Affinity, as an archtype, has always aimed to win on turn 3-4 or earlier if possible. If you'll notice, most inceptions of the deck have NO removal, counters, bounce, protection, discard, Umezawa's Jitte, etc. in the mainboard. It's just the way the archtype affinity has always played. It's ultra-aggressive, swarm deck with the Disciple of the Vault/Archbound Ravager combo. The ability to drop your entire hand on turn 1 and go into "eternal top-deck mode" defines the deck.
A deck featuring Darksteel Forge, Master Transmuter, Nevinyrral's Disk and Vedalken Engineer belong to a deck-type that, well, isn't classified as affinity by any stretch. You'll be dedicating at least 12 slots to cards that have nothing to do with the traditional affinity archtype (ie. speedy aggro). What is being suggested is more of a combo artifact build. Additionally, it's worth noting that this type of combo build suffers the exact woes as affinity in that if Master Transmuter is destroyed by spot removal, Darksteel Forge becomes a 9CC card that sits in your hand totally dead. If you decide to put in spells like Spell Pierce and Force of Will to protect your combo, you'll deviate even further away from the recognizable affinity archtype.
I'm not knocking your idea, I'm just saying that I think that the deck you're suggesting is fundamentally different than affinity. Part of the problem with playing affinity is that bad matchups are just that, really bad.
I also run combo, though, and utility. Between Tinker and Master Transmuter, if I don't get the forge/disk on the field due to countermagic, then they HAVEN'T countered my brawlers and I'm smashing at their life total as fast as you are.
I'm hesitant to post my decklist here since this, after all, the affinity primer, and my deck is not affinity. I guess I'll just have to post it in the main casual forum...which is probably a good idea anyway, now that I think about it, since I haven't updated it at all recently to reflect all the new artifacts that've come out.
and what about Steel Overseer? this card gives all artifacs a bonus every turn
Steel Overseer is not so great in affinity decks. It costs 2 to play which already puts it near the top of the curve. Furthermore, two mana should near win you the game in affinity (see Arcbound Ravager and Cranial Plating). Steel Overseer does not win you games sadly.
The further problem is that you can't use the ability of Steel Overseer until turn 3ish on most occasions which is often late in the game for affinity. If it uses its ability it cannot attack. It's only a 1/1 with no evasion. Compare all of these to Signal Pest, let alone Signal Pest with Cranial Plating, and you'll see a huge difference in usefulness for this deck.
Atog is ok as a 5-6 ravager for disciples put into the graveyard trigger, modular is what matters though
Archmage is insane WITH academy though, imagine turn one archmage, bonkers , he is pretty good for casual in my book, endless resources
yes please
In casual budget, atog is fine and the difference is hardly noticeable. If you're talking competitive casual which is basically legacy then no. Atog does not retain the power gained, is not an artifact. You could also factor in the mana intensity because if this card is being used for casual budget, i'd doubt that people will get mox opals
Atog is ok as a 5-6 ravager for disciples put into the graveyard trigger, modular is what matters though
Archmage is insane WITH academy though, imagine turn one archmage, bonkers , he is pretty good for casual in my book, endless resources
yes please
echoing above, including archmage screws the curve and deviates from the aggressiveness of this deck. Glimpse is slightly more reliable
echoing above, including archmage screws the curve and deviates from the aggressiveness of this deck. Glimpse is slightly more reliable
I do not think archmage screws the curve any more than tezzeret, agent of bolas does. 4 mana is not that hard to get early in an affinity deck, and especially not with tolarian academy.
I do not think archmage screws the curve any more than tezzeret, agent of bolas does. 4 mana is not that hard to get early in an affinity deck, and especially not with tolarian academy.
Agent of Bolas i admit screws the curve but as some people (I included) point out, it's a basically guaranteeing a next turn win whereas archmage grants you card advantage. I also point out that AoB can grant CA and turn small creatures into threats which is relevant (to midrange affinity)
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Perfectly capable of running a deck without ravager, opal, and tez. It's called swarm affinity, Blake McCracken played a version of that in SCG legacy Fort Worth.
