Sideboard

Planeswalker (2)

Artifact (2)


The purpose of this deck is to try to abuse the massive power of the gearhulks as much as possible.

To be honest I have no idea if this mana base will work, but I see Aether Hub as being an overwhelmingly powerful card. It fills its role as another color for a turn if I need it, and there's a lot of hand/deck manipulation to maximize the effectiveness of that freebee mana early when it counts. I imagine that getting off a second turn Cathartic Reunion or Tormenting Voice is extremely important to fill the graveyard, which means the deck will definitely need editing to see if it's possible to overcome this weakness against control decks featuring counterspells. It also works turn 3 if you have a Fiery Temper in hand to help you control the board, and if not then maybe you have an Unlicensed Disintegration (the burn will not go off in the early game but that's fine).

On turn four hopefully you are able to be set up for a Refurbish play (the obvious play), but it's fine if that's not the case. When Plan A doesn't work, there's always a Contingency Plan

Why is Contingency Plan Good?

Having 4 copies of Cathartic Reunion and another 4 copies of Tormenting Voice is wonderful, it may not always fill the needs, especially with counterspells. Contingency Plan has a wonderfully accurate name, allowing you to attempt to set up a huge play. Played on turn 3 can easily set up for both Madcap Experiment or Refurbish on turn 4. Refurbish is dependent on having a Gearhulk in the graveyard, but with all the discard and the Contingency Plan allowing you to dumb something in the grave, it's not unreasonable. Madcap Experiment works best with a Gearhulk as the next card, which can be done with Contingency Plan if you're lucky, but worst case scenario isn't that bad either. In one scenario you can dump everything except for the Madcap Experiment to reduce the life you lose when you play it. In a second scenario, if you can afford to be patient, you can set yourself up for a decent combo in the future.

One such combo is a turn five play where you play Mortuary Mire followed by Madcap Experiment so that you minimize your life loss.

So essentially the deck has the threat of playing Gearhulks repeatedly potentially starting on turn 4, and it manipulates the hand/deck to do that. The only other cards in the deck are control cards, 4 being Fiery Temper and 4 being Unlicensed Disintegration.

So let's actually talk about the Gearhulks. Cataclysmic Gearhulk can shut down aggro boards, so I have it at 3. It's not that bad later in the game either since Gearhulks count as both artifacts and creatures, allowing you to save two. You don't really have to worry about Cataclysmic Gearhulks accidentally coming out onto the field later in the game from a Madcap Experiment because that would probably be overextending in the first place, and if you're going to Madcap Experiment at that point in the game it should really be with a Mortuary Mire or Contingency Plan manipulating the Gearhulk you get, so you can choose not to get Cataclysmic Gearhulk.

Noxious Gearhulk is very awesome with the life gain. It can help with the life you might lose early game against Aggro decks and it also balances the life loss from Madcap Experiment. The destroy effect is also very much desired.

Combustible Gearhulk is not that bad against aggro strategies either since it has the First Strike. It is also too perfect of a card for a reanimation deck like Solar Flare. You're either drawing cards or filling your graveyard, and the damage is nice, too.

So every Gearhulk has a pretty nice amount of control and the deck helps you spam it.

Sideboard (Maybeboard?):

Saheeli Rai looks like an amazing card for a deck like this. Scry is never bad but can help Madcap Experiment if you really need to cast it blindly. The Scry will lower the life you lose from it by 1 (since you move a card out of the way that wasn't an Artifact). This makes her + seem really valuable to me in a bad scenario. But in a good scenario, her - is incredible with the Gearhulks. Using it on Combustible Gearhulk could be straight up game winning. I think that if you get it out versus control then you have a pretty nice advantage.

Only other card I could imagine using is some sort of counterspell.

All help is appreciated!

EDIT: The deck has been changed a little. Three copies of the RBW Gearhulks were lowered to two copies each, and two copies of Torrential Gearhulk was added. Torrential Gearhulk is able to flashback either Fiery Temper or the more preferable Unlicensed Disintegration. The big change is probably the addition of three copies of Haunted Dead. I lowered one copy of Tormenting Voice to compensate since this card adds more discarding, and it seems really solid as a backup early-mid game plan while enabling your future plays. Mortuary Mire was also lowered by one copy down to two since it really only works with Madcap Experiment while Madcap Experiment can be played without Mortuary Mire, like with Contingency Plan, so three felt unnecessary. Lastly, a copy of a plains was replaced by a Drownyard Temple. I really don't like the colorless in a four color deck but I can't pass up the discard fuel and possible ramp in a deck with Gearhulks.

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Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

8 - 2 Mythic Rares

8 - 2 Rares

14 - 0 Uncommons

16 - 0 Commons

Cards 60
Avg. CMC 3.63
Tokens Copy Clone, Energy Reserve, Spirit 1/1 W
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