The golem tribe is brilliant to play right now. We have many lords and token producers (mainly from the Scars of Mirrodin block), and cards to take advantage of these. Now, with Innistrad, we have some amazing combos. For those of you who haven't experienced seeing your opponent with dozens of golems crashing down upon you, the above cards should give a good picture.
There have been a few scattered threads lying around the forum, but none going anywhere fast. This deck I believe has a lot of potential to be competitive, so I've written this primer from my own deck building and testing. Any and all input is welcome and encouraged. I've tested primarily with the idea to stick to the golem theme as much as possible, but cards such as Elesh Norn, Grand Canobite, Wurmcoil Engine, or Garruk Relentless may well have their place in this deck if its to become competitive.
I've chosen bant colours as I've so far seen them being the best choices, but two colour decks are easily viable (and are budget friendly). Red and black haven't offered much as of yet (I tried splashing for Heartless Summoning in a strange build, but didn't like it).
So into the depth of it, the core:
Blade Splicer – First pick, no doubts. Automatic four of.
Wing Splicer – Can win games solely from its lord ability. Your opponent passes to you, while on 9 life – you have 3 3/3 golems – thinking they're safe. You play Wing Splicer and they scoop (even with the abundance of removal in standard, this happens frequently).
Master Splicer – Buffing out golems with pure strength? Not bad in the slightest. Arguably worse or better than Wing Splicer. I prefer a healthy mix.
Solemn Simulacrum – Our sad robot. I like to think its because no one remembers he's a golem. He's very much like Marvin (of Hitchhiker fame), where he causes our opponent to miffle a tear when they've realized too late that our robot can block his Inkmoth Nexus, or get through to a Mirran Crusader. Perhaps a jack of all trades, but one very good at them. I like him as a 4 of.
Precursor Golem – Controversy for 9 power from 5 mana. Whether you play him or not will change how the rest of your deck is composed. At worst, half your board can be wiped. At best, you win the game with your hands behind your back. We've many options for protection, which will be looked at later.
From these, I normally run 14-16. That is, everything bar Precursor Golem, or, everything bar a mix of Sad Robots, Wing, and Master splicers.
On our side line we have some good options too:
Platinum Emperion – Our Golemator, aka tough guy. With a little ramp, this golem is not one you want flying into your face.
Spellskite – We lack great creatures for the early game, but this dude is a winner. Especially good for Precursor Golem play, and respectible without.
Adaptive Automaton – Good for his lord effect, but weak and slow. Note that he can also become a human lord, helping out our weenie splicers (still very much in kill range of most spells though).
Grand Abolisher – For two white, he's the nightmare of control. But for two white, he's not always the fast choice. A good sideboard plan.
Phantasmal Image – This little man is popping up everywhere. A copy of any splicer is lovely. No one wants us to keep a Master Splicer on the battlefield, and any removal will destroy him as easily as it would a clone. Not a bad choice to soften our curve, but unfortunately can't be bounced.
Vital Splicer – Sure, he can help revive some of our golems, if say our Precursor golem hits the bucket. But we have better splicers to play in the 4cmc slot. Instant speed protection wins over.
Sensor Splicer – I wouldn't complain about vigilance, but I would about his casting cost. Precursor golem works better, and if you're not playing him, then we still have better choices at 4cmc splicers.
Maul Splicer – For 7cmc, we get trample. Worth it? To be honest, I haven't tried him, but looks to be a slow choice when we have much better options.
These splicers I personally think we shouldn't run. They can stay here to rust. Vital Splicer may be an 'okay' choice.
Ranger's Guile – The +1/+1 is nice, but won't help against world destruction effects.
Asceticism – An expensive hexproof. Works wonders in some matchups, but generally too expensive.
Fresh Meat – Maybe you're sadistic, and want your golems to die? In which case this is the card for you. Leaving 4 mana open is a risky price to pay.
Stave Off – Our simple white pro spell. No harm done here.
Apostle's Blessing – Taking our life to grant life to our creatures. A noble virtue, but only for the benefit of pro artifacts.
Swiftfoot Boots – Isn't going to help much, but can be reused plenty.
Mask of Avacyn – Like above. We don't need so much the +1/+2, so the boots is a better option. Note that these artifacts help metalcraft, but even then, are unlikely worth playing.
If we choose to run Precursor Golem, a serious look at some of these cards is needed. 4 I've found seems to be the optimum number for 4 Precursors. Depending on your meta, I would at least start with Withstand Death. It will save you on numerous accounts. Asceticism can prove useful depending on your curve. Choosing to run without Precursor, none of these are required. This being said, protection for your vulnerable splicers can't be snobbed, and prove useful on occasion.
