Before M15 cycles out, here's an update version of the originally popular UR Artifact deck.
Goal is to do some damage early, get out a big Scuttlesworth, swing with him, then blow him up with Shrapnel Blast. Chief Engineer and
Generator Servant
help get the Doom Engine out quickly, and
Springleaf Drum
helps mana-fix or ramp when paired with Ornithopter. Countermagic in sideboard to stop artifact/enchantment hate.
New addition of Thopter Engineer gives haste, which is very helpful at accelerating the pace, and Chief of the Foundry to make all the Thopters floating around into actual threats. Whirler Rogue allows you to tap down a couple Thopters to make
Scuttling Doom Engine
unblockable which is great if they have a hefty blocker and because he doesn't have trample. (Not sure why I called it a he...) Thopter Spy Network provides much needed card-draw in the late game and pairs with Whirler to ensure you're getting through with damage.
Ghostfire Blade is cheap to cast and equip, and allows your Thopters to actually do some incremental damage.
You can use Shrapnel Blast early if you absolutely need to (something will kill you otherwise) or if they're in lethal range obviously, but really try and save one for when you get Scuttlesworth out to get that 11-point hit. A lot of incremental damage from Thopters can get you to that lethal range by the time Scuttles is out.
Ensoul Artifact
is ideally played turn 2 on a turn 1 Darksteel Citadel for an indestructible 5/5 swing, but can also go on an Ornithopter played turn 1 to swing for 5 in the air. It's particularly useful with all the dragons flying around, as being able to block a Stormbreath Dragon or Dragonlord Ojutai can change to game to your favor.
Hangarback Walker has proven his effectiveness in other people U/R Artifact decks, so I'll give him a shot. He may be slow and clunky but the resilience can be very useful. Hitting him with Shrapnel Blast is barely second behind Scuttlesworth in usefulness, as it leaves a fleet or fliers in its wake.
Great curve: turn 2 Chief Engineer, turn 3 Thopter Engineer for 1 Thopter token, turn 4 Whirler Rogue for 2 Thopters, convoke using all 6 creatures to bring in a hasty
Scuttling Doom Engine
. Swing for 6. Turn 5, tap 2 Thopters to make
Scuttling Doom Engine
unblockable, swing 6 unblocked then cast Shrapnel Blast for 11 more damage to finish them off. this also accounts for them gaining up to 3 life.
There are numerous ways to take big chunks of life in this deck, and many archetypes can't handle the barrage. Most of the early enabler creatures can block too, and the Thopters can chump Dragons or swing against low-to-the-ground decks. Between
Ensoul Artifact
and all the artifacts it will stretch their hate thin, and is even better with how few decks run maindeck artifact/enchantment hate.
Sideboard:
Watch out for Smash to Smithereens and Searing Blood! Smash especially can wreck your strategy so always load up the countermagic game 2 against any red deck.
Circle of Flame
: in against Goblins, Elves, RabbleRed, AtarkaRed. Kill the little attackers; defense against Aggro to buy time.
Roast: in against Abzan Midrange, R/G Dragons, Sultai Control (game2). Kill their fatties: their Siege Rhino, Whisperwood Elemental, their Tasigur, the Golden Fang. Wayfinder into turn 3 Tasigur? Puts their Dig Through Time back a few turns. You get it.
Stubborn Denial: for saving Scuttlesworth against control/removal-heavy decks. In against Sultai Control, Esper Control. Tempting to use against a sweeper that takes out your air force, but the utility is in the ferocious bonus. And the Thopters are expendable. Watch out for exile effects, and if you can't counter their removal at least blow it up yourself with Shrapnel Blast.
Negate: helpful against removal, sweepers, burn and combos. Look to hit Smash to Smithereens, Languish,
Anger of the Gods
, Drown in Sorrow, or Banishing Light style spells. Protect your combo pieces!
Phyrexian Revoker: catch-all for creatures with abilities and Planeswalkers. In against Sultai Control, White Weenies, Mardu Control. Might deserve a maindeck spot...
Soul of New Phyrexia: for protection against sweepers, but can also allow you to chump block an army of Dragons with indestructible Thopters.
Since this deck struggles against control, you have to wait until you have enough mana to cast your spells with countermagic back-up. Don't feel bad playing a land and passing the turn multiple times. The alternative is getting your stuff countered to prevent you gaining any board presence.
________
Fun deck to play if you enjoy a fast-paced, explosive game that you will win or lose in the first 5 turns.
Classic synergies of Darksteel Citadel + Ensoul Artifact
, Ensoul Artifact
+
Ornithopter
, Ornithopter
+
Springleaf Drum
, Scuttling Doom Engine
+
Shrapnel Blast
, Thopter Spy Network
+
Whirler Rogue
, Chief Engineer
+
Thopter Engineer
(for convoking), Artificer's Epiphany + Darksteel Citadel
, Darksteel Citadel + Thopter Spy Network
Input always welcome and appreciated.
More to come...