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This is the second version (and the one I basically used for Game Day). The first version had started as a deck I called 'Steam Monks'. As I worked on it though, I saw that I had a good deal of Thopter and Mill orented cards. My spread of monks not only aren't that good at the moment, but also too many were right in the Thopter/Mill cards mana zone (mostly 3 and 4 drops). With some help of some 'spike' players, I ended up building a thopters only deck (I saved a pic, and might actually just put it up later for archival purposes.) which was the first 'Izzit Safe' deck.... Ended up being rather safe indeed. I didn't pay attention to my 1 drop zone and ended up with a deck that never really got off the ground. This new version I put back in the much needed 1 drops and card draw. It didn't win any matches, but it did get it's engines going a lot better and was a ton more fun to play.(special note: I am very much a 'timmy/johhny' player. Keep that in mind when looking over the card choices.)Feel free to make any suggestions. I'd like to keep the thopter angle as well as the card draw (thinking about keeping the Sphinx's Tutelage), but yeah, I'm open to ideas.
The general idea is to get out the one drops for early pressure or at least a stalling meat shield. Getting out any of the artifacts on the table is a must and then the network to start getting more board presence. The Sphinx and card draw is there to give me some gas and trip up my opponents tempo.Sadly though, looking at my deck, seems that the only close thing I have to a 'bomb' is Chandra. Mmmmm....
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