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UB Metallurgic summoning

Standard*

Lf2002


Sideboard


This is my plan for a deck to play after rotation in September. The deck plays out like a normal UB control deck would and plans to drop a Metallurgic Summonings somewhere between turn five and turn 8. The reason that there is only one Torrential Gearhulk is that Metallurgic Summonings dodges a lot of the removal that is very common in my local metagame such as Cast Out and now Abrade that Torrential Gearhulk does not.

Card filtration/Card Draw

This is very important as you need to find specific answers and dont want more than one Metallurgic Summonings

Glimmer of Genius : sees four cards and sets up later turns, all around a great card.

Hieroglyphic Illumination : can cycle early to find removal, lands and counterspells while still being a good card in the late game and a respectable Torrential Gearhulk target.

Censor : Good tempo play early and can be pitched for something else when the ability is no longer relevant

Supreme Will : its like a three mana Mana Leak early and a Impulse late, all around a strong versatile card.

Fetid Pools : you can play it early and get a land drop or when you dont need it cycle late

Counterspells

Keep problamatic cards from hitting the board or instants/sorceries from resolving while you build up to the late game.

Supreme Will : its like a three mana Mana Leak early and a Impulse late, all around a strong versatile card.

Censor : Good tempo play early and can be pitched for something else when the ability is no longer relevant

Negate : Good situational counterspell

Essence Scatter : another good situational counterspell

Disallow : Very strong and versatile counterspell that has applications against almost everything

Discard

Picks apart opponents hand and gives us information on how to play out the game.

Lay Bare the Heart : Gets most things in standard right now but is a two drop competing with counterspells so there are only 2

Harsh Scrutiny : can mess up an aggro decks curve and give you information, I think its pretty good for a turn one play with no other one drops outside of cycling.

Doomfall : kills a creature late and takes a card early three mana is a lot and it competes with counter-spells so I'm only running one but it is a strong versatile card.

Removal

Deals with problem creatures and planeswalkers very important

Fatal Push : a great card against everything but the control mirror and really helps survive a early Heart of Kiran

Never : A strong spell that deals with lots of problematic cards that I otherwise would be unable to beat

Doomfall : It is good early and late game and is the decks only answer to a resolved indestructible creature

Win consTorrential Gearhulk : a very good card that provides value and sadly dies to removal, If there were less removal heavy decks in my meta I would play four

Metallurgic Summonings : a good value engine that eventually wins the game and can replenish you hand

Any suggestions are appreciated and on a final note I am hoping for a better Evolving wilds replacement

(I am aware that the links for evolving wilds and Lay Bare The Heart don't work, I'm trying to fix them but may not be able to)

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Revision 3 See all

(7 years ago)

+1 Doomfall side
-1 Dynavolt Tower side
Date added 7 years
Last updated 7 years
Legality

This deck is not Standard legal.

Rarity (main - side)

0 - 2 Mythic Rares

12 - 3 Rares

23 - 4 Uncommons

8 - 6 Commons

Cards 60
Avg. CMC 3.29
Tokens Energy Reserve, Zombie 2/2 B
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