Sideboard

Enchantment (2)

Artifact (2)

Creature (1)

Land (1)


In a format where the top decks play 3 colors and lands frequently come in tapped or do damage to their controllers, attacking for 7 on turn two seems very well positioned.

This deck is a take on Standard Affinity and some form of this decklist has been running around since M15 released. Like it's Modern format cousin, this Standard Affinity version wants to deal the bulk of it's damage in the first 4 turns.

You can swing for 7 as soon as turn 2 with Ornithopter + Springleaf Drum and Bonded Construct + Darksteel Citadel turn one followed by a something blue land drop, Darksteel Citadel + Ensoul Artifact , and then attacking with your team on turn 2. You can keep applying pressure with standard staple Goblin Rabblemaster or use your abundance of cheap creatures overwhelm your foe before they can muster a defense. Final, nothing gives you reach to finish out a game like Shrapnel Blast. Take 5 opponents face!

There are tons of synergies in this deck and I've been playing around with it since M15 in one form or another. I think it got the boost it needed with Magic Origins and I can't wait to Tinker with it again. (See the update below.)

Ghostfire Blade works as a solid pump in lieu of or alongside of Ensoul Artifact while Ornithopter + Springleaf Drum can help to fire out a turn 2 Goblin Rabblemaster or Ramroller . All except Rabblemaster are excellent fodder for Shrapnel Blast to give you reach and close a game out.

The sideboard consists of your standard metagame fare. It could use some work and I'm looking for suggestions. I finally cut the Chief Engineer + Scuttling Doom Engine pipe dream. It was very powerful but far to inconsistent to make the cut in the 75.

If you are looking for an interesting play at your local FNM sleeve up some Rabble Robots and let them run.

Please let me know what you think, suggestions and advice are always welcomed.

Suggestions

Updates Add

Finally, some much needed ammo to make Affinity happen in Standard. Bonded Construct is a suitable fill in for Memnite while Chief of the Foundry stands in like a baby Master of Etherium. Hangarback Walker isn't Steel Overseer, but gives you some value if he dies (let's say to Shrapnel Blast) and Pia and Kiran Nalaar can give you some reach in the late game to close it out.

Goblin Rabblemaster still stays as one of the best aggressive threats in the format and can take over when you can cast him on turn 2 off Springleaf Drum. Ramroller is another possible turn 2 drop and can be a big body in this deck. I could see trading it out for Chief of the Foundry but I'll playtest as is for now.

I added 2 Military Intelligence (Much love, shout out to TWoo for turning me onto this card) for card draw along with a 1 of Treasure Cruise.

Finally, to keep the dream of Scuttling Doom Engine + Shrapnel Blast alive, I moved it to the board along with some lands and Chief Engineer to make it easier to cast. The side includes extra card draw and counterspells as well. I should probably take some of the junk out and put in some Siege Rhino answers like Reality Shift or Encase in Ice.

Suggestions and comments welcome as I'm always looking to make this list better.

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Revision 8 See all

(8 years ago)

-3 Chief Engineer side
+1 Encase in Ice side
+2 Treasure Cruise side
Date added 9 years
Last updated 8 years
Key combos
Legality

This deck is not Standard legal.

Rarity (main - side)

3 - 0 Mythic Rares

13 - 4 Rares

27 - 5 Uncommons

8 - 5 Commons

Cards 60
Avg. CMC 1.70
Tokens Enchantment Golem 3/3 C, Goblin 1/1 R, Manifest 2/2 C, Thopter 1/1 C
Folders DTK Standard, standard, r/u standard
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