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Which is the best Dimir Artifact decklist?
Poll ended at Tue Mar 28, 2017 10:14 am
Arti-stuff 10%  10%  [ 2 ]
Aggro-facts 20%  20%  [ 4 ]
Daring Designs 0%  0%  [ 0 ]
The Daily Grind 10%  10%  [ 2 ]
The whirl of whirlers whirling 15%  15%  [ 3 ]
Industrial Revolution 0%  0%  [ 0 ]
Colossus Smash 15%  15%  [ 3 ]
The grid 10%  10%  [ 2 ]
Improvise Control 10%  10%  [ 2 ]
Arti-fiction 10%  10%  [ 2 ]
Total votes : 20
Total voters : 11
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PostPosted: Thu Mar 30, 2017 3:19 pm 
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Oh, thanks Flaky. GOOD BOY!!

yeah I intentionally didn't mention Psychatog there. I barely remember that guy exists tbh

Mental magic was a nasty stain in the history of NGA. One that it would prefer forgetting. Like wiping out First Nations people. Same type of travesty

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PostPosted: Fri Mar 31, 2017 4:33 pm 
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I'm super sad that my PC broke in the last day of the contest and I couldn't test the final 4 decks :(

Anyway, congrats to Modulo!

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PostPosted: Sat Apr 01, 2017 2:25 am 
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I have hesitated making this post but I so wanted to explain things during the contest so I will just get them out. This was a more annoying contest for me to sit through because I couldn't post a guide for anyone on how to use this deck. Honestly I like the grixis version a bit better but I think they both suffer a bit from lack of power. I plan on posting a brew thread but I don't blame anyone for not wanting to play it, I only did half the decks and I was pretty much done. I don't have the tenacity to play 11 decks and write reviews. Amazing job to everyone that pulled that off.

There is a fair amount of "hidden tech" in the deck with the coolest thing you can do is play skysovereign at instant speed post declaring attackers using whir, removing a 3 or < toughness threat and crew/blocking with skyship achieving a 2 for 1. Assuming you have a way to crew it and down, most of the time it's possible as early as turn 4 but more likely turn 5. Vice versa is also possible if you could play skysov or aethersphere but need a pilot you can whir mid combat grabbing scrapy or the dockhand and crew. You can really abuse key here and nothing wrong using whir to get key if it's not out in a grindhouse match. Improvise tapping, Whirler rogue tapping it, key for the most part in this deck should read pay 2 to draw a card at your upkeep you don't have to discard and of course key is 1 mana in an improvise deck. Bastion is The beatstick here. Goggled up 5/6 hexproof is nothing to sneeze at, with a squad behind him and armed with a sigil or 2 it gets gross quick.

Whir or the whirlers whirling


felbatista wrote:
Round 2!The whirl of whirlers whirling
Another deck very light on lands, although I understand here because it's trying to abuse Improvise. The payoff looks weak, though. Expertise looks weird, and I wonder if it needs more early removal.

Game 1 (Play vs GC Ramp) - WIN
He ramps into oblivion while I play a few Servos. Eventually he plays a gigantic Walker of the Wastes (15/15 or something), but I manage to race thanks to a bunch of life gained through Battle and Harvester.

Game 2 (Draw vs Golgari Midrange) - LOSS
I flood (!) while my opponent plays grreat value cards. Eventually I draw some gas, but they are all low impact cards, so I'm basically a sitting duck while he rides a flip Nissa to victory.

Game 3 (Play vs Temur Midrange) - WIN
He draws a ton of cards and gains a ton of Energy, but can't deal with Inventor + Goggles + Key.

Game 4 (Play vs Dimir Artifacts) - WIN
Another one that had no way to deal with Inventor + Key, nor could race it.

Game 5 (Draw vs mono Black Control) - WIN.
It seems like the only thing this deck does is play Inventor and Key...

Final score: 4-1
Well, this went better than expected. I believe the lesson here is that a lot of people aren't prepared to face/race an Inventor. The deck only won against non-meta decks, but still.

The mana felt ok-ish, but I'd still like a couple more. The deck also needs to focus on its main path of victory. Cut things like Baral's Expertise, Skyboat and Tezzeret for more Engineer and maybe some Vials, to ensure that we draw our combo. It probably needs more early interaction to deal with aggro decks, but I never faced one to say anything.

