Its probably not going to be successful but ive focused my deck list around rotate and the cards I have .. the mana base needs fixing but im not sure.
Plan A is obviously convoke out big artifacts and swing
Plan B is the small and lots of swingers some in the air some on the ground get card draw with bident and use spear for pumping
I would try to jam Illusory Angel and some combination of Battlefield Thuamaturge and Hour of Need (and some Turn//Burn). Hour of Need is great with Ornithopter, as is the Illusory Angel. Void Snare and Shrapnel Blast seem like a pretty dynamic "removal" package (and Void Snare enables Angel on Turn 4). Izzet Charm seems considerable as well since you can dig for your "combo pieces" a bit in addition to its other modes. What's disappointing is that Green and Black have such better card drawing spells over Blue.
Thanks nafix got my thinking about sideboard - take out Chief Engineer / Scuttling Doom Engine / Soul of New Phyrexia / Springleaf Drum / Evolving Wilds and turning it into a red / white / blue aggro deck - It would make a good trick for game 2
My favorite thing about mainboarding 4 revokers is being on the draw against any green deck and letting them drop 3 elvish mystics. Then you just name mystic on your T2.
It's nice, because they often keep 1-2 landers with a hand like that. At that point you should be golden.
Private Mod Note
():
Rollback Post to RevisionRollBack
There is no reason being friendly and being competitive can't be synonymous.
I've been experimenting with the archetype for a while, and I'm happy to report that the deck went 4-1 (3rd Place) at FNM on Friday, and won a whole slew of games today in testing (I didn't play in any tournaments since I was busy testing for my L1, which I passed).
Here's my current 75. It probably could use a bit more tuning (sideboard), but as of right now, I'm really happy with it.
Curious what you all think of throwing Opaline Unicorn into the the deck. It's another Artifact Creature that can be used to help with Convoke for the larger CMC Artifacts when Chief Engineer is on the field. Also, it's a mana dork that taps for any color allowing splashing of White in Izzet builds or splashing of Red in Azorius builds.
I think I'd rather have Darksteel Ingot for the indestructible after ensoul, or that mana artifact for 2 that lets you draw (forgetting the name). I'm also running a 1-of Azorius Keyrune. It's actually pretty good. Allows for some over the top damage as well as ramp.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern: UWR Breach, UWB Esper control
Legacy: UW RiP/Helm, UR Sneak and Show
All 3 strategies are decent, and there's a lot of synergy between them, so the deck is super fun to play. But each combo is pretty fragile. This deck basically asks the question "do you have disruptive interaction on turn 2 or 3?"
If the answer is no, we win, if the answer is yes, we lose. The answer is yes a lot. But when it's no, hot damn it's funny.
As a sidenote, I SB 3 smelts for the mirror because no joke about 1/3 of people on MTGO are playing this deck right now.
I played about 10 games against my friends fast red 2/2 agro / burn deck. 2-8
I won both games with a turn two or three ensoul artifact on a darksteel citidal. I never got to cast skuttlebutt, but often felt like I was holding my shrapnel for the kill that never came, or I used it for the direct 5 damage when I should have used it for creature removal.
Most games my generator servant got smacked right away by a magma jet or lightning strike before i could use it. He flooded the board with 2/2's and 3/2's and was applying constant pressure. Also I would have a stock ornithopter that could not attack and I was scared to block with it because I was hoping to draw into making a 5/5 or sac for shrapnel. without ensoul I basically felt slow. A few of the games I was mana stuck simply because I didnt have any dual colored lands (I already ordered playsets of pain and temples).
I would say holding up cards in the hopes that you will eventually draw other cards is a misplay and I would advise against it. It doesn't matter if you do draw those cards if its simply too late. The best thing you can do is make the play you can with the cards you currently have. Against RDW and similar "all-in" strategies they run out of gas pretty quickly so you need to smack down their threats quickly, remove any you can pretty much anyway you can. Once they are in top deck mode you should be in a better position than they are.
