Wut?
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I managed to trade for 3 Tombs and buy a 4th before my weekly tournament started, so I took them for a spin in the list I've been thinking of since seeing Tao's list:
4 Seat of the Synod
4 Vault of Whispers
4 Ancient Tomb
2 Tree of Tales
4 Mox Opal
3 Springleaf Drum
4 Memnite
4 Signal Pest
2 Ornithopter
4 Frogmite
4 Myr Enforcer
4 Arcbound Ravager
4 Etched Champion
2 Master of Etherium
3 Disciple of the Vault
4 Cranial Plating
4 Thoughtcast
//Sideboard
3 Thorn of Amethyst
3 Krosan Grip
3 Mindbreak Trap
3 Nihil Spellbomb
3 Pithing Needle
16 or 17 guys, enough for 4 rounds.
R1: G/w Zenith Midrange
Going in kind of weary since he just top 8'ed the big 1.5 we have every month with it, also curb stomping me the tourney before that (I was affinity guy in his OP report).
Game 1 I keep a slowish 1 land tomb + opal opening that would get metalcraft on turn two, except he runs a ton of removal and keeps making me burn my tomb to try to set up for metalcraft for the next turn. After 4 tomb and a goyf hit, I finally drop a champion to stabilize somewhat, and drop two more on the next turns along with 2 enforcer and a ravager, while he has a terravore + goyf + library on the other end. The turn before I kill him I got a little greedy and went all in tapping ravager to drum something out, only keeping about enough toughness back to prevent him from trampling my last 2 life in without needing ravager, but he GSZ'ed for a pridemage to blow up my enforcer so I had a thopter and 1 champion as my only blockers against his incoming goyf + 8/8 vore. He just swings with the vore though, so I don't have to bend over backwards to block it without dying and swinging back for the win. After the game we both wonder if goyf swinging would have won it for him.
Game 2 I had champ + double plate. He pridemages one but I still get there quickly without him finding one of his 3 null rods.
1-0 (2-0)
R2: U/B ANT
Game 1 I have lethal on the board turn 4 while he cantrips a bunch, his turn he goes, cantrip, cantrip, petal, cabal ritual threshed x2, infernal for infernal, infernal for tendrils, tendrils for 8 storm. I'm confused for a second until I remember I tombed twice. Crap.
Game 2 I go turn 1 tomb, opal, thorn. Turn two I make some stupid mistake not remembering the thorn I played so I thought mox couldn't tap for mana if I dropped 1 more artifact. I swing for 16 turn 4 or 5, getting him to one, and he doesn't find the bounce I think he needed.
Game 3 I get turn two master, he tries turn 3 to go off unprotected, I mindbreak trap his tutor.
2-0 (4-1)
R3: G/B/W Junk/Rock thingy
Game 1 I don't remember this game much, but judging from my life total notes I think I get a plated guy/master to hit once, he kills said guy, his goyf chomps my life a bit, then I found another plating/master and connected.
Game 2 I get double disciple, blanking his deed and winning from there. I draw R4 with the other 9 pointer.
3-0-1 (6-1)
T8: Mono Black Control
Game 1 I get plating up + equipped turn two, he scoops after seeing his next draw.
Game 2 I keep a slow hand and die to waste turn 1, disk later on and stalker to clean me up.
Game 3 I get needle on disk, then double plating + champ one turn before he can flashback his chainer's edict on me.
4-0-1 (8-2)
T4 splits.
This list is pretty nice. Except for an awkward hand or two that is made very awkward by a wasteland, I didn't have many hands where I didn't represent a huge threat by turn 3. Tomb was great, I don't think I lost any games where an artifact land would have been better, and having another way to get 2 mana turn 1 or 3 turn 2 was always nice.
The numbers felt about right. The only slots I'm debating over until I can play more with it is the 4th pest/enforcer, and maybe cutting green from the list. My manabase is so greedy, but I don't know if 2 Citadels would fix that much anyway. Might just have to accept I'll lose to a waste once in a while. Pretty happy with this list.
Affinity hasn't been bad for me. I've went 3-1-1, 2-2-1, 0-3, 4-0-1 since I picked it up, top 8ing 3 times and top 4ing twice at our weeklies. I would say it's somewhat competitive, and pretty fun to boot. Now as I say this watch me flame out the next few times I play it, heh.
