leptontraveler
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Commander
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{"ops":[{"insert":"My girl Gallia is still partying despite "},{"attributes":{"italic":true},"insert":"checks notes "},{"insert":"some whacko trying to \"fix\" the multi-verse. And honestly, as soon as I saw "},{"insert":{"card-link":"Gallia, the Merrymaker"}},{"insert":" inspiration struck and I knew she was going to lead some kind of Modular deck. \n\nWhy Modular, you might be asking. Well... much like her og card, Merrymaker has two effects, one of which is much more useful than the other. The effect we are built around is the one that gives haste to \"each other creature creature you control with +1/+1 counter on it\" (something, something small indie company) and I really wanted to take advantage of it as much as possible without relying on her second effect to add a +1/+1 counter to any one creature that entered this turn. Which means that I wanted my Creatures to enter with +1/+1 counter(s) on them, and - it being me - I immediately thought of the Arcbound creatures and their not-technically-Modular brethren. Who said that robots can't dance?\n\nSpecifically, we have eight of the... Modular Creatures of all time. The deck features "},{"insert":{"card-link":"Arcbound Stinger"}},{"insert":", "},{"insert":{"card-link":"Arcbound Tracker"}},{"insert":" and "},{"insert":{"card-link":"Arcbound Crusher"}},{"insert":" as evasive beaters, the latter two of which grow themselves overtime as we cast more spells and/or artifacts. Next, we have "},{"insert":{"card-link":"Arcbound Reclaimer"}},{"insert":" for recursion, "},{"insert":{"card-link":"Scrapyard Recombiner"}},{"insert":" as both a tutor and - alongside "},{"insert":{"card-link":"Arcbound Ravager"}},{"insert":" - a sac outlet. Lastly, we have "},{"insert":{"card-link":"Arcbound Slith"}},{"insert":" to Slith it up and "},{"insert":{"card-link":"Arcbound Worker"}},{"insert":" as another Modular body for +1/+1 counter shenanigans. \n\nAs for our not-technically-Modular cards; "},{"insert":{"card-link":"Iron Apprentice"}},{"insert":" is the guy that Arcbound Worker's girlfriend told him not to worry about, "},{"insert":{"card-link":"Myr Scrapling"}},{"insert":" is useful for giving haste to the small amount of our Creatures who do not enter with +1/+1 counters, "},{"insert":{"card-link":"Oreplate Pangolin"}},{"insert":", "},{"insert":{"card-link":"Patchwork Automaton"}},{"insert":","},{"insert":{"card-link":"Syr Ginger, the Meal Ender"}},{"insert":", "},{"insert":{"card-link":"Machinesmith Automaton"}},{"insert":", "},{"insert":{"card-link":"Surge Conductor"}},{"insert":" and "},{"insert":{"card-link":"Big Mother Mouser"}},{"insert":" are more examples of growers rather than showers, while "},{"insert":{"card-link":"Steel Overseer"}},{"insert":" and "},{"insert":{"card-link":"Iron Spider, Stark Upgrade"}},{"insert":" are must kill threats for our opponents if we have any kind of board presence. We also have a small suite of X cost 0/0 artifact creatures who enter with a X +1/+1 counters on them - namely "},{"insert":{"card-link":"Stonecoil Serpent"}},{"insert":", "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":", "},{"insert":{"card-link":"Marketback Walker"}},{"insert":" and "},{"insert":{"card-link":"Walking Ballista"}},{"insert":". I love these guys, and they are actually pretty good here, scaling to whatever turn we draw and/or need them. Finally, we have a few utility artifact creatures that also care about +1/+1 counters in the form of "},{"insert":{"card-link":"Liberator, Urza's Battlethopter"}},{"insert":" to give most of our stuff flash, and then "},{"insert":{"card-link":"Technodrome"}},{"insert":", "},{"insert":{"card-link":"Mindless Automaton"}},{"insert":" and "},{"insert":{"card-link":"Towashi Guide-Bot"}},{"insert":" for card draw.\n\nFrom there, we take advantage of Gallia being Red by throwing in some non-artifact +1/+1 counter and modify synergies. "},{"insert":{"card-link":"Crawling Barrens"}},{"insert":" is neat here as it serves its normal purpose as a slow building threat out of our manabase, as well as a 5 mana 2/2 haste when Gallia is out - if we want that for some reason. "},{"insert":{"card-link":"Inti, Seneschal of the Sun"}},{"insert":", "},{"insert":{"card-link":"Laelia, the Blade Reforged"}},{"insert":" and "},{"insert":{"card-link":"Kami of Celebration"}},{"insert":" are all impulse draw engines that grow into beaters very quickly, and "},{"insert":{"card-link":"Taurean Mauler"}},{"insert":" just gets absolutely huge in a four person pod. "},{"insert":{"card-link":"Agitator Ant"}},{"insert":" is mainly here to accelerate our own +1/+1 counter growth, but we will take the protection and incidental damage that goad offers. "},{"insert":{"card-link":"Exocrine"}},{"insert":" is one of our board wipes, while "},{"insert":{"card-link":"Lux Artillery"}},{"insert":", "},{"insert":{"card-link":"Casey Jones, Back Alley Brute"}},{"insert":", "},{"insert":{"card-link":"Thundering Raiju"}},{"insert":" and "},{"insert":{"card-link":"All Will Be One"}},{"insert":" give us reach by turning +1/+1 counters into burn damage. Lastly, we have several finishers in the form of "},{"insert":{"card-link":"Uncivil Unrest"}},{"insert":", "},{"insert":{"card-link":"Akki Battle Squad"}},{"insert":" and "},{"insert":{"card-link":"Mirror-Style Master"}},{"insert":".