Creatures:
0 CMC:
Ornithopter: Ornithopter is one of the decks best enablers. It's free, it counts for metalcraft, it flies, and it carries a Cranial Plating very well. Ornithopter has always been a 4-of in the deck, and probably always will be. 5/5.
Memnite: Memnite is the other free artifact creature. Having power naturally is good, but the toughness boost and lack of flying hurt. Memnite is worse than Ornithopter, and is normally played as a 2-3 of, just because we need more cheap enablers. 3.5/5.
1 CMC:
Signal Pest: Signal Pest is our cheapest "payoff card," although it's more of a backup plan than anything else. It doesn't deal damage on its own, but in multiples it's deadly, and it goes well with our enablers. Signal Pest also works as an enabler itself, because it's a cheap artifact creature. Signal Pest is normally played as a 4-of. 5/5.
Vault Skirge: Technically, Vault Skirge's CMC is 2, but we cast it for 1 in 80% of all scenarios, maybe more. Vault Skirge is another one of our enablers, and is really, really good at holding a Cranial Plating. It's very good in aggro matchups, where it can provide 20+ point life swings (this actually happens a lot in the Bogles matchup.) Vault Skirge is a 4-of. 5/5.
Frogmite
: It's really hard to put a CMC on
Frogmite
, but when I've tested it, I've played it for 1 mana most often, so I'm putting it here. Frogmite is an enabler, and enables some of our most explosive draws (Playing 3
Frogmite
s on Turn 1 is entirely possible, if you play that many) However, Frogmite is a pretty bad lategame topdeck, and requires other enablers to make it work, which makes it subpar. 2.5/5.
Disciple of the Vault: Disciple of the Vault was one of the cards that made the original Affinity deck tick. However, in Modern, it just doesn't have a high enough ceiling to really be playable. It is really, really good in the mirror, though, so there's that. 2.5/5.
Arcbound Worker
: Arcbound Worker is a decent card in Affinity. Modular is pretty relevant, and it goes nicely with Arcbound Ravager. However, it doesn't fly, which ultimately means that there's not room for it in the deck. 2.5/5.
Bonded Construct
: I'm only including Construct in this list to make sure you don't play it unless you have a really, really good reason. Having 2 power instead of 1 isn't normally relevant in this deck, so this is almost strictly worse than
Arcbound Worker
. 1.5/5.
2 CMC:
Arcbound Ravager: Ravager is one of the best payoff cards in the deck, second to maybe Cranial Plating. Ravager is a very difficult card to master, but it's also incredibly forgiving. One of the most important things to know in Affinity is when to go all-in on Ravager and when to hold back. Ravager gives the deck both speed and resilience, and should be a 4-of. 5/5.
Steel Overseer: Steel Overseer is another payoff card. Even 1 Overseer activation is normally enough to win the game, so the opponent is forced to deal with it immediately. Overseer normally eats removal upon resolving, but if it doesn't, it wins the game. Overseer fluctuates between 1-of and 3-of, with higher numbers corresponding to removal-light formats. 4.5/5.
Spellskite: Spellskite is a powerful card in the deck. Spellskite is unique in that it is neither an enabler nor a payoff card, though it can fill in for either in certain matchups. Spellskite protects our payoff cards from Abrupt Decay/Path to Exile/Lightning Bolt, as well as being stellar in certain matchups. Spellskite is normally played as a 1-2 of MD, with one or two more in the sideboard. 4/5.
Hangarback Walker: Hangarback is strong in grindy games, and decent in most other matchups. Potentially playable as a 1-2 of, depending on your meta. 3/5.
Etherium Sculptor: Etherium Sculptor is playable, but not very good. The biggest problem with Etherium Sculptor is that it isn't an enabler, it isn't a payoff card, and it doesn't ever win the game on its own. Ultimately, Etherium Sculptor probably shouldn't be in the MD. 2.5/5.
Chief Engineer
: Chief Engineer is powerful, but a bit awkward in Affinity. Affinity is already prone to flooding, with 24 mana sources and a curve topping out at 3. Chief Engineer isn't powerful enough to slot into a regular Affinity list, and would have to be built around with cards like
Myr Superion
. 2.5/5.
