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Heartless Machines

Modern Artifact UB (Dimir)

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A Big thanks to Incendion on MTGO for his basis for the list.

The Aim is to play Big, Scary, Heartless Robots out as soon as possible through a combination of Grand Architect + Heartless Summoning and Master Transmuter. We aim to hit them hard with Bigger threats at discount costs before they can stabilize; Let's get into the Deck.

The Engine

Grand Architect + Heartless Summoning will be the main pieces you look for in your opening hand, and your ability to keep them on the table until you can resolve a threat will usually underpin your whole game plan.

Heartless Summoning will reduce the cost of all your creatures by 2 Colorless at the expense of them all being slightly smaller. However, compare a 6 mana 6/6 Wurmcoil to a 4 mana 5/5 wurmcoil. Getting your Electricals at a discount price isn't always so bad. Never have more than 1 on the table at any given time

Grand Architect is just a brimming with value for his cost. The same turn he's played, he can be tapped for mana and used to play more threats. He can give color to your team whilst also buffing them all to offset the downside of Summoning, particularly in multiples. The best part is, you can then tap your blue robots to make mana for additional automatons to join the fight.

Master Transmuter also plays a more understated but important role, namely, Calling in your Murderbots at instant speed on your opponent's E.o.T or repeatedly abusing entering/leaving effects. cough Sundering Titan

Mana Base

One thing that might stick out is the whole 18 Lands thing. At first, I too was a bit skeptical. However, the combination of Turn 1 scry off of Temple of Deceit or, even better, Serum Visions to aid your draws, combined with the Grand Architect + Heartless Summoning help pay you 4 mana into you Wurmcoil Engine.

If you can start the game with a few lands + either combo engine piece and some then you're usually looking at a reasonable hand.

Threats

Wurmcoil Engine - Always a pain for any player to deal with, but also helps offset phyrexian mana costs, shock lands and the early damage your opponent can throw at you. This will be your go to ramp target for the majority of your games.

Myr Superion - Either played on Turn 2 for Free thanks to Heartless Summoning or by Turn 3 thanks Grand Architect, The Superion works as your basic ground pounding soldier. The only difference is that he's typically a lot bigger than the other meat-bags your opponent has likely played by this point. Often able to get at least 2 hits in before bigger bots join the battle or he gets wiped out.

Sundering Titan - The Big Daddy Robot to make Opponents mana bases weep. He's your high end and works particularly nicely with Master Transmuter.

Massacre Wurm - though technically not a robot, is still a resident of the plane and deserves to be shown respect. Can be cast for as little as 4 mana fairly easily thanks to the number of dual lands, he provides an initial mini-wipe to you opponent's board and really makes them pay for everything that dies afterwards.

Bloodgift Demon - playing more of a supporting role, but still acts as a Phyrexian Arena on a 4/3 Flying body. He helps to oil up the draws and make sure the machine functions as intended.

Steel Hellkite - a fairly efficient, evasive beat stick which can be played for 4 mana and potentially have his abilities convoked for thanks to Grand Architect. Next to Wurmcoil he's not as game swinging, but his unique "Blow up the world" effect is a nice addition to the Robot invasion force.

Other Components

Serum Visions - Because every blue deck with a low land count should.

Gitaxian Probe - Mana saving Cantrips at their finest.

Go for the Throat - Can't be turned against you so easily, normally finds a target. Would also consider Dismember, but I need to see which is more consistent when it comes to available mana vs life total; match dependent.

Whip of Erebos - Nice for the passive effect but gets super good when you can bring back a hasty bomb. Would consider running 2, additional testing required.

Sphinx Summoner - Adds a lot of consistency to finding your bombs and also provides a reasonable Flying body. Being blue also benefits from Architect. If you can play this into a board with just Summoning, then a Wind Drake which tutors is fine. When combined with Architect you get a more considerable force to be dealt with.

Phyrexian Metamorph - Purely for value. Doubling up on a particular bomb or copying Architect is usually the game plan. Can also potentially be cast for just 1 mana!

Side board still needs to be assemble before any serious games can be put in. Any suggestions to the Main or for cool Board Tech welcome

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Date added 10 years
Last updated 10 years
Key combos
Legality

This deck is not Modern legal.

Rarity (main - side)

6 - 0 Mythic Rares

39 - 0 Rares

11 - 0 Uncommons

2 - 0 Commons

Cards 60
Avg. CMC 3.62
Tokens Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
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