The Architect of Oz

Modern DuTogira

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Golgari Charm and Mana Tweaking —Feb. 16, 2016

-1xEchoing Truth -1xHurkyl's Recall --> +2xGolgari Charm sideboard

This change was made because most white decks (the only kind that can run Stony Silence) also seem to be fond of creatures with one health. Lingering Souls is nearly a white staple, hatebears has plenty of 2/1's, Kiki-Chord is similarly susceptible, BW tokens doesn't like it, and CoCo doesn't seem all that fond of it either. The ability to regenerate all of my creatures against white decks is also pretty powerful.

-1xSteam Vents --> +1xBreeding Pool mainboard

This change was made because I need a green source for Golgari Charm.

-1xHallowed Fountain --> +1xWatery Grave mainboard

This change was made because having two Hallowed Fountains does not do THAT much to improve the consistency with which I can play T1 Path to Exile (The deck had 10 sources pre-change and has 9 now), but given that I run two mainboard Profane Commands, I have a reason to want access to , which means I need more / lands. The sideboard also has more cards which require than .

NOT resetting the discussion because this change is just a minor performance tweak.

DuTogira says... #1

I haven't done much testing either. At Regional San Diego though, EVERY time I had thoughtseize, I wished it had been a superion. Without exception. So I figured heck, let's try it.

February 8, 2016 12:04 a.m.

DuTogira says... #2

Ok so... just from about 50 different solo playtests... Not only can I consistently play any Myr Superion by T3 if it is in my start hand, I can consistently have all three of them out by turn 8. This is assuming that I do not draw my combo and simply win prior. The reason for this is that if you draw a start hand which has no Vial, no GA, and does not seem likely to combo off by turn 4, you should just mulligan it. Myr Superion augments those components already critical to the combo so thoroughly that any game where you cannot play Myr Superion is likely a losing game anyway. Or a game where you should have mulligan'd.
This deck basically has:
Primary game plan of "combo win T3/4"
Secondary game plan of "Esper control that plays a metric TON of x/5's and x/6's"

I currently LOVE the superion. Forget Elephant Ambush, T3 instant speed Myr Superion is about as expected as the French Inquisition, but FAR more powerful.

February 8, 2016 2:11 a.m.

That makes a lot of sense. I like it. It does some serious work vs Eldrazi, so I think it's a good include.

February 8, 2016 4:37 p.m.

DuTogira says... #4

Check out the sideboard. We just picked up another scarecrow as anti eldrazi tech!
Scarecrow tribal B O Y Z !

For the record, while a very nice anti eldrazi tech, I will not be making this change until I am sure that eldrazi decks are here to stay. I'm not about to risk 60$ on two sideboard cards whose only use is at risk of being banned, and whose price is jacked way up because they are useful in legacy and vintage combo decks.

February 8, 2016 8:41 p.m. Edited.

Good choice! I love the scarecrow tribal theme. You should add it to the list of 'hubs' just for funzies. If it isn't an option, we should bug epoch about it to see if he can add it. Scarecrows for the win!

On a side note, I just learned there is a legendary scarecrow, Reaper King. I now want to build a 5 color scarecrow tribal commander deck. There are 26 scarecrow creatures, so it would likely have enough support to sorta work, and would have to be a -1/-1 counter and artifact theme, which doesn't sound too awful. I would also include a blink theme, because Reaper King gains effects off of ETB and some of the scarecrows have an persist, so that could remove the counter from them. At a minimum, it sounds silly and fun.

February 8, 2016 8:53 p.m.

DuTogira says... #6

I love the idea. I have actually already goozle'd two different people into thinking I was playing tribal scarecrow across the two competitions I attended.

It's a game 1 strategy people! Bluff that Reaper King!

February 8, 2016 9 p.m.

Aretherk says... #7

I really enjoy your builds, and I am going to build it as my primary deck.

