Azorius Aggro 60 cards, 0 sideboard 3 {Azorius Guildgate} 10 {Plains} 6 {Island} 4 {Hallowed Fountain} 23 lands 4 {Soldier of the Pantheon} 3 {Boros Elite} 2 {Cavalry Pegasus} 3 {Daxos of Meletis} 4 {Frontline Medic} 4 {Fiendslayer Paladin} 2 {Archangel of Thune} 22 creatures 1 {Ajani, Caller of the Pride} 3 {Azorius Charm} 2 {Sphinx's Revelation} 2 {Ordeal of Heliod} 3 {Gods Willing} 2 {Rootborn Defenses} 2 {Supreme Verdict} 15 other spells Sideboard Notes: This is what I'm going to run for standard. Suggestions welcome. SB still in progress with meta changes. |
Quote from: Arbitratur on September 26, 2013, 11:36:48 AM
My only gripe about the deck is that it seems like it is fighting against itself. Like it wants to be aggro but it wants to be control also. A lot of creatures but then you {supreme verdict} and boom all your own creatures are dead, also {one speaker} is a good card but not really at all aggro, very defensive which is more of a control card. Same with {sphinx revelation}, if you leave the game that long that you can play that card in an "aggro" deck then it is doing something wrong. I think it is more "midrangey" (if that's a word! Haha)
But it is cool to surprise everyone with the words azorious and aggro in the same sentance!
Quote from: Pirate John on September 26, 2013, 11:50:44 AM
With all the creatures, I'd cut the supreme verdicts down to 1-2 copies.