He accentuated creature beating in his deck and you see that because he didn't have Ravager and Disciple, two cards that have always been in Affinity since inception. He did however have tezzeret as a backup win-con
Affinity is blessed with alot of replacement cards that in casual serve as a budget replica of their expensive counterparts. Atog is basically Ravager in casual budget and springleaf drum for mox opal. So if you decide to not deviate from the aggro-combo aspect of affinity, you could sub in atog and disciple as one of your win-cons.
Your deck doesn't seem to have any problems, looks fine. Though i'l point out three things. Get rid of Overseer, it does not help period, it doesn't have a fast clock because the earliest you can use it is turn 2 (with acceleration). You should have more drums than voids, adds to the artifact count and makes for a slightly better top deck. Generally speaking you don't want to have a high curve and 8 slots in the 3 cmc department is really pushing it. I'd either a 2-4, 4-2, 3-3 of each of the 3 cmcers in this deck which is usually the best balance (depending on how you play the deck, you might want to choose one over the other)
Here are my suggestions
+2 vault skirge
-4 steel overseer
-2 glimmervoid
+2 springleaf drum
-2 etched champion (swarm affinity needs MoE)
leaves 8 slots open and here are some suggestions
Frogmite - i would put this in if I were you, this is THE card to have in swarm affinity, you can't go wrong especially if you have the ability to drop your hand on turn one
Arcbound Worker - Heck in swarm affinity, dealing with the same +1/+1 counter 3+ times is probably a good thing...for you of course
Affinity? Ish? Are you kidding me? There's 1 affinity card in this deck. It's a good one. But you need some FROGMITE, MYR ENFORCER... MOS OPAL/CHROME MOX... name the staples. You have enough artifacts for it.
Affinity? Ish? Are you kidding me? There's 1 affinity card in this deck. It's a good one. But you need some FROGMITE, MYR ENFORCER... MOS OPAL/CHROME MOX... name the staples. You have enough artifacts for it.
Affinity is now a misnomer, it used to be where half the deck had affinity as a keyword, it now is synonymous with artifact aggro and/or artifact aggro-combo
Myr Enforcer is now largely useless, MoE gets bigger. He said opal was out of the budget and by that extension, chrome mox
I'd really lose red for white. White gives you the removal your wanting from Galvanic Blast plus it gives you that 3/1 first strike artifact creature from NPH, I can't remember it's name.
Also Esperoza + Ichor Wellspring could give you another good attacker and a very strong draw engine.
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Here's an affinity-ish deck i play. I departs a lot from the one you posted, but might give you some ideas. (it doesnt use any cards with affinity, but it keeps the fast artifact agro spirit)
it is extremelly low budget (all cards are in the 0.1-0.25 $ range, being cranial and terminate the most expensive cards), nevertheless, it can be very brutal on 1 to 1 games.
Its based around smashing faces with low cost, high power creatures, and eventually sac one of them with rites of consumption for lethal damage or huge life swing.
Glaze fiend is a monster. By far, the most powerfull card in the deck. Comes down on turn 2 and its usually a 4/5 or 6/7 flier
You mean Porcelain Legionnaire, and he's 2 and 2 life, you don't need or want to pay 2W for him ever, so he doesn't really require manabase adjustment.
Esperoza + Ichor Wellspring look like good cards, but they're on top of mana curve, and I don't see what I could take out to include them.
4 damage for R seems so awesome I would rather not take it out.
Every deck with access to red almost auto-includes 4x Lightning Bolt and here I can use better Lightning Bolt for the same cost.
Are there any important early-game creatures that Galvanic Blast cannot handle?
Here's updated deck based on your suggestions. It even got down to $80 without Steel Overseers and with fewer Glimmervoids.
I'm totally fine with this budget, especially since I have some of these cards already.
I'm a little uncomfortable without a playset of Glimmervoids or something like them. Is this likely to be an issue?
Another non-artifact-specific generically good cards to consider would be Preordain, Mental Misstep, and Manamorphose, but this deck is already quite full, so I'll just skip them and similar spells.
