There are times when creativity is called for. When we reach into the dark recesses of our minds and challenge ourselves to do something different. Ox Kindred. An eight-card combo we're determined to pull off. Phage the Untouchable.
Other times, it's fun to just jump in the river and let it carry you exactly where it wants.
Not gonna lie here, my first thought was Conspire for Sami. Conspire is this old ability that lets you tap two Creatures which share a color with the spell with Conspire, then you get to copy the Conspire spell. Problem is, of course, there are only a few legal Conspire spells in our ![]()
color pairing.
So... Convoke, maybe? Spells with Convoke let us tap our Creatures to make their casting costs easier. Great way to tap a bunch of Creatures, should we need to do that.
The thing is, we don't need to do that. Sami only cares if we have two tapped Creatures; more than that gets us nothing other than fewer blockers. She only makes the one Robot no matter what we do. Given that she's Uncommon, it's clear what she's meant to do - she's supposed to run with cards with Station.
Station, of course, is the new ability from Edge of Eternities which lets us tap our Creatures to put counters on them. At some point, they get enough counters to gain new abilities, like the ability to attack or tap for mana or do damage.
So, rather than trying to be clever, let's push this, hard. Is there a deck in the stars?
Sami, Ship's Engineer | Commander | Mark Wischkaemper
- Commander (1)
- 1 Sami, Ship's Engineer
- Creatures (23)
- 1 All-Fates Stalker
- 1 Anim Pakal, Thousandth Moon
- 1 Bennie Bracks, Zoologist
- 1 Chrome Companion
- 1 Dawnstrike Vanguard
- 1 Flight-Deck Coordinator
- 1 Frontline War-Rager
- 1 Gold Myr
- 1 Iron Myr
- 1 Kavaron Harrier
- 1 Kavaron Turbodrone
- 1 Oreplate Pangolin
- 1 Ornithopter of Paradise
- 1 Pulsar Squadron Ace
- 1 Slagdrill Scrapper
- 1 Solemn Simulacrum
- 1 Starfighter Pilot
- 1 Steel Overseer
- 1 Sunstar Chaplain
- 1 Vaultguard Trooper
- 1 Welcoming Vampire
- 1 Weftstalker Ardent
- 1 Zookeeper Mechan
- Instants (9)
- 1 Cut Propulsion
- 1 Dispatch
- 1 Drill Too Deep
- 1 Emergency Eject
- 1 Focus Fire
- 1 Invasive Maneuvers
- 1 Radiant Strike
- 1 Reroute Systems
- 1 Zealous Display
- Sorceries (3)
- 1 Calamity of Cinders
- 1 Honor
- 1 Orbital Plunge
- Enchantments (6)
- 1 Banishing Light
- 1 Hardlight Containment
- 1 Kyren Negotiations
- 1 Pain for All
- 1 Tempered Steel
- 1 Tocasia's Welcome
- Artifacts (18)
- 1 All-Fates Scroll
- 1 Dawnsire, Sunstar Dreadnought
- 1 Debris Field Crusher
- 1 Extinguisher Battleship
- 1 Galvanizing Sawship
- 1 Halo Fountain
- 1 Lumen-Class Frigate
- 1 Melded Moxite
- 1 Pinnacle Kill-Ship
- 1 Rescue Skiff
- 1 Skullclamp
- 1 Springleaf Drum
- 1 The Eternity Elevator
- 1 The Seriema
- 1 Wand of the Worldsoul
- 1 Warmaker Gunship
- 1 Wedgelight Rammer
- 1 Wurmwall Sweeper
- Lands (40)
- 3 Plains
- 3 Mountain
- 1 Abraded Bluffs
- 1 Ancient Den
- 1 Battlefield Forge
- 1 Buried Ruin
- 1 Castle Ardenvale
- 1 Castle Embereth
- 1 Clifftop Retreat
- 1 Command Bridge
- 1 Command Tower
- 1 Darksteel Citadel
- 1 Evolving Wilds
- 1 Fountainport
- 1 Furycalm Snarl
- 1 Glittering Massif
- 1 Great Furnace
- 1 Holdout Settlement
- 1 Inventors' Fair
- 1 Ishgard, the Holy See // Faith & Grief
- 1 Mirrex
- 1 Mishra's Factory
- 1 Needle Spires
- 1 Radiant Summit
- 1 Rugged Prairie
- 1 Secluded Starforge
- 1 Sunbaked Canyon
- 1 Sundown Pass
- 1 Sunscorched Divide
- 1 Survivors' Encampment
- 1 Temple of the False God
- 1 Temple of Triumph
- 1 Thriving Bluff
- 1 Thriving Heath
- 1 Treasure Vault
- 1 Wind-Scarred Crag
This deck is designed almost entirely around the Station mechanic. We're going to play out some Creatures, most of which care about what we're up to (tapping Creatures), land a Station Artifact, and start tapping to make Robots. Slowly.
