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(Another unnecessary) Primer!

Edit: Added my decklist.
Edit Added a brief sideboard guide.
Clearly you're all at the very least aware of how Affinity functions. I won't give you the whole spiel, I'll keep my summary and explanation short. Historically Affinity is a deck which utilizes synergy and affinity for artifacts to quickly deplete its hand in the first few turns. It tries to flood the battlefield, chip away with small and evasive creatures, and close out the game with a more versatile and larger threat. Either an army of small creatures which can quickly become big, or one big, unblockable or unblocked creature.
However, most Modern builds (including the one I use as an example) forgo any cards which have the "Affinity for Artifacts" keywords. As such, Affinity is actually a misnomer for the deck. More than a primer, I'd like to use this piece of literature as a way of influencing the culture. Let's shift from referring to our deck as Affinity instead to what it actually is, Robots.
The core of every deck is its manabase. Robots are no different.
17 Lands:
4 X [[Inkmoth Nexus]] 4 X [[Blinkmoth Nexus]] 4 X [[Spire of Industry]] 4 X [[Darksteel Citadel]] 1 X [[Basic Mountain]]
It might seem like we're running light on lands, but with our Mox Opals and Springleaf Drums we actually run 25 mana sources total! Our manlands are part of what make Robots such a stellar deck. They generate the most common sort of mana we require, can become artifacts to synergize with our deck, are evasive, and present an alternate but crucial clock in Infect.
After that, every deck requires a playset of Darksteel Citadel. Sure it only produces Colorless mana, but the real reason we jam these lands down is to power out an Etched Champion with Metalcraft, or provide a little bit of extra reach for Arcbound Ravager, or to make our Cranial Plating that much deadlier!
The only real options as far as what you should customize are our "Gold" lands. Traditionally Robots ran a full complement of [[Glimmervoid]]. People still might, or run any split between Glimmervoid and Spire of Industry. I myself run a playset of Spire of Industry instead. Glimmervoid does generate colored mana without restriction, and without pinging us each time we tap for mana. The former can be very important, but the latter is quite negligible. The biggest drawback to Glimmervoid is that we can be forced to sacrifice it.
This makes our Turn 1 plays far more perilous than I prefer. Spire of Industry on the other hand is safe from sacrifice post board-wipes, and with a deck comprised almost entirely of artifacts, it's almost always ready to produce a colored mana. I feel a lot safer tapping for B with a Spire of Industry to Turn 1 Thoughtseize an opponent than I do with a Glimmervoid. In the end, it comes down to your own personal preference.
Our final, and least crucial land is a basic. I opt for a mountain as the only colored spell I mainboard is red, and because I need red more than any other color post board. Pilots may prefer to run an Island, or even a Plains if their deck constructions demands it. The one basic is to guarantee we're not falling behind on mana if one of our man-lands are hit by [[Ghost Quarter]], or it ramps us if we fall victim to [[Path to Exile]]. It's often the first card to be sideboarded out.
12 Non-Creature Artifacts:
4 X [[Mox Opal]] 4 X [[Springleaf Drum]] 4 X [[Cranial Plating]]
Our Mox Opal and Springleaf Drum serve to round out our colored mana sources. They also enable explosive early game plays, especially when combined with a 0 drop creature, or a Darksteel Citadel. Cranial Plating is one of our many "payoff" or win-condition cards. Some pilots may run a Welding Jar, and run one less 0 drop creature.
4 Instants:
4 X [[Galvanic Blast]]
Personally I absolutely adore Galvanic Blast. It's the most efficient Burn spell in the whole of Modern. When necessary, you'll almost always have the required Metalcraft. Depending on your meta, you may swap or split this with either [[Dispatch]], or [[Thoughtcast]]. If your meta is abundant with creature centric combo decks (Counters Company, Infect) then go with Dispatch. If you're expecting a long grind, or hand disruption go with Thoughtcast. Some pilots even one-of a Claim // Fame! In the current Jace the Mind Sculptor meta Galvanic Blast becomes even more invaluable.
Creatures:
3 X [[Memnite]] 4 X [[Ornithopter]] 4 X [[Signal Pest]] 4 X [[Vault Skirge]] 4 X [[Steel Overseer]] 4 X [[Arcbound Ravager]] 4 X [[Etched Champion]]
The 0 drops can be shifted to your preference. Pilots may also run any split of Etched Champion and Master of Etherium that totals 4. Usually, they go 2/2. This guarantees that you can go wide or tall Game 1. My personal meta is rife with GrixiShadow and Jace decks, and not too many Eldrazi, so I err on the side of running a playset of mini True Name Nemesis. You should never change any of your other drops, ever in the mainboard. Signal Pest is a pseudo-lord, Vault Skirge comes down for 1 mana and starts to put your life total out of reach, Steel Overseer wins you the game if it untaps, and Arcbound Ravager blanks your opponents spot removal, presents lethal in "go wide" situations, and grows another creature when it dies.