If you're running Disciple, run atog, its one of those things where you either dedicate 8 slots to it, or 0
My suggestions, vault skirge (evasion) and arcbound worker (annoyance), both of which are cheap and dangerous
If your playgroup runs artifact hate or uses null rod, go for glimmervoid playset, otherwise, more artifacts = bigger creatures
I'm not terribly worried about Baneslayer Angel - it's a turn 5 card. Shrapnel Blast only lets me trade cards 2-for-1 - OK if I get rid of a big threat this way, but pretty bad for clearing the way for early game swarm, and it's only one more damage for extra mana. I'm not sure about it.
I'd like to make some space for at least a pair of Dispatches but I don't see what to cut. It would also require 4 colors - I can replace Darksteel Citadels with Ancient Dens but even then one of [mana]WUBR[/c] will have insufficient mana then.
Cranial Plating also seems way too good to cut, especially if I could achieve BB semi-reliably. Is it really as good as I think it is, and is having access to black mana as essential as I think it is, or will I be fine sticking it onto random Ornithopters, Signal Pest, and Etched Championss and relying on their evasion?
A related question, what's the optimal number of mana sources for me? I don't need terribly many lands, but I still need some, and Springleaf Drum is somewhat slow. With fewer lands I'd have more space for some extra creatures.
Temper steel in casual standard = yes
Temper steel in casual legacy = no
If all depends on your playgroups meta and how they react to certain cards. That said, SB dispatch until you're certain that your opponents are running creatures
You should have 18-20 mana generating capabilities (land or drum) in your deck. You don't need alot to play affinity, and it's best to avoid color cards because that changes your mana base heavily
It's really to go up against my friend's broken decks when we are bored. It's pretty ridiculous right now, but it brings me back to when I played FNM magic seriously all those years ago. I don't mind spending money on it because this, along with my Astral Slide deck, are precious to me.
Is more Tinker worth adding? Trying to get my hands on a Tolarian Academy. Should I up the Myr Enforcer number? It feels pretty useless, usually just a 4/4 for 3. Any other updates I should make? I dropped Chrome Mox for Mox Opal and I love it.
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I'll definitely add Galvanic Blast...which is better Champion or Master? Champion is great with Cranial Plating, but Master is more consistently better imo. What do you think? I actually own a playset of Etched Champions so I'll put them in for now.
I actually swapped out my thoughtcast for tinker Why do you feel it's better? With Tinker I have been grabbing ravager or cranial (whichever I need more at the time) pretty successfully. It either enables my finishing combo (ravager/disciple/vial) or turns my Ornithopters into deadly mofos
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Pure, in its general form, is acting with selfless intentions whilst living a life of proactive, correct and logical choices where blame is nonexistent and there replaced with gratitude.
Join the Pure Alliance! For fun, making friends, and the purification of your soul!
Every *TBD*, right here, we discuss cute things over some healthy green tea.
I'll definitely add Galvanic Blast...which is better Champion or Master? Champion is great with Cranial Plating, but Master is more consistently better imo. What do you think? I actually own a playset of Etched Champions so I'll put them in for now.
In this deck, champion. Protection is strong and you can dodge most removal. Master works better in a high creature count deck but is more vulnerable
I actually swapped out my thoughtcast for tinker Why do you feel it's better? With Tinker I have been grabbing ravager or cranial (whichever I need more at the time) pretty successfully. It either enables my finishing combo (ravager/disciple/vial) or turns my Ornithopters into deadly mofos
Affinity is a deck that scares most people not because it's loaded with powerful cards. The average card in affinity runs less than a dollar with some exceptions. The key to affinity is that it's a bunch of crappy cards that come together and make a powerful deck, essentially the parts of the deck are weak by themselves but when put together they are a force to reckon with
By using tinker, you tell your opponents 2 things: You waste resources (tinker is a good combo piece but it's like FoW and you get 2 for 1). The second thing is that you tell your opponent what you need. In affinity, your win-con can vary from champion to plating to master to ravager, etc. I find that using thoughtcast, you draw into a win-con more often and since everything in the deck is a threat, they won't know what's coming
Really you should drop the tinker. I've given it some thought.
