Sideboard


Maybeboard


This deck is NOT perfect. Please help make it better by commenting down below.

I need to make the deck more consistent. Removing cards and adding more copies will help, however, I am having trouble deciding on what cards to remove/add. Directing comments towards card ideas and adding more copies/removing will most likely be the best at this time for the deck's performance.

The idea of this deck is to get moderate creatures out that pressure the opponent until one of two happens; either, the buffed creatures alone take the opponent out, or, Aetherborn Marauder deals devastating blows.

As of right now, this deck is just under $21 without Blooming Marsh. Include it if you would like to or if you already have it. My recommended land count with it is 11 Forests, 9 Swamps, and 4 Blooming Marsh. Any less than that should increase basic lands to the said amount in the deck, taking forests as a priority over swamps.

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Sideboard Choices:

Appetite for the Unnatural : 1 mana for removal, 2 mana for 2 life. If the opponent's enchantments (or artifacts) prove to be unbearable, then this card might help take care of some of them.

Gonti, Lord of Luxury : This card could be replaced and the sideboard would handle just as fine, however, this card not only proves to have it's worth as removal, but remembering how fun it was to play Praetor's Grasp was of a card, this is an amazing card if you want to have a little more of a casual experience.

Hazardous Conditions : Board wipe if you are facing a small creatures deck. The only fault with this card that made it a sideboard is the fact that there might be some times where all your creatures except one have no counters. Since most of them are fabricate cards, they will probably not have a good enough toughness to survive this card. Being in the sideboard might have it's uses in some situations though where it is desperately needed.

Lost Legacy : This card will usually come out when the you know the opponent is relying on 1-2 cards to synergize easily to kill you.

Panharmonicon : This card could be useful in the deck, but it isn't necessary. If more damage needs to be going through then switching this card in for nature's way or any other card could be quite useful.

Wildest Dreams : If the opponent has too much removal for the counters to do their job and you are losing due to not getting the effective cost of the card you paid mana for, then using more of the fabricate to bring servos out and then bringing it back for counters with this card could lighten their removal blows a little bit. This card could also be switched out and something else be put in the sideboard as it is a very useful card overall.

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Cards considered:

Armorcraft Judge : Even though this card seems to go well with the theme, I found it to be too situational because of Aetherborn Marauder pulling all the counters to it, and I also think that it is only beneficial mid to late-game, where the marauder is going to be played the most anyway.

Peema Outrider : I was deciding between this card and Maulfist Squad and I decided to go for the squad. Even though Peema may seem like a better choice at first, the squad will be an effective resource to soak up blockers and potentially kill one of them. Peema would also seem like easy prey to bigger creatures, whereas maulfist might take more thinking for the opponent. If you think this decision is not good, I am up for switching the squad out.

Hangarback Walker : Endless One seems to be the better choice as of now, maybe when it rotates out I will consider replacing it with this card.

Larger Than Life : This card might be useful to help finish the opponent with Aetherborn Marauder , however, I feel like have 4 of these instead of a combination of Blossoming Defense + Nature's Way was not as good. Nature's Way can take out a creature, allow the spelled creature to attack and then still be available for defense. Spending 2 for removal and vigilance, combined with a safety net of blossoming defense, seems to be a better way to go.

Fretwork Colony : The +1/+1 every turn is very useful, especially because it is at the upkeep and not the endstep unlike Fairgrounds Trumpeter . These two cards would combo well, however, because of the amount of other cards that trigger a +1/+1, losing 1 life did not seem worth it to make the combo happen. Because of this, the colony did not prove to be as useful as the trumpeter, as the trumpeter would happen a lot of the time without the cost of a life.

UPDATE I decided to remove Maulfist Squad to replace it with Kujar Seedsculptor . I will leave this up for informational purposes.

Kujar Seedsculptor : This one was tricky to decide, as it is a useful 2 drop. The main reason I removed it is because it is not as versatile as Lawless Broker. Being a potential 2/3, it is very cost effective. Lawless broker being a 3/2 and then adding a +1 for support after leaving not only makes it a worthwhile sacrifice just in case, but it also means that it could be used as mind trick for the opponent, making them a little more hesitant to kill it if it is blocking, or blocking it if it is attacking. Despite this, I am open to switching these two cards as well as having both in the deck as having mana cost variety could be more useful.

UPDATE I decided to remove Durable Handicraft to replace it with Panharmonicon. I will leave this up for informational purposes.

Animation Module + Decoction Module + Fabrication Module : Way too dependent on each other in this deck. They can be used in decks that focus better on bouncing and buffing all creatures, but this deck focuses more on buffing specific creatures and nothing with energy. Paying 3 to activate animation module every time would be too much of a pain for it to be worth it. Durable Handicraft is a worse version of the 3, however it is 1 card instead of having to have at least 2 out at the same time, as well as having that extra ability of buffing everything controlled.

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Top Ranked
  • Achieved #28 position overall 7 years ago
Date added 7 years
Last updated 7 years
Key combos
Legality

This deck is not Standard legal.

Rarity (main - side)

6 - 8 Rares

23 - 3 Uncommons

7 - 4 Commons

Cards 60
Avg. CMC 2.61
Tokens Servo 1/1 C
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