3 {Moorland Haunt} 3 {Island} 11 {Plains} 2 {Seachrome Coast} 4 {Glacial Fortress}
23 lands
3 {Blade Splicer} 3 {Gideon's Lawkeeper} 4 {Fiend Hunter} 2 {Geist of Saint Traft} 4 {Doomed Traveler} 4 {Mirran Crusader} 4 {Hero of Bladehold}
24 creatures
2 {Dismember} 3 {Mana Leak} 2 {Oblivion Ring} 2 {Sword of Body and Mind} 4 {Honor of the Pure}
13 other spells
Sideboard
2 {Flashfreeze} 1 {Mental Misstep} 1 {Mana Leak} 1 {Divine Offering} 2 {Revoke Existence} 2 {Celestial Purge} 1 {Day of Judgment} 1 {Angelic Destiny} 4 {Timely Reinforcements}
15 sideboard cards
Notes:
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What does everyone think?
This deck is one I'm going to take to FNM, any suggestions?
This deck is weak against tempered steel and wolf run
I like. Some {Intangible Virtues} wouldn't go astray with all the tokens you're pumping out. 😉
{Ghost Quarter} can be a silver bullet for Wolf's run.
{sundial of the infinite} so you can keep your angel tokens..
{Sword of war and peace} for opposing white creatures and {day of judgment} for the puresteel, if he's gone they fall apart
I would run two more {oblivion ring} and sideboard the two {dismember}. My point is that the ring can exile anything the dismember can kill and you do not have to pay 4 life. Not saying dismember does not have advantages.
Quote from: Greg54js on December 11, 2011, 06:49:09 AM
{sundial of the infinite} so you can keep your angel tokens..
I don't know if I would auto-include that every time {Geist of Saint Taft} shows up. Aside from that one interaction, the dial doesn't do anything else for the deck.
No {Champion of the Parish}?
@blackjester:
It's just a thought but I mean if there's any other way to end your turn then sundial use that..
Quote from: Greg54js on December 11, 2011, 02:42:40 PM
@blackjester:
It's just a thought but I mean if there's any other way to end your turn then sundial use that..
Don't get me wrong, it's a good combo. But the sundial will take up a slot or two, and without any other uses in the deck, and ony two Saints, most of the time it'll be a card you'll wish you hadn't drawn.
Now if the deck had other uses for the {Sundial of the Infinite}, then it would be worth it.
Quote from: BlackJester on December 11, 2011, 03:28:54 PM
Quote from: Greg54js on December 11, 2011, 02:42:40 PM
@blackjester:
It's just a thought but I mean if there's any other way to end your turn then sundial use that..
Don't get me wrong, it's a good combo. But the sundial will take up a slot or two, and without any other uses in the deck, and ony two Saints, most of the time it'll be a card you'll wish you hadn't drawn.
Now if the deck had other uses for the {Sundial of the Infinite}, then it would be worth it.
Yes thank you thank you thank you! This is precisely the question I was pondering!
There are all these ideas floating around, good ideas, but I don't know how applicable they are.
Blackjester: I completely agree with your opinion on the sundail, and this is the same issue that comes up with the different cards as well.
Intagible virtue: I already have four copies of honor of the pure, no need for more pump enchantments to take place of necessary creatures.
Sundail of the infinite: takes up slots in the deck and does not do enough.
Day of judgement: remember, this is an aggressive deck, I do not want to be wiping my threats off the field unless I am absolutely behind, which in that case, I'm screwed anyways. That's why I only run one in sideboard.
Removals: I don't want to clog up my mainboard with removals, I strife to be the aggressive deck in each matchup, i am not control, and if I slow my deck down, I cannot get the advantage earlier if I draw more control spells. I do however need more assistance against other aggro decks so I run my celestial purges and my day of judgement and my timely reinforcements.
Champion of the parish: I just flat out dislike this card. In my deck, it attempts to race other creatures by getting bigger, but it simply doesn't do enough in this deck. I have witnessed various token decks in world San-fransisco that do spam creatures to get value out of parish. However, my deck doesn't do enough to get the full value for this card.
Now with all the "cannots", I pose the question to everyone: what can? What will get the most value? What would push this deck to the fullest extent possible?