Okay I've had enough terrible internet jokes.
Basically, what raver said, BUT in Raffinity nothing is big enough to tinker for anyways, AND everything is either free or less than 3 mana. Thoughtcast just refills your hand for U for MORE threats.
leeched img removed & warned.
(also merging this into the primer)
blut
After that I am not sure what I want to do. Should I get more Stoneforge Mystic? How many would be a good number? I think 4x (like they have in the SFM and Equipment build in the Legacy primer) is too much. Should I add other eqiupments to deck? I really cannot imagine why I would want to tutor up anything other than a Cranial Plating.
Would 4x Skullclamp be enough draw for this deck, or should you consider some more Thoughtcast?
Personally, I think that we should keep those slots for much needed control... (Dispatch, Ethersworn canonist, etc.)
Besides, have someone considered adding Lodestone Myr to the primer? Even though it is not a straight competitive card, I think it is well above many creatures listed in the primer for its sinergy with every part of the deck.
Since we can run both artifact lands AND skullclamp without too much worries (this is casual after all) this guy can be HUGE: it can come out as soon as T2 in some decks (with Mox Opal and Springleaf Drum) and starting from T3 it can even become a single shot cannon, equipping Cranial Plating and tapping your whole board or even tapping and then sacrificing your whole board to a Arcbound Ravager... I mean, in a not so rare situation you could have it on board on T3, and then become something like a 16/x with trample in the next turn: it would be something your opponent MUST deal with or lose the game.
I am aware that it is far from perfect, since it lacks protection from removals, and it could easily wipe out your board if there's no plating out, but I find a huge trample artifact creature both entertaining to play and interesting, since it offers so many possibilities. The only other artifact creature with trample I was considering for this deck is Arcbound Crusher, but it lacks the same speed, though it can be interesting in a more mid-range oriented deck and has more versatility due to modular.
Even if you do not consider it valuable in the decklist, I think that it should at least deserve its place in this primer, since there are many other cards there that are hardly synergistic the way it is (Mycosynth Golem, for example)
Control is your judgement call, use it when you feel like it works better than raw power. I keep my control cards on the SB
I prefer swarm as oppose to just one creature attack and banking on that so I never preferred the myr. Plus it costs quite a bit and is a dead draw on turn one.
After that I am not sure what I want to do. Should I get more Stoneforge Mystic? How many would be a good number? I think 4x (like they have in the SFM and Equipment build in the Legacy primer) is too much. Should I add other eqiupments to deck? I really cannot imagine why I would want to tutor up anything other than a Cranial Plating.
Given the legality of skullclamp in casual its your judgement call. Having SFM can fetch you swords, clamp, batterskull, and plating. It depends on just how you wish to run the deck, sacrificing some speed and aggressiveness for a solid mid game
I want some feed back on this idea. I recently started reading MTG lore and fell in love with artifacts and figured an "affinity" type deck would be most effective for the type of play I enjoy. Here goes:
A deck featuring Darksteel Forge, Master Transmuter, Nevinyrral's Disk and Vedalken Engineer belong to a deck-type that, well, isn't classified as affinity by any stretch. You'll be dedicating at least 12 slots to cards that have nothing to do with the traditional affinity archtype (ie. speedy aggro). What is being suggested is more of a combo artifact build. Additionally, it's worth noting that this type of combo build suffers the exact woes as affinity in that if Master Transmuter is destroyed by spot removal, Darksteel Forge becomes a 9CC card that sits in your hand totally dead. If you decide to put in spells like Spell Pierce and Force of Will to protect your combo, you'll deviate even further away from the recognizable affinity archtype.
I'm not knocking your idea, I'm just saying that I think that the deck you're suggesting is fundamentally different than affinity. Part of the problem with playing affinity is that bad matchups are just that, really bad.
