Originally Posted by
drude1
Ok, so I've been playing with a list that is basically the love child of Hisa's list and my previous list and it is looking like this:
// Lands
1 [MR] Great Furnace
3 [TE] Ancient Tomb
1 [UNH] Island
2 [B] Volcanic Island
1 [UNH] Swamp
1 [B] Underground Sea
3 [MR] Seat of the Synod
1 [B] Badlands
3 [KTK] Polluted Delta
3 [ZEN] Scalding Tarn
1 [UNH] Mountain
1 [KLD] Inventors' Fair
// Creatures
4 [SHM] Painter's Servant
4 [UL] Goblin Welder
2 [C16] Baleful Strix
// Spells
4 [TE] Grindstone
3 [IA] Pyroblast
2 [SH] Ensnaring Bridge
2 [SOM] Mox Opal
4 [C15] Brainstorm
2 [MBS] Tezzeret, Agent of Bolas
4 [AL] Force of Will
2 [AQ] Transmute Artifact
1 [CN2] Daretti, Ingenious Iconoclast
1 [MR] Pyrite Spellbomb
2 [XLN] Search for Azcanta/Azcanta, the Sunken Ruin
2 [KLD] Smuggler's Copter
// Sideboard
SB: 1 [SOM] Ratchet Bomb
SB: 3 [CH] Blood Moon
SB: 1 [DS] Trinisphere
SB: 4 [M11] Leyline of the Void
SB: 1 [AL] Helm of Obedience
SB: 2 [C15] Fiery Confluence
SB: 2 [EMN] Collective Brutality
SB: 1 [KLD] Chandra, Torch of Defiance
I went back to two transmute in the board after getting blown out a couple times by eldrazi. You REALLY NEED the bridge in that MU. Otherwise, here are my thoughts...
a. smuggler's copters are actually the nut. They have been so incredibly good. They attack very well, block very well, can't get eaten out of the graveyard by deathrite and turning one into a 5/5 with tezz is stone cold nuts. I have occasionally had a little trouble turning it on but now having 14 cards main that do so, it hasn't been bad. Very strong edition.
b. inventor's fair has also been surprisingly good. It's pretty slow, but again in the late game it can get you exactly what you need to close out a game. Definitely worth the one slot.
c. as we've all discussed, search for azcanta is obviously good and a second one is even better. Likely wouldn't play 3 though.
d. deck actually feels like it need more answers to creatures, particularly deathrite. I am playing 1 pyrite spellbomb which I really like but I could see playing either another one of those, another ensnaring bridge or something to keep my life total up.
e. Playing revoker as another one of main mostly for the fast combo MU's and because it's another creature to turn on the copters. It's been good but obviously not relevant in every MU.
f. I played with dack a little while (didn't try saheeli) but had a really hard time keeping him alive. Both he and saheeli don't protect themselves very well and they just always died after 1-2 activations. At least tezz can make a 5/5 to act as a wall against attackers. I've also been playing Daretti main and really like him. I really have not had any significant mana issues and he's actually easier to cast under a blood moon than tezz (obviously). He does a decent job of protecting himself and is great creature/artifact removal. Again, I really think a second bridge is a good idea. I may cut either the revoker or one FoW to make room.
g. Hisa, I again know what you mean with the transmutes, but they just feel so necessary. They actually have the same feel as enlightened tutor in the r/w list. You feel like you are neutering yourself a little by playing it but you really need the tutor effect. Not sure how to get around this.
Thanks again for putting up your list. It's helped be get rid of some of the chaff in mine.