\n\nWith all that in mind, I think our plan is clear: we are going to play Gallia, play +1/+1 counter creatures, punch our opponents in the face and then burn any survivors out of the game.\n\nBut parties aren't all about the dancing and the fighting, there is also the logistics to consider - such as card draw, ramp and removal. Gallia would never be a tragic host, so our deck has plenty of vegetables in it.\n\nFor card draw, I am running 16 total pieces - most of which deal with our artifacts in some way. For instance, "},{"insert":{"card-link":"Demand Answers"}},{"insert":", "},{"insert":{"card-link":"Vision of Love"}},{"insert":" and Technodrome let us sacrifice an artifact (say a Modular creature that has been targeted by a removal spell) to draw some cards. On the other hand, "},{"insert":{"card-link":"Casey Jones, Jury-Rig Justiciar"}},{"insert":" and "},{"insert":{"card-link":"Mystic Forge"}},{"insert":" specifically get us more artifacts from our deck. I have also included some of my personal staples - such as "},{"insert":{"card-link":"War Room"}},{"insert":", "},{"insert":{"card-link":"Endless Atlas"}},{"insert":" and "},{"insert":{"card-link":"Valakut Awakening // Valakut Stoneforge"}},{"insert":" - and we have actually talked about the rest of the deck's card draw above, because it is all "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"synergistic"},{"insert":".\n\nRamp wise, the deck's average MV is 2.57 and we have a Commander who encourages an aggro gameplan. At this party, we curve out and pray that it is enough.\nThat being said, I did sneak in four pieces of 1 mana ramp to give us the occasional burst of mana. "},{"insert":{"card-link":"Sol Ring"}},{"insert":" needs no introduction, but it's great here because it can cast a lot of our Modular or X cost creatures by itself. "},{"insert":{"card-link":"Rite of Flame"}},{"insert":" let's us cast Gallia on T1 or power out a hasty beater above curve early if she is already on board. Finally, both "},{"insert":{"card-link":"Curse of Opulence"}},{"insert":" and "},{"insert":{"card-link":"Springleaf Drum"}},{"insert":" take advantage of things this deck wants to do - attacking and having our 2 MV commander on board respectively - and ramp us well enough that they are worth it as T1 plays.\n\nSince the deck is looking to just curve out and hit our opponents with robots, we run fewer removal spells than I normally would at 13 pieces. There is a copy of "},{"insert":{"card-link":"Valakut, the Molten Pinnacle"}},{"insert":" (and 23 mountains) hiding in the manabase, but everything else is fairly standard and straight forward. We have Exocrine and "},{"insert":{"card-link":"Delete"}},{"insert":" as boardwipes/burn spells, several MDFCs such as "},{"insert":{"card-link":"Shatterskull Smashing // Shatterskull, the Hammer Pass"}},{"insert":" and "},{"insert":{"card-link":"Kazuul's Fury // Kazuul's Cliffs"}},{"insert":", and as well as some staples like "},{"insert":{"card-link":"Wild Magic Surge"}},{"insert":" and "},{"insert":{"card-link":"Chaos Warp"}},{"insert":". The rest of my removal is very much themed around +1/+1 counters - with obvious stuff like All Will Be One as well as more obscure modified payoffs like "},{"insert":{"card-link":"Flame Discharge"}},{"insert":", "},{"insert":{"card-link":"Kami's Flare"}},{"insert":" and "},{"insert":{"card-link":"Volt Charge"}},{"insert":".\n\nThe rest of the deck is a moshpit of cards that care about +1/+1 counters, artifacts or deal burn damage. We actually have an extensive burn package to help us convert our early game aggression into late game victories, and the most important of these card we have not yet talked about is "},{"insert":{"card-link":"Mechanized Warfare"}},{"insert":". There is also "},{"insert":{"card-link":"The Ooze"}},{"insert":" to preserve our counters and to stop any graveyard shenanigans, "},{"insert":{"card-link":"Animation Module"}},{"insert":" to creatue blockers/threats, and "},{"insert":{"card-link":"Spider-Punk"}},{"insert":" to stop our opponents from stopping us.\n\nWelcome to the party! Gallia is out on the dance floor that is Theros, but her robots will be with you shortly to ensure that you are having a merry time.\n"}]}
Counters
Agitator Ant
At the beginning of your end step, each player may put two +1/+1 counters on a creature they control. Goad each creature that had counters put on it this way. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Creature - Insect