Legacy:
WGMaverickWG
UMerfolkU
WStaxW
XRaffinityX
BRGoblins RB
RBUTESRBU
UGW Countersliver UGW
UB Dredge UB
U W CounterThopter U W
"Casual:"
BVampiresB
WMWCW
GElfdraziG
WWhite WeenieW
BWClericsBW
UGMadnessUG
UBPsychatogUB
GWAstral SlideGW
I also run combo, though, and utility. Between Tinker and Master Transmuter, if I don't get the forge/disk on the field due to countermagic, then they HAVEN'T countered my brawlers and I'm smashing at their life total as fast as you are.
I'm hesitant to post my decklist here since this, after all, the affinity primer, and my deck is not affinity. I guess I'll just have to post it in the main casual forum...which is probably a good idea anyway, now that I think about it, since I haven't updated it at all recently to reflect all the new artifacts that've come out.
Legacy: GWR Enchantress <--That's my banner!
Casual: WB [[Primer]]Clerics Tribal; BU Affinity
EDH: ...U [[Primer]]Arcum Dagsson; BG Legal Stax; B Illegal Stax
Proxy: .WX TriniStax
Other stuff: [[Official]]Shuffling, Truth + Maths
Steel Overseer is not so great in affinity decks. It costs 2 to play which already puts it near the top of the curve. Furthermore, two mana should near win you the game in affinity (see Arcbound Ravager and Cranial Plating). Steel Overseer does not win you games sadly.
The further problem is that you can't use the ability of Steel Overseer until turn 3ish on most occasions which is often late in the game for affinity. If it uses its ability it cannot attack. It's only a 1/1 with no evasion. Compare all of these to Signal Pest, let alone Signal Pest with Cranial Plating, and you'll see a huge difference in usefulness for this deck.
Legacy:
WGMaverickWG
UMerfolkU
WStaxW
XRaffinityX
BRGoblins RB
RBUTESRBU
UGW Countersliver UGW
UB Dredge UB
U W CounterThopter U W
"Casual:"
BVampiresB
WMWCW
GElfdraziG
WWhite WeenieW
BWClericsBW
UGMadnessUG
UBPsychatogUB
GWAstral SlideGW
Avatar by Hakai Studios
Academy is broken without any help from this deck, that is a given. Archmage is just too slow for the deck.
@raver: I wouldn't call Atog terrible, especially if you already run red for things like Galvanic Blast and Shrapnel Blast.
Atog is ok as a 5-6 ravager for disciples put into the graveyard trigger, modular is what matters though
Archmage is insane WITH academy though, imagine turn one archmage, bonkers
yes please
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Academy will always be broken regardless.
Archmage is too slow, though I think glimpse of nature made an appearance in affinity for a bit but fizzled out due to it's instability
In casual budget, atog is fine and the difference is hardly noticeable. If you're talking competitive casual which is basically legacy then no. Atog does not retain the power gained, is not an artifact. You could also factor in the mana intensity because if this card is being used for casual budget, i'd doubt that people will get mox opals
echoing above, including archmage screws the curve and deviates from the aggressiveness of this deck. Glimpse is slightly more reliable
I do not think archmage screws the curve any more than tezzeret, agent of bolas does. 4 mana is not that hard to get early in an affinity deck, and especially not with tolarian academy.
Avatar by Hakai Studios
Agent of Bolas i admit screws the curve but as some people (I included) point out, it's a basically guaranteeing a next turn win whereas archmage grants you card advantage. I also point out that AoB can grant CA and turn small creatures into threats which is relevant (to midrange affinity)
Even though you are moving away from affinity, i your deck as it stands now, they would come down early and cheaply.
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He accentuated creature beating in his deck and you see that because he didn't have Ravager and Disciple, two cards that have always been in Affinity since inception. He did however have tezzeret as a backup win-con
Affinity is blessed with alot of replacement cards that in casual serve as a budget replica of their expensive counterparts. Atog is basically Ravager in casual budget and springleaf drum for mox opal. So if you decide to not deviate from the aggro-combo aspect of affinity, you could sub in atog and disciple as one of your win-cons.