Parallel Lives – A brilliant card. Just brilliant. This enchantment works wonders for our deck. This pops out tokens at a rate of knots. With just one in play we put our opponent on their feet. Another odd feature is that this makes their Beast Within terrible.
Cackling Counterpart – Instant speed copying speaks for itself. They attack. You clone. Works well to put more first strikers into play to block, or generally anything. This card and Parallel Lives is a combo not to scoff at (especially with regards to a Precursor golem). The expensive flashback looks unwieldy, but still being instant speed proves fantastic.
Venser, the Sojourner – Our planeswalker of choice. Options to blink: Splicers for power (again working brilliantly with Parallel Lives); Solemn Simulacrum or Mycosynth Wellspring for land; and Oblivion Ring for altered removal. His -1 ability sometimes almost feels like an ultimate, with large board presence. His emblem is icing on the cake, but if you're at the point to use it, you should win anyway. A 2-3 of if in the right colours.
Mimic Vat – The slowest of our production lines. A splicer on it is nice, a Precursor golem nicer, but their titan nicest. Again combined with Parallel lives, its nuts.
The fuel for our deck. Parallel Lives is an automatic 4 of for myself, but I have seen it played in lesser numbers. Unless you're running an odd build, it never hurts to have more than one out. In fact, for every addition Parallel Lives in play, you are exponentially rewarded. Cackling Counterpart isn't a necessary element, and I've recently been playing without it. It is however a nice addition if you have room.
Intangible Virtue – Our golems become 4/4 and have vigilance. Not bad for a 2cmc enchantment.
Tempered Steel – Making our artifacts become slightly stronger than Intangible Virtue would, but lack vigilance. Almost all of our artifacts are tokens, and as this enchantment requires two white at 3cmc, this card loses out.
Intangible Virtue is a great card for this deck. I was surprised how well it works. 5/5 golems from T3? Yes please.
Birds of Paradise - T2 Blade Splicers are fantastic to say the least. The wings don't help us, but the rainbow does.
Rampant Growth - Your basic wizardry of making matter from mana. Doesn't quite comply with E=mc^2.
Viridian Emissary - A toss up on our friend here. Even though his face looks like what happens when you cross an elf and a pig, he's surprisingly good, but dependant on meta. Play him vs. aggro, but otherwise if you like seeing a lot of land, choose Rampant Growth.
Sphere of the Suns – Should be considered if going for a metalcraft route, good with a touch of control and proliferate.
Avacyn's Pilgrim - If you're a lover of dorks, these are your next pick for the team, but certainly not required.
Llanowar Elf – Only for completeness sake he's here. But why play him?
I run 4 Birds of Paradise in any list I make. Like I said, a Blade Splicer on turn 2 is hard to pass up. Rampant Growth and Viridian Emissary also come in handy, depending on your curve. I prefer the latter, but should be chosen according to meta.
Oblivion Ring – White's favourite removal spell. Whatever your poison, this is good.
Beast Within – If we're playing Precursor golem, this gives us an interesting option. We can destroy their permanents, like usual, or play it in response to their doomblade on our Precursor golem. We've replaced our golems with beasts, so no lord effects, but a nice move none the less, especially if Parallel Lives is in play. Doubling as removal and protection, this gets two thumbs up.
Dismember – Good creature death, and always an option. My personal preference would be to just use the aforementioned options. Birds can help relieve pain.
Four removal spells work nicely. I'd rather not splash black, so Oblivion Ring is usually my weapon of choice. This being said, 3/3 beasts are usually not to worry about, as our golems will either be first strikers, or 4/4 (from either Master Splicer or Intangible Virtue).
Manaleak – Cheap and efficient. You've heard it all.
Ponder – Search is always useful, and I won't tease if you choose this.
Think Twice – Card advantage but for a pretty penny. Our spells usually cost enough already to worry about this.
Gitaxian Probe – Effectively drops our deck to 56 cards. It isn't efficient without Ponder finding the right cards, but can be helpful.
Cards to soften our curve, which help aplenty. Personally I don't like playing control, but if you're up for it, Manaleak is certainly a great solver of problems.
Hunter's Insight – If combat damage is going through, this card is our friend. Played infrequently, this card is unexpected. As we normally have many creatures out, it isn't hard to play, but can be a dead top draw.
