Not too many years ago, WotC attempted to change the name of Modern Affinity decks to Robots. The issue was that it was an artifact-centric deck that had zero cards with the affinity mechanic—if only they had been successful! Now if you read that I’m featuring an Affinity deck, you’d have no idea that this is the True Affinity deck.
With artifact lands like Seat of the Synod, cards like Frogmite and Myr Enforcer were quite powerful. You had plenty of draws that were capable of playing Frogmite on turn 1, and it was almost always free on turn 2. Myr Enforcer was similarly a 4/4 creature that could sometimes come down turn 2 and would often come down turn 3 for little-to-no mana investment.
That’s some powerful stuff, but with all of the colored artifact lands banned in Modern and access to only Darksteel Citadel, playing these creatures became a liability. While they’re still powerhouses in formats like Pauper where those key lands are legal, they never saw the light of day in Modern… until today. With enough 0-mana artifacts in your deck, and the rest of your strategy focused on cheap artifacts, both Frogmite and Myr Enforcer are potent weapons.
With all of these true Affinity creatures, you’re going to need cheap artifacts. The nut draws all include Mox Opal. This is absolutely a Mox in a deck with so many cheap artifacts. This allows you to have truly explosive draws that can close a game out quickly.
You also have full playsets of the 0-mana artifact creatures in Memnite and Ornithopter. Neither of these are super powerful creatures, but they work really well with anything that increases power and they’re artifacts on the battlefield. When a Memnite gets to function as a mana producer to cast Frogmite and Myr Enforcer before it starts attacking for 1, it looks pretty good.
To turn on these affinity and metalcraft cards, you also have the full playset of Welding Jars. Functionality in your mana producers is great, and saving your giant Myr Enforcer from the few removal spells that can actually kill it can be game-winning.
Signal Pest is even more powerful here than it is in traditional Affinity. You have the ability to flood the board with 3+ creatures as early as turn 1 and should have a nearly empty hand by turn 2. Signal Pest turns everything into a threat.
Cranial Plating and Arcbound Ravager are your power cards. Etched Champion, Master of Etherium, and Steel Overseer are too slow for this build. Plating is incredible with so many cheap artifacts and evasive creatures. Ravager is tough to deal with and can put all of its counters on another threat should they find an answer.
Vault Skirge adds cheap evasion and life gain. Pumping it up with Plating or Ravager creates a clock that can rarely be matched. The other 1-drops in this deck are a couple of copies of Bomat Courier. Since you empty your hand so quickly, Bomat can add a bit of card advantage to put you over the top.
Springleaf Drum adds another cheap artifact that can also accelerate. A Drum alongside a 0-cost artifact creature allows you to unload most of your hand turn 1 to set up for a big turn 2. It also allows you to play a very low land count, and you’re only running 12 to go with 4 Moxes and 4 Drums.
The final card in this deck is Chalice of the Void. Sometimes this will just act as another 0-mana artifact to accelerate out your Affinity creatures, and in other games it will lock out a deck that relies on 1-mana spells to interact and compete.
The lands here, outside of the 4 Darksteel Citadels, include the playset of Blinkmoth Nexus but no Inkmoth Nexus. You’re not looking to combo off, and with a very low land count, you focus instead on Contested War Zone as the payoff for having so many 0-mana creatures. With sixteen potential 0-mana creatures and another ten 1-drops, you can activate the War Zone for value very early for a ton of damage.
Affinity is a known quantity in Modern, but not like this. Relying on true Affinity synergy gives you one of the most aggressive decks in the format.