For those of you who play extra colored lands, which one do you think is better for the deck, city of brass or glimmervoid? Is the damage from city of brass ever a factor? I like glimmervoid a lot, but I'm afraid an artifact sweeper might leave me with nothing. But it seems like even if we get hit with some kind of artifact sweeper and we still have a city left in play, we would probably lose the game anyways right? I'm leaning towards using glimmervoid, but what is everyone elses thoughts?
I'd rather have two than none, wouldn't you? One gets countered/Pridemage'd/Gripped/Explosive'd/etc., and you've got a spare. 4x Master of Etherium + 4x Cranial Plating should take priority over Disciple, and maybe over Ravager, too, because having both Disciple and Ravager out is extremely difficult. Some people side in Engineered Plague to ruin the Ravager/Disciple combo.
They tend to destroy the would be plated most of the time so Cranial sticks around. Master of Etherium is good mid-game when theres 4 lands + stuff in play. Never, never, never cut disciple nor ravager. This is a broken interaction and you want to play this because other decks can do broken shit too. If they side Engineered Plague against Raffinity they're bad players.
EDIT: List is -1 Darksteel Citadel, -2 Steel Overseer for +3 Master of Etherium
actually, i think if you will have 3 or 4 cranial platings strongly depends on your build, IMO since the inclusion of Signal Pest (which i really love) i feel less need of plating simply because i am able to steamroll over my opponent even with multiple frogmite
i as well think master of etherium still deserves some slots in the deck, he is a huge threat + lord-ability and most of the time comes down on turn 2 or if late on turn 3.
and i do not even want to discuss the matter of ravager + disciple, because this combo is plain-simple sick and awesome, i would never want to run less than 4 of each.... it may be true that ravager himself lost a bit of power after M10 rules but the combo itself is still as powerfull as ever, this combo is even the reason people played atog times ago and now play thopter foundry... but for my list i prefer Master of etherium over foundry
i have also been testing affinty alot and have come to the conclusion that ancient tomb is the way to go as it enables some sick first and 2nd turn plays, here is my list
4 ancient tomb
4 seat of the synod
4 vault of whispers
2 glimmervoid
4 mox opal
3 springleaf drum
4 ornithopter
2 memnite
4 signal pest
4 disciple of the vault
4 steel overseer
4 arcbound ravager
3 master of etherium
3 etched champion
3 thopter foundry
4 cranial plating
4 thoughtcast
sb
4 pithing needle
4 thorn of amethyst
2 tormod's crypt
2 nihl spellbomb
3 mindbreak trap
i think this deck is pretty soli plus thopter foundry is filthy with all of the lord effects. this deck has 11 evaision guys with ornithopter, signal pest, and etched champion who can all carry plating. turn 1 overseer is busted with all of the cheap guys and thopter tokens. the sideboard has the traps and the thorns for the ant and hightide matchups which are pretty rough also you have the standard graveyard hate against dredge and reanimaor. the needles are for any annoying cards that may cause problems also most importantly against all the popular junk decks it allows you to turn off their pernicious deeds.
this deck is stupid fast and agressive game one even for an affinty deck, also wih all the lords platings evaision creatures and foundrys your late game is much better than any other affinity build.
to me myr enforcer was a bit dissapointing lately, simply because he really rarely comes down turn 1, usually turn 2, but on turn 2 we either want a plating and equip it, otherwise i love playing a etched champion or master of etherium on turn 2, they are both awesome,...
champion is more defensive and master is an offensive bomb....
also, it happened to me that due to a opposing wasteland destroying just a single land of mine and opponent swording a tiny creature of mine as well sometime i had hard time playing the enforcer, and for this he simply has to little impact on the field, so i think for now i will cut him down to 2 and in his place and the place of 1 ornithopter i might add thopter foundry as addictional sac-outlet for disciple (plus the flying thopters are awesome with signal pest allready on the field, or a master of etherium)
With the risk getting flamed I introduce my current Affinity list.
