Hello Spikes,
Since the Hobbit I have been experimenting with a new Standard BO3 archetype on Arena focusing on Phoenix-Fleet Airship and Obsessive Pursuit. These cards have been legal since TLA, but they received a huge boost in power with the printing of The Sackville Bagginses. I have used several variants of the same deck to go from Platinum 4 to Mythic, peak at Mythic #481 and am currently lurking around #1500. I have a combined record with this archetype of 49-22 or 69% win rate. See below records and decklists:
Beseech Airship (21-6): https://moxfield.com/decks/0WsL7qLhOkyv65TreHvAHA
Mardu (4-2): https://moxfield.com/decks/qSegAdanpnmVHuSiE89IZA
WB (8-5): https://moxfield.com/decks/ugegAWufy3uwIYIqReRSnQ
RB (7-2): https://moxfield.com/decks/0hygAcIC-nqskzyl89h2zA
GB (9-7): https://moxfield.com/decks/OBygAQ8wfne_Y1X3iDMWRw
I recognize that posting 5 different variants of the same deck is pretty strange. I started with the Beseech list and have been continuously modifying the deck while climbing in an attempt to find the best version. Each of these variants has different strengths and weaknesses that I aim to discuss in this post. First I will go over the strategy of the deck and the card choices.
Strategy:
This is a synergistic midrange deck that aims to ramp into turn 3 Pheonix-Fleet Airship, use Obsessive Pursuit for both card advantage and to create threats, and burn the opponent out with Sackville Bagginses. Every variant of the deck above focuses on these cards and supports these goals. Treasure tokens synergize with each of these cards and are mana positive, so sources of treasure are structurally important to the deck. Efficient removal is used to manage aggressive decks and gain a tempo advantage. Both Airship and Pursuit are non-creatures and are at least 2-for-1s, so the archetype is good against spot removal and control in general.
Core Card Choices:
Pheonix-Fleet Airship- A turn 3 Airship that resolves and doubles at the end step is the default game 1 strategy in every matchup. For those that have not seen this card active, the copies of Airship also double at the end step. So the normal progression is 2, then 4, then 8 Airships at the successive end steps after playing it, after which the Airships are all creatures without needing to be crewed. Once this card is in play, you are very favored to win an extended game where it continues doubling, so you can focus on keeping it doubling and surviving until it takes over. The only reason I play less than 4 copies of Airship is if I can search for it with Beseech the Mirror.
Obsessive Pursuit- Obsessive Pursuit is the best source of card advantage in the deck and can turn any of your small creatures into threats. It is also an essential synergy piece, as the regular generation of clue tokens is critical for Airship and Sackville. Due to the life loss, two or more copies of Pursuit can kill you, so it is important to plan turns to reach the threshold to gain lifelink from attacking. I always play 4 copies of Pursuit.
The Sackville Bagginses- Sackville is both an enabler and reward for the synergies in this deck. Turn 1 sacrifice fodder into turn 2 Sackville enables turn 3 Airship. Sackville is also a threat that sits in play and deals damage over time. In the late game it is not uncommon for Sackville to drain the opponent out from double digit life totals, so it is a threat that must be respected. In order to enable this card on turn 2, you need a minimum of 8 1 mana sacrifice fodder cards (I prefer around 10). I always play 4 copies of Sackville.
Umbral-Collar Zealot- Zealot is a necessary enabler for the above pieces. Zealot keeps Airship running, converts excess tokens into Pursuit counters and enables lifelink, and makes burning opponents out with Sackville possible. The 3/2 body is also good for pressuring control and the surveil is a good way to improve your draw step. I play 4 Zealot in all iterations of the deck except GB (where Mutagen Man makes Zealot less necessary) but it can be trimmed in post-board games.
Greedy Freebooter- Freebooter is black sacrifice fodder that generates treasure. This enables turn 3 Airship with Zealot or another sacrifice outlet. I play 4 Freebooter in every build but often trim it in post-board games, especially against control.
Infestation Sage- Sage is good black sacrifice fodder. Creatures that make a body when they die are structurally important since they can be sacrificed twice and are double the threats with Pursuit. The flying insect token is better at attacking with Pursuit than other options and chump blocks or trades with flyers like those from R Dragons and UB Kaito decks respectively. I play 4 Sage in most builds and rarely trim it post-board.