From lots of testing and theory crafting, I feel ensnaring bridge is an extremely hard counter to the eldrazi decks as well as aggro, with spellskites, you have a pretty beefy wall to consistently get your combo off.

Only problem with with ensnaring bridge with this deck is that it nullifies the myr superion, but you should take a look at mind shreiker. Draw a card, declare attacks with mindshreiker because it has 1 attack and you have 1 card in hand from draw, tap mana or infinite mana to pump its damage to oblivion before damage gets through as well as deck your opponent.

February 9, 2016 1:08 a.m.

DuTogira says... #8

Aretherk let me start by saying thank you so much, and I am honored that you find my brew worthy of building. Nothing in the multiverse is more valuable than people who can give feedback based on experience.
With regard to the Mindshrieker suggestion... it's interesting. The problem that I see with it is that outside of the combo, it is basically just a 1/1 flyer for . The deck in its current state does not lack for ways to win once it has infinite mana. Come to think of it, I don't think I have ever failed to win a game in the last 3+ months once I got the infinite mana combo off. What this means is that only those cards which are useful even outside of the combo but which can also act as win-cons can still make the cut. Viridian Longbow turns Pili-Pala into a machine gun. Hangarback Walker wins attrition games, since he usually leaves behind 2+ tokens every time he dies. Profane Command can 2 for 1 the opponent by killing one of their creatures and pulling one of mine (Myr Superion?) out of the yard. Staff of Domination can draw me an extra card each turn, and thus is also useful for attrition. Mindshrieker... blocks Vendilion Clique well, but not much else.
Ensnaring Bridge is a card I have been looking at for a long time, but I haven't ever added it because of the nature of this deck contrasting with what Ensnaring Bridge really does. Yes the bridge is a powerful anti-aggro card, but but it requires that you keep your hand empty to be at its best. In order to keep your hand empty, you have to be playing whatever card you draw each turn. In order for "play my topdeck" to be a good strategy, you have to have a high density of cards in your deck which are powerful on their own. This deck does not work this way. Don't get me wrong, the deck is still powerful, but it is built like a web of multi-card synergies, with each individual card being rather garbage. Seriously, topdecking AEther Vial sucks. Combine it with Myr Superion or Artificer's Intuition though, and it's nowhere near as bad. What this means for this deck is that it tends to play its cards in 2-3 card bursts to maximize their impact on the game. Ensnaring Bridge is far less powerful if your deck plans to dump its hand once every 3 turns instead of simply playing off the top.

I still do very much appreciate the feedback. The list is just very tight right now.

February 9, 2016 2:28 a.m. Edited.

DuTogira says... #9

Also... HOLY !@#$ DID THE PRICE OF CHALICE GO UP! I got mine for like 12.00$. What the heck happened? Did Eldrazi Aggro cause this spike?

February 9, 2016 2:32 a.m.

Aretherk says... #10

Yes, main board chalice on eldrazi caused it to go up.

As for the ensnaring bridge version, it would yes be a different strategy. Hand disruption like thoughtseize/inquisition, and something like collected company instead of aether vial.

From what I can see with the deck, you have no problems with control or midrange, but I feel it falls to aggro, and the meta is aggro atm.

Mind shreiker was just a suggestion that synergizes, maybe add lantern of insight for addition synergy in this theorycraft, I dunno, but with ensnaring bridge, being able to attack under the bridge, then pump the creature up with mana seems pretty nice.

February 9, 2016 2:56 a.m.

DuTogira says... #11

I'll grant you that attacking under the bridge is nice but... I could also just Profane Command over the bridge.
If you want to make a theorycraft copy of this deck built specifically to handle aggro, you have my blessing and I am more than willing to provide feedback on it! Currently though, I am doing my best to try to make this list the most powerful variant of "The Minefield" against aggro decks. If it gets to the point where I need Ensnaring Bridge I will certainly test it. I don't think I will ever end up needing the shrieker though. Profane Command just does more for the deck.

February 9, 2016 3:11 a.m.