I would try to jam Illusory Angel and some combination of Battlefield Thuamaturge and Hour of Need (and some Turn//Burn). Hour of Need is great with Ornithopter, as is the Illusory Angel. Void Snare and Shrapnel Blast seem like a pretty dynamic "removal" package (and Void Snare enables Angel on Turn 4). Izzet Charm seems considerable as well since you can dig for your "combo pieces" a bit in addition to its other modes. What's disappointing is that Green and Black have such better card drawing spells over Blue.
Hour of Need, Battlefield Thaumaturge have been discussed before and people did not like them. They don't fit the game plan and are a better fit in a deck that wants to abuse them with things like Young Pyromancer. Illusory Angel has had negative reviews by pretty much everyone who has tried to play it in this deck. I would seriously advise against it.
On another note, am I the only one seeing the trend that people who report solid success with the deck run little to no copies of Chief Engineer? Also, in my experience Scuttles is one of the strongest cards in the deck. Its evasive, big, easy to cast, and punishing to interact with. He's funny with Shrapnel Blast but thats just gravy and not the reason to run him IMO.
Private Mod Note
():
Rollback Post to RevisionRollBack
The following link is an invitation to join Pucatrade (card trading service though similar to TCGPLayer). If you follow the link then it awards me with tokens to exchange for actual cards. Thanks! https://pucatrade.com/invite/gift/86097
I think I'd rather have Darksteel Ingot for the indestructible after ensoul, or that mana artifact for 2 that lets you draw (forgetting the name). I'm also running a 1-of Azorius Keyrune. It's actually pretty good. Allows for some over the top damage as well as ramp.
I would say that you're probably correct on all of that. There are several things currently that would probably make the list better, but it may very well take me a couple of months to gather up all the cards to build this deck right now. I'd rather trade for several of them, but coming by people who need what I currently have isn't easy. So, I'll probably end up with a Fat Pack and hope for the best. The main problem with that is that my local shop's trade policy is HORRIBLE (tale for a different time). Most of the time, they are out of the most popular cards being played right now. The other card shop that would most likely have them also probably has anywhere from 50 to 100 each of the money cards I have for trade (Shock Lands, Scry Lands, Planeswalkers, etc.) that will be rotating in two months...so trading for the needed cards is probably out of the question right now.
So, I'm going to have to buy everything. You really probably didn't need all of that back story, but all that said, I'm going to have to come up with the $100+ for the cards I still need for the deck (that's TCG Player mid, and some card traders don't always use those prices... some are higher). So, I'm thinking purely post-rotation. Now, don't get me wrong, I'm not doing any speculation on what cards we may be getting post rotation, but I am planning to be able to play the deck I'm building through rotation and maybe even a month more as prices settle on the new set before trading or buying for any new cards that might help this deck.
That said, while I probably do have a playset of Darksteel Ingot and may be able to get my hands on a playset of Azorius Charm, by the time I get the deck together and ready to play, those cards will most likely either not be legal or only be legal for a couple more weeks. That's why I brought up Opaline Unicorn.
Burnished Hart would probably be strictly better than Opaline Unicorn. The tap for mana ability is only relevant when Chief Engineer isn't available and Burnished Hart gives you 1 more mana than Unicorn does. It also has a bigger body in the event that is relevant.
Private Mod Note
():
Rollback Post to RevisionRollBack
The following link is an invitation to join Pucatrade (card trading service though similar to TCGPLayer). If you follow the link then it awards me with tokens to exchange for actual cards. Thanks! https://pucatrade.com/invite/gift/86097
Greetings Affinity players. I posted this list in a separate thread yesterday before I realized there was already a thread dedicated to this archetype. So I'd like to contribute my experience with playing the archetype and see what you all think of my list.
This list plays a lot like R/W burn with the Ensoul Artifact combo that we are all so fond of. The mana is clunky, even with so many dual lands, Mana Confluence, and Springleaf Drum. Unfortunately, the deck loses some games to itself just because it's so greedy. However, when it goes off, it really goes off, and most opponents cannot recover from an early Ensoul followed by nukes.