These are two neat tricks we have up our sleeve. No large point playing these without Precursor golem, but if we do, this gains us a huge amount of card advantage – better than other options such as Ponder.
Other than playing with or without Precursor Golem, two other 'major' variants can be played:
Auriok Edgewright – For two white, not the best, but certainly may be worth it with metalcraft. Depends on your curve, as Mirran Crusader is much better for just 1 mana more.
Indomitable Archangel – Hexproof would be nicer, but under most circumstances shroud will do. This is a nice card in conjunction with Precursor golem.
Rusted Relic – Helps metalcraft along, and a 5/5 golem isn't bad. But a 4cmc splicer is perhaps better.
Mirran Mettle – Everyone likes looking buff, and our Precursor golem especially. But, a protection spell should probably be run in its place. And without Precursor golem, its a below average choice.
Stoic Rebuttal – We have two good metalcraft control cards. A lovely counter to begin with, but only to be run along side or on top of Mana Leak.
Dispatch – And this is our excellent creature removal.
I haven't tested with these, but this is a potentially a strong play. To note: Precursor golem gives instant metalcraft.
Blightsteel Colossus – Sad to draw, but oh so precious... (mind the pun). You only want one, and no other artifacts in your deck.
Shape Anew – Our force of 3/3 golems want their daddy. This card will get him for us, and works splendidly with splicers.
Merfolk Looter – Get back in the basement Blightsteel, we can't afford to feed you.
This combo is neat, but the drawback is no other artifacts can be run. I've had it disrupted many times, but when it goes off, everyone knows it went off.
4-8 of. See where you're colour heavy and insert accordingly. One distinct advantage for Sunpetal Grove: Jason Chan! Great artwork always puts fear into the opponent, right?
Buried Ruin – Depending on how many artifacts are run, this can be a plus.
Gavony Township – If we're in the right colours, why not? Because 5 mana is an expensive option, although should be noted is instant speed.
Moorland Haunt – Again, we're in the same colours. More tokens is nice, but having a sound mana base is our first priority.
Choices we have, but very specific to any given build.
23-24 land. Depends of course on your ramp and curve. I prefer 23 land and more ramp.
Overrun – A great finisher in many decks. I haven't personally tested or seen this card tested with a golem deck. Definitely interested to see how it performs.
Mutagenic Growth – A generic boost. Powerful when a Precursor golem is in play, but otherwise not brilliant. Consider a protection spell instead.
Moment of Heroism – Another boost, but with lifegain. You hopefully aren't in the situation in which you need life gain, but 5 life for 2 mana and a strength gain isn't shabby.
We shouldn't need any of these for a win condition. Focus on protection and enchantments buffing our golems works well in itself, and should be kept consistent.
Doomed Traveler – A cheap creature, has evasion, and likes Parallel Lives.
Doubling Chant – I'd like to see this played. With even one Parallel Lives in play, the board could easily flood with golems.
Back from the Brink – I've seen this played on occasion. Its casting cost being so high, I'd rather run most anything else. Not sure if this is worth testing or not, but its included as it does produce tokens.
Midnight Haunting – Instant speed brings much glory to this card. Its proven successful in my first golem builds. Creating 2 or 4 (with the possibility of 8+) 1/1 flying spirits is nothing to be scoffed at.
The above are just a few random tidbits that may or may not deserve to be included.
I highly doubt you'll actually be able to cast Emperion with only 23 lands.
I'm thinking U/W with Venser and Counterpart and Precursor. But I'd stay away from other golem guys other then Blade, and no other enchantments to buff. Mostly because I'd want to toss in Mirran Crusader cause he's good and other solid creatures. Geist of Saint Traft would actually be in the sideboard for decks that can't stop him- and to turn off all the targeted removal people will bring in for Precursor. Phantasmal Image would show up in the main, but I may play Metamorphs instead.
I highly doubt you'll actually be able to cast Emperion with only 23 lands.
Actually, casting Emperion is fine with 23 lands. Having only two in the deck puts drawing him to a low percentage, and with the ramp from BoP and Sad Robots, he can be cast almost every time he's drawn. Unless he's in your opening hand, I've always been okay. There was one situation were the first two cards I drew were both Emperion, but both were at some point cast and I won the game.
I'm thinking U/W with Venser and Counterpart and Precursor. But I'd stay away from other golem guys other then Blade, and no other enchantments to buff. Mostly because I'd want to toss in Mirran Crusader cause he's good and other solid creatures. Geist of Saint Traft would actually be in the sideboard for decks that can't stop him- and to turn off all the targeted removal people will bring in for Precursor. Phantasmal Image would show up in the main, but I may play Metamorphs instead.