Now that you're familiar with the 60, let's review the basic game plan for Robots. Robots are highly favored in game 1 against a vast majority of the Tier 1 meta. The relatively low casting cost of most of our cards combined with the artifact synergy inherent in our deck lends itself to explosive starts which allow us to land a sizable dent in our opponents life total.
An ideal hand contains at least 2 mana sources (preferably one colored mana source), two 0 or 1 drop creatures, and at least one pay-off card, but ideally two. Because our hands are so fluid and adaptable, we can mulligan down to five cards safely while still sticking to our initial game plan. Because we're so explosive, our opponent will still be starting their game plan while we're already laying into them.
Though Robots seem to be an easy "turn sideways, kill your opponent" deck, it's actually anything but. Complex battle math resulting from Arcbound Ravagers' Modular ability, when to pump with Steel Overseer, how Signal Pest triggers, and a plethora of other choices actually make the deck really deep and complicated. There are numerous lines of play which reward seasoned pilots.
Some basic corner cases to be aware of:
-Sacrificing one Arcbound Ravager to another Ravager nets you a total of at least two +1/+1 Counters. One from the sacrifice an artifact ability, and the remainder from the modular trigger of the sacrificed Arcbound Ravager hitting the grave yard. -Though Inkmoth Nexus deals Infect damage and Blinkmoth Nexus deals regular combat damage, both man-lands are actually Blinkmoth Artifact creatures. This means you can activate a Blinkmoth Nexus pump ability to give an Inkmoth Nexus +1/+1! -Remember you can first block with an untapped Blinkmoth Nexus, then use its tap ability to pump itself.
Because we have access to every color of mana our sideboard options are limitless. As such I won't discuss any specific sideboard but I'll quickly cover some of the current Tier 1 decks, and how I board for them.
Mirror:
Board in: Artifact removal: this depends upon your own personal preference. The most popular choices are [[Ancient Grudge]] and Wear // Tear. Personally, I prefer [[By Force]] as it gets around [[Chalice of the Void]] on 1 in Eldrazi Tron, and can be scaled. [[Vadnalblast]] can also wreck your opponents entire game plan. Ghiraphur Aether Grid: This turns on your entire board. Now every artifact in your deck is lethal. Master of Etherium: Obvious Lord is obvious, if you're not mainboarding this card, sideboard it in!
Board out: Etched Champion: No one wants a 2/2 Bear for 3. Mountain: There's no risk of Path to Exile or Ghost Quarter, so this is a dead card. Some mixture of 0 Drops. I prefer removing Memnite, followed by Welding Jar, and if you absolutely must then Ornithopter.
Strategy: This swiftly becomes a stalemate until one pilot manages to break through. Don't try to hold your ace in the hole hoping to blow up your opponents board if you can hit their fast mana early. We don't need to be explosive, so we can risk cutting our 0 drops, as well as our one basic Mountain.
Jeskai Tempo/ Control, Azorious Control:
Board in: [[Bitterblossom]]: Jeskai and Azorious will try to 1 for 1 you with a plethora of spot removal. Bitterblossom circumvents this issue by giving you a 1/1 flier each turn at the cost of 1 life. This also aids in blocking against their primary win condition of [[Celestial Colonnade]], while also threatening their other primary win condition of [[Jace the Mind Sculptor]]. This strategy can of course be punished by either [[Detention Sphere]] or sweepers. [[Blood Moon]]: This is GG if you can land it in the first 2 turns. Jeskai runs an incredibly greedy mana base and forcing them to only have mountains can land you the win. This strategy can of course be punished by allowing your opponent the opportunity to fetch. Jeskai and Azorious run a ton of basics, and allowing them to fetch one can make this a moot sideboard card. Chalice of the Void: On 1, shuts off their Path to Exile, [[Lightning Bolt]], some counterspells, and their all important can trips. Obviously keep in mind that you'll have to board accordingly so you don't blank your own cards. Like most sideboard cards this is more effective the earlier you cast it. Ghiraphur Aether Grid: They're going to board in [[Stony Silence]]. Make it a useless card. [[Hazoret the Fervent]]: I'm a huge fan of this spice. It's unanswerable in Jeskai colors if you top deck it, they don't counter it, and you have a Chalice of the Void on 1, so your opponent can't Path to Exile her. [[Relic of Progenitus]]/ [[Grafdigger's Cage]]: Shuts off [[Snapcaster Mage]]. Very conditional, but it might be something you're interested in.