I know this list isn't exactly Affinity but I hope it is relevant enough to this read. The best part of the deck is really the Ensoul and Shrapnel Blast. T2 Ensouled thopter followed by T3 Boros Charm for double strike is absolutely nuts too.
I would appreciate any criticism/suggestions you guys can provide as I am by no means an expert with Affinity lists or with RW burn lists.
I think this might be one of the list that would be better served by having Traveler's Amulet than Springleaf Drum, the cost to drop each artifact is the same as far as Shrapnel Blast is concerned, plus it will let you fix your mana though it might slow you just a bit at the start.
I think this might be one of the list that would be better served by having Traveler's Amulet than Springleaf Drum, the cost to drop each artifact is the same as far as Shrapnel Blast is concerned, plus it will let you fix your mana though it might slow you just a bit at the start.
But the amulet is also useless with shrapnel since you sac it for activation, where you can get something from the drum before saccing it.
The key part of Springleaf Drum is that with an Ornithopter, it gives you 3 mana on turn 2. Plus you only have to commit 1 mana to it, as opposed to two for Amulet.
The key part of Springleaf Drum is that with an Ornithopter, it gives you 3 mana on turn 2. Plus you only have to commit 1 mana to it, as opposed to two for Amulet.
There is no key 3 mana costs cards maybe - Darksteel Ingot
optimally you want Chief Engineer on turn 2 that way turn 3 assuming god draws u can convoke out a doom engine
The key part of Springleaf Drum is that with an Ornithopter, it gives you 3 mana on turn 2. Plus you only have to commit 1 mana to it, as opposed to two for Amulet.
Travelers Amulet gives you 0 mana turn 1, 1 mana on turn 2, and ensures you have at least 2 mana minimum/3 max on turn 3. Springleaf puts you ahead by 2 mana turn 2 and 1 on turn 3 and gives you a target for Ensoul Artifact unlike Travelers Amulet.
EDIT: Clarification:
Travelers Amulet takes 1 mana on turn 1. Springleaf can potentially give that mana back.
-Turn 1, Amulet 0 : Drum 1
On turn 2 Amulet requires yet another mana to activate or it simply does nothing. Turn 2 it basically restricts your mana. Springleaf gives you a 3rd mana. Assuming you did not have Ornithopther turn 1 you can still drop a Chief/Generator and tap them to Drum to drop a Raptor/Familiar/Mystic gaining your lost tempo back.
-Turn 2, Amulet 0 : Drum 1
Assuming you activated Amulet on turn 2 you are now ensured you have your 3rd land drop for turn 3. The drum provides your 4th mana. Also, if you have Drum + Generator + 1 other creature you have your 6 aman on Turn 3. Generator can't give you 6 mana on turn 3 w/o Drum or Chief. Amulet can't do that.
-Turn 3, Amulet 0 : Drum 1
Basically, on the turns it matters, Drum is almost strictly better. Not to mention as others have mentioned Drum is a Shrapnel target even after it has served its usefulness. It can also be suited up with an Ensoul Artifact and still be used to generate mana. Amulet can't do that either.
The following link is an invitation to join Pucatrade (card trading service though similar to TCGPLayer). If you follow the link then it awards me with tokens to exchange for actual cards. Thanks! https://pucatrade.com/invite/gift/86097
Springleaf is generally better, agreed, but you need a mass of creatures in your list to ensure that you can utilize it. The list that I recommended it for tnas' list on page 21 which only runs 12 creatures and sometimes has mana fixing issues. In his/her list I believe the amulet would give better options in the early game. Yes I know that the springleaf can give you 3 mana on turn 2 but that requires a god draw which I doubt you'll see every game.
Springleaf drum is insane. Sometimes you get wacky draws like
t1 darksteel, springleaf, ornithopter, tap it for faerie imposter, return ornithopter
t2 island, ensoul the citadel by replaying and tapping thoper, attack for 7 - or replay oprnithopter, illusory angel off springleaf ornithopter
There's all sorts of craziness you can do with ornithopter+springleaf.
Note about the SB: I just threw some things together as I was running late. Jace especially was sort of a whatever toss in.