At first I need to say that this isnt the typical Aggro-I-bash-your-face-b**tch version. I play this deck here and then since it was a T2 deck and I often disliked the fact that if I dont go bonkers the chance of winning were down to extremely topdecking or just beeing lucky in different ways. Sure, the greater card pool for Affinity since the new (and not finished) block (so curious:wink:) gave us a lot of opportunities to raise the percentage of having damn good starts and relativeley stronger lategames, but the typical versions of Affinity are a bit too much straight forward in a negative sense IMO.
The deck which I build plays out very different and I would call it more an Aggro-Combo deck than Aggro Archetype.
So here it is:
3 Darksteel Citadel
4 Seat of the Synod
4 Vault of Whispers
4 Ancient Den
1 Glimmervoid
1 Blinkmoth Nexus
4 Mox Opal
4 Springleaf Drum
4 Cranial Plating
1 Sword of the Meek
3 Thopter Foundry
4 Thoughtcast
2 Tezzeret, Agent of Bolas
4 Ornithopter
4 Memnite
4 Signal Pest
2 Arcbound Ravager
4 Etched Champion
3 Stoneforge Mystic
Sb:
4 Ethersworn Cannonist
4 Pithing Needle
3 Relic of Progenitus
2 Goblin Sharpshooter
1 Basilisk Collar
1 Mindbreak Trap
:eek:-effect, indeed!
The deck can drive a lot of different plans, depending on the opposing deck and is very less vulnerable to mass removal than other lists due to the Thopter/Sword soft-combo, Stoneforge Mystic and Tezz 2.0, which is just insane and really the Jace of Affinity decks IMO. 1 round unanswered and you should win the game normally. Also, with 3 md Darksteel Citadel there isnt always the need to ultimate him and you can use him very flexible.
Often you just drive the Aggro plan and switch outta nowhere into stalling down with creeps/Champion to ensure Thopter Foundry/Sword or Tezz or collecting Platings (which is really easy here) for Etched Champion to swing for lethal on a single turn.
Arcbound Ravager isnt that great but 2 seems right to me because he can eat Tokens and blanks removal and adding counters on an Etched Champion is huge.
I disliked Engineered Plaque, so I play Goblin Sharpshooter instead to have more outs to Moat/Peacekeeper and he does pretty much the same in a lot of MU or even an better job, not talking about the Machine-gunning with Basilisk Collar... .
I can just recommend to playtest and understand the list before judging it unworthy. I hope it inspires some of you,
Greetings
I have been playing my version of Affinity for a while and just decided to look at some forums on what other peoples builds and strategies were. This made me alter my deck drastically, and decided that including aspects of everyones could make a strong deck. I have not read all 33 pages and I am sorry if perchance this has the same exact decklist as you.
Mana:
4 Seat of the Synod
4 Darksteel Citadel
4 Ancient Tomb
4 Ancient Den
4 Springleaf Drum
2 Mox Opal
Creatures:
4 Memnite
4 Ornithopter
4 Signal Pest
4 Frogmite
4 Ethersworn Canonist
4 Master of Etherium
4 Arcbound Ravager
4 Steel Overseer
Spells:
4 Cranial Plating
4 Thoughtcast
Only few comments I have: I have not play tested, and yes i feel like it could be a little slow.
No etched champion because I feel like he is slow as well, if i was to play him, I would reduce overseers and canonist for room.
Tezzeret I nearly included, I feel like he is really strong, and I just opened him in my booster a few hours ago :D
I know I do not have a sideboard. That is not an issue at this point in time, perfecting the main deck is.
Thanks for looking!
Hi! I plan to build almost similar deck.
Some changes for me:
4 Ethersworn Canonist -> 4 Myr Enforcer
No Ancient tomb. 3-4x Mox Opal, 2x Etched Champion
Not sure 4x Thoughtcast is enough for draw and this deck empties hand very quick. Maybe cursed scroll or something.. hmm..
This is the optimal way to play Affinity. An almost full suite of 14 free dudes, 2 big mana finishers (etched champion) and an average mana cost below 1 if you count frogmites and enforcers as 0.
Note the lack of Tezzeret, steel overseer and master of etherium because they are just too slow.
