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Tin to Titanium

Modern

InnerFlame


Sideboard


Affinity, Robots, Terminator, Tin to Gold, or the reason for rage quits off broken hands in metas all over the world, all names for the modern deck that runs off of synergy between artifacts to makes little cheap creatures into big threats. For a long time I just sat in admiration of this deck turning modern tables into battleground waste until I came back to modern after my hiatus. When picking a deck for my return, I wanted to chose a deck that didn't have any cards likely to be banned, fit my aggressive playing style, and has long been a dominate force in modern. enter, Modern day Affinity. The deck is hyper aggressive with little interaction, especially post board; but, because of the hyper aggressive playstyle that the deck runs, it's at little cost. Literally, little cost; a good junk of the deck is comprised of 0 CMC and 1 CMC cards. The CMC breakdfown tops with 3 to 5 3 drops, and a good bit of two drops. Because of some key cards such as Mox Opal and Springleaf Drum , the deck can dump most of it's hand and a 2 drop threat like Arcbound Ravager on T1. It's broken hands like that which lead to its infamous reputation and games that the deck just wins for the pilot. On a normal hand, however, usually the pilot drops a Ornithopter and Vault Skirge on Turn1, followed up by a card such as Cranial Plating or Arcbound Ravager to boost the power of previously played cheap cards with evasion. Its a deck that's been around since before the beginning of modern, has put up more Top8's than any other deck, and is the epitome of aggression. Without further to do, lets delve into Modern Affnity.

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creatures

Arcbound Ravager: This card wins you games, don't let it fool you. It turns positives into your opponent playing removal, gets rid of useless permanents, creates a big creature early in the game, and makes blocking irrelevant. With all the possible paths he creates, what he overexhausting his ability and whipping your board. Always a four of.

Steel Overseer: He can be a little slow at time and instantly catch removal, but if he isn't answered, your army gets big. I've won many games with him. And even though he's slow, it's completely possible to get him out on turn 1. Usually always a 4 of but sometimes gets ran as a 3; I'd advise 4.

Master of Etherium: When you run a lot of small dudes, you need to hit a decent amount of engines to turn them into threats. Master does that and becomes a huge threat himself. You could end up with a 7/7 on turn two who pumps your other guys on turn two. He cost you one of your precious colored slot s that can sometimes be hard to cast as well as costing 3 mana, so he's usually ran at two to three copies. I run 2 in favor of an extra Etched Champion.

Etched Champion: This guy straight up wins you games in the current meta. After metalcraft turns on, which is very easy, he reads as True-Name Nemesis. He can ease up pressure and swing in unblockable after pumps for some serious danger. Pair him with an Arcbound Ravager and it could be game over. He's usually ran anywhere from two to four copies. Anything not equaling four is made up for in the sideboard. I run 3 because of the wavy colored meta I run into.

Signal Pest: When all the other engines fail to show or get shut down, signal pest can close out the game, even better when two appear to pump each other. Important to note, it gets through ensnaring bridg.typically a four of, but the first to get cut when sideboarding due to its frail body.

Vault Skirge the important thing here is that it's a 1/1 with flying. The liflink is just an added bonus. A four of every time.

Ornithopter: don't let the 0/2 body fool you, he's better than memnite because he has flying. Always a four of for the evasion.

Memnite. A 1/1 body at the price of nothing, good for explosive starts. Typically ran between 2 and four copies. I run 3 for explosiveness and not four in favor of a gal blast.

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Artifacts

Mox Opal : zero payment for an extra mana.also the driving force behind dumping your hand turn 1. Don't forget, if you draw into two, two one and then place the other for two mana. Four of every time.

Springleaf Drum : it's not as fast as opal, but it can come down on turn 1 or Turn 2 and tap something with summing sickness to get something else on the board. Also pumps ravaged and plating. Also really important for that colored mana. Typically a four of.

Cranial Plating: Arguably the best card in the deck along with ravager. The ability to switch at instant speed is game winning. Always a four of.

