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Artifact Sacrifice (Frontier)

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I started toying around with the idea of a deck that sacrifices artifacts to deal direct damage.
-The idea then widened into a deck that sacrifices artifact "creatures" to deal direct damage to the opponent.
-Finally, I settled into a deck that created artifact creature tokens that could then be sacrificed to deal additional damage.

Here is the step by step process of creating this deck:
Note: this has been one of the more complicated decks I have put together in some time. I had to change course several times during deckbuilding as I discovered the deck should be approached from a different angles.

(1) Cards that abuse artifacts.

a) Shrapnel Blast. 4 copies. Dealing 5 damage for two mana is bonkers, especially when you are fine with the artifact dying.

b) Pia and Kiran Nalaar. 2 copies. Doing two damage for three mana is alright when its an ability on a creature, however having that creature create two additional artifact creature tokens is big.

c) Thopter Engineer. 2 copies. Enables all our artifact creatures to have haste, while creating an AC token.

d) Pia Nalaar. 2 copies. Creates a thopter, lets us boost an attacker, and gives the option to make an opponents creature unable to block. Fairly powerful in a deck full of small artifact creatures.

e) Marionette Master. 2 copies. At 6cc, playing MM takes the deck out of any sort of aggro based build. MM is flexible as it can either give you some more tokens and let you deal one damage for your artifacts leaving play, or you can let MM have 3 power and deal three damage whenever an AC dies, really ramping up the damage.

(2) Looked at the best low cost artifact creatures available:

a) Hangarback Walker. 4 copies. Great place to sink extra mana or to chump block. Has the possibility to stall an opponent for several turns or be sacrificed and still leave creatures behind.

(3) All the artifacts we will be sacrificing are also creatures. This opens up the move into cards that benefit from creatures dying.

a) Zulaport Cutthroat. 2 copies. We do not want to be playing ZC on turn two, eventhough it is a 2cc creature. Once we start sacrificing our artifacts on turns 4 or 5, then it is good to have ZC in play. Just gives the deck an added bit of damage, as the opponent loses 1 additional life to every sacrifice.

b) Bone Picker. 2 copies. Getting a 3/2 flying deathtouch creature for 1cc will not be hard with this deck.

c) Fatal Push. 3 copies. Things will be dying... often. Revolt will always be on hand when needed.

d) Costly Plunder. 2 copies. Gives the deck another way to sacrifice creatures, not just artifact creatures, while drawing cards at instant speed. Very good card in this type of deck construction.

(4) At this point is where I need to make a decision as to where the deck wants to be. Here are the options:

i) Go into a Rally archetype. This would mean I need to play more non-token creatures so that I can play a card like Rally the Ancestors. In addition, I would need to look at adding a creature sac outlet that has no mana cost (Nantuko Husk or something similar)
*The deck often will sacrifice the tokens, but not the non-token creatures, meaning there would need to be a lot of changes for the deck to go this route.

ii) Go into an aggro based deck. This build would have fast starts that finish by sacrificing our creatures in stalled boards to cards that do direct damage.
*This would take Marionette Master out of the build, and that is one of the strongest cards we can play.

iii) Go all in with the sacrifice strategy through thopter and servo tokens. There are a ton of cards that produce these tokens. This also plays into the strengths of the creatures we have that benefit from sacrificing artifacts or from having high numbers of artifacts or creatures die.

So option iii it is

(5) Add cards that create servo or thopter tokens, but which also have upside.

a) Sram's Expertise. 2 copies. Creates three tokens and lets you play a card for free. This can flip the state of a game on its head pretty fast. There is potential here to create up to five creatures for 4cc.

b) Angel of Invention. 2 copies. Creates three bodies and provides an anthem effect.

c) Hidden Stockpile. 2 copies. This is an important card for the deck as it guarantees that we get new creatures to sac and also serves as a sac outlet itself.

(6) Four non-land slots left in the main board. I looked at different cards that work well with artifacts (improvise), creatures dying (revolt), and settled on going with the best card available for tokens.

a) Anointed Procession. 2 copies. This deck generates a ton of tokens. I'm not always a big supporter of cards like Anointed Procession, as it has no impact on the board the turn you play it. In this deck it is a snowball card, that makes everything you are trying to do that much stronger. Double the tokens means double the attackers, sacrifice targets, in essence double the damage dealt to the opponent.
*Settle the Wreckage. 2 copies sideboard. Against aggro AP has to come out.

b) Impact Tremors. 2 copies. If we are heading in the direction of tokens then IT is a very powerful card to drop onto the board on turn two. Almost every creature we play creates at least one additional token (Zulaport Cutthroat and Bone Picker excluded) therefore doing 2+ damage on entry. If we play a game against any slower decks then the opportunity to slow play our hand and get this and an Anointed Procession on board at the same time is ludicrous. IT allows all the decks creatures to do damage on the way onto the field, excellent considering there are multiple ways to do damage on the way out.

Updates:
Cut- Hidden Stockpile. 2 copies. I was playing six enchantments. On top of that, Hidden Stockpile is very slow. I would prefer to play Anointed Procession over Hidden Stockpile, but this could always flip if AP starts to feel to slow in the deck.
Add- Stoke the Flames. 2 copies. I took a further look into cards that would work with this build and convoke is a strong mechanic with all the tokens we will have. Doing 4 damage for 2cc or less is really strong. A StF into a Shrapnel Blast is 9 damage to the face, probably unexpectedly.

Sideboard

This deck does not appear to be legal in Frontier.

Problems: You need at least 60 cards in your main deck. · You must not have more than 15 cards in your sideboard.

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