Board out: I always boards out some combination of 0 drops and Galvanic Blast. Galvanic Blast is an answer to Jace, however the threat of Galvanic Blast will keep the smart Jeskai pilot away from casting Jace without counterspell mana. It might be safe to sideboard out a pair of Steel Overseers as well. Yes it's a game winning card but it will often eat a Path, or Bolt.
GiftStorm:
Board in: Grafdigger's Cage/ Relic of Progenitus: shuts off graveyard shenanigans, and their primary win condition. Keep in mind they'll board in [[Echoing Truth]], [[Shatterstorm]], and [[Shattering Spree]], so you can't just twiddle your thumbs after resolving this sweet, sweet sideboard tech. You'll need to resolve a cage or relic and then put your foot squarely on your opponents throat. Master of Etherium: We need to race this deck, and the best method of doing so is with a Lord that pumps our go wide guys. [[Rule of Law]]/ [[Ethersworn Canonist]]/ [[Eidolon of Rhetoric]]: Forces our opponents to play at our pace.
Board out: Etched Champion: The protection from colors clause won't protect us from the likes of [[Shatterstorm]], and honestly it's just too slow. Basic Mountain: You know why. Some number of 0 drops if necessary.
Strategy: Try not to overextend into disastrous board wipes such as Shatterstorm, Shattering Spree, or pseudo board wipes such as [[Wipe Away]], and Echoing Truth. Don't simply rest on your haunches after resolving a Grafdigger's Cage, or Relic of Progenitus, as your opponent will eventually answer them and combo off. Remember to cast your hate and then put your foot firmly on your opponents throat.
Hoomanz:
Board in: Master of Etherium: Our lord is a necessary boon as against this deck we often have to go wide and tall. Blood Moon: Personally I don't like playing this card as they'll just lead with Aether Vial or a mana dork and still land creature after creature. An early enough Blood Moon will slow them down enough, but you also really need to pressure them as well. [[Whiplfare]]: Very conditional, as their creatures will often outgrow the 2 toughness. Don't be afraid to Whipflare away their mana dorks.
Board out: Galvanic Blast: It's a trap! They'll land [[Thalia, Guardian of Thraben]] and force you to pay 2 mana for 4 damage! Basic Mountain. Some number of 0 drops if necessary.
Strategy: We're actually one of the few favored decks against Hoomanz. They just wish to outrace us, don't play removal, and can't come back from the back foot too easily. Be wary of [[Reflector Mage]] entering the battlefield at instant speed due to an untapped Æther Vital and bouncing a lethal creature with Arcbound Ravager counters. [[Meddling Mage]] can also be meddlesome. But other than that, go nuts, beat them down faster than they can you. Post-board keep a lookout for [[Izzet Staticaster]], as that will wreck your x/1s.
Grixis Death'Shadow/ Control:
Board in: Bitterblossom: They'll try to 2 for 1 you with a plethora of spot removal and artifact destruction. Bitterblossom circumvents this issue by giving you a 1/1 flier each turn at the cost of 1 life. This also aids in blocking against their primary win conditions of giant beaters. If they sideboard in [[Temur Battle Rage]] or Izzet Staticaster you will lose, badly. Bloodmoon: Grixis plays the greediest, and leanest mana base of all of the Tier 1 Modern decks. Punishing them by giving them only mountains and forcing them to fetch their 1 basic land will massively slow them down, especially if you can land this by turn 2! Chalice of the Void: on 1 shuts down their entire game plan. Grixis plays so swiftly because all of their spells are so efficient. This stops their hand disruption, kill spells, can-trips, and forces them to cast their delve beaters fairly, instead of paying for them from their graveyard. Be wary you can't simply cast this and twiddle your thumbs. They'll blow up your Chalice by their third land drop with [[Kolaghan's Command]], so you'll need to resolve a Turn 1 Chalice and then push down firmly on your opponents neck with your foot. Hazoret the Frevent: Casting this means you automatically win. Their only out is edicting a Liliana of the Veil, but they board her out. Even if they do edict her, activate and sacrifice one of your man-lands instead. They may also choose to swing, then after you've blocked cast Collective Brutality, which will kill her, so be wary of such shenanigans. Grafdigger's Cage/ Relic of Progenitus: Helps shut off their graveyard shenanigans, and makes their spells half as valuable.
