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The plan for this deck is to utilize undercosted synergies to make decent cards better, and mostly win using Chief of the Foundry and Ghostfire Blade to quickly overpower the opponent. It tries to have resiliency into the lategame by using value nonbasics, as well as running a low land count.

Your game plan most of the time is to get in attacks when you can, using Chief, War Horn, and Ghostfire Blade to mount an assault while using Collected Company, Hangarback Walker, and Foundry of the Consuls to rebuild. Lategame you can use Rogue's Passage to push through damage.

The card choices:
Chief of the Foundry -- The best creature in your deck, and if I could run 12 of him I would. He gives value to all your little dorks, and multiples get ridiculous. Makes Foundry way better and makes Hangarback into Memnite (which is pretty sweet), he is also castable early and can quickly accelerate your damage output.

Hangarback Walker -- The second best creature in your deck, it's very good both early and late, and is often a way to win games you normally shouldn't win. Sometimes an opponent just can't beat him, and while he isn't very good to put in with collected company, he is so good on his own.

Ghostfire Blade -- Another really good support card. It's pretty weak on its own, but at the discounted 1 mana equip cost it is very powerful. It turns all of your dorks into threats, while dodging conventional removal spells. Very efficient and one of the ways to actually win the game when you don't have chief.

Collected Company -- Enough has been said of this card across numerous formats, but a little more couldn't hurt. It gets Chief as well as Revoker for some instant speed disruption shenanigans and allows for rebuilding. It's one of the reasons to play this deck.

Runed Servitor -- A filler 2 drop, necessary for curve reasons and is the bare minimum of playable on its own.

Phyrexian Revoker -- A largely filler 2 drop, it helps you navigate cards like Elspeth and Perilous Vault which are both pretty good against you, and you can also name Polukranos and Elvish Mystics sometimes.

Keeper of the Lens -- Filler 1 drop that acts as a super bad beater that has some marginal upside. Blocks 1/1s for free and can see manifests, which are both somewhat relevant.

Bonded Construct -- Not really a very good beater, but can sometimes attack on turn 2 if you play ornithopter on turn 1. Also enables one of the hyper aggressive draws, but pretty bad against removal spells. Still mostly filler though.

Ornithopter -- Pretty much the perfect support card, it allows for explosive draws and is very often one of the ways to push through damage. It flies, so suiting it up with anthems and equipment is a legitimate way to win. It blocks tokens for free, and it allows bonded construct to attack on turn 2, while also making war horn a better card and making springleaf drum an awesome turn 1 play.

Springleaf Drum -- Not quite good enough to be a 4 of, as the deck runs a bunch of basics and doesn't have stringent color requirements, but it's nice to have an elvish mystic sometimes and it's pretty good with ornithopter or activated abilities (which often need a springleaf drum to be used because of high mana costs).

War Horn -- A Pseudo Anthem effect reminiscient of Orcish Oriflamme, it's a way to get damage out of the weak little dudes, while making ornithopter and collected company way better than they should be.

Foundry of the Consuls -- One of the lategame ways to utilize mana flooding, springleaf drum, and a way to close out games you really shouldn't be winning. It's like another, weaker verison of collected company, but also synergizes with other cards in the deck, and the flying is invaluble. Just a very solid card.

Rogue's Passage -- Since Darksteel Citadel is not good in this deck, and since Radiant Fountain isn't quite good enough, Rogue's Passage takes their place. It's a way to push through small bits of damage on stalemated boardstates, and it's a way to utilize mana in the lategame, as well as being really awesome with Ghostfire Blade or Hangarback Walker.

Tomb of the Spirit Dragon -- This land is the best land in the deck. It's going to be about 4-5 life a turn almost all the time, and is really good with all the dorky dudes in the deck, helping you race or get out of burn range. Just really really good with Company and Foundry.

Sideboard:

Reclamation Sage: A card that can be brought out with Company that answers troublesome cards like Perilous Vaults, Banishing Lights, and anything in a mirror match type scenario, as well as hitting whip of erebos and outpost siege. Also dodges troublesome hatecards.

Den Protector -- One of the flexible sideboard slots, this card is a type of card advantage that also helps against hatecards. Buying back company is sweet, and having synergy with ghostfire blade is also awesome. Also one of the ways to beat control.

Orbs of Warding -- A five drop that is incredibly not embarassing to play against monored or elves. It shuts off Shaman of the Pack, and is good way to buy a lot of time against aggressive decks. Punishes decks that go wide, and gets very good in multiples. While it doesn't shut off crackling doom, smash to smithereens, draconic roar, searing blood, or destructive revelry, it's still very good.

Plummet -- Removal for troublesome dragons mostly, though it also hits Mantis Rider and Vryn Wingmare.

Hornet Nest -- Another utility card that company can get, this further gums up the ground and acts as insurance against anger of the gods.

Notable card exclusions:

Ramroller -- This card is basically loxodon smiter that always has to attack. It makes company insane, while increasing the overall aggression of the deck. I'm not sure why I'm not running it, probably because it competes with war horn, but it's definitely something I'm thoroughly considering.

Tormod's Crypt -- I suppose if any whip decks pop up this card makes it into the sideboard.

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