So far it's been pretty fun. General Damage isn't really the focus, but it can happen. And having a General that's almost impossible to kill is pretty fun.
Mono-white means having to say "you win" to people playing combo decks. Unless you run a lot of mass land destruction and Limited Resources or Cataclysm type cards. But they can still be fun.
I'll give some of those suggestions a shot. If I can get ahold of the expensive stuff I will, but they aren't super high on my list of priorties
Also, if I know I'll be playing against blue combo type decks, is Lapse of Certainty worth a slot? Rule of Law makes a lot of sense and it's going to find its way in there ASAP.
possibly find room for a gilded light to make yourself an illegal target once they start to go off. Yeah a surprise counter can buy you that 1 turn, or disrupt their combo so that they are a sitting duck.
Don't worry Galspanic, I haven't ignored your PM. I'll have my updated critique and card suggestions later tonight when I get home.
I'll also give you some strategies and tricks on how to make life better against combo decks.
EDIT: Alright then... here's what I have at 2 am:
Against "traditional combos"
This is mainly for combos that rely on getting two or more permanents out and doing something disgusting. The more instant speed removal you have against permanent-based removal, the better you can catch the combo when someone attempts to assemble the whole thing in one go. Ivory Mask cards are also very excellent against any sort of thing that targets players. Pithing Needle can also be very potent and is easily a live card for stopping most problematic permanents.
Against storm combo
Once again, Ivory Mask cards can save you bacon here, especially Gilded Light. You might also want to look to something like Silence or Orim's Chant (if you can get it) to freeze a storm player mid combo. Silence is a good utility card anyway outside of disrupting combo decks, especially against blue for fiorcing through important permanents.
Also consider Jester's Cap, which is a great preemptive tool for dismantling combos before they even get started.
The deck overall looks very solid. It has a clear theme, but it isn't a slave to its own theme at the same by having other branches and methods of doing something that isn't just making tokens and buffing them with Crovax.
Maybe they aren't that great, but Nomad's Assembly has to go in there just because it fits the theme of the deck so perfectly. Coat of Arms may also need to find a spot in there too!
So, after playing with this deck off and on for a few months I have a bit of an identity crisis. The deck itself is feeling pretty good and the theme is solid. But, I am rethinking my General....
1. Darien, King of Kjeldor - Costs 6 as well. Much easier to kill than Crovax. Spits out tokens like mad. Doesn't give my guys the boost, but makes more guys.
2. Brigid, Hero of Kinsbaile - Only costs 3 and can start swinging with bonuses and gear really early. Equipped with deathtouch, she can screw up combat in a bad way. Easy to kill. Doesn't really go with the whole Token theme aside from helping the combat math.
3. Isamaru, Hound of Konda - I have thought that the Voltron approach might be nice, but that would require a huge shift.
4. Rhys the Redeemed - I think the Green Mana clouded my vision, but I really like this idea in a Mono-White deck. He comes down early, should be able to crank out guys almost as fast as Darien, gives me dudes when I am still building my board. His 6 mana ability seems like it could be amazing!
However, if you just use him with white mana... he's still pretty nice.
P.S. A card you should consider no matter what: Martyr's Cause. That card is ridonculous.[/color]
I know that getting into green will open up a ton of possibilities, but I don't have the energy to make the land base work for that I figured that playing Rhys will give me access to Wilt-Leaf Liege, Privileged Position, and Wheel of Sun and Moon but I wasn't really thinking about adding things to the deck yet. Martyr's Cause is great and I have never heard of it before. I have Kor Haven and Maze of Ith to stop damage, but they target... Stupid Uril.
Trust me, when you use Martyr's Cause, you will love it forever. If you do change your general to Rhys, it's much better.
Also, combined with Twilight Drover... it gets ridiculous. You get a huge drover, and all you have to do is pay 2W to prevent damage from two sources.(One time, someone had a Stonehewer Giant with Jitte, that Dragon's fang that gives +5/+5, Whispersilk Cloak, Loxodon Warhammer... and a few other things... and he couldn't do anything with it because I had Twilight Drover and Martyr's Cause.
Was just looking at your removal options really and I was thinking Wing Shards It gets around the destroy mechanic(making them sacrifice a creature is always better than destroying it. shroud burner) and if they decided to dump a few spells on the table already this makes them sack more. perfect for dealing with the hard to answer creatures like emrakul etc.
Near-Death Experience is a great card for crovax. when your opponent is tapped out EOT, and you're at an odd life total. just use his activated in response to itself until you're at 1.