Board out: Basic Mountain. Galvanic Blast: Unless you're going to hit them for the final four points of damage, and even then they won't be able to counter it, this spell is not as good. Every point of damage we give them helps their engine, and we need these spots in our deck for other cards.
Naya Burn:
Board In: Etched Champion: Alone will blank their hasted creatures, and once properly powered up will singlehandedly win you the game. Play around them casting [[Deflecting Palm]] on an Etched Champion with Metalcraft. Since Palm doesn't target, they can still use it to hit us. Blood Moon: This enchantment is sneaky great against Burn. Their most effective cards against us are Destructive Revelry and Deflecting Palm. Blood Moon ensures they can't cast either. Chalice of the Void: Yes a Chalice on 1 stings for us but it absolutely cripples Burn. A Chalice on 2 will effectively lock them out of the game after.
Brief sideboard options:
It has been recommended (and upvoted) that I discuss most of the popular Robots sideboard options, not simply the ones I play. As such, please see below:
Popular Robots sideboard options:
Master of Etherium/ Etched Champion: These two 3 drop creatures traditionally compete for the 3 drop slot in Robots. You should side one out for the other accordingly. Against certain matchups having a 2/2 bear for 3 mana is backbreaking. Side out your Etched Champions against decks such as Eldrazi and Tron variants. Sometimes you also don't need an unlockable attacker, as such side out your Etched Champions in matches against Ad Naeusum and Storm.
BitterBlossom: This sideboard card really shines against decks which try to grind you out, or pack a lot of spot removal. Decks like Jund, Jacekai, and Grixis only run so many kill spells.
Blood Moon: This card will cripple unsuspecting greedy mana bases. If you can land this card before Jacekai, Grixis, Jund, or Junk fetch for their basic lands, you will have a far easier party to victory. It helps against decks which play few to no basic lands such as Tron and Eldrazi builds.
Chalice of the Void: A really meta dependant card. Shuts down Burn, Infect, Ad Naeusum, and Bogles completely. If sideboarded appropriately can also hinder decks with tons of hand disruption and/or can-trips, like GrixiShadow, or Jacekai.
Ghirapur Æther Grid/ Wear // Tear: These cards function primarily as our out to Stony Silence, which can cripple our deck. Neat reminder these cards will also function well in the mirror!
Grafdigger's Cage: Functions to stymie graveyard and creature library shenanigans. If a deck is running [[Collected Company]] (Slivers, Abzan Vizier combo) or graveyard shenanigans (Dredge, Storm) this can help force them to play on even footing.
Hazoret The Fervent: There was a time when GrixiShadow was considered to be a tier 0 deck. Prior to the Jace unban this was the most popular deck in Modern. Against decks running exile effects Hazoret may as well read, "top-deck this and win!". She survives every popular removal spell in Modern, save for Path and [[Dismember]]. She also turns any dead top decks into relevant shocks. Mid to late game this becomes invaluable.
Relic of Progenitus/ Rest In Peace: Tarmogoyfs swinging in for 4-5 per turn? Make them measly 0/1s. Storm comboing off with [[Past In Flames]], or Dredge got you down? This is your answer to all of that. Personally I prefer Relic because it can be sacrificed to Ravager for a counter. Additionally, Rest in Peace shuts down our Ravagers Modular ability, while Relic doesn't. Also Relic can be a source of instant speed card draw against Lantern Prison, which is very relevant.
Whipflare: This is our one sided sweeper which gets boarded in versus Humans, Slivers, or other weenie tribal decks.
Spell Pierce/ Stubborn Denial: If combo is truly a problem at your local LGS then you can sideboard in one of our two [[Counterspell]]s.
Thoughtcast: Draw 2 cards for 1 Blue mana? Yes please! Pilots will opt for this or [[Glint-Nest Crane]] in grindier metas.
Thoughtseize/ Eidolon of Rhetoric/ Ethersworn Canonist: This is the go-to package for Robots pilots to battle against Storm. Thoughtseize can also be sideboarded in in a variety of matchups with problematic cards (looking at you Stony Silence).
tl;dr
One of the strengths of Robots is that it's a supremely flexible deck. What I've posited shouldn't be taken as gospel, but more of as a bulletin list of suggestions. Adjust cards as you see fit, play what you like, and most importantly have fun.
submitted by Mr_E_Nigma_Solver to AffinityForArtifacts

[Modern] (Another unnecessary) Affinity Primer!

