Creature — Aetherborn Artificer
When Ironclad Revolutionary enters the battlefield, you may sacrifice an artifact. If you do, put two +1/+1 counters on Ironclad Revolutionary and each opponent loses 2 life.
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Ironclad Revolutionary Discussion
6 days ago
So even less lands? Considering you have seven cards with CMC five or more, I think you should go to at least 22 lands. And that still is not much. Btw, I think Ambitious Aetherborn and Ironclad Revolutionary could be cut as they really don't seem that great.
The scrounger seems like a great idea though. Try it :)
1 week ago
I actually really like Weaponcraft Enthusiast and Metallic Mimic in this deck. Even consider something like Animation Module. This makes the deck a lot of fun. You're generating a lot of counters, and then you can make an extra Servo by paying 1 more. You can even play a Metallic Mimic and give those new Servos +1/+1 counters. Aetherborn Marauder will have a lot more to work with when you play him.
I even think this makes Ironclad Revolutionary viable. You can bring him in, sacrifice a Servo, and get some easy burn in. This would only work in Mono-black though.
My friend and I were really tinkering with this. I like this deck a lot!
1 week ago
1 week ago
Reposting, because I accidentally screwed up the formatting above :-(
- Also, confirm that the matches are only one game, and that you're allowed to sideboard between matches.
- Splashing is easy. More fixing (because there are two pools) + first mulligan free = possible to play all your Rares if you want
- It's often best to choose Draw. Two extra cards + slower games/stalled boards (which make early Lands less relevant) = Choose Draw unless you're both very Aggro.
- Evasion is even more important. More Creatures on board = lots of stalled boards. Menace is much worse but everything else is much better.
- Counterspells are better. I'm quoting magicjudges.org here: "With two spell-casting opponents it's less likely you kept mana up for nothing, there are more must-answer bombs overall, and its less problematic if you don't do anything for a turn if your teammate can advance the board."
- Consider hate cards for the maindeck. This is especially true for Flyer hate (in any 2HG game) and Artifact hate (in Kaladesh and Aether Revolt 2HG).
- KLD Rares/Mythics: Fumigate, Demon of Dark Schemes, Cultivator of Blades, Kambal, Consul of Allocation, Captured by the Consulate
- AER Common/Uncommons: Foundry Hornet, Gonti's Machinations, Ironclad Revolutionary, Perilous Predicament, Embraal Gear-Smasher, Welder Automaton
- AER Rares/Mythics: Consulate Crackdown, Herald of Anguish, Dark Intimations
- Be careful with cards that "target creature you control" (instead of just "target creature"), since you can't use them on one of your partner's creatures. This is especially true with combat tricks.
- Communicate with your partner LOTS, but carefully. Knowing your opponents are watching and listening, don't hesitate to bluff. Quoting manadeprived.com, "When your opponents attack, you can pause and discuss, as if you were considering killing a creature, when in fact there is nothing in your hand that can do so."
- It's pretty cynical, but worth mentioning: Pay attention to where your opponents are looking as they shuffle your team's decks. It's easy for cheats to turn the cards as they shuffle so they can see your decks.
1 week ago
I absolutely love 2HG, and have been compiling a bunch of tips. Thanks for giving me an opportunity to share!
Hope you and your partner crack, build, and draw well!