Arcbound Tracker
Menace
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Whenever you cast a spell other than your first spell each turn, put a +1/+1 counter on this creature.
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Whenever you cast a spell other than your first spell each turn, put a +1/+1 counter on this creature.
Creature Artifact - Dog

Big Mother Mouser
This creature enters with two +1/+1 counters on it.
Whenever this creature attacks, double the number of +1/+1 counters on it.
When this creature dies, create a number of 1/1 colorless Robot artifact creature tokens equal to the number of +1/+1 counters on this creature.
Whenever this creature attacks, double the number of +1/+1 counters on it.
When this creature dies, create a number of 1/1 colorless Robot artifact creature tokens equal to the number of +1/+1 counters on this creature.
Creature Artifact - Robot

Lux Artillery
Whenever you cast an artifact creature spell, it gains sunburst. (It enters with a +1/+1 counter on it for each color of mana spent to cast it.)
At the beginning of your end step, if there are thirty or more counters among artifacts and creatures you control, this artifact deals 10 damage to each opponent.
At the beginning of your end step, if there are thirty or more counters among artifacts and creatures you control, this artifact deals 10 damage to each opponent.
Artifact

Syr Ginger, the Meal Ender
Syr Ginger has trample, hexproof, and haste as long as an opponent controls a planeswalker.
Whenever another artifact you control is put into a graveyard from the battlefield, put a +1/+1 counter on Syr Ginger and scry 1.
, , Sacrifice Syr Ginger: You gain life equal to its power.
Whenever another artifact you control is put into a graveyard from the battlefield, put a +1/+1 counter on Syr Ginger and scry 1.
, , Sacrifice Syr Ginger: You gain life equal to its power.
Legendary Creature Artifact - Knight Food

