So this deck came about from testing another UB Artifact deck. I won't go into the all the synergy we have in the already core cards like Generator Servant and
Shrapnel Blast
, you can read through all that here: Hack and Burn (M15).
But in this deck we are changing the strategy FROM a more creature-based aggro deck INTO a much more combo-pump deck with cards like
Titan's Strength
,
Armed / Dangerous
and Goblin Electromancer. Giving our big creatures +3/1 and/or +1/1 and double strike can really end a game quickly. Preferably turn 3-4 before our opponent has the chance to interact with us.
Ideally, we want to be on this plan:
Turn 1: Land + Ornithopter
Turn 2: Island + Ensoul Artifact on Ornithopter and swing with a 5/5 in the air
Turn 3: Pump our 5/5 flier with
Armed / Dangerous
and/or
Titan's Strength
We can also have a similar, but slower, effect with Darksteel Citadel:
Turn 1: Darksteel Citadel
Turn 2: Island + Ensoul Artifact on Darksteel Citadel
Turn 3: Swing with a 5/5 indestructible with possible
Titan's Strength
or
Armed / Dangerous
to pump.
Once we have our beefy 5/5, we are really looking to Goblin Electromancer into play.
Armed / Dangerous
- Lightning Strike -
Shrapnel Blast
-
Turn / Burn
- Negate -
Gainsay
All of these spells turn from 1U or 1R into just R or U.
This is really key in a deck that only plays 22 land because it allows us to, hopefully, untap with our big 5/5 in play and have mana to play MULTIPLE spells with potentially only 2-3 land in play because we are very likely going to be missing land drops.
Lets go over the new additions:
Armed / Dangerous
is great but it is SORCERY speed so keep in mind can only cast this BEFORE blocks. Ideally we are wanting to use this when our opponent is tapped out or really put them to the test to see if they want to block with their value creatures.
Lets not underestimate how powerful pump spells can be and how, once you have shown them, they force your opponent to play around them and play a much different game.
Decks like these that require certain cards for our powerful synergy to happen and really benefit from scry and cards like Magma Jet to find what we need. We can play
Titan's Strength
in a deck like this for the scry and synergy with
Armed / Dangerous
and we can do cute things like upkeep this to potential find what we need that turn to win.
I am very seriously considering splashing green for Ghor-Clan Rampager and the DANGEROUS side of
Armed / Dangerous
in the rare spots where I WANT my opponents creatures to block my Scuttling Doom Engine and kill it to deal the last points of damage on a stalled board or when I can't find
Shrapnel Blast
.
Thoughts and feedback welcome!