Artefacts trigger prowers! pretty outside the box thinking, nice!
Whoever wins this round please... please... please pick a decent card. I would suggest that the judges could come up with something but Barney would throw us those horrible negative counters again and I just want to build something that can actually go all the way to the top of the ladder.
Don't worry. You're gonna LOVE the
next two!! *cackles maniacally*
J/K. If I somehow win this round, I have a really fun pair of rare cards in mind that go together like chocolate and... anything. And they are both artifacts so there should be lots of opportunity for experimentation.
After playing a bit with both cards I've come to the following conclusions:
1. They both suck. No surprise there but it has to be the first thing said about them.
2. They each have relative pros and cons:
Sly Requisitioner is much easier to play by turn 3. But it is easier to remove, harder to trigger, and the vanilla 1/1 tokens it makes are about as lame as it gets.
Efficient Construction is easier to trigger and makes slightly less crappy 1/1 tokens that fly. And it is harder to remove. But being a 4-drop that wants you to constantly play more artifacts is awful. It encourages you to play lots of cheap artifacts but comes down so late that you are dead before you can get value out of it. And it is still ultimately just a gnat factory.
Because of their differences, I think they require very different approaches to get value out of them. Requisitioner needs to sacrifice stuff to trigger it and the tokens it makes are pretty much useless, so it makes sense to build it in a way that wants to sac the tokens too, using them as extra ammo for some sort of arti-sacking engine. Construction is a bit wider open. It can be built in a traditional token/anthem style build (prolly in Azo for the Thunderclap Wyverns and Trinketeers and such) but it feels like such an inefficient token engine compared to a regular Izzet thopters build. I've seen a few other ideas in this thread that I really liked, tho. The Esperzoa factory idea is really cool (but I happen to hate Esperzoa with a passion because every time I run it, I'll inevitably get stuck with all 3 of them and no other artifacts). Some other cards I've seen people tinker with are Sigil of Valor and Throne of the God-Pharaoh. This is where I'm leaning. What about using those cards, along with Ghirapur Aether Grid? And then throw in a ton of cheap stall and draw cards to keep you alive while trying to build the combo?
Something like:
3 *
Tide Drifter // another stolen idea!
2 *
Whir of Invention3 *
Efficient Construction3 *
Reverse Engineer3 *
Vile Aggregate // this could be huge with Sigil!
3 *
Ghirapur Aether Grid2 *
Fevered Visions1 *
Saheeli Rai2 *
Walking Ballista2 *
Merchant's Dockhand // 1-drop with an awesome ability for this build.
2 *
Universal Solvent // 1-drop that might have some late game relevance.
4 *
Renegade Map4 *
Consulate Skygate2 *
Sigil of Valor // this lets us hold back out tokens and walls and still attack hard. Good on a flyer but potentially devastating on the Aggregate.
2 *
Throne of the God-Pharaoh // Combos with Grid.
2 *
Aethersphere Harvester // perfect defense card.
Land
2 *
Wandering Fumarole2 *
Sulfur Falls1 *
Westvale Abbey // another potential use for those tokens
1 *
Inventors' Fair13 * Island
1 * Mountain
Saheeli and 2nd Throne could be something else like Tamiyo's Journal and maybe a Trawler or something. The idea is to clog the board with cheap and sturdy blockers until you get Grid/Sigil and a good mass of tokens. Then either start pinging with Grid (doubling down with Throne) or swinging with one big thopter at a time.