The Ooze
Whenever a creature you control with a +1/+1 counter on it leaves the battlefield, create a Mutagen token for each +1/+1 counter on it. (A Mutagen token is an artifact with ", , Sacrifice this token: Put a +1/+1 counter on target creature. Activate only as a sorcery.")
: Exile target card from a graveyard. Create a Mutagen token.
: Exile target card from a graveyard. Create a Mutagen token.
Legendary Artifact

Thundering Raiju
Haste
Whenever this creature attacks, put a +1/+1 counter on target creature you control. Then this creature deals X damage to each opponent, where X is the number of modified creatures you control other than this creature. (Equipment, Auras you control, and counters are modifications.)
Whenever this creature attacks, put a +1/+1 counter on target creature you control. Then this creature deals X damage to each opponent, where X is the number of modified creatures you control other than this creature. (Equipment, Auras you control, and counters are modifications.)
Creature - Spirit

Counters
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Draw
Inti, Seneschal of the Sun
Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
Legendary Creature - Human Knight

Kami of Celebration
Whenever a modified creature you control attacks, exile the top card of your library. You may play that card this turn. (Equipment, Auras you control, and counters are modifications.)
Whenever you cast a spell from exile, put a +1/+1 counter on target creature you control.
Whenever you cast a spell from exile, put a +1/+1 counter on target creature you control.
Creature - Spirit

Draw
(CTRL to add secondary)
Finisher
Akki Battle Squad
Whenever one or more modified creatures you control attack, untap all modified creatures you control. After this phase, there is an additional combat phase. This ability triggers only once each turn. (Equipment, Auras you control, and counters are modifications.)
Creature - Goblin Samurai

Mirror-Style Master
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.)
Whenever this creature attacks, for each attacking modified creature you control, create a tapped and attacking token that's a copy of that creature. Exile those tokens at end of combat. (Equipment, Auras you control, and counters are modifications.)
Whenever this creature attacks, for each attacking modified creature you control, create a tapped and attacking token that's a copy of that creature. Exile those tokens at end of combat. (Equipment, Auras you control, and counters are modifications.)
Creature - Human Warrior

Finisher
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Flash
Liberator, Urza's Battlethopter
Flash
Flying
You may cast colorless spells and artifact spells as though they had flash.
Whenever you cast a spell, if the amount of mana spent to cast that spell is greater than Liberator's power, put a +1/+1 counter on Liberator.
Flying
You may cast colorless spells and artifact spells as though they had flash.
Whenever you cast a spell, if the amount of mana spent to cast that spell is greater than Liberator's power, put a +1/+1 counter on Liberator.
Legendary Creature Artifact - Thopter

Flash
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Land
Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
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Ramp
Ramp
(CTRL to add secondary)
Recursion
Arcbound Reclaimer
Remove a +1/+1 counter from this creature: Put target artifact card from your graveyard on top of your library.
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Golem

Recursion
(CTRL to add secondary)
Removal
Wild Magic Surge
Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.
Instant

Removal
(CTRL to add secondary)
Sac Outlet
Sac Outlet
(CTRL to add secondary)
Tokens
Animation Module
Whenever one or more +1/+1 counters are put on a permanent you control, you may pay . If you do, create a 1/1 colorless Servo artifact creature token.
, : Choose a counter on target permanent or player. Give that permanent or player another counter of that kind.
, : Choose a counter on target permanent or player. Give that permanent or player another counter of that kind.
Artifact

Tokens
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Tutor
Scrapyard Recombiner
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
, Sacrifice an artifact: Search your library for a Construct card, reveal it, put it into your hand, then shuffle.
, Sacrifice an artifact: Search your library for a Construct card, reveal it, put it into your hand, then shuffle.
Creature Artifact - Construct

Tutor
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Maybeboard
Arcbound Fiend
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
At the beginning of your upkeep, you may move a +1/+1 counter from target creature onto this creature.
Modular 3 (This creature enters with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
At the beginning of your upkeep, you may move a +1/+1 counter from target creature onto this creature.
Modular 3 (This creature enters with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Horror