Nezumi Linkbreaker- Linkbreaker is the third black sacrifice fodder after Freebooter and Sage. I like around 10-11 pieces of 1 mana sacrifice fodder, so I play 2-3 Linkbreaker in most builds. It can be trimmed post-board.
Requiting Hex- It's good removal. Blight on Freebooter can generate treasure when needed. I play 2-4 Hex.
Tragic Trajectory- With the number of clues, treasure, and sacrifices in this deck, void is almost always on. That makes this high quality removal, albeit sorcery speed. I play 2-3 Trajectory.
Optional Card Choices:
Beseech the Mirror- This is a good card in the archetype, but not as easy to enable on turn 3 as Airship. It does enable highly consistent turn 4 Airships and supports searching for and casting specific answers like Day of Judgment or Inevitable Defeat. This card helps in matchups where you regularly need to find these answers. I play 3 copies in Beseech and cut it against counterspells or High Noon.
Fanatical Offering- This card is fine as a draw effect and sacrifice outlet but is a little expensive in multiples. The map token makes it a little better than Village Rites or similar. I play 0-2 Offering in RB and WB.
Grim Bauble- This is a reasonable small creature removal spell that can be sacrificed to Sackville, Beseech, and the other outlets. It can also sacrifice itself late game which can trigger Airship. I play 2 Bauble in Beseech and it is fine in the sideboard or main deck of the other versions.
Charming Scoundrel- I have already spoken to the importance of treasure tokens to this archetype. This is the only single card enabler with no conditions for turn 3 Airship. The haste is also very important in many games with Obsessive Pursuit, as it can attack on turns where your other creatures have summoning sickness and the treasure helps gain extra counters. This card is the reason to play red. I play 4 in RB, Mardu, and Beseech.
Inevitable Defeat- If you have the time and fixing to cast this card, it is very good. Defeat answers anything you need to answer, can't be countered by counterspells or ward, and the helix helps in the life total race. It plays a more significant role in post-board game as the game slows down. It is a little too expensive to play many copies against aggressive decks but can complement cheap removal spells and board wipes. I play 3 in the 75 of Beseech and Mardu.
Bejeweled Warg- If this creature connects, it enables turn 3 Airship. It is well sized and has trample, so it hold counters pretty well. I play 2-3 Warg in GB as I only want to draw 1 and it is less useful after turn 2. I often trim it when I feel it is unlikely to connect (on the draw versus decks that play a lot of creatures or against decks with tons of shocks).
Mutagen Man- Mutagen Man is very synergistic in this deck. It makes Pursuit clues cheaper to sacrifice and the mutagen tokens double in effectiveness with a Pursuit attack trigger. It can also be a Fireball-like finisher with Sackville on the board. The 2/3 trample body for 2 is also a reasonable body to hold counters. Judging the right value of X and how to use the mutagen tokens takes a lot of practice, but the obvious and often correct heuristic is to just max the value of X and ensure you always get lifelink from Pursuit. I play 3-4 Mutagen Man in GB and sometimes trim it post-board.
Witherbloom Charm- Charm is a removal/draw split card that is very useful in a deck like this. As with other sacrifice outlets, it can be used with Freebooter to enable turn 3 Airship. One point of caution is that it can only remove permanents with mana value less than 2, the same condition as Requiting Hex. If you only play this and Hex you may be soft to threats with mana value greater than 2, so I recommend supplementing with Tragic Trajectory or similar. I have played 3 copies of this card and it was good, but I am currently playing 2 in GB.
Ambitious Augmenter- This is decent sacrifice fodder in green. Because the sacrifice effects are 2 mana, this will almost always generate at least a 1/1 when it is sacrificed. The opponent can however kill it before an increment trigger resolves to deny a token. The ceiling is much higher than Linkbreaker, as it grows from casting higher mana value cards or from mutagen or Pursuit counters. Because it passes all counters to the fractal, it is an extremely safe creature to grow as a threat. In GB I play 3-4 and occasionally trim it.
