Affinity Play Notes
This is the latest article in a series on Affinity.
I play the Arcbound Ravager + Emry version of Affinity. This version plays 4 Weapons Manufacturing for the synergy with Ravager.
There is a less popular variant with Memnite + Thoughtcast that's also doing quite well. Some lists play Salvage Titan to supplement Kappa - they typically don't play the Ravager either.
The current version of affinity is a fast deck with a lot of reach. Arcbound Ravager can pull off combat tricks that'd embarrass Prowess decks, and Kappa can quickly get bigger than Phlage and even Ulamog.
Lines
Plan A is to get out a Kappa Cannoneer on turn 2 or 3. Plan B is tokens with Pinnacle Emissary and constructs from Urza's Saga. Plan C is direct damage from munitions tokens.
Which hands to keep
- Any hand that can product a turn 2 or 3 Kappa
- A hand with Pinnacle Emissary that can produce a lot of drones on turn 1
- A hand with Weapons Manufacturing that can produce a lot of munitions on turn 2
- A Urza's Saga + Mox Opal hand that can start making constructs on turn 2
- A hand with turn 1 Emry is worth playing, but it will be more grindy
Affinity functions perfectly fine with 1 land.
Turns 1 & 2
Try to maximize value you get from Pinnacle Emissary and [Weapon's Manufacturing]. Sequencing is important.
Turns 2 & 3
Try to go off with Kappa, or start making munitions and control the board. Arcbound Ravager + Weapons Manufacturing is fantastic.
Targets for [Rebuke]
Affinity isn't a control deck - we use countermagic (mainly [Rebuke]) to protect the board state. Most of the time, you want to be countering only things that are going to wipe your board state or prevent a win you have lined up in the next 1-2 turns.
Exceptions:
- If you are behind or playing against a combo deck, then use countermagic to disrupt them.
- If the opponent can actually outvalue you and shift the balance, then counter their payoff. For example, a Phlage or a Murktide.
In other blue decks, you hold up counters. With Affinity, the better call is usually to play a threat and force the opponent to be on the back foot with counterspells. We play enough threats to afford some trades, and Emry can fish most of them back out from the graveyard.
This can even be true against combo decks - unlike e.g. Energy, Affinity's threats can kill so fast that even Storm and Neobrand might be forced to deal with them.
Targets for Sink into Stupor
Sink isn't a counter spell - most of the time you will play it as a land, but there are situations where it can excel:
- Opponent taps out for a big spell, e.g. a kicked Consult or [Emrakul, the promised End].
- It can hit spells that can't be countered, e.g. Emrakul, the Aeons Torn.
- Bounce spells or permanents that have non-mana costs, like delve or escape. Murktide, Phlage, Oculus, Overlord of the Balemurk, etc.
Sink can also protect against Counterspell and similar, without generating card advantage for the opponent:
- You cast Kappa
- Opponent counters
- You Sink targetting Kappa on the stack
- Opponent has just wasted their Counterspell
At {1}{UU}, Sink doesn't come up too often, but when it does at a decisive moment, it can change the outcome of the game.
Maybeboard
- [Skateboard]
- [Ravenous Robots]
- [Krang, Master Mind]