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This deck was based off implement-intruder decks, but I added some stuff to make it a little more consistent(which is still isn't.) Trying to make this more consistent, I took out the 4 aether hubs in the original deck, as well as made the land base mono-red. Still feel like it needs some bombs, either metalwork colossus or some powerful improvise cards. Maybe add back in Key to the city(to make card unblockable) or crash through(to enable it to give it trample). but we'll see, I think the deck is really fun asofrn. The deck can theoretically win on turn 3(if they play no creatures), but the earliest I've won with this deck is turn 4.
this deck REALLY needs ravenous intruder out to be able to play pretty much anything(trying to make this deck more consistent). you can put in "by force" if you want to add another sac outlet, or have another win strategy focused on cards such as metalhulk colossus or improvise for when you don't get a ravenous intruder.These 2 strategy is based off of plays I've done. strategy 1(does at least 3 damage on turn 3, can do more if you have a hand full of implements and other artifacts)T1 : an implementT2: Ravenous intruderT3: Foundry Inspector(or pia's revolution), if they have no creatures out buff intruder and swingT4: from here, there's a few ways to play, it seriously depends on how it goes.alternative strategy(9 damage on turn 3 woaj) -- happens about the same, but is more consistent damage-wise. The next turn, (if you draw 2 servo schematics in the next 3 cards) will give you 13 damage if played right -- which is pretty much lethal unless they block.T1: implementT2: intruderT3: implement+servo schematic, sac all artifacts, draw 2 cards, swing 9.only issue with this deck is being blocked, I feel like putting in cards such as Key to the city really would make the deck a little stronger.
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NOTE: Set by owner when deck was made.