Your deck doesn't seem to have any problems, looks fine. Though i'l point out three things. Get rid of Overseer, it does not help period, it doesn't have a fast clock because the earliest you can use it is turn 2 (with acceleration). You should have more drums than voids, adds to the artifact count and makes for a slightly better top deck. Generally speaking you don't want to have a high curve and 8 slots in the 3 cmc department is really pushing it. I'd either a 2-4, 4-2, 3-3 of each of the 3 cmcers in this deck which is usually the best balance (depending on how you play the deck, you might want to choose one over the other)
Here are my suggestions
+2 vault skirge
-4 steel overseer
-2 glimmervoid
+2 springleaf drum
-2 etched champion (swarm affinity needs MoE)
leaves 8 slots open and here are some suggestions
Frogmite - i would put this in if I were you, this is THE card to have in swarm affinity, you can't go wrong especially if you have the ability to drop your hand on turn one
Arcbound Worker - Heck in swarm affinity, dealing with the same +1/+1 counter 3+ times is probably a good thing...for you of course
CG
Affinity is now a misnomer, it used to be where half the deck had affinity as a keyword, it now is synonymous with artifact aggro and/or artifact aggro-combo
Myr Enforcer is now largely useless, MoE gets bigger. He said opal was out of the budget and by that extension, chrome mox
Also Esperoza + Ichor Wellspring could give you another good attacker and a very strong draw engine.
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311 "Who's Got the Herb"
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I play a twist of Vise/Blue Fliers
6 Island
1 Mountain
4 Evolving Wilds
ARTIFACT LAND
4 Great Furnace
4 Darksteel Citadel
4 Seat of the Synod
4 Frogmite
4 Ornithopter
4 Myr Enforcer
4 Master of Etherium
ARTIFACTS
4 Black Vise
4 Howling Mine
3 Cranial Plating
3 Font of Mythos
3 Qumulox
4 Somber Hoverguard
it is extremelly low budget (all cards are in the 0.1-0.25 $ range, being cranial and terminate the most expensive cards), nevertheless, it can be very brutal on 1 to 1 games.
6x mountain
4x island
3x swamp
Artifact not-really-lands: (8)
4x mistvein borderpost
4x firevein borderpost
4x Glaze fiend
4x Esperzoa
4x Atog
4x salvage slasher
4x perilous myr
4x rite of consumption
4x terminate
3x whipflare
4x cranial plating
4x ichor wellspring
Its based around smashing faces with low cost, high power creatures, and eventually sac one of them with rites of consumption for lethal damage or huge life swing.
Glaze fiend is a monster. By far, the most powerfull card in the deck. Comes down on turn 2 and its usually a 4/5 or 6/7 flier
Some nice interactions:
rites of consumption + pumped atog / pumped salvage slasher / pumped glaze fiend = Huge life swing
rites of consumption + cranial plating + any creature = Ridiculous life swing
esperzoa + ichor wellsping = 1 aditional card and +2/+2 to glaze fiend each turn for 2 mana.
Atog + perilous myr = pump + 2 damage
atog + wellspring ichor = pump + 1 card
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If you're running Disciple, run atog, its one of those things where you either dedicate 8 slots to it, or 0
My suggestions, vault skirge (evasion) and arcbound worker (annoyance), both of which are cheap and dangerous
If your playgroup runs artifact hate or uses null rod, go for glimmervoid playset, otherwise, more artifacts = bigger creatures
Temper steel in casual standard = yes
Temper steel in casual legacy = no
If all depends on your playgroups meta and how they react to certain cards. That said, SB dispatch until you're certain that your opponents are running creatures
You should have 18-20 mana generating capabilities (land or drum) in your deck. You don't need alot to play affinity, and it's best to avoid color cards because that changes your mana base heavily
4x Ornithopter
4x Memnite
4x Disciple of the Vault
4x Arcbound Ravager
4x Frogmite
2x Myr Enforcer
4x Mox Opal
4x Aether Vial
4x Cranial Plating
4x Skullclamp
4x Shrapenal Blast
2x Tinker
4x Darksteel Citadel
4x Great Furnace
4x Seat of the Synod
4x Vault of Whispers
Is more Tinker worth adding? Trying to get my hands on a Tolarian Academy. Should I up the Myr Enforcer number? It feels pretty useless, usually just a 4/4 for 3. Any other updates I should make? I dropped Chrome Mox for Mox Opal and I love it.