For a dual colour deck, white I find to be the staple inclusion. It may be an interesting tactic to mainboard Precursor Golem, then in match two, sideboard him out for another creature (like you say for example, Geist of Saint Traft). It would certainly be dependant on your opponent of course.
Do you find only the 2 Apostle's Blessing's enough to protect your Precursor Golems? This being said, if you cast Cackling Counterpart once their doomblade has copied itself for every golem, you lose your golems, but gain them back. I presume you've chosen Apostle's Blessing over Stave Off due to a artifact heavy meta?
I personally wouldn't run Day of Judgement as I find this style of deck too creature heavy. Does it work well for you? This gives an interesting thought, though would require a GW build. Playing DoJ and Withstand Death together. This, and also cards like Midnight Haunting, Doomed Traveller, Mausoleum Guard, and Fresh Meat (albeit that would be expensive to cast right after a DoJ).
I'm definitely agreeing on the Mirran Crusaders. Lowering my curve is helping some, though, I am going to test Midnight Haunting again.
I haven't playtested beyond goldfishing. I like Apostles Blessing because it gives more options- be it protection from a Wurmcoil or Inkmoth or not having white available to tap.
I'm afraid of fast token decks and red. I don't like relying on a three drop to stall till I get 5 mana to clog the board, much less prepare for the Venser-Alpha strike. Hence the Days. Also, turn 4 day followed by t5 Precursor into t6 Venser ought to slow anyones game plan.
I'm not sure I can replace my golems with Counterpart in response to Doomblade. Wouldn't the copies just get killed when Doomblade resolves? I'll have to ask the rulings forum.
Not a huge fan of virtue. Maybe if I had Travelers and Haunting I'd go for it, but then I'd be dropping Crusader for those slots, and I don't like that idea.
The two biggest problems I'm facing are Slagstorm and Black Sun Zenith. Slagstorm can be dealt with if I have just one Intangible Virtue out, but protection spells if I have them won't help at all.
I may try using Manaleak for my early game. But that means I'm asking for first turn green for BoP, and second turn white and blue. May not be the best for three colours.
I was thinking of putting some Melira in the side deck in case of Black Sun. Sure they can hit it with a kill spell, but it drops the power of their BSZ to kill the Melira.
Melira! Fantastic. Great idea. I've tested it and it works brilliantly. Unfortunately against infect or BSZ decks, they no doubt play Doom Blade or Go for the Throat, but it nicely sets them back.
I've reduced Intangible Virtue and Parallel Lives in my build both to three each, as they're glaringly bad top draws if you don't have the right cards in hand or field. Midnight Haunting has been performing well, especially against any red aggro.
As my deck focuses on having golems either at 4/4 strength or 3/3 with first strike, I've gone from Oblivion Ring to Beast Within.
I feel like this would be a good place to try my Indomitable Archangel's. I love that damn card but can never seem to make her more useful than a 4/4 Flier for 4 (which isn't really hateful in today's meta).
This is my take on the deck at the moment. This was made without reference to your primer & I will be playtesting as soon as the cards arrive. At This stage I'm tempted to cut the adaptive automaton. Also I'm running 2 of more splicers to attempt to layer their abilities. If I draw a blightsteel I just focus on blinking the sad robots until I hardcast him. Unsure on 3 or 4 of Venser.
I feel like this would be a good place to try my Indomitable Archangel's. I love that damn card but can never seem to make her more useful than a 4/4 Flier for 4 (which isn't really hateful in today's meta).
She's a card I really want to try. I need to pick up a few. The problem is that she is in the 4cmc slot, which is heavy with most of the splicers, Solemn Simulacrum, and Parallel Lives. I'm thinking she would be best in a Precursor Golem build (still with other pro spells probably). Do tell if you try it out.
This is my take on the deck at the moment. This was made without reference to your primer & I will be playtesting as soon as the cards arrive. At This stage I'm tempted to cut the adaptive automaton. Also I'm running 2 of more splicers to attempt to layer their abilities. If I draw a blightsteel I just focus on blinking the sad robots until I hardcast him. Unsure on 3 or 4 of Venser.
Your deck is looking pretty good. I personally don't like Venser as a 4 of. Partially to try drop my curve, but also he isn't essential for this deck to win, so drawing into him too much can hurt.
How do 8 mana dorks work for you? I've always used only 4 BoP, but I've been tossing up adding at least 2 Avacyn's Pilgrim.