It was a casual event, so the matchups were a little strange
Round 1:
Mono Red Devotion W 2-0
Not much to say about this one. My draws were pretty solid and I was able to get the win fairly quickly in both games. He over committed in both games, dumping a Burning Tree with Madcap skills on turn 2, which I then just magma jetted (both games) and then just proceeded to get the damage in.
Round 2:
Mono Red Devotion L 0-2
The deck this time was a bit different, and the pilot knew his deck a bit better. One game he had BTE and 2 Ash Zealots, followed by a Fanatic of Mogis. Not much I could do there. Similar deal in Game 2. Although both games it was very close. I was either within 1 point of damage (he was at 8 and I had inferno fist on the board plus shrapnel blast in my hand) or I lost the turn before I could have gotten the win.
Round 3:
Weird GB Scavenge L 1-2
This one I chalked up to bad draws plus bad piloting (new deck and all, still not sure the best lines and plays). Game 2 I got greedy and kept a hand with no colored mana, but 2 citadels and a darksteel ingot, thinking that if I can just get one land I'd be fine. I have a hard time mulliganing when I am just one card shy of a great hand. Personal thing I need to work on.
Round 4:
Mono Black Waste Not W 2-0
This was not a great matchup for her. Turn 2 of game 1 I had 2 lands, 2 thopters, chief engineer, and a revoker on board. She did manage to land desecration demons, which were a big problem game 1, but I boarded in the rapid hybridizations game 2 (although didn't see them or need them). Both games I got there turn 4-5.
After the event I picked up 2 Hushwing Grifs for the sideboard. I think they will really help shore up the mono red and mono black devotion matchup. I might consider going to 3, as they can be quite vital. I'm still toying with hoarding dragon, especially with rapid hybridizations to get the tutored artifact, but i just don't think there's an artifact now that is crucial to grab at a moment's notice. I also really liked inferno fist both times I saw it and will definitely be picking up another 1-2 for the main. I actually liked them better than madcap. Rarely was there a point when the block clause mattered, plus having the ability to throw it for 2 was helpful. (There was an interesting interaction when the mono red guy pumped his frostburn to a 3/2 to block the doom engine, and since he had to do it before blocks, i responded by throwing the fist at the weird. he had no untapped lands and had to let it die, so my doom engine hit him for the win)
All in all I think my draws were better than I expected, and I think a lot of my losses could be changed by better piloting and a few tweaks here and there. I might bring it to an IQ this weekend just to get some practice against the T1 decks and see what needs changing. The keyrune was great at mana fixing plus giving me a flyer to get some chip damage plus card draws off the bident. I really need to work on the SB though most of all. I feel like the deck is so synergistic that it's hard to figure out what to cut and what to keep in while boarding, plus my board was just a hodgepodge of nonsense. Once it gets ironed out, I think there is real hope here.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern: UWR Breach, UWB Esper control
Legacy: UW RiP/Helm, UR Sneak and Show
This deck got me back into standard, but I have been out for so long I'm not sure how to side. This FEELS right but I'm not sure if I need tormods crypt in this meta? Any deck suggestions would be much appreciated, I originally ran 4 scuttle but rabble was doing so much good work I upped that count. I might end up reducing the stoke to 2 or 3 for more scuttle though. If anyones figured the right number there, let me know! Please note I don't use chief though so I can't cheat him out that way.
This deck got me back into standard, but I have been out for so long I'm not sure how to side. This FEELS right but I'm not sure if I need tormods crypt in this meta? Any deck suggestions would be much appreciated, I originally ran 4 scuttle but rabble was doing so much good work I upped that count. I might end up reducing the stoke to 2 or 3 for more scuttle though. If anyones figured the right number there, let me know! Please note I don't use chief though so I can't cheat him out that way.
I like your list. I would up the number of Scuttles though, like you said. You could perhaps cut a Springlead Drum (although that leaves you with only 11 Ensoul targets) and a Stoke the Flames for 2 copies. I have two questions about your list: how are you liking the mana for Boros Charm, and how much are the Rabblemasters adding to this deck for you? Wouldn't you be better off having another artifact here as an Ensoul target?
