PDA

View Full Version : [Deck] Grand Architect



auspiciousTactician
03-22-2014, 04:34 AM
Grand Architect is a card that has interested me since it was released with Scars of Mirrodin. I feel like it has a lot of unused potential that many people overlook. I've tried creating quite a few decklists that try and use Grand Architect to the potential I believe it has, however, I believe only this most recent iteration has what it takes to be viable.

The List:

// Creatures - 17
4 Grand Architect
4 Etherium Sculptor
4 Pili-Pala
3 Steel Hellkite
2 Wurmcoil Engine

// Spells - 17
3 Batterskull
4 Blue Sun's Zenith
4 Mana Leak
4 Remand
4 Spell Snare

// Land - 26
26 Island



There are a few cool interactions in this deck I'd like to point out. Playing Etherium Sculptor and Grand Architect means you can get a turn 3 Batterskull into play. That also means you could get a turn 4 Wurmcoil Engine or Steel Hellkite. Grand Architect and Pili-Pala can combo for infinite mana, allowing you to play out your hand, pump a Steel Hellkite for lethal, or just win off of a Blue Sun's Zenith.

I haven't really thought through the sideboard as I'm still working on the main board.

Possible additions to the deck include Precursor Golem, though that's more of a dream and a discussion for a different day.



Obviously this deck has some issues with it, which is why I need your help. Is this deck worth developing, or should I scrap it and move on?

CaptainTwiddle
03-22-2014, 03:32 PM
There is already a thread for this deck. Thanks for the list, though.

http://www.mtgthesource.com/forums/showthread.php?27544-Grand-Architect

auspiciousTactician
03-22-2014, 04:05 PM
Thanks for the link, I'll move my discussion there.

cherub_daemon
03-22-2014, 04:31 PM
This is really scattershot, because I'm not sure whether you're looking for this to be a combo deck or a control deck, or what-all. It looks like you have way too many cards in the deck which are no good unless mana is basically no object, and you're not built around finding that combo and getting it out, other than to just run 4 of each component. Also, there's no way to deal with resolved permanents other than Hellkite. Consider what you are going to do without an Artificer in your opener. Things I would at least look at:

Trinket Mage + toolbox (Chalice of the Void, Engineered Explosives, Pithing Needle, etc.).
Treasure Mage, and go down in your Hellkite/Wurmcoil counts. You could also look at running other cards in that toolbox.
Both Mages play with Architect, which is nice.

Blue Sun's Zenith is incredibly costly as a draw spell. If you're really in love with this card, I'd suggest running it as an alt-kill out of the board, but I don't think it's a good plan. I'd look at other draw/dig options. Serum Visions, maybe? Thirst For Knowledge? Augury Owl filters and plays with Artificer.

Vedalken Shackles seems like a no-brainer.

Cheap blue "control"creatures like Cursecatcher, Judge's Familiar, and Vendilion Clique can give you a little more time and later act as gas.

Edit: I took way too many breaks typing that. Sorry that this is in a dead thread.