Blade Splicer is fantastic, and would always play a full set. Playing her on turn 2 against any deck is a plus. Followed up by a Master Splicer the next turn is even better. And on the splicer note, I don't like Maul Splicer too much - how often is he useful? I'd prefer evasion in the form of flying or Venser's -1 to get damage through unhindered.
I think my deck is rather different to yours; much slower & bigger. Keep in mind I still need to do some serious playtesting. The 8 mana dorks help give me an ideal run every game, allowing a turn 2 Blade Splicer or Tempered Steel
I run so many mana dorks so I can run a heavier curve and really create a massive board position.
Maul splicer as a card is only okay, I don't run it for the trample; blink it with venser and you get a free minimum 6 power & toughness spread across two bodies, or more realistically 4 golems due to Parallel Lives 5 power & toughness thanks to Tempered Steel to make for an awesomely spent 7 Mana, especially if you blink it the turn you cast it.
After the first round of playtesting Blightsteel Colossus was a dead in my hand; has been cut for two intangible virtues, which will help casting two spells in a turn against werewolves. Venser was just as rediculously powerful in this deck as I thought, using his ulti protected me from lethal flying damage from an Insectile Aberration next turn.
Maul Splicer was excellent, in one game getting me 16 tokens over 2 turns, with Venser & Parallel Lives.
Havn't faced any boardwipes yet, but the enchantments and venser make it look like I'll be able to recover quickly, considering running 2 Day Of Judgement.
Mimic Vat was not very useful, but I'll need to play more games to find out if I'll cut it. Solemn Simulacrum was awesome whenever he hit the field, and got countered often =(.
Still no sideboard, but this deck runs a whole lot smoother. I generally cop the beating for the first few turns, turn 2 Tempered Steel, Turn 3 Parallel Lives then a boardwipe (Day Of Judgement) I start dropping the splicers for lots of beefed golems. If the deck I'm facing is less aggressive then I'll skip the boardwipe & drop splicers earlier.
Edit: Venser continues to be beastly, in a game against monowhite tokens I played a T2 Oblivion Ring on Honor of the Pure then shifted it with Venser to hit Kemba, Kha Regent with two peices of equipment, then moved it to Hero Of Bladehold, then she re-equipped Kemba, so I bounced it back to Kemba, before leaving it on Hero. Venser rules!
Gideon definately has less synergy with the deck. If I could recommend Venser, he'll draw attacks off you, he isn't a bankbreaker, and his ulti answers every problem.
Obviously, puts a lot of emphasis on Precursor Golem. Asceticism negates its sizable drawback, letting you reap the benefits of essentially targeting all your Golems at once with instants and sorceries. Mighty Leap makes them fly, Moment of Heroism gives them all lifelink, Spidery Grasp essentially turns them all into Spiders, Apostle's Blessing and Withstand Death protect them all, and Mirran Mettle gives them a massive, cheap boost. An even better trick comes with Increasing Savagery; permanent +5/+5 (or later, +10/+10) for ALL my Golems? Yes, please!
I see the merits of blue, with Venser and Saving Grasp bouncing Splicers for Golem profit. I'll likely cave eventually and go blue myself. But until then, at least I have something unique that keeps opponents on their toes. I think the surprise factor alone may be why this deck has performed pretty well for me.
This is my version of golems...It focuses more on getting out the Precursor Golems, and inflicting 21 damage in one turn with Mirran Mettle and Artful Dodge.
Land- 20
10 island
10 plains
(would put in dual land but dont own)
Looking for input on this, do you think it will work well? if I shape anew with a precursor on the field, i am garenteed my other two and my Blightsteel, but if i dont think i can pull off that, I play indomitable angel to protect all my tokens from precursors effect.
Interesting idea. Note that a redirect from Spellskite's ability will not stop a Doom Blade from hitting your other golems. By the time you can redirect, Precursor's ability has already triggered and will end up making the copies.
Spliced Golems
The golem tribe is brilliant to play right now. We have many lords and token producers (mainly from the Scars of Mirrodin block), and cards to take advantage of these. Now, with Innistrad, we have some amazing combos. For those of you who haven't experienced seeing your opponent with dozens of golems crashing down upon you, the above cards should give a good picture.
There have been a few scattered threads lying around the forum, but none going anywhere fast. This deck I believe has a lot of potential to be competitive, so I've written this primer from my own deck building and testing. Any and all input is welcome and encouraged. I've tested primarily with the idea to stick to the golem theme as much as possible, but cards such as Elesh Norn, Grand Canobite, Wurmcoil Engine, or Garruk Relentless may well have their place in this deck if its to become competitive.
