Honor And Conviction Of A Soldier
18 {Plains} 2 {Swamp} 2 {Vault of the Archangel} 4 {Shimmering Grotto}
26 lands
1 {Sun Titan} 4 {Doomed Traveler} 4 {Elite Vanguard} 4 {Unruly Mob} 2 {Elite Inquisitor} 3 {Loyal Cathar} 2 {Thraben Sentry} 1 {Angelic Overseer}
21 creatures
1 {Sorin, Lord of Innistrad} 4 {Honor of the Pure} 4 {Moment of Heroism} 4 {Spirit Mantle} 2 {Bonds of Faith} 4 {Gather the Townsfolk} 1 {True Conviction} 4 {Silver-Inlaid Dagger} 2 {Avacyn's Collar}
26 other spells
Sideboard
1 {Increasing Devotion} 2 {Skillful Lunge} 1 {Curse of Exhaustion} 1 {Norn's Annex} 1 {Blazing Torch} 1 {Champion of the Parish} 1 {Ray of Revelation} 1 {Thraben Doomsayer} 1 {Suture Priest}
10 sideboard cards
Notes:
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Ok so here's my new human deck that I plan on playing at my FNM this week. (hopefully they have all been building to counter my infect deck which won last time)
Anyway, it's currently siting at 80 cards, and I'd like to see if you guys have any ideas on maybe how to make it more effective.
I've put everything i've considered using into the sideboard so you can see what I have to work with. I have left out plenty of black and such as its been running predominantly white.
You have about 15 hours!
See what you can do :)
I'm also interested in thoughts on the strategy of running {evolving wilds} and {swamp}s vs s{himmering grotto}
Ofcourse dual lands would be king, but I just don't have any. :(
Also interested in thoughts if I should run the {caged sun} (I'm pretty sure I only have one)
A few other cards that I did consider early on but I removed were: (I have 2 of each)
{Chalice of life}
{Steel Hellkite}
{Executioner's hood}
Quote from: Wally on March 08, 2012, 11:58:33 AM
I'm also interested in thoughts on the strategy of running {evolving wilds} and {swamp}s vs {shimmering grotto}
Ofcourse dual lands would be king, but I just don't have any. :(
Also interested in thoughts if I should run the {caged sun} (I'm pretty sure I only have one)
I wouldn't bother with the {Caged Sun}. You have no outlet for 12 mana and all it would really do is give +1/+1, which you could do better in other ways.
Take out {Elixir of Immortality}, it's not a competitive card. You won't need {Manalith} with {Evolving Wilds} and if you only need to slash black for Sorin and the Vault, go with the Grottos, they'll slow you down less than swamps and wilds.
Ahh yea the outlet for the cage I was thinking the steel Hellkite
I might just keep 2 swamps in there to hopefully give me a decent ratio of getting a black land.
Pulling the others and updating now. :)
Lose the {Heavy Mattock} too. 3 to cast and 2 to equip is too much for +2/+2. Swap them for Inlaid daggers if you can.
K I'll pull em out.
I don't have any more of those daggers tho :(
Might be able to dig up a {varidian claw} or two tho?
Or another trep blade.
Quote from: Wally on March 08, 2012, 01:09:59 PM
K I'll pull em out.
I don't have any more of those daggers tho :(
Might be able to dig up a {varidian claw} or two tho?
Or another trep blade.
Go trep.
I don't like trep blade it is to costly to use. {avacyns color} is a good card if you are looking for equipment and it is cheap to cast and equip. Personally if I am paying 3 to cast and 2 to equip....it is going to be a sword not a trep blade.
Quote from: cltrn81 on March 08, 2012, 05:45:35 PM
I don't like trep blade it is to costly to use. {avacyns color} is a good card if you are looking for equipment and it is cheap to cast and equip. Personally if I am paying 3 to cast and 2 to equip....it is going to be a sword not a trep blade.
I have two of those collars somewhere should I put them both in?
Also what are thoughts on the flail, the demonmail hauberk and the scythe? Vs said blade?
No to all those you asked about. The flail is good on a pumped unblockable but I would not use it in anything but an unblockable. 2 avacyns collar could be helpful if you are looking for cheap equipment.
Updated. I snuck in some {viridian claw}s too. I pulled them from other decks.
My thinking was, lifelink and deathtouch are great with first strike.
On that note. Thoughts on {bladed pinions}
Also should I add the parallel lives now that I have the shimmering grottos for the off chance I can play it?
This has all been very equipment based, so I take it my balance between creatures and other is ok?
Not long now, I guess we will see how it plays out. :)
Sideboards can only be 15 cards max.
Yeah I didnt even take one tonight.
As I wrote earlier it was just there for people to see what cards I had to choose from when building the deck. Helps for ideas etc.
In a tip of the hat to Prophylaxis. I'm going to keep this updated.
So a little run down on how it went I guess.
I won two rounds and lost two.
I took a game from my mate with the red goblin deck (he won the night) so I was happy about that.
I was actually able to keep pumping out enough tokens and had a {honor of the pure} out to buff them a bit, and the {suture priest} was picking up life for me all the time and {unruly mob} picking up tokens when they died.
Lost 2-1
Won vs a deck full of stuff that I didnt want to block. ({black cats} and deathtouch creatures)
I won using the {bonds of faith} to pacify and used spirit mantle to get past. And the just white beat down for the second game
Won 2-0
Lost vs a white battle cry deck full of {hero of the blade hold} and {signal pest}s. His deck just hit much harder. It got worse when he dropped a {true conviction} down and finished me quickly.
Lost 2-0
Won vs a Wolf/burn deck plenty of undying, plenty of burn. He played all the right cards and got me once, but I came back for the next two, hitting harder with {honor of the pure} on the field and some first strike.
