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Ornithopters get a bad rap. They're beautiful. They're a reverse noob trap. Absolutely GG. This deck started off as a simple combo for ponging/hybridizing a 0CMC creature for 3/3 turn 1. Seemed like a neat trick but never got off the ground until M15 gave me a few new cards that finally clinched it into being a very competitive modern budget no-rare deck.Let me know what you think of my home brewed mono-blue aggro deck. What can I do more efficiently or what do you like? What matchup/sideboard card do you think would absolutely wreck this deck and how should I prepare? Kindof a little proud of this deck.
Here is a run down of my card choices for the main deck:Memnite and Ornithopter: 0CMC free bounce and recastFaerie Impostor: Turn one 2/1 flier with purchase of Memnite or Ornithopter (available at participating top decks)Quickling: Free no damage block and extra blocker if need be. 2/2 flier turn two.Ninja of the Deep Hours: Everyone thinks I am joking when I attack with Ornithopter... Bounce an Impostor or Quickling for excellent resale value and card advantage.Sage of Epityr: Oh noes, I don't have an Ornithopter or Memnite in my opening hand. I'll just scry into one, probably. If not, bounce it instead. Also a great candidate for bouncing and recasting even if you do have a 0CMC. Stormbound Geist: Excellent choice to bounce if it has already come back once.Ensoul Artifact: I often find myself casting an Impostor turn one and putting this on my Ornithopter to swing for 7 in the air on turn two. Not bad on Memnite either.Familiar's Ruse: It's a cheap non-restrictive counterspell that has no downside.Pongify and Rapid Hybridization: Turn two I get to attack with a 3/3? Not bad. Multi-purpose tool as you can totally cast in on your opponents creatures. I know how it might look but I rarely regret drawing these and that's why there are six total in here. Extra brownie points for being the decks namesake.Vapor Snag: You know how good this is. I'm not even mad if I bounce their frog-lizard-freak or Donkey Pong.Halimar Depths: Extra scry besides the Sage is welcome here and generally even if I draw it in my initial hand I don't lose any tempo.Island: I was skeptical about putting these in my deck but they turned out really well so they just stuck. Let me know what you think about them.I do not have a sideboard as I believe I need some more play testing that isn't on cockatrice. I don't see the meta I hear about very well represented on here. Here are the decks issues:To play this at all you MUST have a creature out on the field. Sage helps with that but if there are a few early removal spells (t1 tragic slip your only memnite) then you're boned. This could be alleviated using something like Serum Visions.My only answer to planeswalkers is Familiar's Ruse and attacking it. This makes dealing with a turn three Karn very difficult. A kitchen fink deck is also difficult. I'd like to see that matchup a few more times before I think too hard about it.
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