CLASSIFIED FIELD MANUAL // KEEN ENGINEERING

ONE PRECON. TWENTY-THREE BAD DECISIONS.

BUILD THE
SWARM.
RUIN THE TABLE.

A practical, slightly irresponsible guide to the 23 cards Tito bought you. Learn what each card does, what to swap, and how to become your playgroup's most preventable problem.

◈ A guide, not a deck replacement. You own all 23 cards. Start by testing a few.

Sai, Master Thopterist Magic card
◈COMMANDER
SAI, MASTER THOPTERIST
1/1FLYING THOPTER
EVERY ARTIFACT CAST
✦
✳
✦
FDC / MONO BLUE / ARTIFACT ENGINE ↙ 2026
23CARDS YOU ALREADY OWN
14SUGGESTED STARTER TRIALS
09EXPERIMENTAL ALTERNATIVES
40LANDS LEFT ALONE
01 / MISSION BRIEF

HOW THIS DECK GETS ON EVERYONE'S NERVES

Every artifact is a small problem.
Many artifacts are a large problem.

STANDARD OPERATING PROCEDURE ↗
01

Cast Sai.

Whenever you cast an artifact spell, Sai makes a 1/1 flying artifact Thopter. He also trades two artifacts plus {1}{U} for a card.

02

Cast small artifacts.

Cheap or discounted artifacts build a board faster than expensive one-off monsters. Efficient Construction doubles your reward.

03

Draw. Deny. Annoy.

Turn spare tokens into card draw or spell discounts. Save counters for what actually threatens your engine.

04

Choose the ending.

Pump your flying swarm with Favorable Winds or overload Rise and Shine to awaken your noncreature artifacts.

02 / THE PURCHASED CARDS

ALL 23. REAL CARD ART. NO GUESSWORK.

Meet your accomplices.

Select a card for exactly how to play it, why it earns a slot, the possible precon cut, and the trap to avoid.

23 CARDS IN THE ARCHIVE
03 / INTERACTIVE SWAP LAB

100-CARD LEGALITY / ONE CARD IN, ONE CARD OUT

Your deck. Your crimes.

The 14 starter suggestions are preselected below. Toggle off any you don't like; test one of nine alternatives in the same slot. This is a planning tool—nothing in your physical deck changes.

14 TRIAL SWAPS PLANNED14 original cards out · 14 purchased cards in · 100 total
STARTER PATH14 / FOUNDATION
SWAP-IN ALTERNATIVES09 / EXPERIMENT

A bench card takes the place of one specific starter card, not an extra deck slot. Choose ONE alternative per slot.

04 / COMBAT DOCTRINE

FOUR LINES WORTH LEARNING

How to make them sigh.

These are practical interactions—not infinite combos and not guaranteed wins. The point is to keep the machine working.

FINAL WARNING

If they're still having fun,
you haven't finished building.

But seriously: play the precon first, swap slowly, and learn what each change does. Don't buy anything else yet. You already have the 23-card experiment kit.

A FAILED '90s
PLANESWALKER TITO ◈ END TRANSMISSION