Atog
: Atog was included in the first few iterations of the Modern Affinity deck, but has since been dropped, as people learned that Affinity can be more than an all-in aggro-combo deck. Atog is just worse than Arcbound Ravager, and shouldn't be played. Do not play Atog as a budget replacement for Ravager: it takes up too many colored slots, and if you're dead-set on playing the deck without Ravagers, it's probably better to just run a set of
Frogmite
s and play a more explosive deck with a worse lategame. 2/5.
Glaze Fiend
: DO NOT PLAY GLAZE FIEND. Did you get that? I'll say it again. DO NOT PLAY GLAZE FIEND. Glaze Fiend is in a terrible spot in this deck. It dies to every removal spell, requires you to sandbag your enablers in order to really make a difference, and will not work on its own as a payoff card. Besides that, it's a 2 mana 0/1. 1/5.
3 CMC:
Etched Champion: Etched Champion is interesting. On one hand, it's terrible against most aggro decks. On the other hand, it facilitates most of our middlegame play, and tends to single-handedly win the game against Midrange decks. In Jund/Abzan-heavy metas, Champion can be very successful as a 4-of. In aggro-heavy metas, it could be right to go down to 1 Champion MD, or forgo them altogether in favor of the more explosive Master of Etherium. 4/5
Master of Etherium: Master of Etherium has the potential to be the single most powerful card in the deck. A 3-mana 8/8 lord in a swarm strategy? Yes. Unfortunately, the lack of flying or trample complicates things a bit. Master can be chumped forever, and although the pump is nice, it's not necessary to close out games. Master is normally a 1 or 2-of MD. 3.5/5.
Spells:
0 CMC:
Mox Opal: So, playing a strictly better Mox is nice. Mox Opal enables our broken draws, and also has a secret Lotus Petal mode, which is very powerful. Mox Opal is a 4-of. 5/5.
Welding Jar
: Welding Jar saves our payoff cards, as well as allowing us to play them earlier with Mox Opal, making it a cheaper Spellskite. Jar is a solid 1-of in grindy metas. 3/5.
1 CMC:
Springleaf Drum: Springleaf Drum is Mox Opal 5-8. It doesn't produce mana the turn it's played, but it's still good on Turn 2, and enables us to play and equip Cranial Plating on T2 or other such nonsense. Many new players try to drop down to 2-3 Springleaf Drums, which is a mistake. It's worse than Mox Opal, but we really need the acceleration. Play 4. 4.5/5.
Galvanic Blast: Blast is a strictly better Bolt. Galvanic Blast is currently a 4-of, although the Blast/Thoughtcast split fluctuates from time to time. 4.5/5.
Thoughtcast: Thoughtcast is the most powerful draw spell in Modern. Thoughtcast is good in Midrange matchups, but it's normally worse than Etched Champion, and so it normally isn't played as more than a 2-of. 3.5/5.
Steelshaper's Gift: Gift is an extra Cranial Plating, at the added cost of 1 mana and a colored slot. Steelshaper's Gift is fine, but the deck simply doesn't have enough colored slots to play all the colored cards we want, and Steelshaper's Gift is edged out by Galvanic Blast, Thoughtcast, Master of Etherium, and sideboard cards. 3/5.
2 CMC:
Cranial Plating: Cranial Plating is arguably the best card in the deck. It provides a giant pump, and the instant-speed attach is ridiculous. Play 4. 5/5.
Ensoul Artifact: Ensoul Artifact is a powerful card. Ensouling a Darksteel Citadel is insanely good. However, the 2-for-1 potential is there, and Ensoul ends up being pretty risky, although entirely playable. 3.5/5.
Shrapnel Blast: Shrapnel Blast is sometimes played as a 1-2 of as a bigger Galvanic Blast, but isn't a part of the stock list. Sacrificing an artifact and paying an extra mana is too high a price to pay, and although Shrapnel Blast can be played in more aggressive lists, perhaps utilizing multiple Hangarback Walkers, it isn't usually played in the MD. 3/5.
