Hey its back... thopter sword... how do thopters hold swords you ask? who cares I say!
So for those who don't know the combo, it goes like this: You need two cards on the field,
Thopter Foundry and
Sword of the Meek. With both on board, you can create a thopter and gain one life for
. All you need to do is sacrifice the sword to the foundry, a thopter is made, then since the sacrificing of the sword was a cost and happens first, it will see the thopter spawn when it is in the grave and attach itself to the thopter, then repeat. This may sound underwhelming but paired with other cards it is an amazing engine.
The deck is a toolbox deck that relies off of the search power of
Whir of Invention. With this card you can, at instant speed, have access to many combos or things to stop your opponents plays. Lest start with the ones that will be used to win the game... kinda:
Krark-Clan Ironworks: this is a crazy card in this deck, if you get this out along with the combo you are able to gain infinite life and make infinite thopters. All you need to so to start the combo is sac the sword to the iron works, get two mana, use one to make a thopter, the sword comes back... you get the point.
Time Sieve: this is slightly less practical than the iron works combo because you need five extra mana/artifacts to sacrifice to start it up but will win you the game if done. If you can, use Whir of Invention at the opponents end step to get sieve, then attempt to start the combo. The idea is you to have 4 mana to create 4 tokens every turn so you can take infinite turn (sacrifice the sword as well if you can only make 4 thopters) building up mana and slowly building up thopters to kill them. You can sacrifice other non-important artifact to get an extra turn and hope to get to 4 lands/Mox Opals as well.
Other options that don't win you the game:
Nihil Spellbomb: it may seem like a sideboard card and it kinda is but a one of helps you a ton in first game against GY based decks, and with a nice draw tied on to it as well.
Ensnaring Bridge: this deck is kinda slow, so some protection again fast paced deck is very nice. This deck can dump a hand fast so you can stall for quite a long time with this.
Damping Sphere: this is somewhat like the spellbomb but for storm decks, it can be very useful as a one of game one to grab if you need it.
Pithing Needle: if you happen to know what an opponent has in hand or fear for a card they might have, than this is great, or even just for a card already on the field, its an all purpose artifact.
Thoughtseize/Inquisition of Kozilek: both play the same role, this deck has little to no interaction. So there to help you get the cards you can't let on the field never get played, or take out removal to clear the way for an Ensnaring Bridge stall or infinite combo, just great cards really.
Mox Opal: yeah... good card btw... free mana... hahahahaahaha
Pentad Prism: this is an interesting card that I have though of changing, but it alone can help get the 3 blue for Whir of Invention or fuel most of the for it. can often get you the extra mana you need to combo ect... this spot is often changed out in sideboard.
Serum Visions: this deck values draw a ton in order to get a combination of combo pieces so this does that and give a scy to set up even further. Again, this is just another amazing card, little explanation needed.
and don't forget to SMASH THAT LIK- wait wrong site... uhhh... smash that... up vote button... I guess. Do people even read this?