Whirler Virtuoso- The corner stone of the deck. The card offers energy, a decent (importantly 3 toughness) body, and Thopter token generation. With both Decoction Module and Gonti's Aether Heart when you spawn a thopter you get energy in return to make more thropter. So with Gonti's Aether Heart, you are basically spawning tokens with 1 energy. When you are able to make 3 or more energy per thopter spawn you can spawn them infinitely.
Westvale Abbey
- With all the tokens being spawned, it doesn't hurt to throw in this possible wincon. Sometimes creating a chump blocker with it is also slightly useful when you're out of gas.
Walking Ballista- Just a quality card that's good in most decks IMO. It's not a completely necessary card and can be cut for budget purposes, but hey, my friend had 2 of them so I just threw them in.
Spell Queller
- One of the best ways to gain tempo while also answering many of the strongest cards in the format. This card can eat Aetherworks Marvel,
Heart of Kiran
, Glimmer of Genius, and so much more. At the very least it warrants a removal spell from the opponent.
Saheeli Rai- Is able to improve the decks top deck, copy beaters (preferably Whirler Virtuoso to get energy), copy combo pieces, and potential suck up some damage. The ult is nice but usually never pops off.
Regal Caracal- Mid-late game beater with life link it starts putting on the pressure the instant it comes out. With Anointed Procession or Panharmonicon this card out values everything if it dosen't eat a board wipe or removal.
Radiant Flames
(card is under consideration, currently not in the deck)-An easy to produce 3 damage board wip is important against aggro. Importantly also doesn't need a double red mana like Sweltering Sun.
Pull from Tomorrow-Card draw in a pinch. The deck doesn't need too much card draw and a one-of Pull from Tomorrow is better than a one of Glimmer of Genius IMO
Panharmonicon- A combo peice and if it stays on the field it produces game winning value. I use to run 4 of these in other iterations of this deck. This card isn't that amazing. By throwing this out you are most likely wasting a turn/tempo and then it just gets removed (or countered, this card is useless against control) before you can get value from it. But it's a cool card so i guess I'll keep it around.
Magma Spray- Top tier, Grade A, Graveyard recursion hate. Also blows up stuff like Servant of the Conduit efficiently.
Harnessed Lightning- Quality removal that will outvalue most cards like Lord of the Accursed. Some times you can hit things for more than 3 damage or get an extra energy out of this card. Adapts to more situations than Magma Spray.
Gonti's Aether Heart- Combo piece, the possibility of an extra turn gives you either another turn to stall or your thopters a turn to attack immediately.
Fumigate- General wrath effect that is great against aggro. It resets the board state (especial against Zombie decks that have no evasive cards like
Heart of Kiran
, indestructible creatures, and limited planeswalkers).
Decoction Module- Combo piece, adds value to creature ETB for Whirler Virtuoso, Aethergeode Miner, and Aether Hub
Chandra, Torch of Defiance- Creates card advantage and damage, out ramps control, removal in a pinch, and a possible wincon...what more could you ask for?
Censor-extremly flexible card that should be swapped out for either removal or better counterspells Game 2. The card provides an early game threat will being able to cycle when it's useless against certain matchups or during the late game.
Cast Out- Quality removal when Harnessed Lightning just won't cut it. Also gets rid of planeswalkers and other annoyances. When its not helpful just cycle it out.
Anointed Procession(currently under consideration)- A non-artifact Panharmonicon that doubles embalm. I'm sold.
Angel of Sanctions
- Competing for a spot with Regal Caracal, it offers Cast Out with a body and the ability to recure. Mini Ulamog, the Ceaseless Hunger with Panharmonicon.
Aethergeode Miner- The idea is, its a sticky early game card that with enough energy it can dodge removal. Meaning after it attacks once it will be a nightmare for control players to deal with. In other situations it can block big creatures without trample (by blinking after declaring blockers), and have vigilance (by blinking after swinging).