Its proven itself to me in 4 out of 4 tournaments. Bringing me a 3rd place finish at my a large local tournament run by Dragon's Lair, then going 3-1, 3-1, 3-1. I've played many tournaments with affinity before, with many different builds in each format the evil machine arrived in. This is the perfect version imho.
4 Darksteel Citadel
4 Seat of Synod
3 Wasteland
4 Ancient Tomb
4 Chrome Mox
4 Chalice of the Void
4 Cranial Plating
1 Umezawa's Jitte
4 Ornithopter
4 Arcbound Ravager
4 Frogmite
4 Myr Enforcer
4 Thoughtcast
4 Force of Will
4 Cloud of Faeries
4 Somber Hovergaurd
SB
2 Powder Keg
3 Echoing Truth
3 Mana Leak
3 Pithing Needle
2 Umezawas Jitte
2 Tormods Crypt
Its one of the European creations played at Iserlohn. http://www.germagic.de/dc/event.php?...y+Februar+2007
Ive played against alot of decks and the aggro control match is definitly the best. Swords to Plowshares is a laugh. Modular and Plating make everything a lethal creature. Since you play Chalice maindeck you skip your one drops, a fine thing to do with the affininity mechanic. This is the first thing I underestimated when sleeving the deck. Dropping Chalice for 1 off Ancient Tomb or Chrome Mox is powerfull enough to straight up win games against thresh decks. It makes sure you dont see swords at all, and it gives you some fighting power against combo decks like Solidarity. They cant usually wish and bounce chalice before dying to the machines turn 3/4.
No Vial and no Disciple seem scary but the benefit of Chalice of the Void cannot be ignored. The decks only real bad matches were combo decks, which we just worked out. Speaking of combo, now featuring Force of Will has your opponent thinking twice whenever there are 2 cards in your hand. Force is additional combo hate and helps assure you a turn 3/4 kill much more reliably. Berserk and Fling are cool but they dont stop Wrath, Confinement, or TES from comboing. The blue card ratio is tight and very comparable to Faerie Stompy. 16 blue cards and only 8 blue mana sources. You just need to manage them wisely which is the hardest part of playing the deck. Knowing when to imprint Force instead of keeping it, knowing when to play Thoughtcast to draw into threats when Force is in your hand. Hell even when to cycle Cloud of Faeries is important to you.
The decks strengths are in its straight aggro plan with 8 great back up cards. (FoW/CotV) You rely on a decks inability to deal with quick clock + disruption. So far in my testing these were my matchup results..
Wombat (white control) +
Your really fast, WoG is really slow. It cant stop you just like in the days of standard. Swords is terrible against you and Force is the final nail in the coffin.
Madness +
They're counterspells are useless and your large count of flyers combined with plating win the game. The only card to be carefull of is Jitte which you can avoid by blocking and saccing to Rav or playing your own post board.
Survival +
Survival is slow as balls. You shut down Rootwalla and BoP with Chalice and Force the key card. Flying for the win.
This is where I mention only the early game matters in most matchups.
Affinity =
Theyre fast so they match your fat dudes early. It comes down to who has a flyer with plating which is usually you since you play more but they have Disciple who really decides who wins the affinity match. You can force him or Chalice for one. Vial can be detrimental to the match or not matter at all.
White Weenie +/=
Traditional White Weenie and Angel Stompy are easy matches since they follow the aggro/control role you tool. Swords sucks against you and Mother of Runes doesnt grant pro brown. If they're playing Death and Taxes that changes things since they have Mangara Lock and Aether Vial. Both great cards against you. Kataki is the only huge threat to worry about from a white deck.
TES +
This matchup really depends on who goes first but you have 12 awsome cards against them. You have Chalice, which is sometimes better to drop @ 0 as long as it wont effect you, and you have Wasteland which is awsome against them with clocks. Force is very key, especially when its a surprise factor. On that note, most people playing against you will never see the first Force coming. If TES goes first and pushes for a very early combo they can get the win, its difficult and playing Force kind of makes them play by opening with Xantid Swarm, giving you more time to play shit like Chalice.
Solidarity +
This is way better than the matchup with Vial Affinity which was good to begin with. The key to that matchup was finding 2 ways to win. Trying with combat then instant speed via Shrapnal Blast or Disciple. Now you have Force and Chalice to help instead. Force makes them always try to combo with they're own counter back up, playing slower and giving you more time to win via quick beaters. Chalice is almost always an auto win since your clock is so fast, they cant possibly bounce it and combo. The red versions just get better for you since they have Wasteland targets and Rack and Ruin instead of Rebuild.
Goblins -
This matchup is bad just like it was as Vial Affinity, only now you have Cloud of Faeries which are terrible against fanatics. The only games you can win are ones where you open with a quick CotV@1 to shut down vial. Luckly lackey isnt a problem since you have a million turn one answers, even thopter. The green splash is what really makes things bad because Tin Street Hooligan is Viridian Shaman on crack.
Deadguy/Red Death =
This seems like it would be easy but your mana base is very tight. Vindicate and Sinkhole can ruin you if you have no Darksteel Citadel. Remember its worth when trying to decide on keeping a hand. Chrome Mox is very important and should almost always imprint a card before it gets Duressed or Hymned. Chalice is important and also determines the outcome of the game altho not as much as goblins since theres no vial to stop, just shit like Lightning Bolt/StP and Duress. Watch your ife total when using Ancient Tomb mana, consider dropping Chalice for 2 as it hits most win conditions and nasty cards.
Thresh +
This matchup is easy as pie. Chalice is your best friend, resolve it and enter win phase. Swords is terrible against you even without the chalice thanks to Modular, your high creature count, and Plating. Next to chalice, plating is your best card. It makes everything to hard to handle and as big as their men. Try to save force for letting it resolve, nothing in their deck matters to you so always use to FoW to get through counterwalls. In the early game dont play around Daze unless trying to resolve plating or chalice. Setting thresh back a land drop is a game winner and they wont figure that out unless they remember me saying it here.. Daze combined with your Wastelands are the reason they have a bad matchup against goblins. Add affinity for artifacts and watch them burn.
My matchup analysis is based of my personal testing. Pick this deck up, its amazing. The only thing I changed from the original list was -1 Jitte +1 Wasteland. I wasnt comfortable with only 15 land and waste is always a great 4 of. I moved it to the sb.
So far the only other changes Id make are incorperating Ninja of the Deep Hours or Trinket Mage in the Cloud of Faeries slot. I like them alot since they play so many roles in the deck so im not sold on though. Go build the deck! Discuss!
Thanks to bane of the living for the primer