
Second, it can be used to pump the artifact you just did so much work to put into play. This ability has three uses: First, it can be used to ramp into larger artifacts with the Architects third ability. For a single blue mana, its controller may make an artifact blue until the end of the turn. Grand Architect's second ability is the least exciting of the three. Grand Architect successfully blocks the majority of Vampires without any assistance. Vampires will almost assuredly be a real deck after the rotation. Grand Architect does an excellent job dodging the Pyroclasm. Given the density of creature-based decks, I wouldn't be surprised if people started packing Pyroclasm at some point in the near future. Pyroclasm oscillates between the world of playability and bulk. Given, things of that sort can still happen if your opponent has a Bolt, there's a big difference between dying to eight one-mana spells in your opponent's deck and dying to four of them. It's always a disaster when you pay three mana for a lord and your opponent deals with it via a one-mana removal spell. Grand Architect's toughness can be extremely relevant-he can't be hit by Burst Lightning. Other similar creatures are almost always 2/2s. Let's dig right in!įirst, Grand Architect has a fat behind.

Here's a card! There's a lot to be said for a card like this. Without further ado, let's take a look at Grand Architect. Celestial Crusader is still one of the best cards in a White Weenie cube draft deck. The "color lord" has always had a very interesting place. The lord I'm about to reveal is of a very rare pedigree. He was able to put all that mana that he wasn't tapping on subsequent turns to good use by casting spells like Mana Leak and Cryptic Command. Marijn was able to continue progressing the strength of his army long after the third turn when his creature curve stops.
