Tri-color khans decks? Meh

Behold a possibly competitive, fun aggro mono-blue deck, with many hidden tricks. It is my tweak of a competitive mtgtop8 deck, after carefully analyzing the build...

In short, bring fast a big nasty artifact and/or steal a big opponent fatty to kill opponent asap. Take benefit from the lack of starting explosiveness in multi-color decks and punch through them efficiently. There are many secondary synergies worth to highlight, as seen next in the long but thorough description.

A relevant quote:

Beware of engineers: it starts with the sewing machine, and then you get the atom bomb. (Marcel Pagnol)

Current version as of Halloween 2014 corresponds to the cards I own, not the ones I would like to feature; please read the updates first.

Deck sources:


It stems from my other deck Budget blue metagame killer and its comment thread: I kept being suggested to include Chief Engineer and Scuttling Doom Engine and I started tinkering with how to include those 2 cards and what else to modify in said deck. I've also had some other suggestions like Chasm Skulker, Thassa, God of the Sea, and Master of Waves . After thinking about if carefully, it seems to me there are some 5-7 good foundation cards for a standard mono-blue deck: Chief Engineer , Ensoul Artifact, Daring Thief , Master of Waves , Chasm Skulker. Trying to put all of them in a deck seems subpar, and I think there are 2 broad deck types that can result with those foundation cards: either there are many artifacts, or there are not.

The second case (little or no artifacts) can contain the Chasm Skulker and/or the Master of Waves or rather be built around them; see my build master skulker fall 2014 for example. In the first case (artifacts), the deck is built around getting out nasty artifacts ahead of their time mostly via Chief Engineer 's convoke and/or Ensoul Artifact enchanting cheap artifacts.

After playing around with my other deck with Chief Engineer and Scuttling Doom Engine, I found there is actually a competitive deck built around those 2 cards and Ensoul Artifact, you can find it here. The main difference with that build and my other deck based upon Ensoul Artifact is that it doesn't pack any countermagic (in fact, it has only permanents!), and it features Daring Thief . I've seen people calling that deck model "ensoulnithopter"...

Card by card


  • Ensoul Artifact is a nasty card. A Turn 2 5/5 flyer (via Ornithopter) or 5/5 indestructible (via Darksteel Citadel) creature is respectable. Unless dealt with immediately, a turn 2 Ensoul is often victory... As it needs artifacts to target, there is a fair number of ensoulable artifacts in the deck:
  • Ornithopter, early blocker, can be a 2/4 flyer by turn 2 with Ghostfire Blade; can help convoke from turn 2 on with a turn 2 Chief Engineer , can be fodder for Daring Thief
  • Phyrexian Revoker: neuter planeswalkers and legendary enchantment artifacts. See in next section a list of the most probable played cards of both types based upon early lands played, so you can have a fair chance of precluding the opponent from playing said cards. If they manage to land, you can steal some of them with the Daring Thief (see next). Of course, it can always fuel convoke and Daring Thief
  • Springleaf Drum: another subtle mana ramper and Ensoul Artifact fodder. The fact it yields mana of any color is not irrelevant: you can use activated abilities of cards stolen with Daring Thief in spite of running mono-blue... Use Daring Thief to swap opponent Polukranos, World Eater for an ornithopter of yours, and make it monstrous with Springleaf Drum giving green mana...
  • Ghostfire Blade: +2/+2 for 1 after it lands seems fair: a turn 2 2/4 ornithopter can (besides attacking with evasion!) block forever a Courser of Kruphix and any 2/1 1-drop from aggro decks; it is also fodder for Ensoul Artifact
  • Tormod's Crypt is a priori SB, but it is necessary against delvers, and I have seen some reanimator golgari decks with new Khans of Tarkir cards... Land it and wait until the opponent is tapped out or targets it to sac it and kill all his graveyard; it also fuels Ensoul Artifact and can be 'saced after being ensouled
  • Scuttling Doom Engine: 2 more mana than Juggernaut but it is a 6/6 which can not be blocked by tokens, early drops, or coursers, and if it dies, it kills nearly all planeswalkers! (or it deals 6 damage to an already lethal-ranged opponent...). Chief Engineer and Springleaf Drum help bringing him before turn 6.
  • Soul of New Phyrexia, in lieu of the 4th Scuttling Doom Engine: it provides trample and can sometimes be a mana dumper to make all your permanents indestructible... Expensive it may be, you just countered any non-exiling removal the opponent might have...