DuTogira says... #12

Actually... I could make a Sultai version of this deck which runs coco along with vial, superion, the combo... I'd probably cut the cmc = 1 wincons and both trinket Mage and artificer's intuition. Tez would have to go. Replace path with abrupt decay. Up the land count to 21, one more fetch one more shock. Maybe run one Glissa, the Traitor because vial and coco mean she can be used for some sneaky combat tricks. Id probably add some snapcasters too in that deck. The steam vents would change to a fountain so that sideboard ayli could still be a thing.
I still wouldn't run shrieker in that deck though. I don't have the time to make that list right now, but if anyone wants to brew that up I'm happy to provide feedback. That or I can make it sometime in the next 2-3 weeks.

February 9, 2016 2:29 p.m.

DuTogira says... #13

That deck would be a little top heavy for a combo deck though. It would probably need considerable refining even after aforementioned changes. Like I said, I don't have time for that now, but I'll get to it eventually. I guess Zombies in Kansas is about to get a cousin.

February 9, 2016 2:32 p.m.

Aretherk says... #14

I would love to work on a project like that, I do want to be a part of this tinkerbox midrange combo competitive style deck, so I will put my heart into it.

Do you have any other methods of communication other than tapped out to discuss options and ideas? Facebook, skype, etc. Something a little bit quicker.

February 9, 2016 4:09 p.m.

Aretherk count me in on helping with that deck as well. I love every Pili-Architect deck so I'd love to help work on that. For faster communication you could use the private chat on tappedout. It's much faster than commenting, but it can also only be seen by the 2 people, so we couldn't have a conversation between all 3 of us, for example.

When you get around to making that deck, tag me in a comment so I can check it out.

February 9, 2016 4:41 p.m.

DuTogira says... #16

I'll brew up a basic list super quick. Should be done in an hour. Texts would be the best way to reach me. I'll private message you two my number, as I'm not active on any social media sites.

February 9, 2016 6:09 p.m.

DuTogira says... #17

I dare say this list may be finalized... at least until SoI is out. From playtesting, the deck just feels strong. You either have plenty of removal, a powerful "go wide" board presence, or a way to keep threatening the combo. It just feels strong, and I love it.

February 14, 2016 3 a.m.

Just read the interesting games section. That game sounds awesome and hilarious.

As for the deck, I have to agree that the mainboard looks either perfect or near perfect.

February 14, 2016 10:22 a.m.

DuTogira says... #19

I wonder... maybe I should replace Hurkyl's Recall with sideboard Wear/Tear. It would be pretty good against affinity, I already have a Steam Vents, and it works very nicely against Stony Silence.

February 14, 2016 6:12 p.m.

I like it! Although looking over the decklist, why is the Steam Vents in here? It was for Pyrite Spellbomb and Crumble to Dust, but neither of those are in the deck anymore. Running wear/tear may be a good excuse to keep it in here, but for now Vents serves no purpose.

February 14, 2016 6:38 p.m.

DuTogira says... #21

It lets explosives hit 4cmc cards. Since the mana base of this deck only needs 1 w and 1b to be fully operational, the vents can be an island and it doesn't hinder performance at all. It could just as easily be a breeding pool for all I care. It also means I'm not scared of splashing for a fourth color sideboard tech card. With that said, I could just as easily run a breeding pool and Nature's Claim.

February 14, 2016 7:48 p.m.

DuTogira says... #22

Ok I'm thinking I take out the steam vents for a breeding pool and then have the sideboard slot for Echoing Truth and one Hurkyl's Recall be replaced with Golgari Charm. It's good against white decks since they tend to run either 2/1's or a bunch of 1/1 tokens, and it can get rid of Stony Silence. I know it's a bit off color but it shouldn't be needed until turns 5+ so that shouldn't be an issue.

February 15, 2016 10:16 p.m.

Also playable vs Elves, Merfolk, Delver, Tokens, and a bunch of other go wide decks. I like it. A lot.

February 15, 2016 10:26 p.m.