Grandsteel Aggro

by BrianWW on 24 July 2011

Main Deck (49 cards)

Sideboard (9 cards)

Creatures (2)

Sorceries (3)


Enchantments (4)

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Deck Description

Puresteel Aggro with Grand Abolisher.

T1: Land or Plains, Flayer Husk
T2: Land or Plains, Swiftfoot Boots
T3: Land, Grand Abolisher, equip Boots and enjoy!

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,575 times.

Mana Curve

Mana Symbol Occurrence

222000

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Grandsteel Aggro

Man, I tried 10-12 hands with this deck, and let me tell you, it's damn solid. Every draw there was a standard 2-3 lands, which is hitting the sweet spot for it, and on average 3 equip and the rest creatures (Puresteel almost always there first). I'd honestly love to see this deck play out, especially against a speed infect.

Now, I have a few questions. Firstly, why is the Flayer Husk in there? I can understand the low mana cost, but if you have a Puresteel with Metalcraft activated, couldn't you run a different Living Weapon that's do more than give you a mere +1/+1? Strandwalker or Skinwing would definitely be a bonus, though you'd be waiting a few more turns to pull them.

Secondly, the Inkmoth Nexus. I'm utterly befuddled on this card, considering this isn't an infect deck. Now, even if you 'pod it, it's still poison counters. Which really doesn't do this deck a lot of good. I see where you COULD get a win condition with it by trying to one-shot midgame with Puresteel + Inkmoth + various equipments, but that's a bit chancy at best.

Other than that, great deck overall. It certainly does work, almost in a clockwork fashion.

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Posted 24 July 2011 at 23:18

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Hey, thanks for the praise man! This deck is a pet deck of mine that I've been working on for a few months and the recent release of Grand Abolisher kinda fell into place.

Flayer Husk is awesome! Generally, the weakest point of equipment is it requires a creature to be of any use. The living weapon mechanic gets around that weakness, but at a price (that's why most living weapons are so overcosted). But Flayer Husk isn't! It comes on as a 1/1 creature, can chump, and still be useful later by boosting something. With a Puresteel on the battlefield it is a 1/1 creature with card draw attached to it (two or three if I have two or three Paladins out) and with metalcraft it is a body I can use with mortarpod+basilisk collar for spot removal. I NEED creatures out or the deck fails, and flayer husks give me a creature for cheap, bringing my total available creature count to 33 (including the Inkmoths).

The Inkmoths are a dual purpose inclusion. Sometimes I don't have enough artifacts for metal craft, but I can activate an Inkmoth to give me that last boost I need to achieve it and equip for free (well, technically it would cost 1 colorless, but some turns I use almost 20 colorless in equipment swapping). And they are my Day of Judgement insurance. An Inkmoth with a sword only needs to connect 3 times + a mortarpod to bring a win. If I turn 3 play a sword, they turn four board wipe. I can get in a few solid hits before they can rally a flyer or removal spell. And you know how much it costs? 3 colorless to activate and equip. If I'm using a Sword of Feast and Famine, then I can even have enough mana afterward to start playing threats again, while (hopefully) forcing them to discard a removal spell.

Hope I shed a little light on your questions man. Thanks again!

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Posted 25 July 2011 at 01:19

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hi mate thanks for all your comments on my last decks, i knew i could rely on you, please visit back to see how they get on, i intend to take much of your very good advice, ok this deck, i can see your proud of it and rightly so, i think it has a good balance between speed in the way it flows and its ability to stall and mess with your opponent,( grand abolisher) i really like the flayer husks in here i can see how they work so well particualy in conjunction with the puresteel palladins i mean its no risk for 1 mana right !, to pick up on your conversation with AzraelTheSlain, could you not use blink moth, over ink moth ?, then again its double the damage for a win condition, but in more general terms it would still boost the metal craft and proberly provide a more general synergy with the rest of the deck, i think what you say about getting through with a sword attached to a moth (be it blinkmoth or inkmoth) dosnt really matter what does is that the sword kicks in, i can particualy se ehow these kick in after a day of judgment, i'd even consider having x 2 doj in the main deck body for this senario, lmao i was gonna suggest sun titan, but there they are hidding in your sideboard lol, looks like you have covered most things,
one thought the equip cost is less on lightning greaves then on swiftfoot boots and with so many weenies you could always move it off onto another creature place all your other equipment onto it then requip with the greaves at no extra cost, but this does mean they have a window to shhot your creature when you do this so its a trade off.

top bombing this deck is amigo well done, i'll be getting round your others asap.

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Posted 27 July 2011 at 23:27

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Thanks for getting back to me so quickly bud! Like I said before, you've been busy with those other decks and they look good!

Blinkmoth will be getting a spot over Inkmoth once this deck rotates out, but as it stands right now, this deck is Standard legal and I'm using it for FNM's. I like the Boots over the Greaves simply because the deck functions on being able to equip a creature when I need to and the Greaves OCCASIONALLY get in the way of that (Not to mention they also fall into the "not standard" category). I've got some big plans for the deck once it's not a tournament deck anymore... Stoneforge Mystic, Argentum Armor, and Blinkmoth nexus all together would make this deck a tutoring, equipping, metalcrafting, card drawing machine!

The DoJ in the main board are risky... I need creatures (it is aggro after all). The only time a DoJ is useful is if they are consistently playing more and/or bigger and/or faster creatures than me (Stompy, Goblins, RDW, Eldrazi, etc). And yeah, that covers a god amount of the match-ups right now, but in any control match up, it'll be a dead draw. I do have the ability to recover from a DoJ faster than the opponent usually does though... maybe if I drop one with a Puresteel and Abolisher in hand, then next turn play the Abolisher, followed by the Puresteel, metalcraft equip some protection (boots, sword, etc) to one or both then swing in... I mean, unless they get a creature out the following turn I can swing in for probably 4-6 unblocked...

On second thought, I'll give it a little bit of play testing, we'll see what happens, thanks for the suggestion bud! :-)

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Posted 28 July 2011 at 00:24

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well i cant argue with any of that it all makes sence and shows how well thought out your deck is, the ability to recover from a doj quicker than most particulay with inkmoths and equipment scattered around is what i was driving at, so yes maybe thats worth some play testing, good look with it, when it does rotate out you should post a v2 version to see how it evolves but keep this posted also as i thionnk they may run slightly different it will be good to comapre the two, wel done mate, i'll check your others asap,

please take a look at my rage extractor, golem deck and cast your eye over my responces to your commenst on my other decks i appreciate you took the time to look at several, thank you.

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Posted 28 July 2011 at 01:17

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