It's a one trick pony, but that specific pony looks good enough.

It's really not a one trick pony but you are right that's a good enough trick. Being able to grab a aethersphere or skysov at instant speed and crew mid combat turn 3 - 5 can really help turn a game around. I agree I was a little too aggressive with land count vs maps. Tezz and Baral's Exp are there for bad matchups aka snake.dec. I found Tez as great removal that I could kill pretty much anything with twice. If he ults in this deck you will win. You can gum up the board with tokens or just go wide or tall and 5 cards give unblockable or a thopter can swing in armed with equips. I won a game testing by equipping goggles on skysov and aethersphere ftw.

The Whir of Whirlers Whirring

Game 1 vs Rakdos Articrats (40)
Spoiler


Game 2 vs Red Rush (40) (AI)
Spoiler


Game 3 vs Bant Goodstuff (35)
Spoiler


Game 4 vs Gruul Aggro (35)
Spoiler


Game 5 vs Boros Improvised Aggro (38)
Spoiler


5 Game Verdict:
Effectiveness: 3/5
I'll give it the point for the game that I botched - that one was mine to claim and I didn't. Still, the last game was barely a win so this is barely a 3. It is kind of a combo-ish deck and is very vulnerable to control. It can also get screwed early with the low land count and potential slow starts. Not a top tier deck but it impressed me nonetheless.
Theme: 5/5
This build pushes the Improvise mechanic hard and well. It also stays in the strict color theme for the challenge. It deserves the perfect 5.
Originality: 5/5
As stated above, this deck pushes Improvise effectively. It also takes the token theme and tosses in a nifty wrinkle with Sigil. Improvise + Key to the City was fun tech, too. This has been the funnest build for me to play thus far, even if I don't think it is the strongest.
Fun Factor:
Well, shoot. I kinda already said everything that needed saying already.

Thoughts:
Overall, I think this is a very well thought out, focused list. I'd have a hard time recommending any changes aside from maybe swapping a Map or 2 for lands. Westvale Abbey might be worth slotting as a 1-of, since you have the fodder to flip it. TSN feels like it wants to be in the deck, but, honestly, I don't know what I'd cut to fit it in, and with the deck being inherently slow and a tad light on interaction, TSN might just be TOO slow for it.

It was nice to see someone that enjoyed playing my brew and seemed to understand the options it brings to the table. I enjoyed your breakdown of every deck, I think you really can see the gears that work in these decks. Good job winning with sauce, always nice. I thought about TSN but I think that would be card 61 or 62, just couldn't justify putting in unless I pull out Baral's exp (maybe that's what I should have done). I agree adding abbey is smart, I hope to get your input when I eventually post my grixis version. I think it's a bit better because of additional improvise cards.

You get bonus points because you even got the title of the deck right when Giocher didn't.

Whirl: Loved the Jonhny aspect of the deck, let me show you:
Spoiler


...and certainly, when you have an unblockable hexproof 11/13 it's even better... :cloud9:

Problem is...you need a lot of things for that to happen: an Inventor, a Whirler, a couple Googles, one or two Seals...and then you attack (alone of course cause Seals...) and opp have BlessAlli and for 2 mana screws your entire game...it happened to me :cry: it was horrible, it was with a Hub and took me entirely by surprise...still, I had to attack, so...but I'm digressing

Overall, the plan is fun but too limited and janky and complicated...satisfying when happens but on the inconsistent side. Low land count doesn't help.

That's terrible you got blessed out of no where. Of course that's what rebuke is for but I understand not seeing it coming played off of a hub. In a white matchup I would probably swing with all my tokens and race it up. You don't have to find sigils to beat opponents down, but whir is there to help if you really want it. Wish I could run another copy. Again sorry about putting you guys on 19 lands, I tested 10 games and it seemed to be working but in hindsight that was a bit too optimistic. Will have to recruit you into brewing whatever it is this becomes. That is if your not burnt to a crisp on these ideas.

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PostPosted: Thu Nov 09, 2017 7:47 am 
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joNDel wrote:
So far I'm undefeated with everything i've tested (half).

