While I really dislike U/W Flash and U/W Humans there are ways to play the tempo game to go over the top of the format. When you know your opponents are going to be playing Flash and Delirium, Panharmonicon has the time to set up and exploit this metagame.
The deck shares some similarities with the U/W Flash list, but here things go wild in different directions. Let’s break it down.
First off, you have Thraben Inspector and Smuggler’s Copter. These cards can go aggro, as they can in U/W Flash, but you’re also going to get a good look deeper into your deck. Inspector and Copter help to make sure that you find the pieces of the puzzle you need when you need them. This deck is not expecting Smuggler’s Copter to go all the way, but rather set the table for degenerate things when the time comes.
Copter is also a nice hit off of Glint-Nest Crane. If you want Cranes to help find your Panharmonicons, you’re going to need to play some additional artifacts to make sure your deck is still able to flow. While Crane is not overly likely to hit with just 11 artifacts in the main deck and a couple more in the sideboard, it’s a reasonable blocker and will always make sure you’re closer to actually hitting Panharmonicon. With the namesake card already in play, digging 8 cards deep to find a pair of artifacts is some serious value.
Panharmonicon is a strange and powerful card. It appears to be one of those cards that’s mainly used for casual play, like a Doubling Season, but that’s not the case. It still goes late in Draft packs, but it does so much. First off, it’s a 4 mana artifact that doesn’t impact the board in any way the turn you play it. This is a huge downside and something that players are constantly taught to avoid like the plague. It’s hard to imagine scenarios where spending your entire fourth turn and a card is going to be worth it, but when you look at what Panharmonicon does, the potential is clear.
While your fourth turn is a bust, you’re going to have a boom immediately afterwards. Effects on creatures and artifacts you’re willing to put into your Constructed decks are immense. The tempo you lose on turn 4 is immediately made up for in spades on turn 5 and continues to spiral every turn thereafter with the following cards: Reflector Mage is awesome the turn before you play your Panharmonicon. It insures that you can’t get run over and it can play a decent blocking game. The turn after Panharmonicon hits, however, you’re bouncing multiple creatures and they won’t be able to play half their hand on their next turn. It’s hard to lose when your opponent doesn’t have creatures and isn’t allowed to recast them. Cloudblazer is pure value. Mulldrifter was a great card, but evoke was a huge part of that equation. You lose that here, but you’re gaining some life to help offset early pressure. With a Panharmonicon in play, you’re talking a full Sphinx’s Revelation that would have cost you 7 mana. Drawing 4 and gaining 4 life is going to be tough for your opponent to come back from, but with a Panharmonicon already in play it’s nearly impossible. You’re just going to find more Panharmonicons and value creatures to double and triple their abilities.
Eldrazi Displacer is just an awesome card in general. It’s a great answer to Eldrazi trying to attack you, can remove tokens, or just slow an opponent down. With so many enters the battlefield abilities in your deck to combo with Panharmonicon, Displacer will just continue to ooze out value turn after turn.
With a Displacer and a Panharmonicon, Drowner of Hope becomes an infinite combo. Drowner normally produces a pair of Scion tokens when it enters the battlefield, but Panharmonicon makes that 4 tokens. Displacer requires you to sacrifice 3 of them for mana to displace the Drowner, but that will just become 4 more Scions. Each cycle produces an additional Scion and you can continue doing this forever. You can then use Scions to tap down an opponent’s creatures if needed (assuming they had evasion, since otherwise your infinite blockers could probably get the job done) and win the game.
As mentioned earlier, you’ll get an extra Clue with your Thraben Inspectors and an extra dig with your Glint-Nest Cranes, and then can continue with Pilgrim’s Eye to find an additional land. Your Thought-Knot Seer can take an additional card, which is an awesome combo when displacing it or after you use Reflector Mage to bounce some creatures they aren’t allowed to cast again.
Sovereign, Consul Flagship is a nice way to offset any tempo lost when you took a turn off to play your Panharmonicon. The Flagship comes down and has a pair of 3 damage triggers to take out an opponent’s board of creatures or planeswalkers. With plenty of creatures in your deck, it’s not much of an issue to crew up a Flagship and continue to decimate an opponent.
Westvale Abbey can churn out tokens late or flip into Ormendahl when you have Cranes, Inspectors, and Copters laying around. This can be nice against cards like Ishkanah or just to make sure your life total stays high. While Emrakul is an answer to Ormendahl, you can still keep gaining life. With Reflector Mage, Eldrazi Displacer, Drowner of Hope, and Thought-Knot Seer, not to mention Stasis Snare, your deck actually has tons of answers to the Eldrazi.
Here’s the full list:
4 Thraben Inspector
4 Reflector Mage
4 Glint-Nest Crane
1 Pilgrim’s Eye
2 Drowner of Hope
1 Thought-Knot Seer
3 Eldrazi Displacer
4 Smuggler’s Copter
2 Skysovereign, Consul Flagship
2 Stasis Snare
4 Evolving Wilds
4 Prairie Stream
2 Westvale Abbey/Ormendahl, Profane Prince
1 Thought-Knot Seer
2 Linvala, the Preserver
2 Spell Shrivel
1 Immolating Glare
2 Aether Meltdown
1 Summary Dismissal
2 Filigree Familiar
For the time being, if I’m playing U/W, I’m looking to play dedicated control with 4 Void Shatters or I’m going to play Panharmonicon. I think these decks have the tools to take down all of the big decks with enough sideboard options to shore up the tougher matchups.
Thanks Everybody for reading,