0.28 Artifact Creature - Construct
4 Thing in the Ice // Awoken Horror
$2.37 Creature - Horror // Creature - Kraken Horror
1 Ulamog, the Ceaseless Hunger
$25.78 Legendary Creature - Eldrazi
Instant (19)
1 Anguished Unmaking
$2.40 Instant
1 Disallow
$3.28 Instant
4 Dispel
$0.22 Instant
1 Encircling Fissure
$0.05 Instant
1 Heroic Intervention
$8.48 Instant
3 Negate
$0.13 Instant
2 Repel the Abominable
$0.16 Instant
4 Select for Inspection
$0.04 Instant
2 Warping Wail
$0.63 Instant
Sorcery (2)
1 Fragmentize
$0.06 Sorcery
1 Lost Legacy
$0.13 Sorcery
Artifact (2)
2 Fleetwheel Cruiser
$0.15 Artifact - Vehicle
Enchantment (6)
4 Authority of the Consuls
$11.78 Enchantment
1 Mechanized Production
$3.33 Enchantment - Aura
1 Metallurgic Summonings
$1.15 Enchantment
Planeswalker (2)
1 Jace, Unraveler of Secrets
$3.39 Legendary Planeswalker - Jace
1 Sorin, Grim Nemesis
$3.20 Legendary Planeswalker - Sorin

Notes
 
So, This deck is very wide at the moment, but has some great ideas in it.

The deck is a semi-turbo fog based around over extension and icy manipulator effects. A suite of fogs, Anticipate, Glimmer of genius and other sources of card draw in conjunction with torrential gear hulk is the traditional turbo-fog elements. I'm hoping the addition of Pacification array, Dovin Ban, Tamiyo, Jace, Authority of Consuls, and select for inspection give the deck added "fog" like resources that are recur able and promote over extension. This naturally leads to a fumigate, or Baral's Expertise. These resources can also help to turn the corner and suppress blockers.

Long game is the plan, and inevitability is a hallmark of these decks. A season's past package is included in the deck. Also to this end ultimating planes walkers, using Angel's to create rules, Aetherflux Reservoir, and Mechanized production offer alternative win conditions and dimension to the game. Mechanized production with clue production, the array, Prophetic prism, and especially inspiring statuary are very interesting with the other strategies. Casting a array, pro prism, inspiring, into T4 Nissa's renewal is interesting indeed.

The deck is about 40 cards over, so all of this is not possible. I think the ideal version is a combination of the tap/turbo fog and artifact support, but it will take a while to find a balanced list. Efficiency is not only possible, but critical, so an ideal list will be necessary. The ultimate list will also need flex spots for necessary permission/removal, as opposing non creature permanents pose a problem. Any combo based deck, like saheeli, will be difficult to manage. For that reason, the deck must be warped to absolutely not lose G1 versus the most widely played combo deck. I also need to investigate better options for planes walker suppression, as they pose a serious issue.

I believe the ideal game play is a long, protracted game 1 that end's in my inevitable victory, followed by a game two where I prevent my opponent from winning. In the event I lose Game 1, a transformational sideboard could be necessary, maybe involving Metalwork Colossus, or a dedicated combo shell I can side into. Would need to be able to close a game quickly on the play, and operate on a different access than my opponent will anticipate. I've since added  2 copies of fleetwheel cruiser, which pairs especially well with the metalwork colossus, allowing, a T5 Colossus and a game that closes quickly in deed. Also plays well with sided out removal. Thing in the Ice could also fill the same roll, and is less synergistic dependent. In the event I win Game 1, Thing in the ice provides more disruption and versatility. I believe either way, G3 on the play or draw has Ulamog as a new win con and haymaker. It's very difficult to deal without the right answers (and I can trump all of them in the right condition), can end the game quickly in 2 ways, and it's cast trigger is relevant and will likely put my opponent back two lands in the mid game. Oh, did I mention this is coming down on turn 6? Inspiring statuary is a hell of a card. Speakig of which, warping wail is a surprising answer to the saheeli combo. If I have a T1 or T2 artifact, then I can "tap out" on T3 for statuary, and cast warping wail off improvise if needed! I have not yet decided if In the long game 2 or G3 if I want to have another production. Long game 2 this is what they are gunning for, Short G3 it might not have much impact.

Also, I was looking through the deck last night and realized the deck is almost absolutely U/W, with a splash of green. In addition to this, 4 prophetic prism, 4 aether hub (and the extra energy from glimmer only being used by hub), which should make the splash easy. Seasons Past, which the deck was originally named, seems too mana dependent for GG, and also likely only to use once in the long G1. Without a reliable way to tutor for it (which is possible in black if I really wanted too), a one of alternative would be more suitable. One though is Perpetual timepiece. Another is metallurgic summoning. I like the latter for it's work with inspiring statuary, fumigate, and also just having some beaters. When I activate, I get all the gas at once. Perpetual needs less of a window to resolve, and there are quite a few cards that need said window. I started to look to other colors for my nonland permanent needs, and anguished unmaking was the first to come to mind. Two copies in the main provides a lot of insurance against combo's and planeswalkers, and is versatile. Red would have some burn options, but I like that anguished deals with the worst permanents, and artifacts, and enchantments. It eliminates problems, and that's what I need. And then my thoughts turned to ole' Sorin. Sorin, who was unplayable in the time of Emrakul. Sorin, who can kill creatures, damage opponents, draw cards, and gain life. Whose ultimate is devastating. That's a pretty big draw!

The deck has so much it can do, and we want it all G1! The artifact/Fog package takes up almost the entirety of the deck space, and needs to be shaved. Each additional element is a 6 card package, so elimination and shaving need to happen as well. 6 Planes walkers, 6 enchantments, 6-10 permission/slots. I think once a firm base is etablished, an alotment for the remaining space can be divided. The larger the base, the more efficent, so it is a hard line to draw.

I renamed the deck Fun Police! It's not only the "archetype" of the deck, as is usually ascribed to lock  and fog strategies, but thematic for the set. It feels like Dovin Baan, Tamiyo, pacification array, fumigate, disallow, and the flavor of a few more like inspiring statuary, inventor's fair, metalurgic summoning authority of consuls, were made for this purpose! Azorius with a streak of black. Order, rule of law, obediance, and control. Playing the role of dystopian government.
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