Affinity
A Legacy Magic deck, by Lukas Parson
3rd place at a StarCityGames.com Legacy Open tournament in Memphis, Tennessee, United States on 2011-03-13
As reported at http://www.starcitygames.com/open_series
Maindeck:
Artifacts
4 Cranial Plating
3 Springleaf Drum
Artifact Creatures
4 Arcbound Ravager
2 Etched Champion
4 Frogmite
4 Memnite
4 Myr Enforcer
2 Ornithopter
4 Signal Pest
Artifact Lands
1 Darksteel Citadel
Creatures
4 Disciple of the Vault
Instants
4 Galvanic Blast
Legendary Artifacts
3 Mox Opal
Sorceries
4 Thoughtcast
Artifact Lands
4 Great Furnace
4 Seat of the Synod
4 Vault of Whispers
Lands
1 Blinkmoth Nexus
Sideboard:
3 Pithing Needle
3 Relic of Progenitus
3 Ethersworn Canonist
3 Engineered Plague
3 Thoughtseize
I tried out Parson's list right after it appeared in the TOP8 list from SCG's and I disliked the 4 Myr Enforcers and the very, very few lands (mana sources in general) in it.
I had a bad time playing it, as well real life as on MWS (yes, I play MWS:eek:). I understand the point that if you get to 2 lands you normally are satisfied with it but I found myself in the situation where I desperatly needed mana and couldnt accelerate that much, which cost me games. Sure, there must be a reason why he made 3rd place in the SCG's event, but I dont see the deck as THE Affinity list you should play. To make competent statements I wanted to revisit the plays of the deck but in the featured videos it isnt included at all...sad:frown:.
Still very happy with my list that I posted and I can just recommend it. The only thing I really want sometimes is Disciple of the Vault but it isnt that necessary IMO and shines just in a few MU's if you ask me.
I really think that the new edition offers a whole lot of new things and I cant w8; till then I'll play my rogue list and hope it stays rogue.
That's a very fast, and disciplined deck list. Nothing really flashy or fancy, just pure speed. I have to question the inclusions of Relic of Progenitus (I believe Tormod's Crypt to be a better card) and Engineered Plague. Wouldn't Perish be so much better? Or at least he could go with a 2 - 1 split. With all the lords running around, Engineered Plague doesn't seem to have as much kick to it as it once did.
My list is almost the exact opposite, stylistically. I run 4 - 5 spells with CMC of 3 and two Tezzerets. So I wouldn't play my hand out as quick, but I develop my position a bit stronger in the (undesired) late game.
Right now my problem is trying to decide upon a mana base. I was going with a land count consisting of:
4x Vault of Whispers
4X Ancient Den
4X Seat
2x Darksteel Citadel
2x Glimmervoid
3x Springleaf Drum
3x Mox
which seems to be minutely more than average. But even with that I was running into mana/color problems more often that I thought I should be. As a result I'm considering replacing an Overseer with either a third Citadel or Glimmervoid, but doing so feels as though I'm over-saturating my deck with mana.
Is it normal for this deck to run into mana/color screw more often than with other decks?
I believe there's 2 approach right now : Signal Pest and Master of Etherium builds. The first is focused on the early turns, dropping lots of free/evasive stuffs + multiple Signal Pest. This is the fastest version but is forced to overextend all day long. The latter is about casting 1-2 various bombs that seal the deal on their own in a couple of swings. With my testings, I was more impressed with the slower but more resilient build, such as :
MD:
4 Seat of the Synod
4 Great Furnace
4 Vault of Whispers
2 Darksteel Citadel
4 Disciple of the Vault
4 Arcbound Ravager
4 Frogmite
4 Ornithopter
4 Memnite
4 Master of Etherium
3 Etched Champion
4 Springleaf Drum
4 Cranial Plating
4 Thoughtcast
4 Galvanic Blast
3 Mox Opal
EDIT : I'm also testing the other approach with those changes : -1 Master of Etherium, -1 Etched Champion, -1 Springleaf Drum, -1 Darksteel Citadel for 4 Signal Pest, maybe fit 4 Myr Enforcer for more free stuff... but we know Master is always better, still testing.
Blake McCracken just made top 8 at the SCG tournament playing an affinity build, no ravager/disciple, with signal pest, 4 tezzeret, MoE. Really interesting! Lets see how he does in the Top 8!