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Hey All,

This is my take at the new set, Kaladesh. The aim of the deck is to get mana fast-ish in order to play the big dudes whilst playing little dudes in between. Then using the amazing new synergies of energy.

I would like to make the deck as good as possible before the pre-release so I know exactly what to trade for when the time comes. The deck is pretty dodgy right now and would really do with A LOT of feedback.

Please upvote so more people will see the deck and help as well.

- Creatures in this deck provide mostly energy and ways to use that energy to buff them selves.- Aerial Responder: This card is just a good card. Its a 3CMC 2/3 with flying, vigilance AND lifelink. Why wouldnt you run this??
  • Aetherstorm Roc: This card is part of the deck because its a energy creating creature that is able to help get a tonne of creatures through using the pay 2 energy ability, You get +1/+1 and can tap a defending player's creature.

  • Angel of Invention: This card is good because it is a Aerial Responderand a Always Watching in one card for 5CMC. Its good because of the little boost in damage on each creature as well as getting flying lifelink vigilance and get two 1/1's or put two +1/+1 counters on it.

  • Architect of the Untamed: This card is a landfall energy generator. With 26 land in the deck it makes this a very good creature choice as it will work well with the other creatures and artifacts thats used.

  • Bristling Hydra: This starts the energy off well by granting 3 energy and being a 4/3 for 4CMC that can be buffed and hexproofed for 3 energy.

  • Duskwatch Recruiter  : Honestly this is only in this deck for the ability. It allows for creature draw in a quite mana heavy deck. If not allows us to cipher through the deck to hopefully draw creatures.

  • Longtusk Cub: A 2CMC 2/2 which grants 2 energy everytime it deals damage to an opponent. Then its energy ability for 2 energy put a counter on it. Its pretty good as each turn you basically are getting a free 1/1 counter after combat, IF you deal damage to the opponent.

  • Tireless Tracker: This card is one of the ways to make sure card draw isnt a problem. Most playtests I play this card does get destroyed almost instantly however due to me being able to get at least one proc off, makes this card quite good.

  • Verdurous Gearhulk : This is just a staple honestly, a 8/8 for 5CMC, or a 4/4 for 5CMC with 4 +1/+1 counters distributed around your side of the field. Like this card is amazing. Definitely not a 4 drop as you dont want to be starting off with like 3 of these in your hand.

  • Voltaic Brawler: This card is great because for 2CMC you get a 3/2 with 2 energy and a 1 energy ability to get +1/+1 and trample until end of turn. Once again a great card to have in this deck.

- Lands in this deck are chosen to hopefully make the deck not get color hosed.
  • Aether Hub: This land is one of the new lands brought in with Kaladesh. This is good because if you happen to be mana hosed you can rely on the energy that you should have and get a color of your choice. Also produces colorless mana as a normal land.

  • Canopy Vista: Good for when you have started with quite a few basic lands or gone a few turns in and have a couple basic lands up your sleeve.

  • Cinder Glade: Good for when you started with quite a few basic lands or have gone a couple turns in and got a few basic lands up your sleeve.

  • Inspiring Vantage: This is one of the NEW kaladesh lands spoiled. Its good to get in your starting hand as it is a free untapped dual land that has no negatives in the first 3 turns.

  • Mountain/Plains/Forest: These are to just make up the rest of the mana base and to help in making sure some of the lands dont enter tapped mid game as much as possible.

- The Instants in this deck are to also work well with the synergies of energy.
  • Harnessed Lightning: This is the only mainboard spell as it grants 3 energy for 2 CMC whilst also giving the option to use as much energy as you want to destroy target creature. A really good damage dealing spell. Definitely a 4 drop in this deck.
- Artifacts Chosen in this deck are to bring the synergies or energy to a whole new level.
  • Animation Module: A good artifact as whenever you spend energy to put counters on your dudes you may pay 1CMC to put another creature on the battlefield. You can also pay 3 Mana and tap this artifact to put add a counter to a creature or player thats already got a counter regardless of what counter it is. A good card if you are getting really lucky and getting alot of mana and energy and draw. Pretty much a great way to secure a win.

  • Decoction Module: I tried this deck without it, but due to so many creatures this provides alot of value and also allows for the module combo to go off.

  • Fabrication Module: This card is what helps in making this deck good. Really wish i could run of them as they just make the deck that much better. For 3 CMC you get an artifact that puts +1/+1 counters on your dudes whenever you gain energy, which is quite often. You can also pay 4CMC and tap to get 1 energy and a +1/+1 counter, when you are hosed for cards or lots of energy etc.

- The sideboard is chosen to hopefully counter most decks in standard.
  • Acrobatic Maneuver: This is a good Way to retrigget ETB effects OR to stop your creatures from dying. IF not both. Also a spell to get a little bit of card draw.

  • Fragmentize: a 1CMC destroy target artifact or enchantment with CMC4 or less. Which is pretty much most artifacts in this set and quite a few enchantments.

  • Larger Than Life: If I find the creatures are getting destroyed quite easily by damage dealing or because the opponents creatures are just a bit more tougher then my creatures, I can quickly buff in order to make them survive, and hopefully destroy the opponents creatures.

  • Lightning Axe: A potential 1CMC deal 5 damage to target creature. The only downside is the having to discard a card in order to pay 1 mana. This could be a situational thing where I also go Fiery Temper and discard that into madness dealing alot of damage.

  • Uncaged Fury: A great card as it gives target creature +1/+1 and double strike meaning if I find its being quite a stale mate game, I can then use this and get rid of creatures if not deal a tonne of damage.

  • Welding Sparks: Since there are a tonne of artifacts in this deck its quite a good damage dealing spell for 3 as chances are I can deal at least 4-5 damage when the time comes.

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Revision 8 See all

(8 years ago)

+1 Aetherworks Marvel side
Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

3 - 1 Mythic Rares

21 - 3 Rares

24 - 6 Uncommons

4 - 6 Commons

Cards 60
Avg. CMC 2.77
Tokens 6/6 C Token Artifact Creatures Beast, Clue, Energy Reserve, Servo 1/1 C
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