Edit: Added my decklist.
Edit Added a brief sideboard guide.
Clearly you Spikes are all at the very least aware of how Affinity functions. I won't give you the whole spiel, I'll keep my summary and explanation short. Historically Affinity is a deck which utilizes synergy and affinity for artifacts to quickly deplete its hand in the first few turns. It tries to flood the battlefield, chip away with small and evasive creatures, and close out the game with a more versatile and larger threat. Either an army of small creatures which can quickly become big, or one big, unblockable or unblocked creature.
However, most Modern builds (including the one I use as an example) forgo any cards which have the "Affinity for Artifacts" keywords. As such, Affinity is actually a misnomer for the deck. More than a primer, I'd like to use this piece of literature as a way of influencing the culture. Let's shift from referring to our deck as Affinity instead to what it actually is, Robots.
The core of every deck is its manabase. Robots are no different.
17 Lands:
4 X [[Inkmoth Nexus]] 4 X [[Blinkmoth Nexus]] 4 X [[Spire of Industry]] 4 X [[Darksteel Citadel]] 1 X [[Basic Mountain]]
It might seem like we're running light on lands, but with our Mox Opals and Springleaf Drums we actually run 25 mana sources total! Our manlands are part of what make Robots such a stellar deck. They generate the most common sort of mana we require, can become artifacts to synergize with our deck, are evasive, and present an alternate but crucial clock in Infect.
After that, every deck requires a playset of Darksteel Citadel. Sure it only produces Colorless mana, but the real reason we jam these lands down is to power out an Etched Champion with Metalcraft, or provide a little bit of extra reach for Arcbound Ravager, or to make our Cranial Plating that much deadlier!
The only real options as far as what you should customize are our "Gold" lands. Traditionally Robots ran a full complement of [[Glimmervoid]]. People still might, or run any split between Glimmervoid and Spire of Industry. I myself run a playset of Spire of Industry instead. Glimmervoid does generate colored mana without restriction, and without pinging us each time we tap for mana. The former can be very important, but the latter is quite negligible. The biggest drawback to Glimmervoid is that we can be forced to sacrifice it.
This makes our Turn 1 plays far more perilous than I prefer. Spire of Industry on the other hand is safe from sacrifice post board-wipes, and with a deck comprised almost entirely of artifacts, it's almost always ready to produce a colored mana. I feel a lot safer tapping for B with a Spire of Industry to Turn 1 Thoughtseize an opponent than I do with a Glimmervoid. In the end, it comes down to your own personal preference.
Our final, and least crucial land is a basic. I opt for a mountain as the only colored spell I mainboard is red, and because I need red more than any other color post board. Pilots may prefer to run an Island, or even a Plains if their deck constructions demands it. The one basic is to guarantee we're not falling behind on mana if one of our man-lands are hit by [[Ghost Quarter]], or it ramps us if we fall victim to [[Path to Exile]]. It's often the first card to be sideboarded out.
12 Non-Creature Artifacts:
4 X [[Mox Opal]] 4 X [[Springleaf Drum]] 4 X [[Cranial Plating]]
Our Mox Opal and Springleaf Drum serve to round out our colored mana sources. They also enable explosive early game plays, especially when combined with a 0 drop creature, or a Darksteel Citadel. Cranial Plating is one of our many "payoff" or win-condition cards. Some pilots may run a Welding Jar, and run one less 0 drop creature.
4 Instants:
4 X [[Galvanic Blast]]
Personally I absolutely adore Galvanic Blast. It's the most efficient Burn spell in the whole of Modern. When necessary, you'll almost always have the required Metalcraft. Depending on your meta, you may swap or split this with either [[Dispatch]], or [[Thoughtcast]]. If your meta is abundant with creature centric combo decks (Counters Company, Infect) then go with Dispatch. If you're expecting a long grind, or hand disruption go with Thoughtcast. Some pilots even one-of a Claim // Fame! In the current Jace the Mind Sculptor meta Galvanic Blast becomes even more invaluable.
Creatures:
3 X [[Memnite]] 4 X [[Ornithopter]] 4 X [[Signal Pest]] 4 X [[Vault Skirge]] 4 X [[Steel Overseer]] 4 X [[Arcbound Ravager]] 4 X [[Etched Champion]]
The 0 drops can be shifted to your preference. Pilots may also run any split of Etched Champion and Master of Etherium that totals 4. Usually, they go 2/2. This guarantees that you can go wide or tall Game 1. My personal meta is rife with GrixiShadow and Jace decks, and not too many Eldrazi, so I err on the side of running a playset of mini True Name Nemesis. You should never change any of your other drops, ever in the mainboard. Signal Pest is a pseudo-lord, Vault Skirge comes down for 1 mana and starts to put your life total out of reach, Steel Overseer wins you the game if it untaps, and Arcbound Ravager blanks your opponents spot removal, presents lethal in "go wide" situations, and grows another creature when it dies.
