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I often found that if I already had Sai in play with one of these in hand I was tempted to just move artifacts assuming I had them than I was to spend a turn setting one of these up. In a nutshell they felt really slow to set up and bring more attention to me without immediately doing much for me. It takes another turn to set up one of these beyond Sai. Thopter Spy Network / Mirrodin Besieged / Efficient Construction - I tried playing some of these effects but in the end my issue was that they are really slow to cast and I will generally always play Sai on curve over them.I felt like the overall flexability of it wasn't quite what I wanted here given this. Mox Diamond's power tends to only be in opening hands and often times I struggle to have enough lands due to how few I run. The issue is that the tempo to get this specific mox online generally speaking the only upside of it tends to be in my opening hands where as the other moxes that I run are good after my commander and don't have card disadvantage. Mox Diamond - moxes are great and its possible that I can refill my hand quickly.You can potentially get past Propaganda / Crawlspace effects though given a few alternate wincons or possibly by bouncing them out. The hardest sort of token hate to fight through would be Plague Engineer effects (often things in black or white). Token Hate - This is probably the last thing I worry about given that you can potentially still play the deck somewhat decently.Draw / Cast Hate - These effects are somewhat rare in commander but Notion Thief and Rule of Law effects would be some extremely challenging effects to play through given the nature of how this deck plays.Decks with heavier focuses of removal and interaction will be harder to play against assuming they proactively hate on your commander. Recasting him once or twice wont be the end of the world but if you can't stick him the first few times at least for a few turns you will really notice it. Commander Centric - As I said before, this deck is built around Sai.Maybe in a stretch I might play Tangle Wire but no Winter Orb / Static Orb / Stasis. Land Disruption - I won't play Sunder or Back to Basics.I ultimately want to zero my opponents health totals ideally utilizing combat. There are a few things that "can" go off but my hope is not to execute infinite combos. Combo - My goal is ultimately not to go infinite.The more artifacts I can move the more thopters I get. Any artifact that draws me another card tends to be good. Storm Style - Once Sai is in play, my objective is to just chain artifacts as fast as possible.Anytime the commander dies, is stolen, or disabled the #1 objective is to save them. It leads it to have a weakness relying on the commander to do things. Commander Centric - This deck has a BIG focus on getting the commander into play anytime they are not.Its a little bit of a fast deck when you look at racing 75% decks but its a far cry from a CEDH deck. Its a fast proactive deck that the primary wincon is to zero opponents health totals. In a nutshell, I would call this a high powered 75% deck.