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Destroying them with artifacts. It doesn't get better than this. Along with playing what is considered to be the BEST game one deck in Modern. You begin to question this claim, or wonder why? Let me explain.

At the bottom of the curve we have Ornithopter. A 0 drop, 0/2 flying is pretty amazing, but once it receives an Ensoul Artifact or get's pumped up by other creatures, it becomes a monster. Along with Ornithopter, we have Mox Opal A 0 drop with metalcraft that allows you to tap if for 1 of any color as long as you control 3 or more artifacts, it becomes a vital piece in casting Thoughtcast, Galvanic Blast, or Master of EtheriumOur one drops consist of Vault Skirge and Signal Pest. Vault Skirge can get gigantic very quickly, and once it get's pumped up, it's Lifelink will put your life total in a comfortable position for the rest of the game. Signal Pest is one of my favorite one-drop artifacts. It's flying capability is nice after it becomes pumped up, but the Battle Cry adds that small boost that I often see helping to call game. Within the two drop slot, we have Steel Overseer. An amazing card that adds overall bulk to your field. We also have Cranial Plating which not only is a huge pump spell, but when equipped to an Inkmoth Nexus with Infect, it is game changing.Lastly, for the top of the curve at 3, we have three Etched Champion and one Master of Etherium. Yes some builds run a full play set of Etherium and no Etched, some run 2 of each. I personally run the three Etched Champion and 1 Master of Etherium because he gives only a small boost of +1/+1 to my creatures and the playing style he has is to make himself "tall" with bulk +1/+1 counter and aggressively swing. I prefer running 3 Etched Champion, because his metalcraft makes him very threatening, plus I work on seeing overall a large board, instead of one massive creature that can easily just be killed to Slaughter Pact. Additionally, it allows you to play a highly more aggressive game, which is the goal of Affinity.

The deck's largest weakness is after game one. There is just SO much hate towards affinity in sideboards. Everything from Hurky's Recall to Shatterstorm disrupt their plays. Now, not only do you have to keep in mind that you ALSO have a sideboard that allows you to push for victory, but that you will be emptying your hand very quickly, putting pressure on the opponent, along with the fact that Shatterstorm and Hurky's Recall won't call game alone. They have to create board presence (or in the case of Storm, play a ton of spells and draw into Grapeshot) to call game and to be able to compete with Affinity's board presence. You're board presence often is larger than the opponents, allowing for very aggressive attacks. Thoughtcast will allow you to draw into more of your artifacts so that you always have options within your hand. Yes, there is the argument in which the opponent may have a Lightning Bolt to take out your creatures of importance early on such as Steel Overseer, but putting into consideration you are running two more of him, plus the deck isn't solely reliant on one or two specific cards as it is of having a field.

Often enough, this is how the games against each deck go.Affinity v. ScapeshiftScapeshift is a slower deck. Not to say that it isn't good, but Affinity shouldn't have any problems with it turn 1. Yes, there is the argument of Cryptic Command, a very versatile and rather irritating card. But in reality, if used correctly, all it does it eliminate one turn of damage by tapping your creatures, which may stall the game and be frustrating. But to think if they even get to the point where Valakut, the Molten Pinnacle even becomes a problem life total wise, then you have already lost the game. Pyroclasm may also be an issue, but Affinity can recover very fast.

Game 2 may be quite different. Against Scapeshift I would be siding in my Spell Pierce for sure to counter the field disruption and definitely, if the game gets to the point, a Scapeshift. You will see your opponent siding in anything from Creeping Corrosion to Anger of the Gods. Game two an Affinity deck will be under pressure to keep it's field, and having Etched Champion keep it's metalcraft be very difficult. The most you can do besides disrupting those spells that would hurt your success would be to continue to swing aggressively. I would personally side in Chalice of the Void for game disruption for the opponent, along with Thoughtseize, which will become very important. You do have to remember, however, that within a Scapeshift's creature base, in game 2 against Affinity Snapcaster Mage becomes even better by flashing back artifact hate. If you can't play aggressively enough and be able to recover and/or survive your opponent's sideboard hate, then Scapeshift will win Game 2. If you can play aggressively, swinging every damn second possible and making smart choices on when you play your cards, Affinity wins. A recommended play after a board sweep would to play a Cranial Playing onto an Inkmoth Nexus and hit for poison counters. But that's just my personal playing style.

Affinity v. JundEver since the removal of Treasure Cruise and Dig Through Time within Modern, the whole entire format has changed. The fall to Birthing Pod, the most successful deck in all of modern, and Delver being forcefully thrown down into Tier 2 (I know, I'm sad too) has left a very different format. And in it's ruins, a giant, long forgotten and seeking it's former glory will rise. And she calls herself "Jund". Now, from previous experience, Jund is a deck that likes to disrupt plays. Such as Lightning Bolt on turn one, casting Slaughter Pact for (almost) free, Abrupt Decay putting pressure on Aggro decks, an unexpected Terminate, or even screwing you over before you play anything with Thoughtseize and Inquisition of Kozilek. That's pretty close to all of Jund's non-creature spells! Your field is going to be under extremely high pressure, more so than with Scapeshift, or any other deck. You need to play aggressively and swing as much as possible, because Jund doesn't give very many chances to do so. You will be forcing your Galvanic Blast down her throat to hit her for as much damage as possible. Their Dark Confidant will keep Jund's hand full of options and Tarmogoyf becomes a monster. Game one will likely go towards Jund.

Game 2-Your chances will be slightly better, this time around. Yes, they will still have disruption to screw you over. Anger of the Gods will be sided in by Jund, possibly Rakdos Charm. It all depends on their preference. Your sideboard, however, will be Relic of Progenitus which will hurt Tarmogoyf and Scavenging Ooze. Spell Pierce will also be sided in to stop their unending hate. Thoughtseize is essential. No explanation needed. Finally, Dismember will be used to take out any large threats that may arise, and I promise, there will be threats. Time everything right and don't over-extend, and Game two is yours.

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Date added 9 years
Last updated 9 years
Legality

This deck is not Modern legal.

Rarity (main - side)

4 - 4 Mythic Rares

22 - 5 Rares

27 - 4 Uncommons

6 - 2 Commons

Cards 60
Avg. CMC 1.48
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