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Thopter Foundry (Origins ready)

Standard* Artifact Competitive UR (Izzet)

jericko101


Sideboard


Maybeboard


NOTE:Thopter Foundry IS JUST TO MAKE TOKENS IN PLAYTESTING UNTIL THEY IMPLEMENT IT. If you play test it and draw it, just exile it and draw another card.

This deck focuses on winning very quickly. Either trying to fly over the opponent with thopters or sneak in damage by being unblockable thanks to Whirler Rogue. It also has extra reach thanks to Pia and Kiran Nalaar and Shrapnel Blast. And with artifacts coming out left and right, sacrificing a few wont be a problem if it means it will win you the game. Since this format is removal heavy, I decided to run a set of Stubborn Denial to protect my creatures. Plus, triggering ferocious on it isn't that hard when you have Ensoul Artifact on an artifact or a Ghostfire Blade on one of your creatures with at least power 2. I decided to run only 20 lands since a set of Springleaf Drum makes it more manageble at the same time increasing my artifact count in the deck. Thopter Engineer gives my artifact creatures haste while Chief of the Foundry gives them +1/+1. Hangarback Walker is my insurance against board wipes and can "outlast" better than abzan. Finally, I saved the best for last! Ornithopter, the mother of all thopters. It's cheap and it's utility. It can be our elvish mystic and allow us to ramp with the help of Springleaf Drum, it can be Ensouled, It can be equipped with Ghostfire Blade, it can be sacrificed to Shrapnel Blast or Pia and Kiran Nalaar in a pinch. It just does so much for this deck at 0 mana. It just had to be included.

BONUS:T4 possible wins:

T1 darksteel citadel and ornithopter + T2 island, ensoul ornithopter and attack + T3 land, ensoul darksteel citadel and attack with both citadel and ornithopter + T4 attack and win

T1 land and ornithopter + T2 island, ensoul ornithopter and attack + T3 land and attack with both citadel and ornithopter + T4 attack and shrapnel blast for the win

T1 land and ornithopter + T2 island, ensoul ornithopter and attack + T3 land, cast chief of the foundry and attack with ensouled ornithopter + T4 cast thopther engineer, attack with all possible attackers for the win.

NOTE:All scenarios mentioned above that say "ensoul ornithopter" or "ensoul darksteel citadel" can be ensouled by any other artifact in the deck and still win you the game by T4. Ornithopter and Darksteel Citadel are just the best targets for ensoul artifact if you had the choice.

Also, keep in mind that these scenarios are not rare at all. In fact, they more common than you think and can win you a lot of games.

Like most decks, this is better suited going first. And a set of stubborn denial mean you can stop T1 thoughtseize most of the time if you are on the play. Also allows you to protect your creatures early and late.

Please add any suggestions and comments and would love to here your side of what would make this deck better. Cheers!

Suggestions

Updates Add

I removed the Chief Engineers completely because they had no value on the boards aside from pumping your thopters. It basically was 2/3 for 3. I also removed Pia and Kiran Nalaar because double red was sometimes inconsistent on turn 4 and 7 mana to deal 2 damage to a creature or player was to mana taxing. Although, I have to say, they are very good in board stalls against another aggro deck. They might go to the sideboard if the meta calls for them.

These are the following changes:

-2 Pia and Kiran Nalaar -3 Chief of the Foundry -1 Hangarback Walker -1 Ghostfire Blade

+4 Lightning Strike +2 Monastery Siege +1 Thopter Engineer

I really like the addition of a set of Lightning Strike. Makes the deck more versatile, at the same time giving it more reach. Adding Monastery Siege for me was genius for this deck. In a grindy match, a deck needs to dig through his deck much quicker than his opponents. The first ability, "Khans", does that. Although it may not be card advantage since you are discarding a card at the same time, it is still card filtering and 2 cards a turn builds up very fast. Now the second ability, "Dragons" is interesting. There will be times when you make a 5/5 artifact and you want to protect it but dont have stubborn denial in hand. This ability taxes your opponents mana by 2 whenever he targets a permanent you control or you. This means he has to pay 2 more than the usual mana cost to remove one of your permanents or whenever he tries to make you sacrifice or discard. Very important if you're trying to protect a very vital piece to winning on the board. Lastly, I added a forth Thopter Engineer for that extra consistency.

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Top Ranked
  • Achieved #23 position overall 9 years ago
Date added 9 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 0 Mythic Rares

19 - 4 Rares

32 - 10 Uncommons

1 - 1 Commons

Cards 60
Avg. CMC 1.62
Tokens Thopter 1/1 C
Folders Standard Test Decks, standard, Possibilities - Origins july 2015
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