Sideboard


Maybeboard

Creature (4)

Land (4)

Instant (4)


Sail the skies on the Skysovereign, Consul Flagship with Jhoira as your Captain.


+1 Upvote is appreciated if you like this deck.

C'mon, show some love.

May use 1x Peacewalker Colossus instead of 1x Aethersphere Harvester , if it turns out I am running out of Crew members.

Torrential Gearhulk is also under consideration.

This deck has been adjusted for Pioneer play. Cards in the Maybeboard were removed.

All suggestions made for this deck will be considered. That doesn't mean they will automatically be adopted, no matter how special you think they/you are.

I see decks very differently than most people. I know what suits my play style, and my local meta.

I don't follow deck building "formulas".

Think before making a suggestion. If you are going to insist up front that it is the ONLY thing that can make this deck better, or make snide comments about my choice of cards/theme, or if you are going to be a jerk in general, then save us both the trouble and just go away.

Do some research before pointing out that my cards aren't Standard legal.
I usually know What's In Standard

PLAY TIPS

Dive Down and Negate can be used at any time during the game to protect your Creatures.

Mulligan

  • No less than two lands, one of which produces coloured mana.

  • At least one Creature that can be played by Turn 2.

  • Don't Mulligan lower than five cards.

  • If you have already taken one mulligan you can keep a hand of six cards that has one land, and Merchant's Dockhand .

  • You can keep a hand of six cards with at least two lands, and at least one 3CMC Creature.

Early Game

Mid Game

  • Aethersphere Harvester is a good early Vehicle that only needs one Creature to Crew it, is a great blocker, can get early Flying damage in, and can also give life.

  • Chief of the Foundry boosts almost everything in the deck.

  • Foundry Inspector makes most things hit the field faster.

  • There is really no right choice for which of these cards to play first, as it's very dependent on the state of the game.

Late Game

[ Formerly: All aboard the Trample Train with Untethered Express . Choo chooooo!! ]

WIN CONDITIONS

  1. This deck wins through beat down. It's that simple.

  2. Chief of the Foundry pumps all Creatures up.

  3. Foundry Inspector lets you dump Creatures, and Vehicles, on the field faster. You have the potential to go very wide, VERY quickly.

  4. Traxos, Scourge of Kroog gives you useful mid game Trample.

  5. Aethersphere Harvester and Skysovereign, Consul Flagship have good evasion through Flying.

LAND

Lands produce more than , to allow Dive Down and Negate to be cast ASAP.

More is needed in the deck as a whole, as the only thing that requires is Jhoira .

Lands have been configured to avoid any coming in tapped.

Aether Hub gives Aethersphere Harvester an extra to play with or allows fixing, to return Scrapheap Scrounger from the Graveyard.

Arch of Orazca gives a chance for late game draw.

Inventors' Fair can help with a little bit of life gain, but is mostly used to tutor an Artifact into hand. Two copies are included, so that saccing one is not a big deal.

Scavenger Grounds can be sacced in response to an Opponent trying to return a Creature or spell from their Graveyard, while the ability is still on the stack. It also empties all Graveyards so that The Scarab God becomes useless. Always use it in response to an ability.

Spire of Industry is primarily used for , so that Scrapheap Scrounger can be returned to the field. It is also useful for other colour fixing.

Sulfur Falls helps to colour fix, and can usually enter the field untapped.

Abrade is useful as it can take out annoying Artifacts like Torrential Gearhulk , Heart of Kiran , or Aethersphere Harvester , as well as most early Creatures.

Disallow is good for Countering something like Rekindling Phoenix , The Scarab God , or Torrential Gearhulk . It has a myriad of other uses, like Countering a Planeswalker's ultimate.

Essence Scatter gives extra Counter spells to take care of pesky Creatures.

Hour of Devastation clears the board of just about everything EXCEPT your Vehicles. Yay!
Time it so that you have a Crew member you can cast after you have used it.

Padeem, Consul of Innovation makes life more difficult for Control decks, and those that run Abrade . If they've been holding on to Artifact removal for Skysovereign, Consul Flagship , their plans have now come to naught.
Aggro

Sample deck:
mono-red-by-yam-wing-chun-1

No changes. This deck seems well set up for the matchup.

Approach of the Second Sun

Sample deck:
blue-white-approach-playtesting-series

No changes. This deck outraces it.

Knights

Sample deck:
wb-aggro-by-crookedjay

OUT

4x Dive Down
4x Negate

IN

4x Essence Scatter
1x Hour of Devastation
3x Magma Spray

Aggro

Sample deck:
1-red-aggro

OUT

4x Dive Down
3x Jhoira, Weatherlight Captain
2x Negate

IN

2x Disallow
4x Essence Scatter
3x Padeem, Consul of Innovation

Don't be afraid to play more defensively. Hold mana open in the early game if you have an Essence Scatter .

