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Turn 1- Ornithopter/Darksteel/Ghostfire..Ornithopter/ Scry landTurn 2-Ensoul artifact makes Ornithopter or Darksteel a 5/5 flying/IndestructibleDamn that's nice..Shrapnel Blast can end the game as early as turn 4
Starting hand is pretty important, this deck needs to be fairly fast. Probably worth going back for 6 or maybe 5. I like to have at least one ensoul artifact early on something. Even a ghostfire and ensoul that would work great.After that just spawn the hell outa thopters and don't be afraid to block with them since many more will be comming.
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I agree. The starting hand is most important. I ran a few variations of this deck in legacy. It starts nice but if you really want the edge later you'll have to drop a couple good artifact bombs like my battlesphere or build a good artifact mana ramp with than dynamo or perhaps guided lotus and finish with a couple hangar back walkers. And since your focusing mostly on spawning small flyer artifacts why not buff the hell out of then for optimum performance, the blockers are cheap late game but that's only if you happen to be drawing them or cycling them out of your graveyard. The ensoul and ornithropter combo is priceless and go very well with an few alter of the broods, it stacks mill for each permanent you play including land. So the cheaper the permanents you have the faster you mill and draw.
I actually topped my mill deck variation with blue Eldrazis with devoid and ingest which helped to assimilate exiling the top cards with the mill and creature gain and they were fairly low cost being colorless they work with some artifact spells. And for kicks since most of even my lowest drop creatures were defensive anyways I crowned it with the god of deception which made all creatures mill for seven and since I had no color besides a few Eldrazis I still manage to stay below the limit for devotion that makes a two colored got a creature.