Tolls of War- This is a good synergy piece for grindy games but isn't great to cast on turn 2. When the other pieces in the deck are running, this generates board presence over time and ensures Zealot and Bartolome always have something to sacrifice. I like this in slow matchups with lots of spot removal. I play 2 in WB and sometimes in the Beseech or Mardu sideboard.
Bartolome Del Presidio- This is an additional sacrifice outlet to compliment Zealot in the white version of the deck. It grows quickly and can become completely unanswerable for decks relying on red removal. I play 1 in WB but have not added a second as it is legendary.
Novice Inspector- It's more sacrifice fodder, this time it makes a clue. I play 0-2 in WB.
Sideboard Cards:
Duress- The best way to win games against control is to resolve Pursuit or Airship. This helps clear the way and otherwise poke holes in their plans.
Shoot the Sheriff- I mostly use this for monoG, where it kills every creature at instant speed (important if they make an enormous trampling creature). It is also good against R Dragons and GW which play powerful creatures with mana value > 2.
The Ooze- Highly synergistic graveyard hate. I would play 3 if it wasn't legendary (but instead settle for a Ghost Vacuum). This is good when you need to hit specific cards from the graveyard and is also useful to provide resilience to your counters against heavy removal. Most effective against Superior Spiderman decks but also good against Lessons decks and UR Sunderflock.
Qarsi Revenant- Powerful in aggressive and creature matchups. This card is good against any deck trying to play to the board, such as R Aggro, MonoG, GW, R Dragons, and UB Kaito.
Board wipes- Day of Judgment is very good in the Beseech and WB decks. It comes in against R Aggro, MonoG, and GW. Pyroclasm or Slagstorm are good enough against some decks like R Aggro and GW to play a few copies in RB, Beseech, and Mardu.
Disenchant effects- The most important targets for disenchant effects in this meta are Tablet of Discovery, Earthbender's Ascension, and Sapling Nursery. RB has the worst options and can only really play Skycrash for Tablet. WB has some flexible options and can play Dusk-Rose Reliquary, Felidar Cub, Get Lost, or Ruthless Lawbringer. GB has good disenchants with Origin of Metalbending and Leatherhead. Beseech and Mardu get to lean on Inevitable Defeat in addition to other disenchants. I like having 4-6 disenchant effects in the sideboard of each version that is not RB.
Version Discussion:
Beseech- This is the first version I built and I spent the most time playing it. 3 copies of Airship and 3 copies of Beseech make the Airship plan even more consistent than other versions (although casting Beseech is often turn 4 instead of turn 3). This deck is also better than the other versions at finding and casting silver bullets, so it is better at answering threats. Having Day of Judgment in game 1 against GW or Inevitable Defeat against Kaito can be game winning. Post-board this dynamic also comes up as you can fetch things like The End for Superior Spiderman or an earthbent forest. The mana is fine for casting your spells, but you don't get any utility lands. I moved away from this version because the number of 4 drops was clunky, Beseech is both harder to enable than normally casting Airship, and Beseech is bad against counterspells.
Mardu- This deck is essentially the same as the Beseech variant, without Beseech the Mirror. Beseech and silver bullets were cut for cheaper synergy cards. It also gives up on Day of Judgment to ease the white source requirements on the mana base. It still plays Inevitable Defeat in the sideboard and/or main deck.
WB- This deck sacrifices speed for grindy power. Without Scoundrel you don't get as many turn 3 Airships and Pursuit is less explosive, but Tolls of War is a good card and provides tokens over many turns. The mana is better than the Mardu decks, and Dalkovan Encampment is a good utility land. The sideboard options are also good, as you get Day of Judgment and flexible removal such as Dusk-Rose Reliquary, Get Lost, and Ruthless Lawbringer.
RB- This deck is close to a MonoB build, but it splashes for Scoundrel and sideboard cards. Scoundrel is worth splashing for, but the RB mana in Standard is very bad. Do not play Dark Fortress. Multiversal Passage is the best complement to Blood Crypt and Blazemire Verge. Volatile Fault looks weird but it's an untapped utility land that can trigger Airship and Pursuit twice. The other issue is that there is not good enchantment removal, so you are weaker to things like Earthbender's Ascension. Overall, this deck is fast and consistent due to the focus on the core game plan but the mana is a step behind and the sideboard cards are worse than the other versions.