Our 40 Lands include a whole bunch of nonbasics, primarily because of All-Fates Scroll, which cares about how many different Land names we have. That's fine; we get walloped by Blood Moon, but that was pretty likely anyway, and we're better off than most because we're actually in Red. Note Ishgard, the Holy See // Faith & Grief counts as a Land in this deck; I'm not normally a fan of using these kinds of cards as Lands, preferring to count them as spells, but in this case I think we're okay. The thing is, don't hold it - if you have it, play it early as a Land and don't worry about the recursion of Faith & Grief.
We've also got some ramp, but it's kind of all over the place. Springleaf Drum, for example, makes perfect sense in this deck, so we have it. Wand of the Worldsoul does too, giving us the ability to Convoke out some of our larger spells and tap down our guys. All-Fates Scroll functions as a mana rock until we don't need it any more, at which point we can use it to refill. The Eternity Elevator is mostly here as a Station card, but it does tap for a decent amount of mana. If it builds up, it makes a whole bunch more. Gold and Iron Myr tap for
and
, respectively, but more importantly, they're Creatures which can tap themselves without attacking, something we'll likely want. Ornithopter of Paradise plays a similar role. Solemn Simulacrum is an Artifact Creature, which matters, plus the ramp is invaluable, and Zookeeper Mechan gives us a use for all that Elevator mana.
We do need to keep cards flowing, and this color pair is probably the worst at it. Welcoming Vampire is kind of the way to go here; we get a couple of that kind of effect with Bennie Bracks, Zoologist and Tocasia's Welcome. Vaultguard Trooper is the kind of Red chaos that can be great fun; Slagdrill Scrapper can tap itself and lets us turn our Robots (or Solemn Simulacrum) into cards, too. Pulsar Squadron Ace won't always hit, but it can be a useful effect, and we have a number of ways to Surveil. Melded Moxite lets us trade trash for treasure, and Skullclamp is kind of obvious in this build, even if it won't necessarily draw right away since the Robots are 2/2s.
Winning is its own challenge, and, if I'm honest, seems a bit... willy-nilly. My guess is one of two things will happen, but your mileage may vary: either we'll be left unmolested as a theme deck and wind up with a board of enough Robots (plus maybe Tempered Steel) that we surprise the table with a big wide swing, or we end up turning on one of our Stations and having some massive beater who can actually kill people, like Extinguisher Battleship.
As long as we're living in Edge of Eternities primarily, it seemed only fitting to pull removal from that set as well, so most of it comes from there. Dispatch made too much sense to not run, of course, but otherwise we have fun spells like Emergency Eject, Cut Propulsion, and Drill Too Deep, which can also help turn on one of our Station cards. I'm particularly a fan of Focus Fire here, which is flavorful and cool. Orbital Plunge is pricey but on theme, plus it creates a Lander token for us. Calamity of Cinders should do a decent job of being a one-sided Wrath; do keep in mind, though, you can't tap more Creatures than the cost of the spell, so tap carefully.
We have a few cards which help Artifact Creatures, namely Tempered Steel and Steel Overseer. We're not an Artifact Creature Kindred deck - those certainly exist - but we have enough of them it's worth supporting them a touch; when five or six 2/2 Robots are suddenly 5/5s, it is alarming for the rest of the table. Most of our Spacecraft are Artifacts, too, so if we actually manage to turn on Dawnsire, Sunstart Dreadnought, we can buff it up even bigger than 20/20.
I like Halo Fountain here, a card I'm always surprised I don't see more of at tables. It does a ton of things we want. I also like Zealous Display as a Combat trick; since we've probably tapped all our stuff down, suddenly having a bevy of blockers will make a big difference. It's also the kind of card which lives in your friends' memories - play that once, at the right time, and they'll be convinced you always have it, thinking twice about attacking into your "unblocked" board.
This deck is definitely a work-in-progress, but it would be a great place to start if you, I don't know, have drafted a bunch of Edge of Eternities and have a ton of these cards laying around. Build it up, play it some, and adjust as you get more cards and open things which will work in the deck. It should be fun to play and won't feel unfair at a Bracket 2 or even Bracket 1 table, but with some tight play and good politicking, you can give a Bracket 3 table a run for its money.
Thanks for reading.