Just remember, to effectively use the Ensoul Artifact: drop in turn 1 the Ornithopter if you have it in the initial hand. If you have an Ensoul Artifact in the initial hand or the initial draw, OR if you draw the Ensoul in turn 2, if you want to start beating in turn 2, target artifact to be ensouled has had to be under your control since turn 2's upkeep, ie cast in turn 1. Ensouling in turn 2 a Darksteel Citadel dropped in turn 2 might preclude you from casting 3 drops in turn 3, although you start beating with a 5/5 indestructible in turn 3...

  • Chief Engineer can be tapped to convoke an artifact the turn it comes into play and is an effective ramper; it is also fodder for Daring Thief . A land per turn, a turn 2 engineer, 2 artifacts in the first 3 turns, and you have a turn 4 Scuttling Doom Engine or Soul of New Phyrexia...
  • Singing Bell Strike to hamper your opponent creatures. Fodder for Daring Thief as seen next. Furthermore, cast or convoke a Phyrexian Revoker naming the creature enchanted by Singing Bell Strike afterwards and they can never untap it (it's the creature who gains the activated ability granted by Singing Bell Strike )
  • Hypnotic Siren early evasive creature, fodder for Daring Thief , bestow in late game.
  • Flitterstep Eidolon same thing as Hypnotic Siren , but riskier fodder for Daring Thief
  • Stubborn Denial: it is fairly easy to control (not necessarily to cast) a 4-strength creature in this deck. For U you have a hard counter to protect your permanents. Paradoxically, the fact it can not target a creature spell works for us, not against, as said creature can be stolen with the Daring Thief . The typical list does not contain any non-permanents, therefore no counters, etc., but I think it is worth trying to fit a hard counterspell for U, especially after game 1 or 2 when the opponent will try to destroy your Daring Thief like crazy, besides exiling your artifacts... I have not seen mono-blue aggro players maindecking countermagic, but I think that aside from protecting your key permanents (Ensoul Artifact, Daring Thief , and the big robots), the Jeskai tempo combo has to be stopped at instant speed. I bet they do not expect it on game 1...
  • Thassa, God of the Sea. It is not likely to have devotion in this deck, but sustainable scrying for 2U and the possibility of making your big nasty artifact creature, or your ensouled 5/5, or the opponent's stolen fatty unblockable imho deserves consideration. Especially as the opponent could chump block with your traded dork via Daring Thief . Original build featured Bident of Thassa, which has some advantages like more devotion and drawing cards, but it is also more expensive, and I think it is better in general to grant unblockability to damage the opponent, than to reap benefits after damaging the opponent, ie if you damage the opponent...

What to revoke preventively with the Phyrexian Revoker


If you land a Phyrexian Revoker early in the game, you might not know what to name to neuter the opponent card with activated ability. Despite the early Standard season, there are some patterns to try to maximize the use of the Revoker. This is a planeswalker-plagued metagame and we are not packing planeswalkers, so you won't trade them with Daring Thief but rather neuter them with the Revoker.

The Revoker is mainboard for 3 reasons: there are not so many lowcost useful artifacts to be Ensouled currently in Standard, there are a lot of planeswalkers or fatties with activated abilities in the meta, and especially, it is ALSO a good trade for the Daring Thief after it has accomplished its job by landing on your side: if opponent carries more than one copy of the neutered planeswalker or creature and draws it after trading control of the Revoker (which has already named the card), he has essentially a dead card in hand...

Bear in mind it is not impossible to draw and play 2 Phyrexian Revoker in the early turns. If you name two of the staple fatties or planeswalkers, you have already done a pretty big deal of damage to the opponent in the game...

Also, you can also name near-ubiquitous Legendary Enchantment artifacts, especially those requiring more than one specific colored mana to activate: Spear of Heliod and Whip of Erebos are quite frequent too. You can steal them for their static ability with Daring Thief , and prevent their activated ability with the Revoker...

Daring thief: aka let's loot like bankers!