Artificer's Dragon
Flying
: Artifact creatures you control get +1/+0 until end of turn.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
: Artifact creatures you control get +1/+0 until end of turn.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature Artifact - Dragon

Depthshaker Titan
When this creature enters, any number of target noncreature artifacts you control become 3/3 artifact creatures. Sacrifice them at the beginning of the next end step.
Each artifact creature you control has melee, trample, and haste. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Each artifact creature you control has melee, trample, and haste. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Creature Artifact - Robot

Goro-Goro, Disciple of Ryusei
: Creatures you control gain haste until end of turn.
: Create a 5/5 red Dragon Spirit creature token with flying. Activate only if you control an attacking modified creature. (Equipment, Auras you control, and counters are modifications.)
: Create a 5/5 red Dragon Spirit creature token with flying. Activate only if you control an attacking modified creature. (Equipment, Auras you control, and counters are modifications.)
Legendary Creature - Goblin Samurai

Mechtitan Core
, Exile this Vehicle and four other artifact creatures and/or Vehicles you control: Create Mechtitan, a legendary 10/10 Construct artifact creature token with flying, vigilance, trample, lifelink, and haste that's all colors. When that token leaves the battlefield, return all cards exiled with this Vehicle except this card to the battlefield tapped under their owners' control.
Crew 2
Crew 2
Artifact - Vehicle

Solar Array
: Add one mana of any color. When you next cast an artifact spell this turn, that spell gains sunburst. (If it's a creature, it enters with a +1/+1 counter on it for each color of mana spent to cast it. Otherwise, it enters with that many charge counters on it.)
Artifact

Threefold Thunderhulk
This creature enters with three +1/+1 counters on it.
Whenever this creature enters or attacks, create a number of 1/1 colorless Gnome artifact creature tokens equal to its power.
, Sacrifice another artifact: Put a +1/+1 counter on this creature.
Whenever this creature enters or attacks, create a number of 1/1 colorless Gnome artifact creature tokens equal to its power.
, Sacrifice another artifact: Put a +1/+1 counter on this creature.
Creature Artifact - Gnome

Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"My girl Gallia is still partying despite "},{"attributes":{"italic":true},"insert":"checks notes "},{"insert":"some whacko trying to \"fix\" the multi-verse. And honestly, as soon as I saw "},{"insert":{"card-link":"Gallia, the Merrymaker"}},{"insert":" inspiration struck and I knew she was going to lead some kind of Modular deck. \n\nWhy Modular, you might be asking. Well... much like her og card, Merrymaker has two effects, one of which is much more useful than the other. The effect we are built around is the one that gives haste to \"each other creature creature you control with +1/+1 counter on it\" (something, something small indie company) and I really wanted to take advantage of it as much as possible without relying on her second effect to add a +1/+1 counter to any one creature that entered this turn. Which means that I wanted my Creatures to enter with +1/+1 counter(s) on them, and - it being me - I immediately thought of the Arcbound creatures and their not-technically-Modular brethren. Who said that robots can't dance?\n\nSpecifically, we have eight of the... Modular Creatures of all time. The deck features "},{"insert":{"card-link":"Arcbound Stinger"}},{"insert":", "},{"insert":{"card-link":"Arcbound Tracker"}},{"insert":" and "},{"insert":{"card-link":"Arcbound Crusher"}},{"insert":" as evasive beaters, the latter two of which grow themselves overtime as we cast more spells and/or artifacts. Next, we have "},{"insert":{"card-link":"Arcbound Reclaimer"}},{"insert":" for recursion, "},{"insert":{"card-link":"Scrapyard Recombiner"}},{"insert":" as both a tutor and - alongside "},{"insert":{"card-link":"Arcbound Ravager"}},{"insert":" - a sac outlet. Lastly, we have "},{"insert":{"card-link":"Arcbound Slith"}},{"insert":" to Slith it up and "},{"insert":{"card-link":"Arcbound Worker"}},{"insert":" as another Modular body for +1/+1 counter shenanigans. \n\nAs for our not-technically-Modular cards; "},{"insert":{"card-link":"Iron Apprentice"}},{"insert":" is the guy that Arcbound Worker's girlfriend told him not to worry about, "},{"insert":{"card-link":"Myr Scrapling"}},{"insert":" is useful for giving haste to the small amount of our Creatures who do not enter with +1/+1 counters, "},{"insert":{"card-link":"Oreplate Pangolin"}},{"insert":", "},{"insert":{"card-link":"Patchwork Automaton"}},{"insert":","},{"insert":{"card-link":"Syr Ginger, the Meal Ender"}},{"insert":", "},{"insert":{"card-link":"Machinesmith Automaton"}},{"insert":", "},{"insert":{"card-link":"Surge Conductor"}},{"insert":" and "},{"insert":{"card-link":"Big Mother Mouser"}},{"insert":" are more examples of growers rather than showers, while "},{"insert":{"card-link":"Steel Overseer"}},{"insert":" and "},{"insert":{"card-link":"Iron Spider, Stark Upgrade"}},{"insert":" are must kill threats for our opponents if we have any kind of board presence. We also have a small suite of X cost 0/0 artifact creatures who enter with a X +1/+1 counters on them - namely "},{"insert":{"card-link":"Stonecoil Serpent"}},{"insert":", "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":", "},{"insert":{"card-link":"Marketback Walker"}},{"insert":" and "},{"insert":{"card-link":"Walking Ballista"}},{"insert":". I love these guys, and they are actually pretty good here, scaling to whatever turn we draw and/or need them. Finally, we have a few utility artifact creatures that also care about +1/+1 counters in the form of "},{"insert":{"card-link":"Liberator, Urza's Battlethopter"}},{"insert":" to give most of our stuff flash, and then "},{"insert":{"card-link":"Technodrome"}},{"insert":", "},{"insert":{"card-link":"Mindless Automaton"}},{"insert":" and "},{"insert":{"card-link":"Towashi Guide-Bot"}},{"insert":" for card draw.\n\nFrom there, we take advantage of Gallia being Red by throwing in some non-artifact +1/+1 counter and modify synergies. "},{"insert":{"card-link":"Crawling Barrens"}},{"insert":" is neat here as it serves its normal purpose as a slow building threat out of our manabase, as well as a 5 mana 2/2 haste when Gallia is out - if we want that for some reason. "},{"insert":{"card-link":"Inti, Seneschal of the Sun"}},{"insert":", "},{"insert":{"card-link":"Laelia, the Blade Reforged"}},{"insert":" and "},{"insert":{"card-link":"Kami of Celebration"}},{"insert":" are all impulse draw engines that grow into beaters very quickly, and "},{"insert":{"card-link":"Taurean Mauler"}},{"insert":" just gets absolutely huge in a four person pod. "},{"insert":{"card-link":"Agitator Ant"}},{"insert":" is mainly here to accelerate our own +1/+1 counter growth, but we will take the protection and incidental damage that goad offers. "},{"insert":{"card-link":"Exocrine"}},{"insert":" is one of our board wipes, while "},{"insert":{"card-link":"Lux Artillery"}},{"insert":", "},{"insert":{"card-link":"Casey Jones, Back Alley Brute"}},{"insert":", "},{"insert":{"card-link":"Thundering Raiju"}},{"insert":" and "},{"insert":{"card-link":"All Will Be One"}},{"insert":" give us reach by turning +1/+1 counters into burn damage. Lastly, we have several finishers in the form of "},{"insert":{"card-link":"Uncivil Unrest"}},{"insert":", "},{"insert":{"card-link":"Akki Battle Squad"}},{"insert":" and "},{"insert":{"card-link":"Mirror-Style Master"}},{"insert":".