I've chosen bant colours as I've so far seen them being the best choices, but two colour decks are easily viable (and are budget friendly). Red and black haven't offered much as of yet (I tried splashing for Heartless Summoning in a strange build, but didn't like it).
So into the depth of it, the core:
On our side line we have some good options too:
Other than playing with or without Precursor Golem, two other 'major' variants can be played:
Blightsteel Colossus – Sad to draw, but oh so precious... (mind the pun). You only want one, and no other artifacts in your deck.
Shape Anew – Our force of 3/3 golems want their daddy. This card will get him for us, and works splendidly with splicers.
Merfolk Looter – Get back in the basement Blightsteel, we can't afford to feed you.
Finally, my current decklist:
4 Birds of Paradise
4 Blade Splicer
4 Solemn Simulacrum
4 Master Splicer
4 Wing Splicer
2 Platinum Emperion
4 Parallel Lives
4 Intangible Virtue
4 Oblivion Ring
Planeswalkers
3 Venser, the Sojourner
Land
6 Forest
5 Plains
4 Island
4 Razorverge Thicket
2 Hinterland Harbour
2 Glacial Fortress
This type of build is very fun, and highly recommended to at least give a shot at. Please post your builds and thoughts.
Edit: Somehow posted in wrong forum. Much appreciated if this could be moved. Cheers.
WGU Spliced Golems
Modern:
WGB Junk Pod
WG Enchantress
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
I'm thinking U/W with Venser and Counterpart and Precursor. But I'd stay away from other golem guys other then Blade, and no other enchantments to buff. Mostly because I'd want to toss in Mirran Crusader cause he's good and other solid creatures. Geist of Saint Traft would actually be in the sideboard for decks that can't stop him- and to turn off all the targeted removal people will bring in for Precursor. Phantasmal Image would show up in the main, but I may play Metamorphs instead.
Actually, casting Emperion is fine with 23 lands. Having only two in the deck puts drawing him to a low percentage, and with the ramp from BoP and Sad Robots, he can be cast almost every time he's drawn. Unless he's in your opening hand, I've always been okay. There was one situation were the first two cards I drew were both Emperion, but both were at some point cast and I won the game.
For a dual colour deck, white I find to be the staple inclusion. It may be an interesting tactic to mainboard Precursor Golem, then in match two, sideboard him out for another creature (like you say for example, Geist of Saint Traft). It would certainly be dependant on your opponent of course.
WGU Spliced Golems
Modern:
WGB Junk Pod
WG Enchantress
4 Glacial Fortress
4 Seachrome Coast
3 Moorland Haunt
9 Plains
6 Island
Creatures
4 Precursor Golem
4 Blade Splicer
4 Mirran Crusader
3 Hero of Bladehold
3 Wing Splicer
2 Geist-Honored Monk
4 Cackling Counterpart
2 Day of Judgement
3 Venser, the Sojourner
4 Oblivion Ring
2 Apostle's Blessing
1 Day of Judgement
2 Geist of Saint Traft
4 Mana Leak
3 Revoke Existence
2 Vapor Snag
3 Dismember
Let me know what you think of this.
Do you find only the 2 Apostle's Blessing's enough to protect your Precursor Golems? This being said, if you cast Cackling Counterpart once their doomblade has copied itself for every golem, you lose your golems, but gain them back. I presume you've chosen Apostle's Blessing over Stave Off due to a artifact heavy meta?
I personally wouldn't run Day of Judgement as I find this style of deck too creature heavy. Does it work well for you? This gives an interesting thought, though would require a GW build. Playing DoJ and Withstand Death together. This, and also cards like Midnight Haunting, Doomed Traveller, Mausoleum Guard, and Fresh Meat (albeit that would be expensive to cast right after a DoJ).
I'm definitely agreeing on the Mirran Crusaders. Lowering my curve is helping some, though, I am going to test Midnight Haunting again.
WGU Spliced Golems
Modern:
WGB Junk Pod
WG Enchantress
I'm afraid of fast token decks and red. I don't like relying on a three drop to stall till I get 5 mana to clog the board, much less prepare for the Venser-Alpha strike. Hence the Days. Also, turn 4 day followed by t5 Precursor into t6 Venser ought to slow anyones game plan.
I'm not sure I can replace my golems with Counterpart in response to Doomblade. Wouldn't the copies just get killed when Doomblade resolves? I'll have to ask the rulings forum.