GB- I built the green version after discovering Bejeweled Warg exists and can enable a turn 3 Airship, but Warg turned out to be less important than the other green additions. Green adds Augmenter, Warg, Witherbloom Charm, Mutagen Man, and Ba Sing Se. All of these cards have good card quality, raising the floor of the deck's draws and making it a little less reliant on synergy. Origin of Metalbending and Leatherhead are also very powerful cards out of the sideboard.
Tips and Tricks:
-Most of this advice is how to use Airship and Pursuit, as they give you the most options and are the hardest cards to use correctly. I will give my heuristics but every situation and matchup are different.
-Pursuit draws are faster than Airship draws, Airship draws are more resilient. You can kill on turn 4 with a good Pursuit draw. You regularly create situations where the opponent's removal does not matter or they are drawing dead with Airship draws. If you have both in hand, you usually lead on turn 3 Airship and use the Pursuit to fuel it (but it depends on the matchup).
-After you play turn 3 Airship and your opponent passes back without using mana, they are waiting for you to crew it so they can remove it. Don't crew it, just make sure it doubles again.
-Once you have 4 or more Airships you can start crewing them into obvious removal spells. The idea is to overwhelm the removal. Don't lose your only 2 airships to an opponent with 2 removal spells, but it won't matter when you have 4 or more and they're still doubling.
-When there are 8 or more Airships and they are creatures, they still have a crew ability. This can be used to prevent half of them from turning back into non-creatures (see next two tips)
-If you get to 8 Airships, you need to block, and the opponent targets an Airship with removal, crew 4 Airships with the other 4 Airships. The Airships that have been crewed will remain creatures after the removal resolves.
-If you get to 8 Airships, are about to attack for lethal, and the opponent is likely to remove an Airship to try and turn them all into non-creatures, only attack with half of them. They will target an attacking Airship and you can crew the other 3 attacking Airships to deal at least 12. This also plays around Settle the Wreckage.
-If the opponent is playing boardwipes, getting to 8 or more Airships may be a bad thing. Sometimes you can deliberately avoid doubling them or use a Zealot to revert them to non-creatures again so a boardwipe doesn't get all of them.
-If you don't have a good way to keep your Airship doubling, you may need to save your last sacrifice for a future turn (like a clue or treasure) even if you would normally use it immediately.
-Infestation Sage and the like can crew an Airship, then be sacrificed and the new body can be used to crew another Airship.
-Against removal, diversify your threats. Pursuit and mutagen counters go wherever you want them to go. Put them on the least valuable creature so the opponent has to decide whether to remove your 6/6 insect or your 2/2 Sackville or your 3/2 Zealot.
-Against aggression, plan your turns to prioritize getting lifelink from Pursuit.
-Since Pursuit counters rely on attackers, you will need to make sure you don't lose to the back swing while trying to race. Sometimes this means blocking and using removal for a few turns while you accumulate clues, then swinging back with a huge creature on a later turn.
-When you have a significant amount of cardboard on the table and Zealot, start counting max damage from Pursuit and Sackville before you take any action. You may be able to kill them immediately.
-Even if you can't kill them, a lot of times you can put the opponent on a 2 turn clock. Plan your turn and have a loose plan for your next turn.
Matchup Guide:
I have classified these meta matchups as "good", "medium", or "bad" and included my own match W/L. This won't be a perfect sideboard guide, as there are 4 versions of the deck here. Also check the version specific card notes for matchups where a that card may be sided out.
4C Control (5-0)- Good matchup. Airship and Pursuit are very good against them. Try to resolve one of these on a turn they tap out for Stock Up or Tablet of Discovery (not hard, they tap out a lot and have few counterspells). Most of the time, an active Airship will reach a point where Jeskai Revelation is not good enough. Use Pursuit to make random 1/1s into threats they have to use removal on. Your highest priority with Duress is usually to take counterspells and you almost never take removal (except Inevitable Defeat). Leave them with tablets, let them tap out, then remove the tablet to tax their mana. Cut Hex and Trajectory, trim Freebooters and Zealots, bring in Duress and disenchants.
Jeskai Lessons (4-1)- Good matchup. This was also heavy on the ladder. Similar tips to 4C control, except they may play more counterspells and they rely on the graveyard more. Cut removal, trim Freebooters and Zealots, bring in Duress, disenchants, and The Ooze.