Aggro

Sample deck:
2-red-black-aggro

OUT

4x Dive Down
2x Negate

IN

3x Padeem, Consul of Innovation
3x Abrade

Control

Sample deck:
esper-control-by-ernest-lim-pei-jin

OUT

4x Dive Down
2x Negate

IN

3x Abrade
3x Padeem, Consul of Innovation



Suggestions

Updates Add

I didn't really feel like playing tonight, but I dragged my arse down to the LGS anyway.

Probably a good thing that I did.

Not so much because I won, but because the people I played against were very nice, and the matches were interesting.


1-0 Control

I played this fella last week, and our only game ended in a draw.

I had thought over that game and realised that I could probably have hit him with everything, forcing him to lose some Creatures through trading.

All I needed to do was some maths.

We both went very wide in our first game, similar to last week.

This time I added everything up, and worked out that he would need to block, to stop me winning, and he would lose more important Creatures than I would.

That play set me up for a win.

He had one chance of stopping me. I hit with everything. He played Settle the Wreckage. I played Negate. He Negated my Negate ... then I Negated HIS Negate.

There was a crowd of people around us by that stage, and it went OFF.

There were only six minutes left, so we didn't get time to finish our second game.


2-1 Merfolk

I had beaten this bloke 2-0 last week.

For the first game I had a nut draw, and was able to play all my Creatures on curve.

Unfortunately for him I eventually had three Aethersphere Harvesters on the field, and his deck can't deal with fliers.

At one stage he was on 3 life, and I was on 31. That was due to him bouncing one of my Aethersphere Harvesters, and also because Inventors' Fair was giving me life.

He got me in the second game. He was able to buff some unblockable Merfolk and just hit me until I was dead.

I had a bad draw, starting with four lands, and drawing a land on most turns.

At one stage he Explored and showed a Kumena, Tyrant of Orazca, which he left on top of his library.

When it was my turn I drew an Essence Scatter, which I had Sided in, so I was able to counter the Kumena when he cast it.

It wasn't enough to save me, but it felt good.

I probably could have gotten myself out of trouble by tutoring for something with my Inventors' Fair, which I forgot about for a couple of turns.

In the third game I was able to get Traxos, Scourge of Kroog out on Turn 4, and already had Voltaic Servant on the field.

Since I was able to strike for 7 each turn, and then untap Traxos on my End Step, my Opponent couldn't get any real damage in.

He also didn't have enough Creatures to block and kill Traxos.

Then a Chief of the Foundry hit the field and it was gg


2-1 Tempo Pirates

This is my partner StuBi's deck.

Once again I had a nut draw for my first game. Merchant's Dockhand, into Scrapheap Scrounger, Chief of the Foundry, then Traxos, Scourge of Kroog.

I was then able to keep untapping Traxos by casting Creatures in my Second Main Phase.

The game was over fairly fast.

He Sideboarded Fatal Push in against me and with that, Walk the Plank, and Hostage Taker, he was able to leave me with only one Creature on the field during his turn.

Then he would hit me with two Glint Sleeve Siphoners and a Fathom Fleet Captain. Since they all have Menace, I was unable to block any of them.

The Glint Sleeve Siphoners gave him draw up the wazoo.

Another quick game.

In the final game of the night I was able to play Skysovereign, Consul Flagship on curve, which helped me to dispatch his smaller Creatures when it entered the field and attacked.

I got an Aethersphere Harvester back by killing the Hostage Taker that had captured it.

He was on 6 life when he played a Siren Stormtamer. It was his only flier. When I attacked I dealt 3 damage to it with Skysovereign, Consul Flagship, and hit unblocked for match.


I won a Dominaria Bundle for coming 1st.


My deck feels really balanced at the moment.

I like the Sideboard, although I rarely use Disallow. At this stage I will keep it in as I'm sure there will be a deck I can use it against.

It's a very fun deck to play, and has a lot of options:

  • Buffs
  • Cheap Casts
  • Draw
  • Evasion
  • Lifelink
  • Ongoing Creature Damage
  • Tutoring

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Revision 24 See all

(3 years ago)

-2 Island main
-2 Mountain main
+4 Speedway Fanatic maybe
+4 Wandering Fumarole main
Top Ranked
  • Achieved #1 position overall 6 years ago
Date added 6 years
Last updated 3 years
Legality

This deck is Modern legal.

Rarity (main - side)

6 - 0 Mythic Rares

30 - 5 Rares

8 - 6 Uncommons

11 - 4 Commons

Cards 60
Avg. CMC 2.81
Tokens City's Blessing, Energy Reserve, Zombie Army 0/0 B
Folders ixl standard, Standard, Interesting Standard Decks, MONO, Maybe Builds, Favorites, Decks that are awesome , Other people’s Standard 6.5, Standard deck ideas, Fun/Casual
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