This is text from that was removed from previous versions of the deck, so little relevance here (other than some history).
I keep this text as it helps me figure out what may (or may not) fit in subsequent builds, and because some of the creatures effects might be used again. Why rewrite when I can copy/paste?
You may ignore this section of text, if you want.
I got to looking at other creatures in Standard format that only cost and realized that
Falkenrath Gorger
fits perfectly. So I moved
Dragonmaster Outcast
to the maybeboard for now. Here's the text regarding
Dragonmaster Outcast
form the creature descriptions and from "How to play this deck," above:
From "Creatures" before moved here:
Dragonmaster Outcast
is a great card. I don't anticipate getting to six mana to start generating 5/5 dragons, but it's also not impossible. Otherwise, it is a 1/1 for , and there's nothing wrong with that at all. This is the first card to sieboard out-- it's a "vanilla" 1/1, so no benefit to it other than a 1/1 body to throw at opponents. No menace or other cool features, so it goes first.
Thermo-Alchemist isn't much for offense, but it can ping my opponent for a point of damage each turn, it's pretty good for blocking, and whenever I cast Expedite or Renegade Tactics I can untap and ping my opponent again. A creature that can do damage without actually attacking is a great creature to have.
Lupine Prototype
may seem odd, but these types of decks commonly leave me with no cards in hand by turn 5. Now I can play a 5/5 for ? Even if my hand isn't empty, it can crew the Smuggler's Copter. This is an awesome card in this deck.
The main weakness of this deck is the lack of fliers. Aethersphere Harvester costs one more mana than the now banned Smuggler's Copter but does the same damage (3), has better toughness (5), and has a couple of turns of lifelink-- all for a crew cost of 1. I know that everyone is big on Heart of Kiran, but not in this deck-- it costs too much to crew.
From "How to play this deck" before moved here
Play
Dragonmaster Outcast
with reckless abandon. It's not in this deck to generate dragons-- it's in the deck to be a 1/1 that is annoying and can be the target of
Skin Invasion
and can crew the Smuggler's Copter. If you try to wait until you have 6 mana, you will likely lose. Just play the card like any other card. If it manages to still be around when you have six mana, so much the better, particularly if it has a skin invasion on it, because then your opponent has to pick their poison, a 5/5 dragon or a 3/4 insect horror. Most will choose the non-flying horror.
From Sideboard moved to here (about Thermo-Alchemist)
Most of the sideboard consists of instants and sorceries. If I face an opponent with a similar deck, or one who is hesitant to attack for whatever reason but has creatures strong enough to kill mine (making combat decidedly in their favor), then I want to be able to trigger Thermo-Alchemist more, and side it in with several of these instants/sorceries. With each instant or sorcery I cast, I can untap Thermo-Alchemist and then re-tap to ping my opponent passively for damage.