Now that you're familiar with the 60, let's review the basic game plan for Robots. Robots are highly favored in game 1 against a vast majority of the Tier 1 meta. The relatively low casting cost of most of our cards combined with the artifact synergy inherent in our deck lends itself to explosive starts which allow us to land a sizable dent in our opponents life total.
An ideal hand contains at least 2 mana sources (preferably one colored mana source), two 0 or 1 drop creatures, and at least one pay-off card, but ideally two. Because our hands are so fluid and adaptable, we can mulligan down to five cards safely while still sticking to our initial game plan. Because we're so explosive, our opponent will still be starting their game plan while we're already laying into them.
Though Robots seem to be an easy "turn sideways, kill your opponent" deck, it's actually anything but. Complex battle math resulting from Arcbound Ravagers' Modular ability, when to pump with Steel Overseer, how Signal Pest triggers, and a plethora of other choices actually make the deck really deep and complicated. There are numerous lines of play which reward seasoned pilots.
Some basic corner cases to be aware of:
-Sacrificing one Arcbound Ravager to another Ravager nets you a total of at least two +1/+1 Counters. One from the sacrifice an artifact ability, and the remainder from the modular trigger of the sacrificed Arcbound Ravager hitting the grave yard. -Though Inkmoth Nexus deals Infect damage and Blinkmoth Nexus deals regular combat damage, both man-lands are actually Blinkmoth Artifact creatures. This means you can activate a Blinkmoth Nexus pump ability to give an Inkmoth Nexus +1/+1! -Remember you can first block with an untapped Blinkmoth Nexus, then use its tap ability to pump itself.
Because we have access to every color of mana our sideboard options are limitless. As such I won't discuss any specific sideboard but I'll quickly cover some of the current Tier 1 decks, and how I board for them.
Mirror:
Board in: Artifact removal: this depends upon your own personal preference. The most popular choices are [[Ancient Grudge]] and Wear // Tear. Personally, I prefer [[By Force]] as it gets around [[Chalice of the Void]] on 1 in Eldrazi Tron, and can be scaled. [[Vadnalblast]] can also wreck your opponents entire game plan. Ghiraphur Aether Grid: This turns on your entire board. Now every artifact in your deck is lethal. Master of Etherium: Obvious Lord is obvious, if you're not mainboarding this card, sideboard it in!
Board out: Etched Champion: No one wants a 2/2 Bear for 3. Mountain: There's no risk of Path to Exile or Ghost Quarter, so this is a dead card. Some mixture of 0 Drops. I prefer removing Memnite, followed by Welding Jar, and if you absolutely must then Ornithopter.
Strategy: This swiftly becomes a stalemate until one pilot manages to break through. Don't try to hold your ace in the hole hoping to blow up your opponents board if you can hit their fast mana early. We don't need to be explosive, so we can risk cutting our 0 drops, as well as our one basic Mountain.
Jeskai Tempo/ Control, Azorious Control:
Board in: [[Bitterblossom]]: Jeskai and Azorious will try to 1 for 1 you with a plethora of spot removal. Bitterblossom circumvents this issue by giving you a 1/1 flier each turn at the cost of 1 life. This also aids in blocking against their primary win condition of [[Celestial Colonnade]], while also threatening their other primary win condition of [[Jace the Mind Sculptor]]. This strategy can of course be punished by either [[Detention Sphere]] or sweepers. [[Blood Moon]]: This is GG if you can land it in the first 2 turns. Jeskai runs an incredibly greedy mana base and forcing them to only have mountains can land you the win. This strategy can of course be punished by allowing your opponent the opportunity to fetch. Jeskai and Azorious run a ton of basics, and allowing them to fetch one can make this a moot sideboard card. Chalice of the Void: On 1, shuts off their Path to Exile, [[Lightning Bolt]], some counterspells, and their all important can trips. Obviously keep in mind that you'll have to board accordingly so you don't blank your own cards. Like most sideboard cards this is more effective the earlier you cast it. Ghiraphur Aether Grid: They're going to board in [[Stony Silence]]. Make it a useless card. [[Hazoret the Fervent]]: I'm a huge fan of this spice. It's unanswerable in Jeskai colors if you top deck it, they don't counter it, and you have a Chalice of the Void on 1, so your opponent can't Path to Exile her. [[Relic of Progenitus]]/ [[Grafdigger's Cage]]: Shuts off [[Snapcaster Mage]]. Very conditional, but it might be something you're interested in.