Won 2-1
The deck currently has great synergy between creatures, and the fact that more than half of the deck (almost 3 quarters) costs two or less to cast it allows for a decent amount of action in the first few turns.
A few card that gave me fantastic results and will possibly need to make full play sets of:
{bonds of faith}
{honor of the pure}
{silver-inlaid dagger}
{gather the townsfolk}
{moment of heroism}
I know I can drop:
{Remember the fallen} games don't go long enough to bother playing this.
I will also drop {break of day} to make a full set of {moment of heroism}
{strider harness} can go to make way for another dagger, (just need to get one/some)
On top of all that I don't really know what to cut. I'm quite happy playing a 75 card deck as it plays slightly different every time, but it's possibly not going to stand up to better decks that way.
So at last weeks FNM I actually won. :)
Which really surprised me because there were some really awesome decks there.
We don't have heaps of people at the one I go to, but some o these guys have been playing mtg for around 10 years and such. The rest are either similar to myself, been playing for a year or so and the rest are virtually new. So needless to say I was pretty pleased to take down some of these more seasoned players.
I had made a few changes that really helped me pull this off.
I sat down and really worked on this deck. Refocus, readjust, taking note of what worked for me last time.
I got my hands on another elite guy, dropping one of the sentries to fit him in.
And made some space with one of the loyal cathars.
So now that my creature base was more solid, a little cheaper, and with a good percentage of guys that were vigilant, I just needed to make them hit a bit harder.
I managed to get the play sets of the following cards to allow me to focus hitting hard
{spirit mantle} making them unblockables and awesome blockers.
{honor of the pure} static pump.
{silver-inlaid dagger} awesome card for this deck.
{gather the townsfolk} to keep my army growing all the time.
{moment of heroism} best instant I could find for the cmc to go in this deck.
using the collars to make guys that weren't vigilant stop tapping when attacking was great, adding a spirit mantle to any of them helped keep them around longer, and then dropping a dagger or two on any of them before attacking was just crazy.
Some rounds I had to stall a bit till I drew a creature to give me the upper hand, crazy after board wipes (one game my opponent were both top decking land for 3 or 4 turns after he board wiped) I ended up dropping something he couldn't stop and it got me home.
By far the craziest game was vs red and black vampire deck, he was pumping his guys like crazy with counters and I couldn't do anything the first game. Using the red guys that pump and the red curse that does the same.
The second game I had one of my elites with protection from vampires and I got out another guy and equipped a spirit mantle on it. I was then able to drop some daggers and kill pretty quickly.
The third game was pretty similar to the second except we both got to around 6 life before I killed him.
I think it's actually quite impressive how quickly this deck can both pump out real creatures (not tokens) and how well it can keep them. And then on top of that, how to make them make 20 life disappear very quickly.
I'm not sure if I'll fiddle too much more with this deck, well not until the next set is released.It's pretty solid. Of course it's not unbeatable but I'm going to build other decks now and throw them against this one and see how they go. Should. Be a good tester.
I know it's still 75 cards in the main deck, but I really can't see how to make it any less without dropping some of the cards that make it work so well.
Enough for now.
Thanks for putting up with my ramble.
Nice job!
Quote from: Wally on March 29, 2012, 05:46:22 AM
So at last weeks FNM I actually won. :)
Which really surprised me because there were some really awesome decks there.
We don't have heaps of people at the one I go to, but some o these guys have been playing mtg for around 10 years and such. The rest are either similar to myself, been playing for a year or so and the rest are virtually new. So needless to say I was pretty pleased to take down some of these more seasoned players.
I had made a few changes that really helped me pull this off.
I sat down and really worked on this deck. Refocus, readjust, taking note of what worked for me last time.
I got my hands on another elite guy, dropping one of the sentries to fit him in.
And made some space with one of the loyal cathars.
So now that my creature base was more solid, a little cheaper, and with a good percentage of guys that were vigilant, I just needed to make them hit a bit harder.
I managed to get the play sets of the following cards to allow me to focus hitting hard
{spirit mantle} making them unblockables and awesome blockers.
{honor of the pure} static pump.
{silver-inlaid dagger} awesome card for this deck.
{gather the townsfolk} to keep my army growing all the time.
{moment of heroism} best instant I could find for the cmc to go in this deck.
using the collars to make guys that weren't vigilant stop tapping when attacking was great, adding a spirit mantle to any of them helped keep them around longer, and then dropping a dagger or two on any of them before attacking was just crazy.
Some rounds I had to stall a bit till I drew a creature to give me the upper hand, crazy after board wipes (one game my opponent were both top decking land for 3 or 4 turns after he board wiped) I ended up dropping something he couldn't stop and it got me home.
By far the craziest game was vs red and black vampire deck, he was pumping his guys like crazy with counters and I couldn't do anything the first game. Using the red guys that pump and the red curse that does the same.
The second game I had one of my elites with protection from vampires and I got out another guy and equipped a spirit mantle on it. I was then able to drop some daggers and kill pretty quickly.
The third game was pretty similar to the second except we both got to around 6 life before I killed him.
I think it's actually quite impressive how quickly this deck can both pump out real creatures (not tokens) and how well it can keep them. And then on top of that, how to make them make 20 life disappear very quickly.
I'm not sure if I'll fiddle too much more with this deck, well not until the next set is released.It's pretty solid. Of course it's not unbeatable but I'm going to build other decks now and throw them against this one and see how they go. Should. Be a good tester.
I know it's still 75 cards in the main deck, but I really can't see how to make it any less without dropping some of the cards that make it work so well.
Enough for now.
Thanks for putting up with my ramble.
I do hope you didn't type that on a iThing....
I use notes, then copy and paste. :)