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GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
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1 Crovax, Ascendant Hero
Plainswalkers - 2
1 Ajani Goldmane
1 Elspeth, Knight-Errant
Board Sweeps - 9
1 Hallowed Burial
1 Kirtar's Wrath
1 Hour of Reckoning
1 Sunscour
1 Rout
1 Austere Command
1 Mass Calcify
1 Martial Coup
1 Day of Judgment
Token Makers - 8
1 Decree of Justice
1 Storm Herd
1 Spectral Procession
1 Conquerer's Pledge
1 Cenn's Enlistment
1 Mobilization
1 Luminarch Ascension
1 Sacred Mesa
Token Creatures - 6
1 Benalish Commander
1 Cloudgoat Ranger
1 Emeria Angel
1 Knight-Captain of Eos
1 Captain of the Watch
1 Twilight Drover
1 Mirror Entity
1 Baneslayer Angel
1 Devout Witness
1 Stoneforge Mystic
1 Stonehewer Giant
1 Spirit of the Hearth
Removal and Utility - 12
1 Exile
1 Path to Exile
1 Condemn
1 Saltblast
1 Enlightened Tutor
1 Return to Dust
1 Mine Excavation
1 Resurrection
1 Steelshaper's Gift
1 Aura of Silence
1 Endless Horizons
1 Land Tax
Artifacts - 10
1 Sensei’s Divining Top
1 Mind’s Eye
1 Fireshrieker
1 Lightning Greaves
1 Loxodon Warhammer
1 Skullclamp
1 Feldon's Cane
1 Everflowing Chalice
1 Thran Dynamo
1 Sol Ring
1 Honor of the Pure
1 Crusade
1 Divine Sacrement
1 Glorious Anthem
1 Gauntlet of Power
1 Marshall's Anthem
1 Akroma's Memorial
1 Eldrazi Monument
Land - 38
26 Snow-covered Plains
1 Maze of Ith
1 Scrying Sheets
1 Emeria, the Sky Ruin
1 Kor Haven
1 Strip Mine
1 Dust Bowl
1 Kjeldoran Outpost
1 Secluded Steppe
1 Drifting Meadow
1 Mistveil Plains
1 Tectonic Edge
1 Reliquary Tower
So far it's been pretty fun. General Damage isn't really the focus, but it can happen. And having a General that's almost impossible to kill is pretty fun.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
Another token maker you might like is Darien, King of Kjeldor.
Most recently looking at Morinfen!
Crucible of Worlds is great for recurring lands
Wasteland by far superior than Tectonic Edge
Lightning Greaves little creature protection + haste
Swords to Plowshares one of the best single card removal in the game
Rule of Law could help against combo
Auriok Salvagers with Expedition Map and the other one mana drop artifacts (example: Sol Ring, Skullclamp etc.)
@ Tarasco: I believe Limited Resources is banned
http://www.dragonhighlander.net/rules.php
UB Grimgrin, Corpse-BornUB
WRG Marath, Will of the Wild GRW
RGOmnath, Locus of RageGR
WBTeysa, Orzhov ScionBW
URThe Locust GodRU
W(W/R)RAkiri, Line-SlingerW(W/R)R
Also, if I know I'll be playing against blue combo type decks, is Lapse of Certainty worth a slot? Rule of Law makes a lot of sense and it's going to find its way in there ASAP.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
I'll also give you some strategies and tricks on how to make life better against combo decks.
EDIT: Alright then... here's what I have at 2 am:
Against "traditional combos"
This is mainly for combos that rely on getting two or more permanents out and doing something disgusting. The more instant speed removal you have against permanent-based removal, the better you can catch the combo when someone attempts to assemble the whole thing in one go. Ivory Mask cards are also very excellent against any sort of thing that targets players. Pithing Needle can also be very potent and is easily a live card for stopping most problematic permanents.
Against storm combo
Once again, Ivory Mask cards can save you bacon here, especially Gilded Light. You might also want to look to something like Silence or Orim's Chant (if you can get it) to freeze a storm player mid combo. Silence is a good utility card anyway outside of disrupting combo decks, especially against blue for fiorcing through important permanents.
Also consider Jester's Cap, which is a great preemptive tool for dismantling combos before they even get started.
The deck overall looks very solid. It has a clear theme, but it isn't a slave to its own theme at the same by having other branches and methods of doing something that isn't just making tokens and buffing them with Crovax.
Maybe they aren't that great, but Nomad's Assembly has to go in there just because it fits the theme of the deck so perfectly. Coat of Arms may also need to find a spot in there too!
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
1. Darien, King of Kjeldor - Costs 6 as well. Much easier to kill than Crovax. Spits out tokens like mad. Doesn't give my guys the boost, but makes more guys.
2. Brigid, Hero of Kinsbaile - Only costs 3 and can start swinging with bonuses and gear really early. Equipped with deathtouch, she can screw up combat in a bad way. Easy to kill. Doesn't really go with the whole Token theme aside from helping the combat math.
3. Isamaru, Hound of Konda - I have thought that the Voltron approach might be nice, but that would require a huge shift.
4. Rhys the Redeemed - I think the Green Mana clouded my vision, but I really like this idea in a Mono-White deck. He comes down early, should be able to crank out guys almost as fast as Darien, gives me dudes when I am still building my board. His 6 mana ability seems like it could be amazing!
Any thoughts on my General?
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
I have a Rhys deck. Trust me, it's great fun. He opens you up to Reveillark + Saffi Eriksdotter and Kamahl, Fist of Krosa + Crovax, Ascendant Hero. Plus, there's Mycoloth, Skullmulcher, Sprout Swarm, Gaea's Anthem, Abundance, Pollenbright Wings, Doubling Season, and Juniper Order Ranger, all very good cards that work with tokens.
(Not to mention Wilt-Leaf Liege)
However, if you just use him with white mana... he's still pretty nice.
P.S. A card you should consider no matter what: Martyr's Cause. That card is ridonculous.
I know that getting into green will open up a ton of possibilities, but I don't have the energy to make the land base work for that I figured that playing Rhys will give me access to Wilt-Leaf Liege, Privileged Position, and Wheel of Sun and Moon but I wasn't really thinking about adding things to the deck yet. Martyr's Cause is great and I have never heard of it before. I have Kor Haven and Maze of Ith to stop damage, but they target... Stupid Uril.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
Also, combined with Twilight Drover... it gets ridiculous. You get a huge drover, and all you have to do is pay 2W to prevent damage from two sources.(One time, someone had a Stonehewer Giant with Jitte, that Dragon's fang that gives +5/+5, Whispersilk Cloak, Loxodon Warhammer... and a few other things... and he couldn't do anything with it because I had Twilight Drover and Martyr's Cause.