EDIT: WITH UPDATES
-4 Shrapnel Blast
-2 Myr Enforcer
-2 Memnite
+4 Etched Champion
+3 Galvanic Blast
+1 Tinker
4x Ornithopter
4x Etched Champion
4x Disciple of the Vault
4x Arcbound Ravager
4x Frogmite
2x Memnite
4x Mox Opal
4x Aether Vial
4x Cranial Plating
4x Skullclamp
3x Galvanic Blast
3x Tinker
4x Darksteel Citadel
4x Great Furnace
4x Seat of the Synod
4x Vault of Whispers
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Honestly, tinker seems slow in this deck, I would go grab some thoughtcast, works good as a instant draw spell in tandem with the long term skullclamp
I'm iffy about the shrapnel blast because you're saccing more resources, maybe galvanic blast would be better
I actually swapped out my thoughtcast for tinker
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Every *TBD*, right here, we discuss cute things over some healthy green tea.
In this deck, champion. Protection is strong and you can dodge most removal. Master works better in a high creature count deck but is more vulnerable
Affinity is a deck that scares most people not because it's loaded with powerful cards. The average card in affinity runs less than a dollar with some exceptions. The key to affinity is that it's a bunch of crappy cards that come together and make a powerful deck, essentially the parts of the deck are weak by themselves but when put together they are a force to reckon with
By using tinker, you tell your opponents 2 things: You waste resources (tinker is a good combo piece but it's like FoW and you get 2 for 1). The second thing is that you tell your opponent what you need. In affinity, your win-con can vary from champion to plating to master to ravager, etc. I find that using thoughtcast, you draw into a win-con more often and since everything in the deck is a threat, they won't know what's coming
>My Casual Raffinity deck
>Casual Raffinity
>Casual
>Raffinity
snip
Really you should drop the tinker. I've given it some thought.
Okay I've had enough terrible internet jokes.
Basically, what raver said, BUT in Raffinity nothing is big enough to tinker for anyways, AND everything is either free or less than 3 mana. Thoughtcast just refills your hand for U for MORE threats.
leeched img removed & warned.
(also merging this into the primer)
blut
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
Things I want to add to the deck are 3x Mox Opal and a third Tezzeret, Agent of Bolas.
After that I am not sure what I want to do. Should I get more Stoneforge Mystic? How many would be a good number? I think 4x (like they have in the SFM and Equipment build in the Legacy primer) is too much. Should I add other eqiupments to deck? I really cannot imagine why I would want to tutor up anything other than a Cranial Plating.
4x Ancient Den
2x Darksteel Citadel
3x Glimmervoid
4x Seat of the Synod
4x Vault of Whispers
// Creatures (26 total) //
3x Etched Champion
4x Frogmite
2x Master of Etherium
4x Memnite
4x Ornithopter
4x Signal Pest
1x Stoneforge Mystic
4x Vault Skirge
4x Cranial Plating
3x Dispatch
4x Springleaf Drum
4x Thoughtcast
2x Tezzeret, Agent of Bolas
Modern
RUBW Affinity
BGR Midrange
UWR Control
RG Titan Shift
RW Burn
GW Bogles
G Tron
Control is your judgement call, use it when you feel like it works better than raw power. I keep my control cards on the SB
I prefer swarm as oppose to just one creature attack and banking on that so I never preferred the myr. Plus it costs quite a bit and is a dead draw on turn one.
Given the legality of skullclamp in casual its your judgement call. Having SFM can fetch you swords, clamp, batterskull, and plating. It depends on just how you wish to run the deck, sacrificing some speed and aggressiveness for a solid mid game
4x steel overseer
4x atog
4x memnite
4x frogmite
4x signal pest
4x ornithopter
4x vault skirge
2x arcbound worker
4x galvanic blast
4x lightning bolt
4x flayer husk
land
4x great furnace
4x vault of whispers
12x mountain
Let me know what you guys think! Also, I've been wondering if the overseer is too slow. What do you guys think of him? Thanks!