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Plan A is obviously convoke out big artifacts and swing
Plan B is the small and lots of swingers some in the air some on the ground get card draw with bident and use spear for pumping
4 Chief Engineer
4 Ensoul Artifact
3 Scuttling Doom Engine
2 Soul of New Phyrexia
4 Generator Servant
4 Raise the Alarm
2 Bident of Thassa
2 Spear of Heliod
4 Shrapnel Blast
4 Springleaf Drum
4 Darksteel Citadel
3 Mana Confluence
2 Battlefield Forge
1 Temple of Triumph
2 Temple of Epiphany
2 Temple of Enlightenment
2 Evolving Wilds
3 Island
2 Plains
2 Mountain
3 Launch the fleet
4 Soldier of the Pantheon
3 Illusory Angel
3 Iroas, God of Victory
2 Gods Willing
Obviously my main goal is enjoyment
It's nice, because they often keep 1-2 landers with a hand like that. At that point you should be golden.
For the lands, did you mean Temple of Epiphany instead of Temple of Enlightenment?
SG
Legacy: UW RiP/Helm, UR Sneak and Show
All 3 strategies are decent, and there's a lot of synergy between them, so the deck is super fun to play. But each combo is pretty fragile. This deck basically asks the question "do you have disruptive interaction on turn 2 or 3?"
If the answer is no, we win, if the answer is yes, we lose. The answer is yes a lot. But when it's no, hot damn it's funny.
As a sidenote, I SB 3 smelts for the mirror because no joke about 1/3 of people on MTGO are playing this deck right now.
I would say holding up cards in the hopes that you will eventually draw other cards is a misplay and I would advise against it. It doesn't matter if you do draw those cards if its simply too late. The best thing you can do is make the play you can with the cards you currently have. Against RDW and similar "all-in" strategies they run out of gas pretty quickly so you need to smack down their threats quickly, remove any you can pretty much anyway you can. Once they are in top deck mode you should be in a better position than they are.
Hour of Need, Battlefield Thaumaturge have been discussed before and people did not like them. They don't fit the game plan and are a better fit in a deck that wants to abuse them with things like Young Pyromancer. Illusory Angel has had negative reviews by pretty much everyone who has tried to play it in this deck. I would seriously advise against it.
On another note, am I the only one seeing the trend that people who report solid success with the deck run little to no copies of Chief Engineer? Also, in my experience Scuttles is one of the strongest cards in the deck. Its evasive, big, easy to cast, and punishing to interact with. He's funny with Shrapnel Blast but thats just gravy and not the reason to run him IMO.
https://pucatrade.com/invite/gift/86097
So, I'm going to have to buy everything. You really probably didn't need all of that back story, but all that said, I'm going to have to come up with the $100+ for the cards I still need for the deck (that's TCG Player mid, and some card traders don't always use those prices... some are higher). So, I'm thinking purely post-rotation. Now, don't get me wrong, I'm not doing any speculation on what cards we may be getting post rotation, but I am planning to be able to play the deck I'm building through rotation and maybe even a month more as prices settle on the new set before trading or buying for any new cards that might help this deck.
That said, while I probably do have a playset of Darksteel Ingot and may be able to get my hands on a playset of Azorius Charm, by the time I get the deck together and ready to play, those cards will most likely either not be legal or only be legal for a couple more weeks. That's why I brought up Opaline Unicorn.
SG
https://pucatrade.com/invite/gift/86097
4x Boros Charm
4x Lightning Strike
4x Magma Jet
4x Shrapnel Blast
2x Warleader's Helix
2x Rapid Hybridization
2x Wild Guess
4x Ornithopter
4x Phyrexian Revoker
4x Springleaf Drum
3x Island
3x Mountain
4x Mana Confluence
4x Shivan Reef
4x Battlefield Forge
4x Darksteel Citadel
2x Banishing Light
2x Izzet Charm
3x Mizzium Mortars
1x Rapid Hybridization
2x Satyr Firedancer
2x Skullcrack
This list plays a lot like R/W burn with the Ensoul Artifact combo that we are all so fond of. The mana is clunky, even with so many dual lands, Mana Confluence, and Springleaf Drum. Unfortunately, the deck loses some games to itself just because it's so greedy. However, when it goes off, it really goes off, and most opponents cannot recover from an early Ensoul followed by nukes.
