Creature (17) | |||
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$1.34€0.630.02 | |||
$0.20€0.080.03 | |||
$0.49€0.350.02 | |||
$1.57€0.950.31 | |||
$0.27€0.130.02 | |||
$0.35€0.260.03 | |||
$0.29€0.210.03 | |||
$0.79€0.750.02 | |||
Planeswalker (2) | |||
$0.70€0.660.03 | |||
Instant, Sorcery, Enchantment, Artifact (18) | |||
$0.25€0.240.03 | |||
$0.18€0.070.03 | |||
$0.75€0.540.02 | |||
$0.45€0.210.02 | |||
$1.47€1.240.03 | |||
$0.25€0.160.03 | |||
$0.30€0.160.03 | |||
$0.25€0.190.03 | |||
Land (23) | |||
$3.17€3.472.03 | |||
3
Mountain
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$0.250.03 | ||
5
Island
|
$0.420.03 | ||
$12.50€11.970.96 | |||
$13.27€13.600.29 | |||
$11.00€8.850.02 | |||
$0.50€0.390.15 | |||
$15.07€14.920.92 | |||
$3.59€3.670.52 | |||
5
Swamp
|
$0.250.03 |
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Learn more Download For WindowsSo this deck has been surpisingly effective in unranked play. Still not competitve by any stretch of the imagination, but it's fun and has some fun recurring combos which can win games.
There's lots of card advantage in this deck provided you follow the appropriate sequencing, and the ability to recur the Aether Spellbomb and the Ornithopter with Emry is very powerful.
The thopterist is here because we can easily get it out onto the field on turn 3, giving us much needed board presence but without being so important that if we mill it with Emry by accident its gg. The thopterist itself is a decent blocker. I'd say that this card is a flex spot with another turn 3 play, but so far I'm really liking it and don't know what else I'd replace it with.
Sai is here because he works really well with Emry and our cheap (or free) artifacts. He generates flying tokens and draws cards for cheap. Easy inclusion.
Captain Lannery and the Bomat Courier provide needed ramp and card advantage respectively. I generally don't use the courier until turn 3 or 4 because it draws a lot of hate and we might not have the right mana for it. If you can get in a couple of attacks with the courier and refill your hand with 2 or 3 cards, that's ideal. With Key to the City we can make either of these critters unblockable (not necessarily cause they can put out damage, but because we don't want them to die). Key to the City is a subtle card advantage card because we can tap it with our improvise cards or the merchant dockhand.
I intially set out to make a Tezzeret, the Schemer Grixis deck, but in this case I mostly use Tezzeret for his +1 and -2 abilities. His high loyalty means that we can get a couple uses out of the -2 for removal or the +1 for ramp. His ultimate is really nice but it's kind of a luxury and I don't think I've used it yet.
Herald of Anguish is our win-con and we can get it out several turns early if we have enough artifacts. I think the earliest I've gotten it out is turn 4, but more often than not it's a turn 5 or 6 play that'll stabilize the board and start working away at the opponent's hand.
Against aggressive decks like monored or creature decks, this deck can struggle since it doesn't have full playsets of cards (that's a me issue though, I don't have the wildcards), that being said, the deck is really adaptable and can drag games out until we find ourselves in the winning position.
EDIT: I took out one Island and threw in a Midnight Clock because Emry milled both my Tezzerets and a Herald of Anguish on turn 2. RIP.
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