A few questions regarding some Affinity mechanics.

I know you didn't specifically ask for this so I hope I don't offend by posting this but since this deck is pretty difficult to master I figured I'd try to help a fellow new affinity player out with some of the things I've learned over the year since I picked the deck up.

Affinity/Robots has two ways to win, swarm and pierce. Swarm means you clump up the board with a ton of artifacts and win with your power cards. Pierce means you make one guy really big and try to get through with this. Arcbound is the key card for transitioning between modes. Knowing when to switch between the two will make you a lot better at affinity. It's not something you can really learn. Watch a lot of affinity videos (Frank Karsten comes to mind) or just play a lot yourself. Experience experience experience.

I'll try list some of the interactions and tips for robots that I remember: - Go through the math. Count on a piece of paper if you must. This deck is all about doing the math and doing it well. - THINK before you play your cards. This deck rewards perfect sequencing of cards. You can't miss an opportunity to play an arcbound ravager on turn 1. Before you play any card, even land, make sure you know everything you'll do that turn. (I think Reid Duke has a good article on sequencing somewhere.) - Play a mox opal before you have metalcraft if you can get metalcraft that turn. Example: I hold in hand a darksteel citadel, Ornithopter, Mox Opal and vault skirge. If I sequence like this: Darksteel Citadel -> Ornithopter -> Mox Opal my opponent can respond to me casting the Mox opal by lightning bolting my Ornithopter and I can't cast Vault Skirge. Because I don't have metalcraft and can't tap it for mana. If I play it like this: Darksteel citadel -> Mox Opal -> Ornithopter it's too late for them and I get my mana regardless of a bolt and can play Vault Skirge even if he bolts the thopter. - Don't be too afraid to sac early to an arcbound ravager and add to your clock. - If you sacrifise an arcbound ravager to another arcbound ravager remember that you get two seperate +1/+1 counters: one from the sac and one from the modular trigger when the sacrifised arcbound hits the graveyard. You're free to direct the modular trigger where you want to. - +1/+1 counters don't fall off an inkmoth/blinkmoth just because it becomes a land again at the end of your turn. - You can attack with Etched Champion with 3 other artifacts so it has metalcraft and thus protection. Your opponent can't block. As the declare blockers step passes before damage you can sac every artifact you have to an arcbound and then sac arcbound to move the counters to Etched Champion with the modular trigger. Etched champion loses its protection but it doesn't matter because your opponent can't declare blockers anymore. Careful however, your Etched champion is now very vulnerable to removal. - Spellskite can redirect your modular ability. However modular is a 'may' ability which means you don't have to do it. This can be important when someone has a spellskite in play which can redirect your modular ability. If they do it, you can simply decline to put the counters on the spellskite because it's a 'may'. It still annoys you pretty badly though hence some people will bring in spellskites against affinity. - Remember that spellskite cannot redirect Cranial plating as it says "creatures you control", making spellskite not a legal target.

These are some of the ones I can think of on the top of my head. That being said read articles from the pro's about the deck. Some nice reads: http://www.starcitygames.com/article/28030_Affinity-Primer.html http://www.channelfireball.com/articles/deck-guide-modern-affinity/ All of Frank Karsten articles on Channelfireball and pretty good and watching hm

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