I know this list isn't exactly Affinity but I hope it is relevant enough to this read. The best part of the deck is really the Ensoul and Shrapnel Blast. T2 Ensouled thopter followed by T3 Boros Charm for double strike is absolutely nuts too.
I would appreciate any criticism/suggestions you guys can provide as I am by no means an expert with Affinity lists or with RW burn lists.
But the amulet is also useless with shrapnel since you sac it for activation, where you can get something from the drum before saccing it.
1st place GPT Seattle
1st place GPT Anaheim
There is no key 3 mana costs cards maybe - Darksteel Ingot
optimally you want Chief Engineer on turn 2 that way turn 3 assuming god draws u can convoke out a doom engine
Travelers Amulet gives you 0 mana turn 1, 1 mana on turn 2, and ensures you have at least 2 mana minimum/3 max on turn 3. Springleaf puts you ahead by 2 mana turn 2 and 1 on turn 3 and gives you a target for Ensoul Artifact unlike Travelers Amulet.
EDIT: Clarification:
Travelers Amulet takes 1 mana on turn 1. Springleaf can potentially give that mana back.
-Turn 1, Amulet 0 : Drum 1
On turn 2 Amulet requires yet another mana to activate or it simply does nothing. Turn 2 it basically restricts your mana. Springleaf gives you a 3rd mana. Assuming you did not have Ornithopther turn 1 you can still drop a Chief/Generator and tap them to Drum to drop a Raptor/Familiar/Mystic gaining your lost tempo back.
-Turn 2, Amulet 0 : Drum 1
Assuming you activated Amulet on turn 2 you are now ensured you have your 3rd land drop for turn 3. The drum provides your 4th mana. Also, if you have Drum + Generator + 1 other creature you have your 6 aman on Turn 3. Generator can't give you 6 mana on turn 3 w/o Drum or Chief. Amulet can't do that.
-Turn 3, Amulet 0 : Drum 1
Basically, on the turns it matters, Drum is almost strictly better. Not to mention as others have mentioned Drum is a Shrapnel target even after it has served its usefulness. It can also be suited up with an Ensoul Artifact and still be used to generate mana. Amulet can't do that either.
https://pucatrade.com/invite/gift/86097
t1 darksteel, springleaf, ornithopter, tap it for faerie imposter, return ornithopter
t2 island, ensoul the citadel by replaying and tapping thoper, attack for 7 - or replay oprnithopter, illusory angel off springleaf ornithopter
There's all sorts of craziness you can do with ornithopter+springleaf.
3 Chief Engineer
3 Cloudfin Raptor
4 Generator Servant
4 Ornithopter
2 Phyrexian Revoker
3 Scuttling Doom Engine
Artifacts (4)
2 Bident of Thassa
1 Darksteel Ingot
1 Azorius Keyrune
Spells (15)
4 Ensoul Artifact
1 Inferno Fist
4 Boros Charm
3 Magma Jet
3 Shrapnel Blast
2 Battlefield Forge
4 Darksteel Citadel
2 Hallowed Fountain
1 Mana Confluence
2 Sacred Foundry
2 Shivan Reef
4 Steam Vent
1 Temple of Enlightenment
2 Temple of Epiphany
2 Mutavault
2 Hammer of Purphoros
1 Phyrexian Revoker
1 Stormbreath Dragon
2 Circle of Flame
1 Deicide
2 Dispel
1 Negate
2 Rapid Hybridization
2 Jace, Architect of Thought
1 Wear//Tear
Note about the SB: I just threw some things together as I was running late. Jace especially was sort of a whatever toss in.
It was a casual event, so the matchups were a little strange
Round 1:
Mono Red Devotion W 2-0
Not much to say about this one. My draws were pretty solid and I was able to get the win fairly quickly in both games. He over committed in both games, dumping a Burning Tree with Madcap skills on turn 2, which I then just magma jetted (both games) and then just proceeded to get the damage in.
