We Must Take a New Path to Perfection ...

Modern Deck Help forum

Posted on Dec. 12, 2015, 1:33 a.m. by Femme_Fatale

So FAMOUSWATERMELON just recently suggested Ghirapur AEther Grid to my most well known creation, the Puresteel combo!


Path to Perfection

Modern Femme_Fatale

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And I think it is a really good suggestion. Since it is a three drop, it is most likely going to replace Monastery Mentor due to the Mentor's fragility.

However, Mentor and Grid are two completely different cards. Obviously I would need to add red back into the main, but then that begs the question ...

What else should I do?

Removing Monastery Mentor means I can take the creature heavy addition off quite a bit, but doing so would require removing my other creature base cards. Basilisk Collar, Lightning Greaves, Kitesail Apprentice and Emerge Unscathed can all be swapped into an entirely different deck. The resulting deck would most likely be slower and no longer rely on explosive finishes, but it would be more resilient.

I was thinking going an enchantment heavy build with Myth Realized, Blood Moon and Ghirapur AEther Grid. It would look something like ... this:


Enchanting Path

Modern* Femme_Fatale

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(I would use T/O's JS decklist script, but it doesn't work for me, so a link is all I got.)

Advantages: Ghirapur AEther Grid is a removal suit on its own. I'm resilient to creature removal. Lack of heavily relying on a protection grant means I can focus on more artifacts in the main. I'm even more resilient to artifact removal in that I'm not relying on needing to replay my artifacts through Retract (thus making me die to Chalice of the Void when I play it).

Disadvantages: No protection grants means everything is weak to removal. Especially Puresteel's namesake card: Puresteel Paladin. It is also a lot slower and less explosive, meaning that cards like Engineered Explosives and Chalice of the Void have much more time to go and say "fuck you" to this deck.

Thoughts, critiques and opinions? They are definitely welcome!

Just food for thought- I think Molten Nursery is better than Grid in a lot of situations, because it can more readily kill a big threat with half the number of artifacts that Grid would require for the same job (e.g. Grid needs 6X Cheerios to kill Kird Ape, Nursery needs 3X). Nursery does, however, clearly require a full set of Retract, and a high number of 0-drops. On the other hand, Grid is better once you get Puresteel going, but then you're ahead and not that worried about opposing creatures, anyway. You might even consider a Grid/Nursery split (3:2?), with fewer Grid, as it seems better in a longer game.

December 12, 2015 11:29 a.m.

It's also worth noting that a second Grid is dead in hand, but two Nursery on the board, or Nursery plus Grid is pretty oppressive.

December 12, 2015 12:44 p.m.

Femme_Fatale says... #4

Yeah, I remember someone else suggesting Molten Nursery when it got spoiled and I told them I'd get back to them on that. That was a while ago.

But yeah, Molten Nursery is definitely a potential inclusion. I'm thinking of putting in more ramp in here.

December 12, 2015 8:44 p.m.

Yeah, Haha - that may have been me under the name I had prior to upgrading my account. I really liked Molten Nursery when I tested it in a Puresteel build as soon as it was spoiled. And the acceleration indeed makes a big difference.

Something that I found useful was 2-3 Riddlesmith, which gave me more turn 2 setups for the enchantments, more redundant engines on top of Puresteel, and a greater likelihood of having a target for Paradise Mantle.

December 12, 2015 9:58 p.m.

Femme_Fatale says... #6

Forgot about Riddlesmith, thanks~

December 13, 2015 2:17 a.m.

Femme_Fatale says... #7

Pretty sure the list is solid right now.

December 13, 2015 2:47 a.m.

This discussion has been closed