Welcome to the Budget Depot! In episode #2 we’re going to attempt to give Aetherworks Marvel its time in the second sun! There are few things in standard as powerful as a turn 4 Ulamog and we haven’t changed that from the Temur versions of the past. But this time we’ve brought some additional heat. Let me introduce you to one of the “best” magic cards printed in the past few years.
Second Marvel $134 (59 tix)
Ahhhh Approach of the Second Sun. How I love you so! This card hits all the right notes for me. It’s flavorful, powerful and has beautiful art! Approach is the backup plan if our Ulamog’s get stuck in our hand or we are unable to find them. You often end up with more than one in your hand which is actually fantastic. Your opponent might think they have a few turns for you to find the copy you just cast. If they tap out on the following turn you get to win the game! Another awesome line is to activate Aetherworks Marvel to cast the first copy and then just cast the one in your hand.
Poor poor Aetherworks Marvel. We built you up then cruelly cast you aside and exiled your best friend. While we don’t have Emrakul, the Promised end any longer we do have two very powerful game enders in Standard. This is the engine and is 100% necessary for the deck to function well.
The green puzzleknot keeps us alive and gives enough energy to activate marvel all by itself. This almost never feels like a dead draw unless you are already at an obscene amount of life and you don’t have a marvel.
The blue puzzleknot made its way into some earlier Temur Marvel lists, but ultimately it failed to make the cut. In this version it bring added utility. Once you cast Approach (via Marvel or from your hand) you can cast/activate it to bring Approach 2 cards closer. Having to wait 1-3 turns is miles better than waiting 7 turns. They can also search out your wraths and removal spells in a pinch. All around great roleplayer in the deck.
Consulate Surveillance? Is that even a card? I know I know, but hear me out! This thing generates a decent amount of energy. It also protects you from damage from any source of your choice for the low low cost of two energy. This hits instants, sorceries, creatures, you name it! This helps make that 7 turn wait, not so painful.
Attune is an auto include here. It lets us make consistent land drops, fixes our mana and generates energy. Nuff said.
Cast out (aka an answer to Gideon, Ally of Zendikar) is a much needed addition to the format. It hits literally everything except for that guy at the LGS awakening their Cascading Cateracts (all jokes aside it is a bit annoying that this can’t hit manlands). The best part of all is that it cycles for 1 mana! This is great for after you cast Approach the first time and you just need to get it back into your hand quickly. Four mana is a bit steeper than Stasis Snare, but I think the added utility is worth it. We’ll see if I still feel the same way after I’ve been reunited with Heart of Kiran a few too many times early in the game. It’s possible a split between Cast Out and Stasis Snare is correct.
Yay this kills all their creatures! Except scrounger, a whole team protected by Selfless Spirit, vehicles… well you get the idea. This isn’t a perfect sweeper, but it does have the bonus of gaining you a bit of life in the process. Depending on how fast the format is and how grindy it becomes I could see Descend Upon the Sinful slotting right into this spot.
Oops! It looks like someone managed to slip through the Planar portal and make their way to Amonkhet. Servant does several things that the deck needs. It ramps, it fixes and it provides energy (and if things have gone terribly terribly wrong, it beats down).
Good old Ulamommy! It’s industructible! It pressures life totals and library sizes! It deals with problem permanents! All hail our overeating overlord! Ulamog is the primary wincon of the deck. It comes down as early as turn 4 and just ruins your opponents day. The only recourse for the opponent are exile based enchantments or edict effects.
You won’t often be cycling Scattered Groves, but if you are it probably means you’re digging for the kill. This comes into play tapped everytime, but at the moment I think its worth the trade off.
This plays beautifully with the cycle lands and fixes for our colors.
If you’re playing in paper and don’t have Aether Hubs yet you can probably sub these out for Evolving Wilds. Aether hub already sees a ton of play and I don’t expect that to change anytime soon. Of note: Besides the singleton island in the deck, this is the only land capable of activating our Glassblower puzzleknots.
Manglehorn sure does have some big shoes to fill. When it was spoiled it was heralded as the 4c Saheeli killer (those cats she makes are artifacts!). Of course this is only true if they have absolutely zero removal for it. This will be great out of the board vs Mardu Vehicles though. Even though they get bigger postboard, being able to kill Heart of Kiran and put a body on the field is fantastic value.
I’ve always had problems with authority and I feel the same way about Authority of the consuls. This just buys you time vs 4c Saheeli. They will eventually find their Nahiri and Combo you out. This is also good versus their thopter plan. Gaining life for each creature that enters the battlefield is relevant in a deck that is just trying to stay alive until the second sun shows up.
Appetite kills many of the things we care about. And while it isn’t as efficient as natural state or fragmentize, it is much more flexible. Until the format shakes out I’d rather be running something that can handle all situations (that include artifacts and enchantments).
4 Servant of the Conduit
4 Ulamog, the Ceaseless Hunger
4 Attune with Aether
4 Glassblower’s Puzzleknot
4 Woodweaver’s Puzzleknot
4 Aetherworks Marvel
4 Cast Out
2 Consulate Surveillance
4 Approach of the Second Sun
4 Aether Hub
4 Fortified Village
4 Scattered Groves
4 Authority of the Consuls
3 Appetite for the Unnatural
4 Stasis Snare