That is impressive! The decks I've tested have been competitive, but to go undefeated with them is remarkable!



A big happy birthday to jondel, gone but not forgotten in our hearts

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PostPosted: Thu Jan 11, 2018 8:05 pm 
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Modulos Aggrofacts has sadly come to an end. This great deck finishes with a record of 74-9 which includes four win streaks of 8-0, 15-0, 24-0 and 21-0

Loved this deck

Lost to Selesnya token and then to mono red artifact with Pia revolution, grid and Scrap Trawler. I should play Disentegration before Touch . Oops

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PostPosted: Sat Jul 07, 2018 8:32 pm 
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I am attempting to brew a deck in Arena and decided to revisit my deck from duels and play it a bit to see what was good. Going back to my ROOTS!

Here is the current build of my Whir deck for anyone that is interested :)

Whir of Grixis

Artifact (16)
1 x Aethersphere Harvester
2 x Cultivator's Caravan
4 x Inventor's Goggles
2 x Key to the City
3 x Renegade Map
3 x Servo Schematic
1 x Skysovereign, Consul Flagship
Sorcery (2)
2 x Battle at the Bridge
Planeswalker (1)
1 x Tezzeret the Schemer
Creature (11)
4 x Bastion Inventor
1 x Herald of Anguish
3 x Maverick Thopterist
2 x Walking Ballista
1 x Whirler Rogue
Instant (8)
3 x Fatal Push
3 x Metallic Rebuke
2 x Whir of Invention
Land (22)
3 x Aether Hub
2 x Drowned Catacomb
3 x Evolving Wilds
1 x Inventors' Fair
4 x Island
1 x Mountain
2 x Sulfur Falls
2 x Sunken Hollow
2 x Swamp
2 x Wandering Fumarole


I am really straining the mana base here because of the required of Herald. The card is just too good to pass up so i am warping the mana bit. Basically 22 mana sources and 3 maps = 25 ways to get mana +2 fixers in caravans.

I do regret dropping to just 1 whirler but the only other cut I would make is maybe a push and I am usually happy to have a push in hand with multiple ways to trigger revolt in this deck. May switch a push for an extra whirler, the fact she can tap key at will is really nice. :confused:

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PostPosted: Sun Jul 08, 2018 10:32 am 
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Here is my artifact list based on Conley Woods' list. It is super fun and challenging to play:

4 Renegade Map (AER) 173
3 Fatal Push (AER) 57
3 Treasure Map (XLN) 250
2 Contraband Kingpin (KLD) 177
3 Tezzeret the Schemer (AER) 137
2 Marionette Master (KLD) 90
1 Karn, Scion of Urza (DAR) 1
4 Cast Out (AKH) 8
2 Doomfall (HOU) 62
3 Fumigate (KLD) 15
4 Hidden Stockpile (AER) 129
3 Drowned Catacomb (XLN) 253
2 Glacial Fortress (XLN) 255
4 Evolving Wilds (RIX) 186
4 Plains (AKH) 250
3 Island (HOU) 186
5 Swamp (HOU) 187
2 Field of Ruin (XLN) 254
1 Concealed Courtyard (KLD) 245
1 Isolated Chapel (DAR) 241
1 Spell Swindle (XLN) 82
1 Herald of Anguish (AER) 64
2 Reverse Engineer (AER) 42

3 Duress (XLN) 105
1 Fumigate (KLD) 15
1 Cruel Reality (AKH) 84
1 Authority of the Consuls (KLD) 5
1 Arguel's Blood Fast (XLN) 90
1 Trespasser's Curse (AKH) 112
1 Crook of Condemnation (HOU) 159

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PostPosted: Sun Jul 08, 2018 12:30 pm 
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Mowie, you've posted an Arena deck in a Duels forum...

Try the Arena constructed sub-forum, a few of us still post there now and then.

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PostPosted: Sun Jul 08, 2018 3:20 pm 
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Sorry Haven!

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PostPosted: Sun Jul 08, 2018 4:29 pm 
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Mowie666 wrote:
Sorry Haven!


No worries!
It's just that if anyone still plays Duels and comes here looking for decks, they're not gonna be able to build Arena decks.
And, it'd be nice to see more NGAers posting Arena decks.

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