The Banishing Light and Chained might be a bit redundant, so I'm not sure about that. Keranos is just kind of thrown in there for grindy control matchups (which I haven't played much of yet), and Boros Charm is good also for verdict protection, double striking the doom engine or ensouled artifact, or for those last 4 points of damage. I might consider main decking it rather than in the SB.
I'd still like a better draw engine to reload if I run out of gas. Been testing this build a bit and it seems to run pretty well. I haven't seen the Bident at all in my limited tests, so I don't want to take it out until I am sure it under-performs. Although never seeing it and still running pretty well leads me to think that I can probably cut it. Return to the Ranks is just a cute idea I had to get all those essential 2-drops back after a sweeper. Double white might be too much of a strain on the mana base though, and I think I'd have to cut Mutavaults to make it work. I rarely animate them though, as most of the mana is usually spoken for unless I'm flooding pretty hard, so they could probably be cut as well.
As a side note: I know I started this thread (and keep posting) but there is an official Affinity thread for standard. Some good ideas over there. I suggest we take this party to that thread and keep it going, rather than splitting it up.
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Modern: UWR Breach, UWB Esper control
Legacy: UW RiP/Helm, UR Sneak and Show
Here's what I've been working on. Some stuff from M14 and RtR that I want, but I'm leaving it out since I doubt I'll be able to get this together before rotation.
Fun fact about Dictate and Scuttles. The two of them are an almost guaranteed 12 to the face. Either they block and Scuttles explodes, or they don't and he beats face. Madcap Skills does the same thing with an added dose of evilness but, well, see above.
Ornithopter is a huge waste of space, and cloudfin raptor seems off...
I've been thinking about hammer. Not sure how I would properly use it. Thopters are great in here. The raptor mostly gives us a 1 drop for some extra convoke with the engineer. Plus I have very often played raptor turn 1, followed by the thopter to evolove it. Then turn 2 ensoul the thopter and swinging for 6. It's very hard to deal with for a lot of decks. Also, you can madcap skills on the thopter for some quick damage as well. Finally, it's another convoker plus a target for shrapnel blast. The raptor seems like it shouldn't really have a place, but I've been pretty happy with it.
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Modern: UWR Breach, UWB Esper control
Legacy: UW RiP/Helm, UR Sneak and Show
Ornithopter is a huge waste of space, and cloudfin raptor seems off...
Ornithopter is a huge part of the "engine" of this deck. With Cheif Engineer on the field they might as well be Mox Opals for the purpose of casting Scuttlin Doom Engine.
Also, in my list you can enchant them with Ensoul Artifact to make them 5/5 fliers on turn 2. That's nearly as good as Serra Ascendant in modern which is also a two card combo. (Granted one leaves you with 30+ life even if your Ascendant immediately dies and this is a plain 2 for 1). Ornithoper also works with Springleaf Drum in my list so you could do something like:
Ornithopters make that possible and increase the chances that you can get out SDE as early as turn 3 and reliably on turn 4 or even 5. You could always Sharpnel Blast them as well for a little bit of reach. They really are good here.
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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
4 Darksteel Citadel
1 Hallowed Fountain
4 Mutavault
1 Sacred Foundry
4 Steam Vents
2 Temple of Enlightenment
4 Temple of Epiphany
3 Temple of Triumph
Creatures (21)
3 Chief Engineer
3 Cloudfin Raptor
4 Generator Servant
4 Ornithopter
4 Phyrexian Revoker
3 Scuttling Doom Engine
2 Bident of Thassa
4 Ensoul Artifact
2 Madcap Skills
4 Lightning Strike
4 Shrapnel Blast
1 Keranos, God of Storms
2 Banishing Light
2 Chained to the Rocks
3 Boros Charm
2 Counterflux
2 Dispel
2 Negate
1 Return to the Ranks
The Banishing Light and Chained might be a bit redundant, so I'm not sure about that. Keranos is just kind of thrown in there for grindy control matchups (which I haven't played much of yet), and Boros Charm is good also for verdict protection, double striking the doom engine or ensouled artifact, or for those last 4 points of damage. I might consider main decking it rather than in the SB.
I'd still like a better draw engine to reload if I run out of gas. Been testing this build a bit and it seems to run pretty well. I haven't seen the Bident at all in my limited tests, so I don't want to take it out until I am sure it under-performs. Although never seeing it and still running pretty well leads me to think that I can probably cut it. Return to the Ranks is just a cute idea I had to get all those essential 2-drops back after a sweeper. Double white might be too much of a strain on the mana base though, and I think I'd have to cut Mutavaults to make it work. I rarely animate them though, as most of the mana is usually spoken for unless I'm flooding pretty hard, so they could probably be cut as well.
As a side note: I know I started this thread (and keep posting) but there is an official Affinity thread for standard. Some good ideas over there. I suggest we take this party to that thread and keep it going, rather than splitting it up.
Legacy: UW RiP/Helm, UR Sneak and Show
Ornithopter is a huge waste of space, and cloudfin raptor seems off...
4 Darksteel Citadel
4 Temple of Epiphany
7 Mountain
7 Island
Creatures
4 Ornithopter
4 Chief Engineer
4 Generator Servant
4 Phyrexian Revoker
2 Opaline Unicorn
4 Scuttling Doom Engine
4 Shrapnel Blast
4 Ensoul Artifact
2 Dictate of the Twin Gods
2 Act on Impuse
4 Negate
Fun fact about Dictate and Scuttles. The two of them are an almost guaranteed 12 to the face. Either they block and Scuttles explodes, or they don't and he beats face. Madcap Skills does the same thing with an added dose of evilness but, well, see above.
I've been thinking about hammer. Not sure how I would properly use it. Thopters are great in here. The raptor mostly gives us a 1 drop for some extra convoke with the engineer. Plus I have very often played raptor turn 1, followed by the thopter to evolove it. Then turn 2 ensoul the thopter and swinging for 6. It's very hard to deal with for a lot of decks. Also, you can madcap skills on the thopter for some quick damage as well. Finally, it's another convoker plus a target for shrapnel blast. The raptor seems like it shouldn't really have a place, but I've been pretty happy with it.
Legacy: UW RiP/Helm, UR Sneak and Show
Ornithopter is a huge part of the "engine" of this deck. With Cheif Engineer on the field they might as well be Mox Opals for the purpose of casting Scuttlin Doom Engine.
Also, in my list you can enchant them with Ensoul Artifact to make them 5/5 fliers on turn 2. That's nearly as good as Serra Ascendant in modern which is also a two card combo. (Granted one leaves you with 30+ life even if your Ascendant immediately dies and this is a plain 2 for 1). Ornithoper also works with Springleaf Drum in my list so you could do something like:
T1: Darksteel Citadel -> Springleaf Drum -> Ornithopter -> Dakra Mystic
Ornithopters make that possible and increase the chances that you can get out SDE as early as turn 3 and reliably on turn 4 or even 5. You could always Sharpnel Blast them as well for a little bit of reach. They really are good here.
https://pucatrade.com/invite/gift/86097
http://www.mtgsalvation.com/forums/the-game/standard-type-2/standard-deck-creation/563937-affinity