\n\nWith all that in mind, I think our plan is clear: we are going to play Gallia, play +1/+1 counter creatures, punch our opponents in the face and then burn any survivors out of the game.\n\nBut parties aren't all about the dancing and the fighting, there is also the logistics to consider - such as card draw, ramp and removal. Gallia would never be a tragic host, so our deck has plenty of vegetables in it.\n\nFor card draw, I am running 16 total pieces - most of which deal with our artifacts in some way. For instance, "},{"insert":{"card-link":"Demand Answers"}},{"insert":", "},{"insert":{"card-link":"Vision of Love"}},{"insert":" and Technodrome let us sacrifice an artifact (say a Modular creature that has been targeted by a removal spell) to draw some cards. On the other hand, "},{"insert":{"card-link":"Casey Jones, Jury-Rig Justiciar"}},{"insert":" and "},{"insert":{"card-link":"Mystic Forge"}},{"insert":" specifically get us more artifacts from our deck. I have also included some of my personal staples - such as "},{"insert":{"card-link":"War Room"}},{"insert":", "},{"insert":{"card-link":"Endless Atlas"}},{"insert":" and "},{"insert":{"card-link":"Valakut Awakening // Valakut Stoneforge"}},{"insert":" - and we have actually talked about the rest of the deck's card draw above, because it is all "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"synergistic"},{"insert":".\n\nRamp wise, the deck's average MV is 2.57 and we have a Commander who encourages an aggro gameplan. At this party, we curve out and pray that it is enough.\nThat being said, I did sneak in four pieces of 1 mana ramp to give us the occasional burst of mana. "},{"insert":{"card-link":"Sol Ring"}},{"insert":" needs no introduction, but it's great here because it can cast a lot of our Modular or X cost creatures by itself. "},{"insert":{"card-link":"Rite of Flame"}},{"insert":" let's us cast Gallia on T1 or power out a hasty beater above curve early if she is already on board. Finally, both "},{"insert":{"card-link":"Curse of Opulence"}},{"insert":" and "},{"insert":{"card-link":"Springleaf Drum"}},{"insert":" take advantage of things this deck wants to do - attacking and having our 2 MV commander on board respectively - and ramp us well enough that they are worth it as T1 plays.\n\nSince the deck is looking to just curve out and hit our opponents with robots, we run fewer removal spells than I normally would at 13 pieces. There is a copy of "},{"insert":{"card-link":"Valakut, the Molten Pinnacle"}},{"insert":" (and 23 mountains) hiding in the manabase, but everything else is fairly standard and straight forward. We have Exocrine and "},{"insert":{"card-link":"Delete"}},{"insert":" as boardwipes/burn spells, several MDFCs such as "},{"insert":{"card-link":"Shatterskull Smashing // Shatterskull, the Hammer Pass"}},{"insert":" and "},{"insert":{"card-link":"Kazuul's Fury // Kazuul's Cliffs"}},{"insert":", and as well as some staples like "},{"insert":{"card-link":"Wild Magic Surge"}},{"insert":" and "},{"insert":{"card-link":"Chaos Warp"}},{"insert":". The rest of my removal is very much themed around +1/+1 counters - with obvious stuff like All Will Be One as well as more obscure modified payoffs like "},{"insert":{"card-link":"Flame Discharge"}},{"insert":", "},{"insert":{"card-link":"Kami's Flare"}},{"insert":" and "},{"insert":{"card-link":"Volt Charge"}},{"insert":".\n\nThe rest of the deck is a moshpit of cards that care about +1/+1 counters, artifacts or deal burn damage. We actually have an extensive burn package to help us convert our early game aggression into late game victories, and the most important of these card we have not yet talked about is "},{"insert":{"card-link":"Mechanized Warfare"}},{"insert":". There is also "},{"insert":{"card-link":"The Ooze"}},{"insert":" to preserve our counters and to stop any graveyard shenanigans, "},{"insert":{"card-link":"Animation Module"}},{"insert":" to creatue blockers/threats, and "},{"insert":{"card-link":"Spider-Punk"}},{"insert":" to stop our opponents from stopping us.\n\nWelcome to the party! Gallia is out on the dance floor that is Theros, but her robots will be with you shortly to ensure that you are having a merry time.\n"}]}





























































































