Memnite
/
Ornithopter
: These Little guys are what get this high speed strategy off the ground. They come out as fast as possible, enable your Mana Rocks (
Mox Opal
and
Springleaf Drum
), activate
Reckless Bushwhacker
's Surge cost AND set up our
Kuldotha Rebirth
s. These are the main reason we play Go-bots.
Signal Pest
: The MVP of the list. He is the Card that carries your victories, even with the Bushwhackers. Signal Pest + Kuldotha = WIN.
Legion Loyalist
: A Utility One drop that helps us trade and get past blockers? Yes please!
Burning-Tree Emissary
: In this list Emissary is basically a free 2/2 that combos with
Reckless Bushwhacker
and
Atarka's Command
. The requirement hasn't been a problem so far in play testing as we have enough of a Green splash and artifacts that it doesn't matter.
Simian Spirit Guide
: The Monkey lets us get off plays a Turn earlier when its in our hand, deciding games. Who minds a bit of a card disadvantage when your opponent is dead?
Reckless Bushwhacker
/
Goblin Bushwhacker
: Doing the leg work to get this deck over the finish line. We don't want to give our opponent any time to react so we swing straight away. Pump and Haste doesn't come any cheaper
Mox Opal
/
Springleaf Drum
: If you've played against or piloted Affinity before you know why these are in here. If we get these out early we can use their mana to really go off. And Late Game? Feed them to your Kuldotha's
Kuldotha Rebirth
: Disgusting early game when you can get this off early and can combo later with your bushwhackers to swing for Lethal. Even with the worst of hands getting this out Turn 1 can single-handedly decide a game if not dealt with.
Atarka's Command
: Against Lifegain hate? It's a
Skullcrack
. Anytime else it's a 2 for 1 Lightning Bolt and Pump package deal. Ideal for closing out games without your Bushwhackers/Signal Pests.
Goblin Grenade
: We throw our Gobbos to take out problematic creatures or for that last bit of reach to get that "W". Efficient, but only a 3 of as we don't really want it in our Opening and sometimes our Goblin count is low. Still clutch though.
Devastating Summons
: We're an "In or Out" deck. Played your cards by Turn 5 and still haven't Won? You lose. So when we run out of fuel we throw this down to push for the Win. A lot more flexible than it's given credit for. Turn 2 you could play this and Sac 1 land if you got a Signal Pest out the turn, doesn't necessarily need to be all in.
Become Immense
: Meant for those games where the Opponent has swept your Board. 2 Cards left in hand you play your
Legion Loyalist
and swing. Your opponent misplays or BMs you by not blocking? BOOM
+ 6/6 for the "W". As the only other reason to splash Green other than Atarka's, this card performs pretty well for itself
Mana Base: As we're splashing Green we have our obligatory Fetch and Shock lands in 1 copy of
Stomping Ground
and 3 of
Wooded Foothills
.
Darksteel Citadel
is only here to get of
Mox Opal
's Metal craft effect but its good at it and sometimes we don't care about tapping only for .
Teetering Peaks
and
Ramunap Ruins
are our Red utility lands to give us a tiny bit more reach. In all honesty Ramunap is a bit far fetched but there's no reason not to as its downsides are so minimal as some hands we're only tapping for .