Not a huge fan of virtue. Maybe if I had Travelers and Haunting I'd go for it, but then I'd be dropping Crusader for those slots, and I don't like that idea.
I may try using Manaleak for my early game. But that means I'm asking for first turn green for BoP, and second turn white and blue. May not be the best for three colours.
WGU Spliced Golems
Modern:
WGB Junk Pod
WG Enchantress
Melira! Fantastic. Great idea. I've tested it and it works brilliantly. Unfortunately against infect or BSZ decks, they no doubt play Doom Blade or Go for the Throat, but it nicely sets them back.
I've reduced Intangible Virtue and Parallel Lives in my build both to three each, as they're glaringly bad top draws if you don't have the right cards in hand or field. Midnight Haunting has been performing well, especially against any red aggro.
As my deck focuses on having golems either at 4/4 strength or 3/3 with first strike, I've gone from Oblivion Ring to Beast Within.
My current list and sideboard:
4 Birds of Paradise
4 Blade Splicer
2 Solemn Simulacrum
4 Master Splicer
4 Wing Splicer
Instants
4 Midnight Haunting
4 Beast Within
2 Cackling Counterpart
3 Parallel Lives
3 Intangible Virtue
Planeswalkers
2 Venser, the Sojourner
Land
6 Forest
4 Plains
5 Island
4 Razorverge Thicket
2 Hinterland Harbour
3 Glacial Fortress
3 Nevermore
3 Celestial Purge
3 Mimic Vat
3 Grand Abolisher
3 Melira, Sylvok Outcast
WGU Spliced Golems
Modern:
WGB Junk Pod
WG Enchantress
4 Solemn Simulacrum
3 Mimic Vat
2 Adaptive Automaton
2 Blightsteel Colossus
Creature (20)
2 Wing Splicer
2 Vital Splicer
2 Maul Splicer
4 Birds of Paradise
3 Master Splicer
3 Blade Splicer
4 Avacyn's Pilgrim
3 Parallel Lives
3 Tempered Steel
Land (20)
5 Plains
2 Glacial Fortress
2 Sunpetal Grove
2 Seachrome Coast
7 Forest
2 Razorverge Thicket
3 Venser, the Sojourner
This is my take on the deck at the moment. This was made without reference to your primer & I will be playtesting as soon as the cards arrive. At This stage I'm tempted to cut the adaptive automaton. Also I'm running 2 of more splicers to attempt to layer their abilities. If I draw a blightsteel I just focus on blinking the sad robots until I hardcast him. Unsure on 3 or 4 of Venser.
She's a card I really want to try. I need to pick up a few. The problem is that she is in the 4cmc slot, which is heavy with most of the splicers, Solemn Simulacrum, and Parallel Lives. I'm thinking she would be best in a Precursor Golem build (still with other pro spells probably). Do tell if you try it out.
Your deck is looking pretty good. I personally don't like Venser as a 4 of. Partially to try drop my curve, but also he isn't essential for this deck to win, so drawing into him too much can hurt.
How do 8 mana dorks work for you? I've always used only 4 BoP, but I've been tossing up adding at least 2 Avacyn's Pilgrim.
Blade Splicer is fantastic, and would always play a full set. Playing her on turn 2 against any deck is a plus. Followed up by a Master Splicer the next turn is even better. And on the splicer note, I don't like Maul Splicer too much - how often is he useful? I'd prefer evasion in the form of flying or Venser's -1 to get damage through unhindered.
WGU Spliced Golems
Modern:
WGB Junk Pod
WG Enchantress
I run so many mana dorks so I can run a heavier curve and really create a massive board position.
Maul splicer as a card is only okay, I don't run it for the trample; blink it with venser and you get a free minimum 6 power & toughness spread across two bodies, or more realistically 4 golems due to Parallel Lives 5 power & toughness thanks to Tempered Steel to make for an awesomely spent 7 Mana, especially if you blink it the turn you cast it.
EDIT: Also sticking a Solemn Simulacrum on a Mimic Vat looks just as fun as doing it to a splicer.
EDIT2: Also my deck severely lacks disruption.
Adaptive Automaton was far less useful and will be cut, probably for Oblivion Ring.
Maul Splicer was excellent, in one game getting me 16 tokens over 2 turns, with Venser & Parallel Lives.
Havn't faced any boardwipes yet, but the enchantments and venser make it look like I'll be able to recover quickly, considering running 2 Day Of Judgement.
Mimic Vat was not very useful, but I'll need to play more games to find out if I'll cut it.
