Finally, on Turn 7, we flip our Abbey by sacrificing five Servos, which drains our opponent for 20 with Marionette Master, exactly enough to kill our opponent from their starting life total! Plus, even if we don’t manage to drain for the full 20 life, we end up with a 9/7 flying, lifelink, indestructible Ormandahl, which is usually enough to finish the job.Īnother sacrifice outlet is Syndicate Trafficker which is absurd in our deck for several reasons. Here’s the scenario: we get five Servo tokens on the battlefield, then, on Turn 6, we cast a Marionette Master and use the fabricate ability to load it up with counters. Westvale Abbey is the most common way that we win the game. It also offers the upside of triggering whenever any creature dies, instead of just artifacts, which can be important throughout the course of the game, since we often use creatures like Weaponcraft Enthusiast and Thraben Inspector to chump block our opponent’s biggest threat, and having a Zulaport Cutthroat around makes chump blocking even more beneficial. While it doesn’t offer the one turn kill potential of Marionette Master, it does stack well, and gaining some incidental life here or there helps us stay alive against the aggressive decks in the format. Zulaport Cutthroat is our back-up drainer. While this means we drain our opponent much more slowly, it also turns Master into a good stabilization card, making four blockers for six mana. On the other hand, if our board is fairly empty and lacking in artifacts, it’s usually better to make the Servo tokens with our first copies of Marionette Master. Plus, putting the counters on Master can help it survive some removal like Collective Defiance, Grasp of Darkness, and even Harnessed Lightning in some situations. If we already have a board full of Servos and Clues, it’s usually better to put the counters on the Master, which means every time a Servo or Clue dies, we’ll drain our opponent for at least four. We will use both fabricate options often. The ability to drain our opponent every time an artifact goes into the graveyard is one of the foundations of our deck, allowing us to sacrifice Clue and Servo tokens to kill our opponent without dealing combat damage. How we play Marionette Master really depends on the situation. Like the rest of the fabricate cards, she doesn’t look all that great on paper but plays amazingly well. Marionette Master might be one of the most underrated cards in all of Kaladesh. As a result, sometimes we simply make a bunch of Clues and cast a Marionette Master (putting the counters on her with fabricate), and when we untap, we can sacrifice the Clue tokens to drain our opponent’s life all the way down to zero! One of the unique things about Marionette Master is that her drain ability triggers whenever any artifact goes into our graveyard from the battlefield. While Thraben Inspector only makes one Clue, in the late game, it’s very possible to make an entire board full of Clues with the Bishop, considering our deck has 22 creatures with a converted mana cost of three of less. Secondly, by making clue tokens, Inspector and Bishop help enable our Aristocrats-esque combo finish. First, they allow us to grind with midrange and control decks by generating a steady stream of card advantage in the form of Clue tokens. Thraben Inspector and Bygone Bishop do two things for our deck. The only real exceptions to make Servos are very obvious (for example, an opponent has a Liliana, the Last Hope that will immediately kill our Angel of Invention if we don’t put the +1/+1 counters on it). When it comes right down to it, whether our deck is in go wide beatdown mode or combo off artifact mode, we generally want to be using the Enthusiast and the Angel to make Servo tokens with the fabricate ability. Meanwhile, Angel of Invention‘s ability to pump our team (while also making a couple of Servos itself) is very relevant and helps facilitate both parts of our gameplay. Weaponcraft Enthusiast is pretty good at creating artifacts and flood the board. On paper, Weaponcraft Enthusiast and Angel of Invention look underpowered, but they play much better than they look, and this isn’t even considering that our deck just wants artifacts of any kind to facilitate the combo kill. In some games, we simply go wide with tokens and win by beating down with creatures, while in other games, we play like a combo deck by flooding the board with Servo and Clue tokens and than sacrificing a bunch of artifacts to drain the opponent’s life total away. The cards in the deck break down into five main groups, with some overlap in between: Servo makers, Clue makers, drainers, sacrifice outlets, and removal. The deck has two plans, both revolving around Servo tokens.
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