Board out: I always boards out some combination of 0 drops and Galvanic Blast. Galvanic Blast is an answer to Jace, however the threat of Galvanic Blast will keep the smart Jeskai pilot away from casting Jace without counterspell mana. It might be safe to sideboard out a pair of Steel Overseers as well. Yes it's a game winning card but it will often eat a Path, or Bolt.
GiftStorm:
Board in: Grafdigger's Cage/ Relic of Progenitus: shuts off graveyard shenanigans, and their primary win condition. Keep in mind they'll board in [[Echoing Truth]], [[Shatterstorm]], and [[Shattering Spree]], so you can't just twiddle your thumbs after resolving this sweet, sweet sideboard tech. You'll need to resolve a cage or relic and then put your foot squarely on your opponents throat. Master of Etherium: We need to race this deck, and the best method of doing so is with a Lord that pumps our go wide guys. [[Rule of Law]]/ [[Ethersworn Canonist]]/ [[Eidolon of Rhetoric]]: Forces our opponents to play at our pace.
Board out: Etched Champion: The protection from colors clause won't protect us from the likes of [[Shatterstorm]], and honestly it's just too slow. Basic Mountain: You know why. Some number of 0 drops if necessary.
Strategy: Try not to overextend into disastrous board wipes such as Shatterstorm, Shattering Spree, or pseudo board wipes such as [[Wipe Away]], and Echoing Truth. Don't simply rest on your haunches after resolving a Grafdigger's Cage, or Relic of Progenitus, as your opponent will eventually answer them and combo off. Remember to cast your hate and then put your foot firmly on your opponents throat.
Hoomanz:
Board in: Master of Etherium: Our lord is a necessary boon as against this deck we often have to go wide and tall. Blood Moon: Personally I don't like playing this card as they'll just lead with Aether Vial or a mana dork and still land creature after creature. An early enough Blood Moon will slow them down enough, but you also really need to pressure them as well. [[Whiplfare]]: Very conditional, as their creatures will often outgrow the 2 toughness. Don't be afraid to Whipflare away their mana dorks.
Board out: Galvanic Blast: It's a trap! They'll land [[Thalia, Guardian of Thraben]] and force you to pay 2 mana for 4 damage! Basic Mountain. Some number of 0 drops if necessary.
Strategy: We're actually one of the few favored decks against Hoomanz. They just wish to outrace us, don't play removal, and can't come back from the back foot too easily. Be wary of [[Reflector Mage]] entering the battlefield at instant speed due to an untapped Æther Vital and bouncing a lethal creature with Arcbound Ravager counters. [[Meddling Mage]] can also be meddlesome. But other than that, go nuts, beat them down faster than they can you. Post-board keep a lookout for [[Izzet Staticaster]], as that will wreck your x/1s.
Grixis Death'Shadow/ Control:
Board in: Bitterblossom: They'll try to 2 for 1 you with a plethora of spot removal and artifact destruction. Bitterblossom circumvents this issue by giving you a 1/1 flier each turn at the cost of 1 life. This also aids in blocking against their primary win conditions of giant beaters. If they sideboard in [[Temur Battle Rage]] or Izzet Staticaster you will lose, badly. Bloodmoon: Grixis plays the greediest, and leanest mana base of all of the Tier 1 Modern decks. Punishing them by giving them only mountains and forcing them to fetch their 1 basic land will massively slow them down, especially if you can land this by turn 2! Chalice of the Void: on 1 shuts down their entire game plan. Grixis plays so swiftly because all of their spells are so efficient. This stops their hand disruption, kill spells, can-trips, and forces them to cast their delve beaters fairly, instead of paying for them from their graveyard. Be wary you can't simply cast this and twiddle your thumbs. They'll blow up your Chalice by their third land drop with [[Kolaghan's Command]], so you'll need to resolve a Turn 1 Chalice and then push down firmly on your opponents neck with your foot. Hazoret the Frevent: Casting this means you automatically win. Their only out is edicting a Liliana of the Veil, but they board her out. Even if they do edict her, activate and sacrifice one of your man-lands instead. They may also choose to swing, then after you've blocked cast Collective Brutality, which will kill her, so be wary of such shenanigans. Grafdigger's Cage/ Relic of Progenitus: Helps shut off their graveyard shenanigans, and makes their spells half as valuable.