This is maybe the most important part of the description, as I believe this card is as for now underrated... Daring Thief can be surprisingly effective and deserves a closer look as to what to do with him:

The amount of valuable permanents you can steal almost for free is astounding. You don't need to attack with it to have it untapped at your next turn: tap it to convoke an artifact through Chief Engineer or to give mana through the Springleaf Drum and next turn you are stealing whatever the opponent has played, luckily a big fatty; unless I'm mistaken, as it comes under your control during untap and before upkeep, you can swing with the fatty in the same turn you stole it!!

There is also Triton Tactics to force it untap and trigger inspired; it does not matter it was untapped before targetting it with Triton Tactics; EDIT: I have to check this one, as I was told in FNM "you can't untap an untapped creature"...

. In fact, I have to check if you can steal their creature during combat phase, but it looks feasible: opponent declares attackers, you cast Triton Tactics in response, trigger Daring Thief inspired ability and steal their big creature (tapped, and assuming you have a creature to swap). Just remember never trading Daring Thief himself.

Daring Thief needs targets also, to swap a non-land permanent of yours for a permanent of theirs sharing a card type. Luckily, there are mixed card type permanents! Enchantment artifacts, enchantment creatures, even an artifact land!! I have to establish the compleat permanent swapping matrix, but the possibilities look wider than at first glance:

Non-land permanent card types are: artifact, creature, enchantment, planeswalker .

You can trade an Ornithopter (Artifact Creature) for:

You can trade an aura ( Singing Bell Strike AND Ensoul Artifact) for:

  • any Enchantment Creature, as seen
  • any Enchantment artifact, as seen
  • any Enchantment: Steal Jeskai Ascendancy (killing their combo), pump your creatures, cast an artifact, force untap the Daring Thief triggering inspired and steal another prize permanent!!! Sweeeet. Steal just about any hard-cast-with-pain-or-fetchlands Ascendancies...

How to efficiently trade the permanents: let's read the card again: exchange control of target blablabla. Examples of extremely annoying uses:

  • Cast Ensoul Artifact on your own cheap artifact, then exchange control of said Ensoul Artifact for a God, an Ascendancy, a Legendary Enchantment Artifact, an Enchantment... they might control your Ensoul Artifact, you retain the 5/5 ensouled artifact AND get their enchantment: you just took their enchantment almost for free.
  • Cast Singing Bell Strike on an opponent creature, and give them control of the aura. Again, you are giving them nothing as the creature gained the ability to untap, and you are taking an Enchantment, an Enchantment creature (aka a God or an Eidolon or another bestow aura), or an Enchantment Artifact...
  • Cast Singing Bell Strike on your own Ornithopter and tap it as a response with Springleaf Drum to give 1 mana if necessary. Next turn trade the Ornithopter for a great creature; the singing bell strike stays attached so it will not untap... See the opponent's face pondering for a nanosecond if spending 6 mana to untap an Ornithopter while he just lost control of Polukranos, World Eater or Siege Rhino...
  • Give them a Chief Engineer , chances are it is just a 1/3 blocker for them. Same with a Phyrexian Revoker, which already did its job by ETB. Same with an Ornithopter...

More variations


There are more cards that could potentially be included.

With so many cheap artifacts, Illusory Angel comes naturally to mind, but most often it will slow down the deck.

Overall, keep in mind you need to maximize the creature count (to convoke and trade), the artifacts (to ensoul and trade), and the auras (to disrupt and trade). Not much to choose from right now in Standard...

Coda


This deck is part of my Standard fall 2014 decks, which focus mostly on monocolor aggro (to drive a wedge through the tri-color khans hype), and also on the many possibilities that mono-blue offer. You can check my two other mono-blue decks, master skulker fall 2014, and Budget blue metagame killer.

SB is still to be done...

Please playtest, comment, share your thoughts, and don't forget +1

Suggestions

Updates Add

I am posting the original version ("Japanese robots"), as I want to be sure what to tweak and what not to tweak. Non-permanents can have local impacts, but overall they go against this deck, nomboing with Daring Thief. Playtesting the original version, it performs nicely in a fair number of games; it is not easy to master all its interactions, but it is fairly redundant.

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Date added 9 years
Last updated 9 years
Legality

This deck is not Standard legal.

Rarity (main - side)

1 - 0 Mythic Rares

25 - 0 Rares

18 - 0 Uncommons

3 - 0 Commons

Cards 60
Avg. CMC 2.12
Folders Standard yes, Coolio, Artifact, decks, theme, Standard Ideas, My subpar or obsolete Standard decks
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