Black: solid removal, couple of playable creatures
Green: solid creatures, bomb hydra
Blue: bomb tricks, serpents are fine but not many other worthwhile creatures, couple of control/tempo cards
Red: nothing really interesting
White: Some good cards but it has no late game / evasion
I hesitate between 3 builds and I'd like to get some feedback on what would be the best:
UB: I like this build a lot because it has a lot of interactivity and the serpents give me some good finishing moves. I can also play Confiscation Coup and Saheeli's Artistry which can be amazing depending on the matchup. I can even splash white for Restoration Gearsmith + Revoke Privileges by using the fastland + Aether Hub. It feels bad to leave the good green creatures behind though.
I'm a big proponent of sealed being largely based on playing your bombs, and your UG build has the most amount of bombs. I don't think the two removal spells in black make up for the terrible creaturebase, so I would suggest your UG build - Revolutionary Rebuff + Aether Tradewinds, which is more consistent than the counter and gives you some additional interaction. I also like fitting the wild wanderer in there to help with the splash, perhaps in place of a land since you have the Attune with the Aether has a pseudo land?
I'm of the opposite school of thought. I've won a lot of Sealed events playing with my most synergistic and flexible cards rather than forcing my bombs. A lot of players see Sealed as being all about bombs, but that can introduce unnecessary variance unless the bombs have strong support. Especially in formats like this that favor the attacker, if I can see good aggro support in the commons, I'll build that over playing bombs.
Those blue and green rares are very powerful cards, and green has good creatures, but having only Hunt the Weak as removal scares me. There's not even artifact removal! If you don't draw your bombs and opponent draws his bombs, you probably lose. Or if opponent rushes you out, how do you answer? There's a lot of high-cost blue stuff you may never get to play. I don't like going into a game with those odds.
On the other hand, all your removal is in white and black, and you have 2 Inspired Charge and multiple Servo generators.
This is a basic go-wide strategy. Play a lot of cheap bodies and tokens. Push through damage with combat tricks and Inspired Charge. Solve problems with removal. You might even be able to live the dream of Gearshift Ace + Renegade Freighter.
Yes, 15 lands. A whopping EIGHT 2-drop bodies and the curve tops at 4. And lands are awful in this format.
Maybe +1 land -1 card? My last cut was the 16th land, and it was between that, Tidy Conclusion, and one of the combat tricks. Going below 14 creatures seems bad. Tidy Conclusion is the biggest tempo suck, but it's also your best out if you stumble or opponent hits a bomb. I like having it available, but maybe it just threatens your game 1 consistency. The combat tricks are strong and essential to this sort of strategy. If I was actually in the event I would deliberate more over this decision.
Sideboard accordingly. Bring in equipment and/or Pressure Point to help push through bigger blockers. Bring in Restoration Gearsmith and Ninth Bridge Patrol against heavy removal. Bring in Self-Assembler + lands if you need bigger bodies. Adjust to whatever you need to keep piling on the pressure.
I like your take on it FTW1987, thanks for the tip. Am I correct when I say that the same problem you described with the bombs can happen if I don't draw an Inspired Charge with that BW "go wide" deck? I am also a bit scared of losing to Make Obsolete and that red spell that does 3 to all creatures.
@NorthenPolarity: appreciate your comment, thanks a lot! I'll probably playtest the UG build before the league starts without the counterspell. I'm a bit scarred about the low ammount of removal though.
I like your take on it FTW1987, thanks for the tip. Am I correct when I say that the same problem you described with the bombs can happen if I don't draw an Inspired Charge with that BW "go wide" deck?
Not at all. This deck has a ton of removal. If opponent draws a bomb before you draw Charge, you have a good chance of killing it. In bombs.dec without removal, if opponent draws a bomb before you draw a bomb, you probably lose.
Also, it depends on how good an aggro player you are. Inspired Charge does a lot of work, but it isn't essential. The creatures can push through damage on their own. I've run decks like this before with 2 copies of Charge-type effects and been happy with that consistency. The big difference with aggro is that, unlike bombs.dec, you're probably attacking most of the game. So even if you don't draw Charge, by the point that you'd expect it opponent is probably at 8-12 life, and you can grind out the remaining damage with combat tricks, well-timed removal, strategic attacks, and bluffs. Syndicate Trafficker and Fretwork Colony can both grow into significant threats. Renegade Freighter can win games on its own, especially backed by Gearshift Ace. There are several creatures with evasion and several combat tricks. It's not like you're just playing 22 1/1s and 2 Inspired Charge.
On the other hand, with bombs.dec in a fast format, you might be trying to stabilize instead of attacking. So by the time you'd expect to curve out your bomb, opponent might still be at 15-20 life. That means if you don't draw your bomb, you have that much more work ahead of you. Those decks tend to depend on their bombs a lot more to both stabilize against attacks and deal all that damage. When you're depending on those cards to carry such a huge role, there's going to be higher variance. If you had a very strong UG pool outside of your bombs, it'd be different, but you don't.
Also, 2 of your "bombs" (Confiscation Coup and Saheeli's Artistry) are contingent on board state. You can't topdeck them to win on an empty board. Or you might have no juicy targets. You could be stealing/copying 2/2s. They're higher variance than a traditional bomb like a 5/5 dragon.
Without Charge, gameplay decisions do matter a lot more, so it depends on how comfortable you are piloting aggro. If you're not, go for the blue deck.
I am also a bit scared of losing to Make Obsolete and that red spell that does 3 to all creatures.
Those are uncommons and only in 2 colors. Many decks have no access to them, and many decks in those colors still won't have them in their pool. If you happen to see one in game 1, just sideboard accordingly and play around it in game 2 (Fabricate has 2 modes).
From these questions, it sounds more like you are uncomfortable playing aggro in general than with aggro in this particular pool. In that case, just play the blue deck that you'd be more comfortable with.