U/W Heroic

Started by DirtyMustachio, October 21, 2013, 09:02:44 PM

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DirtyMustachio

Land: 20
4 {azorious guildgate}
4 {hallowed fountain}
4 {mutavault}
2 {island}
6 {plain}

Creatures: 22
4 {battlewise hoplite}
4 {favored hoplite}
3 {phalanx leader}
4 {fabled hero}
4 {soldier of the panthenon}
3 {banisher priest}

Spells: 18
4 {gods willing}
4 {brave the elements}
2 {bioshift}
4 {hidden strings}
4 {triton tactics}

side: 15
3 {ratchet bomb}
3 {supreme verdict}
3 {detention sphere}
3 {negate}
{Elspeth, sun's champion}
2 {rootborn defenses}

DirtyMustachio


Teysa karlov

 {Triton Tactics} would be great in this deck! Even more heroic triggers

DirtyMustachio

Quote from: Teysa karlov on October 23, 2013, 04:59:23 AM
{Triton Tactics} would be great in this deck! Even more heroic triggers

I actually had that I  the initial build, but I opted to bioshift when i realized both triggers happen before moving counters around. Which could be used offensively or defensively. Amazing card it is to. If only we had to run 65 cards instead of 60 lol could try 3's of some

Maybe - 1 bioshift -1 hidden strings for 2 triton tactics

JordanCirk

Not to be picky or anything, but isn't this U/W and not U/B?

DirtyMustachio

Quote from: JordanCirk on October 23, 2013, 12:31:54 PM
Not to be picky or anything, but isn't this U/W and not U/B?

i'm dumb thanks for pointing that out. i changed the title from something else, and i guess it was like 4 am so i was probably a little tired ha

Joshnoodles

I feel like 4 gods willing and 4 brave the elements is over kill. I might drop some for a small enchantment package like 4  {Ethereal Armor} and 2-3  {Ordeal of Thassa}/ {Ordeal of Heliod}.

DirtyMustachio

The way I see it is two fold. Its either aggro or control in this format. And there's all kinds of burn and control.  Fortunately protection can be used to make mine unblockable and immune to target. Ita aggro and defense. Turn four with bioshifts and hidden strings with fabled could be game if I protect and add counters early enough in the first couple of turns

DirtyMustachio


InfinitiveDivinity

How is running 4 {Mutavault} working out for you? Do you ever have color inconsistencies?

DirtyMustachio

Well I was running 22 but I found that I had way to much.  I mean everything but 7 cards is < 3
And 14 single blue mana symbols.

The vaults are okay. I mean they don't really enhance synergy. Just pressure. Its nice if they catch a token from the captain. But I feel as I should have some sort of useable land and devotion land wouldn't really help

InfinitiveDivinity

Quote from: DirtyMustachio on October 30, 2013, 05:50:42 PM
Well I was running 22 but I found that I had way to much.  I mean everything but 7 cards is < 3
And 14 single blue mana symbols.

The vaults are okay. I mean they don't really enhance synergy. Just pressure. Its nice if they catch a token from the captain. But I feel as I should have some sort of useable land and devotion land wouldn't really help
Well I mean, does dropping a {Mutavault} ever mess up tempo? Running 4 means having 2 in an opening hand is going to happen pretty often.

DirtyMustachio

Quote from: InfinitiveDivinity on October 30, 2013, 05:54:33 PM
Quote from: DirtyMustachio on October 30, 2013, 05:50:42 PM
Well I was running 22 but I found that I had way to much.  I mean everything but 7 cards is < 3
And 14 single blue mana symbols.

The vaults are okay. I mean they don't really enhance synergy. Just pressure. Its nice if they catch a token from the captain. But I feel as I should have some sort of useable land and devotion land wouldn't really help
Well I mean, does dropping a {Mutavault} ever mess up tempo? Running 4 means having 2 in an opening hand is going to happen pretty often.

I guess I haven't really experianced that yet, I just added those last friday over 2 shrine to nyx. I know I wouldn't want more than 2. So maybe I should drop one. Could be a nice sac.outlet. chump them If needed to its fun having a phalanx leader and they over extend because they're running burn so they think I "care" about the vaults. And I just activate and if needed respond.with my triton tactics. Anti burn and aggro trigger

Gorzo

#13
Thanks for the bump!

How do you feel about the creatures in your deck? Namely the one-drops. {Favored Hoplite} seems like a no-brainer, but how has the pro-multicolor 2/1 guy worked out for you? I'm seeing a lot of him, but I'm not sold yet. Do you like him in this deck?

Also, with a deck that curves out at 3 as the most expensive, how has your experience been with the guild gates? Have you found them to slow you down, or do you think they're worth it?

DirtyMustachio

Quote from: Gorzo on October 31, 2013, 05:24:41 AM
Thanks for the bump!

How do you feel about the creatures in your deck? Namely the one-drops. {Favored Hoplite} seems like a no-brainer, but how has the pro-multicolor 2/1 guy worked out for you? I'm seeing a lot of him, but I'm not sold yet. Do you like him in this deck?

Also, with a deck that curves out at 3 as the most expensive, how has your experience been with the guild gates? Have you found them to slow you down, or do you think they're worth it?

Well I'll be honest, my first two fnm's were me working out the kinks.

And by kinks I mean mana. So I hated guildgates until I realized after mana screw that islands hate me.

Seriously the most blue mana you'll really need is one on your turn and one on their turn. Turn two is your most likely chance to slowplay a gate because your going to want to have a evasion card mana open for a two drop.

The panthenons I wasn't very excited about either. I was like I could run a million other things. Except they don't get hit by charms. Can block any multicolored. If you have 2 you can pretty much pummel people early game because of voice, cacklers, burning trees.. and my favorite. They draw kill spells. PLEASE use your spells on my panthenon and leave my heroic shenaningans alone. That and mutavualt actually draw attention away from your real plan.

But until I actually started playing I didn't realize how useful they were. 

The g/w and r/g  match is silly because every card they play is basically a dualcolor