Please leave a vote if you like the deck!
This deck is aimed to be fast and effective, utilizing artifacts and spells that coincide with them to be devastating early to mid game. Most cards in this deck have multiple uses for different scenarios, which was another goal I had. THIS DECK IS ALSO MEANT TO LAST THROUGH STANDARD POST KHANS OF TARKIR. Yes! No spending useless money on cards rotating in less than a month!
One of the main things this deck has going for it are the use of the artifacts and spells to go along with them. Oh you have an Elspeth, Sun's Champion deck hmmmm? Let me cast a couple
Scuttling Doom Engine
by turn 3-4 and melt her and your face off!
One of my favorite things to do is cast Ornithopter for free on turn one, and then on turn two cast a Ensoul Artifact and have a 5/5 flyer..on turn two!! Not only can you keep attacking with this flyer, but when your opponent is down to 5 health you can then Shrapnel Blast them and end the game within 4 or 5 turns!
Darksteel Citadel is one of the most underrated cards in the set in my opinion. With the potential to have a 5/5 indestructible on turn two because of Ensoul Artifact , it's an amazing choice for this deck. It is also a colorless land (which most creatures are in this deck).
The only mana ramp card in game right now for red is Generator Servant, which on it's own is pretty significant given you can get the two mana you need AND the creature you cast has haste (if it is a creature that is). The main reason I put this in the deck is to get
Scuttling Doom Engine
out ASAP.
In addition to Generator Servant, we also have Springleaf Drum for even more mana ramp and fixing capabilites.
With Generator Servant + Scuttling Doom Engine
, it's possible to get a doom engine out on turn 3-4, which in itself is a nasty creature for your opponent to answer to. Also, if it dies it deals 6 damage to your opponent! Not to mention it can't be blocked by creatures with power 2 or less, which most cards in standard by turn 3-4 are.
Scuttling Doom Engine
+
Shrapnel Blast
is a very deadly combo, 11 damage straight to your opponents face. Even if they counter Shrapnel Blast they have a big scary arty to deal with! Additionally, if your opponent cannot block
Scuttling Doom Engine
and you have a Shrapnel Blast in hand, it would do it's 6 damage + 6 from dying from Shrapnel Blast, and another 5 from Shrapnel Blast itself. 17 damage! Whoah!
Chief Engineer
Also makes it possible for you to cast that
Scuttling Doom Engine
even sooner if you draw the right cards, it also makes Phyrexian Revoker a 1 cost with an amazing effect.
Speaking of Phyrexian Revoker, it's nice to have a card with a little control in this deck (and many of the sideboard cards are as well in case you need them). Name a card and those cards activated abilities (any ability with a ":", yes even planeswalkers) do not activate, simple.
I've also included some
Lightning Blast
and
Searing Blood
to take out early threats in the game, so none of your creatures have to deal with them, as this deck relies on combos, the last thing you want is other creatures destroying or doing anything to yours.
Gargoyle Sentinel
is great to have by turn 3, it also is an artifact so you can use Shrapnel Blast with it at any time. It also gives you the ability to poke at your opponent by being able to make it a flyer until end of turn, neat!
I feel like the sideboard cards are situational and should be sideboarded in when necessary. If you have any suggestions on how to improve this deck I would really like to hear it as I'm fairly new to deck tech in general. Don't forget to playtest this deck! Have a good one guys!