I am not opposed to any of those effects so much as that they are too expensive. I can and have actually somewhat regularly goldfished a table of 4-5 people by turns 5-6 with this deck and part of that comes from tearing through my deck at incredible breakneck speeds via ramp and unfair card draw. Currently I am somewhat reliant on
Coat of Arms for the real fast games but even just swarming at people with bodies does get me there. I am not opposed to other anthems but with the ones I am currently running you will see there is somewhat of an efficiency to them such as
Steel Overseer,
Master of Etherium,
Throne of the God-Pharaoh, and
Coat of Arms. Of these three,
Master of Etherium is my least efficient one and he still comes with a HUGE body on him on top of giving me an anthem to all my thopters. I guess
Steel Overseer might be less efficient in that he does nothing immediately but ohhhhhhh boy he is a must answer card and he is cheap to cast. Some of my issue has been the efficiency of a lot of the other artifact anthems which has ultimately ended with me cutting them.
Sharding Sphinx is a really cool effect but it required me to have bodies, then play a six drop, then to attack and wait for the next turn so ultimately he got cut for feeling sort of winmore and slow.
I am sort of thinking about adding a bunch of
Time Warps to the list. I feel bad doing that though because I know how %$#% it feels to sit across from extra turns. The five mana turns are so strong though for an aggro strategy and a number of our
Coastal Piracy effects would really do gross things assuming they stuck with some extra turns. I never really expect
Coastal Piracy effects to stick but they occasionally do.
EDIT: Ok, I decided I wanted extra turns. I ended up adding 2/3 of the five mana ones just because I couldn't really find another card I could agree to cut offhand.
DECK CHANGES:
- Ugin, the Spirit Dragon → Capture of Jingzhou Ugin costs too much for this list and I also REALLY don't want to kill Sai myself. Extra turns are something that rarely don't go over well and they can help me ramp, draw another card, get access to more mana, and attack again. Really, its like everything I want to be doing with this deck.
- Shimmer Myr → Temporal Manipulation I think that Shimmer Myr is a bit like an extra turn sometimes when it goes well but the issue is it still doesn't give me more mana, draw a card, and give me an extra combat step. It more functions like an extra turn from the standpoint of letting me clump my mana together. Its also not great without some sort of draw online as its a creature that doesn't draw, really represent much of a threat itself.
- Unstable Obelisk → Chain of Vapor I think that Obelisk isn't very good ramp and it isn't very good as an answer. I think I would rather have a better piece of interaction offhand. I haven't been putting much disruption in here in part because its a pain in the ass to keep mana up in this deck but I think for one mana the number of ways I can throw wrenches in things with Chain is good.