Throne of the God-Pharaoh: Currently playtesting he card as a one of after Maddie Russell topped with it at Cincinnati. Seems tailor made for affinity and acts as a aether grid jr which does more damage. The ability that this card doesn't have that would set it over the top is the ability to hit other creatures and not just opponents. But with affinity constantly attacking, tapping of creatures with springleaf drum and steel overseer, on top of being able to tap and active each nexus with theirselves, the throne can come down and do a good chunk of damage. It's good at every level of the game as long as you have creatures on the board. It even makes an Ornithopter usable without a pump! Unfortunately it takes the place of a gal blast, the only removal in th main board. Hopefully it's power can make up for the lack of removal. I don't see it being more of a one of because of the legendary rule.

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Spells

Galvanic Blast: Not much here, but it is something to be reckoned with in Affinity. Four damage is a fifth of a players life. It also hits almost every creature in modern.

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Sideboard*

Ancient Grudge: You're only removal against the mirror. You can hit twice and pick their engines they're using to win. Usually two ran.

Blood Moon: in today's meta where very few basics are played, it can win games. Also shuts down tron and valakut. None to two usually ran depending on meta.

Etched Champion: Too good for today's meta not to have a fourth available.

Grafdigger's Cage: Dredge and company are popular decks right now that bring a lot of power to the meta, better be prepared. Usually a 2-3 split with Rest In Peace.

Rest in Peace: same reasons as the cage, but also shuts down living end. Does shut down ravager, but it doesn't matter if you're going to win games. Usually ran 2-3 with a split between graffdiger's cage.

Spell Pierce: my MVP of the sideboard. It protects against removal, Stony Silence, any burn, and combo win. It has value against every matchup and doesn't lose value if your draw two. Sometimes it's subsituted with Stuborn Denial. Either way, counters are usually ran between 2 to 3, I run three as it works well in my meta

Spellskite: Stops two of Affinity's biggest problems,infect and boggles. It also stops burn and removal without disrupting the theme of the deck. Usually none to two are ran.

Thoughtseize: Lets you hand pick any card they are not panning to combo off of or wall you with. Usually a one to two copy run.

Dispel: Take out a shadow or tasigur from death's shadow decks, and they can be left squirming.

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Updates Add

This week was a pretty chill week as I got to draw twice; however, it was testing as many matches went to game 3. I'm feeling pretty confident with the deck now that all four times I've gone, I've made it to the final round. Results and games are as follows.

Game 1 Abzan: This was a hard loss to take, and at the start of the night, but it was all my fault as I kept a poor hand in game 1 and did not draw any not power as I expected. You would be surprised how long I survived and came close to this game though. Game 2 I won off of infect and an Arcbound Ravager. Game 3 he took my Etched Champion with discard and then controlled a long drawn out game with lilli. Lost 1-2.

Game 2 Blasphamous Act: This was an interesting game as I had no idea what I was up to. Game 1 I was taken down out of pure not knowing. Game 2 and three I knew what I was dealing with and shut it down, gradigfer's cage helped with that. Won 2-1.

Game 3 GW Tron: It was fun, but nail bitting. Game 1 I blew out of the water before tron could be assembled. Game 2 tron went on too fast and I mistakenly put in Spell Pierce which I drew into and did nothing; two Wurmcoil Engines proceeded to hit the battlefield while I had just a single skirge with plating on it. Game 3 I got the infect win. Won 2-1.

Game 4 Ad Nauseum: A very suspenseful game, for sure, as you're never really sure if your opponent has the win in hand. Game 1 I won straight up in five turns. Game 2 I won in six turns with a Spell Pierce in hand. Won 2-0.

Game 5 Unknown: Opponent and I safely drew into top 8.

After getting into top 8, it was late as two games went 20 minutes after time and another round hit time, so everyone agreed to just split the winnings and call it a night.

Comments

Revision 18 See all

(7 years ago)

+1 Ghirapur AEther Grid side
-1 Thoughtseize side
Date added 7 years
Last updated 7 years
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 2 Mythic Rares

25 - 6 Rares

11 - 3 Uncommons

19 - 4 Commons

Cards 60
Avg. CMC 1.35
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