3 CMC:
Day's Undoing: Days Undoing is great when it works. In my testing, I played one game in which I fired off a T2 Days Undoing with an empty hand, and forced my Twin opponent to shuffle away the combo, winning on the following turn. Days Undoing is a very risky play, however. Since your opponent is the first player with a chance to utilize their new 7, DU has a pretty high chance of losing a won game. 2.5/5.
Tempered Steel
: People have been trying to make TS Affinity work since the beginning of time. Unfortunately, the deck just isn't as good as regular Affinity. You want 2 White sources on T2, so you end up cutting Inkmoths for White sources, and you lose a lot of the resiliency, as well as some explosiveness. Additionally, the deck runs 4 Memnites to capitalize on Tempered Steel. While the deck is better when it works (i.e. when you drop a Tempered Steel on T2,) it's significantly worse when it doesn't, and you just don't get enough mileage out of Tempered Steel to justify warping the whole structure of the deck around it. The deck is playable, and does have some upsides (it actually does well against Tokens, unlike the stock list, which gets crushed by any competent pilot,) but all in all, it's better to stick with the stock list in a blind meta. 2.5/5.
Lands:
Darksteel Citadel: The only artifact land legal in Modern, Darksteel Citadel is actually a powerhouse. Play 4. 5/5.
Blinkmoth Nexus: We play Blinkmoth and Inkmoth as our 5-12 "artifact lands." They're essentially free, and the extra damage is good. Play 4. 5/5.
Inkmoth Nexus: Inkmoth is played for the reasons listed above. Inkmoth deals Infect damage, meaning that throwing an Inkmoth into the fray doesn't contribute to our primary plan, but since we play Cranial Plating and Arcbound Ravager, Inkmoth has a high one-shot potential, allowing us to be blisteringly fast. Also, it helps beat lifegain strategies, especially Bogles. Play 4. 5/5.
Glimmervoid: Glimmervoid is one of our few colored mana producers, making it very strong. However, it does die to Hurkyl's Recall/lots of removal spells, so we don't normally play the full 4. 4/5.
Mountain: A colored source for Galvanic Blast that doesn't die to Hurkyl's Recall. Play 0-1, depending on your color split. 3.5/5.
Island: A colored source for Thoughtcast and Master of Etherium that doesn't die to Hurkyl's Recall. Play 0-1, depending on your color split. 3.5/5.
Academy Ruins: Potentially useful in grindy games, but ultimately too slow. 2.5/5.
Sideboard:
Note: Sideboard cards will not have ratings or descriptions, because sideboards are very meta-dependent. Instead, I will just list potential cards and decks that they are good against.
Thoughtseize: Good against all Combo decks
Duress: Good against most Combo decks (use your discretion), Burn
Stain the Mind
: Good against most Combo decks, Fish (name Hurkyl's Recall and they lose.)
Spell Pierce: Good against most Combo decks (again, discretion), Bogles, Burn, white decks (Stony Silence,) Tron (hits 'walkers; make your own decision.)
Blood Moon: Good against Bloom, Tron, Abzan, Bogles, and greedy decks. Use your discretion.
Whipflare: Good against Merfolk, Tokens, Bogles (kind of.) Use your discretion.
Dismember: Good against Twin, some others. Use your discretion.
Dispatch: See above.
Ancient Grudge: Good in the mirror.
Wear / Tear: Good against White decks (Stony Silence), Bogles, Twin, the mirror, and some others.
Etched Champion: Good against Midrange, or, in general, grindy matchups.
Spellskite: Good in grindy matchups, Infect, Bogles.
Ethersworn Canonist: Good against Storm.
Relic of Progenitus: Good against graveyard combos.
Rest in Peace: See above. Also great against Grixis.
Grafdigger's Cage: Good against most graveyard combos (NOT LIVING END. DO NOT BRING IN CAGE AGAINST LIVING END. VERY BAD.) and Collected Company.
Torpor Orb: Good against Twin, UW Control (the Kitchen Finks/Wall of Omens/Snapcaster Mage monstrosity.)
Ghirapur AEther Grid: Good against Tokens and some grindy matchups. Use your discretion. Often, Aether Grid can be either very good or very bad, depending on how your opponent chooses to sideboard.
Chalice of the Void: Good against Storm, Living End, Bogles, Infect, some others.
Dispense Justice
: Good against Bogles, Infect.