Solemn Simulacrum was awesome whenever he hit the field, and got countered often =(.
Also Venser's +2 targets often met a Vapor Snag or Dismember.
4 Birds of Paradise
4 Avacyn's Pilgrim
4 Blade Splicer
3 Wing Splicer
4 Solemn Simulacrum
3 Master Splicer
2 Maul Splicer
3 Oblivion Ring
3 Parallel Lives
3 Tempered Steel
Land (22)
7 Forest
5 Plains
2 Glacial Fortress
2 Sunpetal Grove
2 Seachrome Coast
2 Razorverge Thicket
2 Island
3 Venser, the Sojourner
Sorcery (2)
2 Day of Judgment
Still no sideboard, but this deck runs a whole lot smoother. I generally cop the beating for the first few turns, turn 2 Tempered Steel, Turn 3 Parallel Lives then a boardwipe (Day Of Judgement) I start dropping the splicers for lots of beefed golems. If the deck I'm facing is less aggressive then I'll skip the boardwipe & drop splicers earlier.
Edit: Venser continues to be beastly, in a game against monowhite tokens I played a T2 Oblivion Ring on Honor of the Pure then shifted it with Venser to hit Kemba, Kha Regent with two peices of equipment, then moved it to Hero Of Bladehold, then she re-equipped Kemba, so I bounced it back to Kemba, before leaving it on Hero. Venser rules!
4 Blade Splicer
4 Master Splicer
2 Vital Splicer
2 Maul Splicer
4 Precursor Golem
1 Platinum Emperion
Other Creatures:
3 Wall of Tanglecord
2 Palladium Myr
Permanent Boosters:
3 Asceticism
1 Intangible Virtue
1 Parallel Lives
3 Mirran Mettle
2 Increasing Savagery
1 Withstand Death
1 Apostle's Blessing
1 Mighty Leap
1 Moment of Heroism
1 Spidery Grasp
Other Spells:
3 Dispatch
1 Doubling Chant
Lands:
8 Forest
8 Plains
4 Sunpetal Grove
1 Maul Splicer
2 Golem Artisan
1 Palladium Myr
1 Melira, Sylvok Outcast
1 Spare from Evil
1 Intangible Virtue
2 Travel Preparations
1 Spidery Grasp
1 Moment of Heroism
1 Ranger's Guile
1 Hunter's Insight
1 Dispatch
1 Dispense Justice
Obviously, puts a lot of emphasis on Precursor Golem. Asceticism negates its sizable drawback, letting you reap the benefits of essentially targeting all your Golems at once with instants and sorceries. Mighty Leap makes them fly, Moment of Heroism gives them all lifelink, Spidery Grasp essentially turns them all into Spiders, Apostle's Blessing and Withstand Death protect them all, and Mirran Mettle gives them a massive, cheap boost. An even better trick comes with Increasing Savagery; permanent +5/+5 (or later, +10/+10) for ALL my Golems? Yes, please!
I see the merits of blue, with Venser and Saving Grasp bouncing Splicers for Golem profit. I'll likely cave eventually and go blue myself. But until then, at least I have something unique that keeps opponents on their toes. I think the surprise factor alone may be why this deck has performed pretty well for me.
4 Birds of Paradise
4 Precursor Golem
4 Blade Splicer
4 Wing Splicer
2 Spellskite
Spells:
3 Withstand Death
3 Forbidden Alchemy
4 Mirran Mettle
4 Apostle's Blessing
4 Artful Dodge
4 Evolving Wilds
4 Sunpetal Grove
3 Glacial Fortress
1 Swamp
5 Forest
4 Plains
3 Island
4 Fog
4 Naturalize
4 Paralell Lives
2 Day of Judgement
1 Platinum Emperion
Seance
MTGS egos at their finest.
Thoughts on proxies:
indomitable archangel x 3
Blade Splicer x4
Master Splicer x3
Sensor Splicer x3
Wing Splicer x3
Blightsteel Colossus x1
Precursor Golem x3
Blighted Agent x3
Spells-11
Shape Anew x4
Cancel x2
Negate x2
stoic rebuttal x3
Enchantments-6
Oblivion Ringx3
Pacifism x2
Arrest x1
Land- 20
10 island
10 plains
(would put in dual land but dont own)
Looking for input on this, do you think it will work well? if I shape anew with a precursor on the field, i am garenteed my other two and my Blightsteel, but if i dont think i can pull off that, I play indomitable angel to protect all my tokens from precursors effect.
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW