Blue/Red Thopter Guide
Introduction
Card List
3x Whirler Rogue
2x Exquisite Firecraft
3x Thopter Engineer
3x Chief of the Foundry
3x Esperzoa
2x Twin Bolt
2x Disperse
3x Telling time
4x Alchemist's Vial
2x Abbot of Keral Keep
1x Jace, Vryn's Prodigy
4x Perilous Myr
4x Fiery Impluse
7x Island
7x Mountain
2x Sulfur Falls
2x Foundry of the Consuls
4x Evolving Wilds
Tactics
Even though this deck has relatively few 1 & 2 drops compared to other decks I consider the strategy a rush strategy. This is due to the fact that many of your creatures bring in flying Thopter tokens with them, or allow an additional cast (Abbot of Keral Keep). When using this deck the aim is to overwhelm your opponent early with flying creatures. To ensure you are capable of doing this consistently the deck contains a lot of draw so you always have the card advantage over your opponent. The remainder of the deck consists of burn which can be used to remove the opponents creatures or burn them directly to finish them off.
The whole deck is based around Thopter Spy Network which allows you to draw a card whenever an artifact creature deals damage to an opponent. Furthermore, at the begginning of your turn it will also create a 1/1 flying Thopter token, as long as you own an artifcact. However, as we can only have 2 in the deck you cannot consistently rely on drawing them as a strategy.
Thopter Engineer is probably the most powerful card in this deck and is often what leads to the win by giving all artifact creatures haste. This synergises really well with Esperzoa which are the strongest creature cards in the deck, allowing you to attack with them the turn they are played. Even when you have no other artifacts to return to your hand Esperzoa can be played, then used to attack, then returned to your hand at the start of your next turn.
Whirler Rougue, and Foundry of Consuls are basically used as Thopter token spam. Which in turn can be pumped up using Chief of the Foundry, which in gives +1/+1 to artifact creatures. Perilous Myr are a super strong 2 drop creature that also benefits from the pump up so I felt like they needed to be added.
One of the biggest problems when originally theorycrafting this deck was finding the right balance between creatures and control. Due to the lack of large cratures in this deck you need some other options to remove threats. I also wanted the option to be able to use the spells to burn the opponent so I tried to include spells that can be used on creatures or players. Adding disperse was a no-brainer for me as aura decks are so meta right now.
The remaining cards in the deck are based on draw. The 4x Alchemist Vial's also synergise extremely well with your Esperzoa allowing you to return them to your hand at the beggining of your turn and play them again to get repeated draw. I added Jace for the early draw and ability to play spells from my graveyard if he flips. Finally, Telling Time. Maybe these are optional but I have found them useful for pulling land if needed, or fishing for Esperzoa/Thopter Engineer/Chief of the Foundry/Thopter Spy Network.
Feedback
Bobze
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