Board out: Basic Mountain. Galvanic Blast: Unless you're going to hit them for the final four points of damage, and even then they won't be able to counter it, this spell is not as good. Every point of damage we give them helps their engine, and we need these spots in our deck for other cards.
Naya Burn:
Board In: Etched Champion: Alone will blank their hasted creatures, and once properly powered up will singlehandedly win you the game. Play around them casting [[Deflecting Palm]] on an Etched Champion with Metalcraft. Since Palm doesn't target, they can still use it to hit us. Blood Moon: This enchantment is sneaky great against Burn. Their most effective cards against us are Destructive Revelry and Deflecting Palm. Blood Moon ensures they can't cast either. Chalice of the Void: Yes a Chalice on 1 stings for us but it absolutely cripples Burn. A Chalice on 2 will effectively lock them out of the game after.
Brief sideboard options:
It has been recommended (and upvoted) that I discuss most of the popular Robots sideboard options, not simply the ones I play. As such, please see below:
Popular Robots sideboard options:
Master of Etherium/ Etched Champion: These two 3 drop creatures traditionally compete for the 3 drop slot in Robots. You should side one out for the other accordingly. Against certain matchups having a 2/2 bear for 3 mana is backbreaking. Side out your Etched Champions against decks such as Eldrazi and Tron variants. Sometimes you also don't need an unlockable attacker, as such side out your Etched Champions in matches against Ad Naeusum and Storm.
BitterBlossom: This sideboard card really shines against decks which try to grind you out, or pack a lot of spot removal. Decks like Jund, Jacekai, and Grixis only run so many kill spells.
Blood Moon: This card will cripple unsuspecting greedy mana bases. If you can land this card before Jacekai, Grixis, Jund, or Junk fetch for their basic lands, you will have a far easier party to victory. It helps against decks which play few to no basic lands such as Tron and Eldrazi builds.
Chalice of the Void: A really meta dependant card. Shuts down Burn, Infect, Ad Naeusum, and Bogles completely. If sideboarded appropriately can also hinder decks with tons of hand disruption and/or can-trips, like GrixiShadow, or Jacekai.
Ghirapur Æther Grid/ Wear // Tear: These cards function primarily as our out to Stony Silence, which can cripple our deck. Neat reminder these cards will also function well in the mirror!
Grafdigger's Cage: Functions to stymie graveyard and creature library shenanigans. If a deck is running [[Collected Company]] (Slivers, Abzan Vizier combo) or graveyard shenanigans (Dredge, Storm) this can help force them to play on even footing.
Hazoret The Fervent: There was a time when GrixiShadow was considered to be a tier 0 deck. Prior to the Jace unban this was the most popular deck in Modern. Against decks running exile effects Hazoret may as well read, "top-deck this and win!". She survives every popular removal spell in Modern, save for Path and [[Dismember]]. She also turns any dead top decks into relevant shocks. Mid to late game this becomes invaluable.
Relic of Progenitus/ Rest In Peace: Tarmogoyfs swinging in for 4-5 per turn? Make them measly 0/1s. Storm comboing off with [[Past In Flames]], or Dredge got you down? This is your answer to all of that. Personally I prefer Relic because it can be sacrificed to Ravager for a counter. Additionally, Rest in Peace shuts down our Ravagers Modular ability, while Relic doesn't. Also Relic can be a source of instant speed card draw against Lantern Prison, which is very relevant.
Whipflare: This is our one sided sweeper which gets boarded in versus Humans, Slivers, or other weenie tribal decks.
Spell Pierce/ Stubborn Denial: If combo is truly a problem at your local LGS then you can sideboard in one of our two [[Counterspell]]s.
Thoughtcast: Draw 2 cards for 1 Blue mana? Yes please! Pilots will opt for this or [[Glint-Nest Crane]] in grindier metas.
Thoughtseize/ Eidolon of Rhetoric/ Ethersworn Canonist: This is the go-to package for Robots pilots to battle against Storm. Thoughtseize can also be sideboarded in in a variety of matchups with problematic cards (looking at you Stony Silence).
tl;dr
One of the strengths of Robots is that it's a supremely flexible deck. What I've posited shouldn't be taken as gospel, but more of as a bulletin list of suggestions. Adjust cards as you see fit, play what you like, and most importantly have fun.
submitted by Mr_E_Nigma_Solver to spikes

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