Budget Magic Deck: U/R Metallurgic Summonings

Modern UR Summonings is actually pretty straightforward. We stay alive during the early game, stick a Metallurgic Summonings, and then win the game in short order, sometimes by going wide with a bunch of small Construct tokens but more often by going tall with one or two huge Constructs.  When it comes right down to it, all of the non Metallurgic Summonings cards in our deck can be broken down into four main categories, with some overlap between them: cantrips, counters, removal, and finishers.

The best part of Metallurgic Summonings is that it rewards a deck for doing something that it already wants to be doing: playing spells! Unlike some payoff cards that require a ton of work in deck building, to the point where they often have a warping effect on the deck, with Metallurgic Summonings all you have to do is cast spells. As a result, it’s pretty easy to play a bunch of card draw and removal as well as some counters and end up with a powerful Metallurgic Summonings deck. While it might seem like Metallurgic Summonings is a bit slow for Modern, costing five mana and often requiring us to untap to really take advantage of its power, it has a couple of big things going for it. First, very few decks are playing answers to Metallurgic Summonings, which means that once we get it on the battlefield, it typically sticks around. Plus, once we have a Metallurgic Summonings on the battlefield, not only can we win the game in short order, but it’s also good at pulling us back from a losing position by making a seemingly endless stream of Construct tokens for chump blocking. Second, even if our opponent does have a way to deal with Metallurgic Summonings, it often doesn’t matter because we usually only need one or maybe two turns with a Metallurgic Summonings on the battlefield to generate enough value that we win the game.

Metallurgic Summonings

Having a bunch of cantrips is a key part of our deck. In the early game, they allow us to cycle through our deck to find the removal and counters we need to stay alive long enough to resolve a Metallurgic Summonings, and then in the late game, they make sure we keep drawing more spells to trigger the Summonings while making us some small Construct tokens for chump blocking. As weird as it sounds, in many ways Serum Visions is the worst of our cantrips because our deck really values getting cards into our graveyard. That said, it technically lets us see three cards (even though we can’t use either of the bottom two until the next turn), which makes it our most powerful cantrip when we are digging for a specific card. Thought Scour gives us a way to trigger our Metallurgic Summonings at instant speed to make a surprise chump blocker, and because our best finishers are delve cards, it almost works like a Dark Ritual by adding three cards that we can delve away, making our delve spells cost three less. Finally, we have Desperate Ravings, which does an amazing job of churning through our deck, and since we can flash it back, it actually makes two 2/2 Constructs. Most of the time we’ll cast a Desperate Ravings regardless of what we have in hand because our deck is redundant enough that simply drawing more cards and filling our graveyard is worth the risk of occasionally discarding something we wanted.

Serum VisionsThought ScourDesperate Ravings

To make Metallurgic Summonings work in Modern, we need to survive until at least until Turn 5, and often a couple turns more (so we can cast a Summonings and a spell or two in the same turn). Our package of efficient instant speed removal is our best way to make this happen. Lightning Bolt is the most efficient burn spell ever printed, Electrolyze manages to double as a cantrip, and Gut Shot is one of the sneakier cards in our deck, allowing us to tap out on Turn 5 and then make a chump blocker using the Phyrexian mana cost while we are still tapped out (while also killing a surprising number of important creatures in Modern, including basically everything in Infect and Affinity).

Lightning BoltElectrolyzeGut Shot

Our counters are pretty similar to our removal spells, with the main goal being to use them to stay alive long enough to resolve our Metallurgic Summonings and then to protect our Summonings (and make Construct tokens) after we resolve the enchantment. Remand is clearly the best of the bunch, not just because it draws us a card but because it allows for some sweet tricks once we have a Summonings in play. For example, we can cast a spell, make a Construct, Remand the spell, make another Construct, and then cast the spell again, making yet another Construct!  Mana Leak is just a counter, but Izzet Charm does a bunch of different things for our deck. In the early game, it can kill a creature, helping us stay alive until we can resolve our Summonings while also giving us the option to loot to fill our graveyard and find more removal, counters, and finishers, while in a pinch we can also use it to counter a non creature spell.

RemandMana LeakIzzet Charm

So far, we’ve mostly been taking about cantrips and other inexpensive spells, and while we sometimes win the game by making a bunch of 1/1s and 2/2s, we also need a plan for finishing off the game quickly. In Standard Metallurgic Summonings decks, we played Part the Waterveil, but in Modern, thanks to the delve mechanic, we have some far more powerful options. These cards are the main reason we are willing to invest a lot of energy into filling our graveyard through cheap spells and they allow us to close out the game in just a turn or two once we resolve our Summonings.  Temporal Trespass is like Part the Waterveil, except it only costs three mana and makes an 11/11 Construct rather than a 6/6 Construct, all while giving us an extra turn. This means that we get to untap, attack with a huge creature, and then make a bunch more smaller Construct tokens by casting all of our cantrips and other spells. Because of this, once we resolve a Temporal Trespass, it’s extremely hard to lose the game.  As good as the Trespass is in our deck, Logic Knot might be even better for a couple of reasons. Firstly, we can use it as just another counter in the early game while we are waiting to get a Summonings on the battlefield, while Temporal Trespass is pretty much only good in the late game once a Summonings is one the battlefield. More importantly, Logic Knot is absurd with Metallurgic Summonings as an “x” delve spell. If we can cast it and exile 18 cards from our graveyard (which is way easier than it sounds), the Construct token that we get with Summonings will be a 20/20, which often allows us to kill our opponent in just a single attack!

Temporal TrespassLogic Knot

Here’s the full list:

Spells (38):

1 Gut Shot
4 Lightning Bolt
4 Serum Visions
4 Thought Scour
4 Desperate Ravings
2 Izzet Charm
2 Logic Knot
2 Mana Leak
4 Remand
4 Electrolyze
4 Metallurgic Summonings
3 Temporal Trespass

Lands (22):

1 Desolate Lighthouse
10 Island
6 Mountain
4 Shivan Reef
1 Swiftwater Cliffs

Sideboard (15):

4 Anger of the Gods
1 Dispel
2 Gut Shot
2 Izzet Staticaster
1 Negate
3 Relic of Progenitus
1 Twisted Image
1 Vandalblast

The deck feel good against aggro, since we have a ton of early game removal, and against slower decks, if we can resolve a Metallurgic Summonings, there isn’t much they can do to stay in the game.

Thanks Everybody for reading,

Andreas

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