Round 2:
Mono Red Devotion L 0-2
The deck this time was a bit different, and the pilot knew his deck a bit better. One game he had BTE and 2 Ash Zealots, followed by a Fanatic of Mogis. Not much I could do there. Similar deal in Game 2. Although both games it was very close. I was either within 1 point of damage (he was at 8 and I had inferno fist on the board plus shrapnel blast in my hand) or I lost the turn before I could have gotten the win.
Round 3:
Weird GB Scavenge L 1-2
This one I chalked up to bad draws plus bad piloting (new deck and all, still not sure the best lines and plays). Game 2 I got greedy and kept a hand with no colored mana, but 2 citadels and a darksteel ingot, thinking that if I can just get one land I'd be fine. I have a hard time mulliganing when I am just one card shy of a great hand. Personal thing I need to work on.
Round 4:
Mono Black Waste Not W 2-0
This was not a great matchup for her. Turn 2 of game 1 I had 2 lands, 2 thopters, chief engineer, and a revoker on board. She did manage to land desecration demons, which were a big problem game 1, but I boarded in the rapid hybridizations game 2 (although didn't see them or need them). Both games I got there turn 4-5.
After the event I picked up 2 Hushwing Grifs for the sideboard. I think they will really help shore up the mono red and mono black devotion matchup. I might consider going to 3, as they can be quite vital. I'm still toying with hoarding dragon, especially with rapid hybridizations to get the tutored artifact, but i just don't think there's an artifact now that is crucial to grab at a moment's notice. I also really liked inferno fist both times I saw it and will definitely be picking up another 1-2 for the main. I actually liked them better than madcap. Rarely was there a point when the block clause mattered, plus having the ability to throw it for 2 was helpful. (There was an interesting interaction when the mono red guy pumped his frostburn to a 3/2 to block the doom engine, and since he had to do it before blocks, i responded by throwing the fist at the weird. he had no untapped lands and had to let it die, so my doom engine hit him for the win)
All in all I think my draws were better than I expected, and I think a lot of my losses could be changed by better piloting and a few tweaks here and there. I might bring it to an IQ this weekend just to get some practice against the T1 decks and see what needs changing. The keyrune was great at mana fixing plus giving me a flyer to get some chip damage plus card draws off the bident. I really need to work on the SB though most of all. I feel like the deck is so synergistic that it's hard to figure out what to cut and what to keep in while boarding, plus my board was just a hodgepodge of nonsense. Once it gets ironed out, I think there is real hope here.
Legacy: UW RiP/Helm, UR Sneak and Show
4x shivan reef
4x steam vents
4x darksteel citadel
4x Sacred Foundry
1x Hallowed Fountain
1x Island
Creatures
1x scuttling doom engine
4x generator servant
4x Ornithoper
3x goblin Rabblemaster
4x magma jet
4x shrapnel blast
4x Stoke the flames
4x Izzet Charm
2x Boros Charm
Artifacts
4x Springleaf Drum
Enchantments
4x ensoul artifact
4x Negate
3x Hushwing Gryff
4x Anger of the Gods
2x Tormod's Crypt
2x Phyrexian Revoker
This deck got me back into standard, but I have been out for so long I'm not sure how to side. This FEELS right but I'm not sure if I need tormods crypt in this meta? Any deck suggestions would be much appreciated, I originally ran 4 scuttle but rabble was doing so much good work I upped that count. I might end up reducing the stoke to 2 or 3 for more scuttle though. If anyones figured the right number there, let me know! Please note I don't use chief though so I can't cheat him out that way.
I like your list. I would up the number of Scuttles though, like you said. You could perhaps cut a Springlead Drum (although that leaves you with only 11 Ensoul targets) and a Stoke the Flames for 2 copies. I have two questions about your list: how are you liking the mana for Boros Charm, and how much are the Rabblemasters adding to this deck for you? Wouldn't you be better off having another artifact here as an Ensoul target?