Originally Posted by
Ramirez777
I have a very different take on Counter Top Thopter, and am not honestly sure if this is thread to post my version of the deck in. A majority of the lists I see posted take a more defensive approach to get thopter foundry online. I've taken my list to a local tournament only once and only made top 8 out of 32 players, but I am in the process of play testing the deck. I feel the deck is very refined in its approach, and few alterations should me made to the deck. The sideboard is currently a work in progress, but it is approaching completion. Below I will give the deck list, and then a list of card choices, and a general explanation. Once I get more testing in I will come back and edit it for match-up results.
U/B/W Counter Top Thopter
Creatures: 11
4x Dark Confidant
3x Stoneforge Mystic
4x Spellstutter Sprite
Spells: 14
4x Force of Will
4x Brainstorm
2x Spell Snare
4x Swords to Plowshares
Artifact//Enchantment: 14
3x Sensei’s Divining Top
2x Thopter Foundry
3x Counterbalance
3x Bitterblossom
1x Umezawa’s Jitte
1x Sword of the Meek
1x Sword of Fire and Ice
Lands: 21
3x Mutavault
3x Underground Sea
3x Tundra
4x Polluted Delta
3x Flooded Strand
2x Island
1x Swamp
1x Plains
1x Academy Ruins
Sideboard:
4x Ensnaring Bridge
3x Relic of Progenitus
1x Sword of Light and Shadow
2x Duress
2x Echoing Truth
3x Pithing Needle
Card Choices:
Creatures-
Dark Confidant: Primary draw engine for the deck. The curve is so low in this deck, that confidant will rarely burn you for more than 1 life. Three tops ensure that his damage remains minimal, and force doesn’t creep up on you. Brainstorm manipulates this stack as well.
Stoneforge Mystic: Serves dual purposes. To fetch the Sword of the Meek to get your thopter combo online, or provides a deadly piece of equipment to one of your flying tokens. The security of having a large piece of equipment uncounterable is very powerful against decks like Merfolk.
Spellstutter Sprite: Provides a good counter source for low cc spells, and can still be effective late game with numerous fairie tokens. Mutavaults also help power up the curve. As an added bonus Spellstutter Sprite can return Sword of the Meek to play.
A low, weak creature count does not hurt you, as all this cards are still very effective outside the damage they can deal. Almost all the damage that is dealt is done by your token generators.
Spells-
Force of Will: Duh, and yes there are 19 blue cards in this deck, including force, to ensure its usefulness.
Brainstorm: I run 7 fetch lands to ensure its success. Also, Brainstorm combos well with Bob.
Spell Snare: Helps fight opposing counterbalance decks, but could also be substituted with Spell Pierce.
Swords to Plowshares: We run white for Stoneforge, so we might as well add in one of the best creatures removal spells.
I run just the bare minimum of effective counters to take out cards that make the game near unwinable for us. While you will not be winning the counter war, you will still be able to shut down opponent’s bombs. Swords to Plowshares helps defend against early rushes from goblins, and can help shut off key utility creatures.
Artifact//Enchantment-
Sense's Divining Top: Obviously combos with Counterbalance, but also helps find solutions and fixes Bob's downside.
Thopter Foundry: Not only does this give you a non-fae flying tokens, to help prevent from being shut down by Engineered Plague, it combos with swords of the meek. The life gain provided also helps counter act losses from Bob and Bitterblossom.
Counterbalance: I only run three, because it's not absolutely essential 2nd turn play. Bob and Bitterblossom also set up around the same time, and you really don't want to see multiples. Nice to be able to pitch extras to FoW though.
Bitterblossom: This card wrecks so much face it's ridiculous. You need blockers *poof*, you need an army in the air *poof*. The major downside is this deck can typically only support one in play, but you almost always want see one with in the first few turns. Three feels safe.
Equipment: I'm going to just bundle all the best equipment playable in legacy in this group. Jitte, SoFI, & SotM are all amazing, and win you games. Jitte softens the life loss, and wreck winnie agro decks, SoFI kills merfolk and goblins, & SotM is your combo piece.
Land-
21x lands have been awesome, but some times you feel you want more just for the Thopter Foundry combo. Mutavault in play testing has not been amazing, but still performs a great role of boosting your fae count. Academy Ruins as a one of has provided some late game protection. The rest of the mana base seems pretty self-explanatory.
Sideboard-
Ensnaring Bridge: Amazing! You can almost always empty your hand when you need to by at least turn 3 or 4, and shut down opposing agro decks. You draw your card for the turn with an empty hand, swing with all your 1/1 flyers and then dump your one card, and say go.
Relic of Progenitus: I chose this over Tormond's Crypt due to it's 1cc in combination with Counterbalance. Plus, when you blow it you're card neutral.
Sword of Light and Shadow: Self explanatory, for when you need to change it out with SoFI.
Duress: Just an added bit of combo hate, but this slot is open for change.
Echoing Truth: To counteract opposing storm token generating decks and to bounce cards so you can swing in.
Pithing Needle: Absolutely needed. I'm thinking of changing the count to four. Engineered Explosives absolutely wrecks this deck. You have to shut it down at all costs. This also shuts down like cards, such as deeds, plane's walkers, and other dangerous cards.
-I will post match-ups as soon as I have more time to test the deck. If this deck needs to be moved by a moderator, please do so.