Sideboard

Creature (2)

Sorcery (3)

Artifact (2)


Maybeboard

Creature (3)

Planeswalker (2)

Sorcery (2)


With Tezzeret's Touch now a card in Frontier I feel it is time for me to join the fun of the new format by building my take on the Ensoul Artifact strategy. I have play tested the deck against both decks in my play group and against other popular decks on this site, and it is performing stupidly well with the few changes I have made from the more common/pre Aether Revolt version of the deck. So far it has netted me approximately a 80% win rate against the more powerful decks in my play group and a little lower against the popular decks online (but still well into the 70s). The deck does suffer a lot against very control heavy opponents and against strategies going wide before side boarding.

The changes made compared to the run of the mill ensoul decks out there mainly consist of including three Hope of Ghirapur and two Weldfast Engineers in the mainboard (along with three Tezzeret's Touch and three Fatal Push, but they will likely have their place in most versions of the deck) as well as focusing more on the aggro strategy with more artifact creatures and ensoul targets in the two drop slot. To do all this I have removed all Ornithopters, since they are simply too useless until they get ensouled, along with Thopter Engineers and Chief of the Foundry since I see no good reason to be going wide in the way those cards offer. Ensouling one or two flying artifacts, be it tokens from a Hangarback Walker, Smugler's Copters or a Hope of Ghirapur, is enough to win you the game most of the time since not many things can match a 5/5 flier.

With seven ensoul effects, four Ghostfire Blades and two Weldfast Engineerswe have plenty of ways to create big beaters. A Smugler's Copter or Scrapheap Scrounger with a blade equipped hits as hard as an ensouled artifact (though the blade will unequip from the copter when it is no longer crewed, unless it is enchanted). Shrapnel Blast is a great burn spell for when you need to burn out you opponent, and it doubles as creature removal when you really need it. Two Treassure Cruises are plenty for that odd slow match up along with the hand swaping of the Bomat Courirs.

Do you guys feel like there is something lacking? How can the deck compensate more for fighting control match ups? Am I stupid to move away from going wide? Please do tell me what you think!

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Date added 7 years
Last updated 7 years
Legality

This deck is not Frontier legal.

Rarity (main - side)

33 - 3 Rares

20 - 6 Uncommons

2 - 6 Commons

Cards 60
Avg. CMC 1.95
Tokens Thopter 1/1 C
Folders Sweet Frontier decks
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