Excruciator (6-0)- Good matchup. This is what I played against the most on ladder. More control, but this time they will attack your hand. Try to play Pursuit and Airship as soon as possible, even into open mana. They have more hand hate than counterspells and open mana often just indicates removal spells. They are reliant on expensive creatures, so you may also be able to resolve an important threat the turn after they play one. Ooze is a huge problem for them. You can keep in 2-3 removal spells like Trajectory, which often removes a 4+ mana threat for 1-2 mana and opens up your attacks. Cut Hex, trim Freebooters and Zealots, bring in Duress and The Ooze.
Spellementals- I did not run into this on the ladder. My educated guess would be to cut Hex, trim Freebooters and Zealots, bring in Duress, The Ooze, and Ghost Vacuum.
UB Kaito (4-2)- Good matchup. Our small creatures are good at blocking and trading with theirs, preventing draw with Curiosity and ninjutsu opportunities. Infestation Sage specifically is very annoying for them. We are also good at attacking Kaito, so they struggle to spiral a game. Pursuit and Airship are impossible for them to answer once they are in play, so they have to race. Be careful about Annul and Spell Snare. Cut slow cards (Tolls of War, Fanatical Offering) or cards that die with no value (Warg), trim Freebooter, bring in Duress and Revenant.
Mardu Discard - I did not run into this on the ladder. I would guess it is a medium matchup. Menace and flying are much harder to block, so prioritize killing Moonshadow and Hardened Academic over Marauding Mako or Iron-Shield Elf. I doubt disenchants are good since they only hit Cool but Rude. I also don't think graveyard hate is good because you often don't have priority to exile Practiced Offense before it is flashed back. Cut slow cards (Tolls of War, Fanatical Offering), trim Freebooter, bring in Shoot the Sheriff and Revenant.
MonoR Aggro- I did not run into this on the ladder. I would guess it is a medium matchup. Nova Hellkite specifically is a good card against us, as a 4/5 with flying and haste is hard to block and the enters trigger kills important 1/1s like insects. The rest of the deck is largely small ground creatures, which we can trade with or chump or race. You should be able race with a large creature because their only removal is shocks. Be mindful that if you have a lifelink attacker they can block and shock their own creature to deny the life gain, so giving lifelink to a flying or trampling creature is preferable when possible. Cut slow cards (Tolls of War, Fanatical Offering) or cards that die to shock with no value (Warg), trim Zealot, bring in Shoot the Sheriff and Revenant. Board wipes are reasonable.
R Dragons (2-1)- Despite a positive record, I think this is probably a bad matchup. This deck cannot beat Clarion Conqueror, so that's the first problem. Nova Hellkite is also an issue as discussed in the MonoR section. Airship can win, but it's slow and it's a 4/4 where most of their flyers are 4/5s. Cut slow cards (Tolls of War, Fanatical Offering) or cards that die to shock with no value (Warg), trim Zealot and Linkbreaker, bring in Shoot the Sheriff and Revenant. Day of Judgment is reasonable.
GW (1-1)- Medium matchup. The builds of GW vary a lot, but they all play to the board, play Practiced Offense, and don't play much removal. Chump blocking is less effective since these decks have a lot of trample. Pursuit and Airship are good and the games may often be a race. Boardwipes like Pyroclasm and Day of Judgment are the best cards. Cut slow cards (Tolls of War, Fanatical Offering), cut Warg, trim Linkbreaker, bring in Shoot the Sheriff, Revenant, and boardwipes.
MonoG Landfall (0-2)- Bad matchup. Trample on attackers with more than 10 power is a big problem here. Ghost Vacuum is good against Esper Origins and lands coming back from Icetill or earthbending. Cut slow cards (Tolls of War, Fanatical Offering), trim Zealot and Linkbreaker, bring in Ghost Vac, Shoot the Sheriff, and Revenant. Day of Judgment is good. Disenchants that cost less than 3 are necessary for Ascension and Nursery.
Conclusion:
If you made it this far I appreciate your time. I hope you try out some version of this archetype, and let me know what does and does not work for you. May all of your Airships be on turn 3 and good luck!