All right! Let's get this fiesta fiest...ing.
3 *
Tide Drifter // stealing
Nomad’s Cucho’s idea.
2 *
Whir of Invention3 *
Efficient Construction3 *
Reverse Engineer3 *
Vile Aggregate // this gets very big with Sigil equipped.
2 *
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 Skygate1 *
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.
1 *
Throne of the God-Pharaoh // Combos with Grid.
2 *
Key to the City // makes Aggregate or Sigil-equipped creeps unblockable and generates extra card draw (thanks Nomad!)
2 *
Aethersphere Harvester // perfect defense card.
1 *
Tamiyo's JournalLand (20):
2 *
Wandering Fumarole2 *
Sulfur Falls1 *
Westvale Abbey // another potential use for those tokens
1 *
Inventors' Fair12 * Island
2 * Mountain
Notes:
Use the tough creeps to stall the game while you look for combo pieces. Hold off on fatal blocks until your life is at the halfway point, tho - if the opponent is swinging with one bog creep and holding back lots smaller creeps because they can't push through your walls, you prolly come out ahead keeping those walls alive for as long as possible and trying to get a token engine online to chump the fatties. If you find Grid, use it defensively at first, tapping on your opponent's eot or combat step and prioritizing managing his board over shipping at his health. Sigil on Aggregate is the biggest damage combo, but if you get Grid AND Throne out, you can do 3 damage per pair of arti creatures, so think about shifting to offense if that combo comes out (tapping on your own turn to get damage from Throne). Don't bother cracking Maps unless you still feel you need more land - every artifact helps for improvise and Grid damage.
Artifacts (19):
4 x
Renegade Map4 x
Implement of Combustion4 x
Alchemist's Vial3 x
Filigree Familiar4 x
Implement of ExaminationInteraction (14):
4 x
Metallic Rebuke3 x
Lightning Axe2 x
Imprisoned in the Moon1 x
Kozilek's Return1 x
Radiant Flames3 x
Unlicensed DisintegrationEnchantments (7):
2 x
Pia's Revolution3 x
Efficient Construction2 x
Thopter Spy NetworkLands (20):
2 x
Drowned Catacomb2 x
Sulfur Falls2 x
Dragonskull Summit7 x
Island6 x
Mountain1 x
SwampGame plan: Use cantrips and Maps as required to hit land drops early, leaving them on the field where possible to enable Rebukes. Efficient Construction is critical - after it's down, cantrips make for a limitless supply of chump blockers. Spy Network functions as a slower EC for the most part, but its card draw leads to cantrips leads to more EC thopters.
Pia's Revolution can lead to early wins if Opp gets greedy and denies artifacts. Doesn't take many bolts to the face before Disintegrations and thopters can sneak in the last few points. If Opp opts out of the bolt-to-the-face program, the cantrips just come right back and make EC thopters on the way.
Lightning Axe does a nice job of making late game Rebukes look less awful, and Disintegration played well enough to justify the splash for it alone.
There we have it! A fine quintet of rank-destroying janktastic garbage for our illustrious judges to test. Have at em'!
Oh, and if anyone wants to add instructions or advice on how to play their deck to the lists, let me know sooner than later.