2 {Hissing Quagmire} 3 {Plains} 4 {Forest} 2 {Fortified Village} 2 {Warped Landscape} 1 {Evolving Wilds} 3 {Canopy Vista} 2 {Shambling Vent} 3 {Swamp}
22 lands
4 {Zulaport Cutthroat} 2 {Sigarda, Heron's Grace} 3 {Lambholt Pacifist} 3 {Thraben Inspector} 4 {Hanweir Militia Captain} 3 {Veteran Warleader} 4 {Thalia's Lieutenant}
23 creatures
4 {Traverse the Ulvenwald} 3 {Anguished Unmaking} 3 {Ruinous Path} 2 {Vessel of Nascency} 3 {Not Forgotten}
15 other spells
Sideboard
3 {Plummet}
3 sideboard cards
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Simply a human agro deck with a little bit of flying. Looking for suggestions on what to change, especially for my 1 of cards.
Any thoughts on switching {Macabre Waltz}, {Seasons Past}, and both {Unruly Mob} for 2x {Not Forgotten} and 2 more {Thraben Inspector}?
I'd keep {Unruly Mob}. I do feel that {Thraben Inspector} is quite good.
Completely revamped the deck. Took at all of the 1 ofs in favor of consistency. Really loving this deck in all the play testing I've done. So far it has been able to beat U/W spirits, B/W Ally agro, and B/W Ally life gain. Spirits was a rough match up but if I am able to build up faster than he is, it's really difficult to be stopped.
Replaced both {Stoic Builder}s with {Veteran Warleader}s. Deck runs far more smoothly now.
My sideboard has me uncertain though. I'm not sure what I need against Grixis Control, Tokens, or other human decks.
I will for sure be throwing three {Plummet} or {Clip Wings} in the sideboard to deal with flying.