I don't understand this deck. There is too much tension in the 'white weenie' side and 'large splashy effects' side. A friend of mine plays Isamaru and he plays White Weenie with all the dirty tricks to great effect. He needs to race his opponents because he loses in the end game; it doesn't look like your deck would survive a late game either - but it has a whole bunch of effects that are late game like.
But that's just what I see from the paper. How does it actually play?
I don't understand this deck. There is too much tension in the 'white weenie' side and 'large splashy effects' side. A friend of mine plays Isamaru and he plays White Weenie with all the dirty tricks to great effect. He needs to race his opponents because he loses in the end game; it doesn't look like your deck would survive a late game either - but it has a whole bunch of effects that are late game like.
The white weenie aspect of the deck was purely coincidental, I decided I wanted to go with the game plan of loading up Isamaru with equipment first and when I got as far as looking at creatures it turned out the dudes that were good with equipment are mostly small.
I can understand why Your friend would go the white weenie with dirty tricks path. This deck for Me however, was an attempt to move away from the dirty tricks. I've been playing a lot of linear tribal and combo decks lately and this was an attempt to move away from that.
This deck does surprisingly well in the long game. It's got the recursion to keep rebuilding and as You mentioned, a few "big splashy effects" that can keep it going. The challenge for this deck seems to be surviving the initial onslaught from the fast tribal decks that get played at our table.
Quote from Tev »
But that's just what I see from the paper. How does it actually play?
It's an interesting challenge to play. It seems that something as small as tutoring for the wrong equipment or playing something when I should be equipping something can make a really big difference on the chances of winning or losing. I'm loving it so far
Quote from XeroxedFool »
I saw someone playing Angelic Destiny in their Isamaru deck. It looked pretty good. I like how it has the Rancor effect.
I'd have loved to have room for it too. It'd be interesting to see if it works in this build.
Quote from XeroxedFool »
How does Wrath of God and Day of Judgment play out for you? They seem against your strategy.
They are anti synergistic with My strategy but I do have to have them or the tribal decks will run over the top of Me. They tend to hurt the other decks more than Me mostly due to the fact that there are a lot of times the only dude I have out is Isamaru
Doesn't Angelic Destiny require the enchanted creature to go to the graveyard? It would not work with your General in the same sense that you would not draw 2 cards from Skullclamp because returning to the General Zone is a replacement effect and therefor it never hits the graveyard. Rancor is different because the effect triggers on it going to the graveyard, not the creature.
It would work for everything else that died, just not your general. That being said, I think the idea is good enough. I have a similar one for my Wydwen deck. Make a cheap, low powered general kill someone. The Wrath Effects are good because of how cheap the general is to play. I see no reason not to run them.
Doesn't Angelic Destiny require the enchanted creature to go to the graveyard? It would not work with your General in the same sense that you would not draw 2 cards from Skullclamp because returning to the General Zone is a replacement effect and therefor it never hits the graveyard. Rancor is different because the effect triggers on it going to the graveyard, not the creature.
It would work for everything else that died, just not your general. That being said, I think the idea is good enough. I have a similar one for my Wydwen deck. Make a cheap, low powered general kill someone. The Wrath Effects are good because of how cheap the general is to play. I see no reason not to run them.
I'm pretty sure You're right about it working with everything but the general. It's still probably worth testing if I can find a spot for it.
Your theory behind the sweepers is pretty much what I was thinking when I put them in the deck. It'll hurt every other deck more than it hurts mine. That's why they made the cut.
Quote from Boys to Men »
you should be running mass land destruction. WW decks work very well with them because you will be set up much quicker than your opponents.
If this was Your average white weenie deck I'd agree with You. With this being a voltron deck though, it's really mana hungry and I don't have room for extra mana rocks to support the land destruction. As I said in an earlier post in this thread, I'm also trying to stay away from dirty tricks for this deck.
Yeah I derped a little on that one. Your general would have to go to the graveyard to get the Angelic Destiny back. You could actually let him die if you had a Sun Titan though.
Yeah I derped a little on that one. Your general would have to go to the graveyard to get the Angelic Destiny back. You could actually let him die if you had a Sun Titan though.
I kind of did too for a minute. The Sun Titan trick is probably the best way around it. Emeria would work as well I guess
1 Isamaru, Hound of Konda
LAND
30 Snow-Covered Plains
1 Emeria, the Sky Ruin
1 Scrying Sheets
1 Cavern of Souls
1 Mistveil Plains
1 Temple of the False God
1 Ancient Tomb
1 Reliquary Tower
DUDES
1 Argivian Archaeologist
1 Stonehewer Giant
1 Stoneforge Mystic
1 Auriok Windwalker
1 Auriok Steelshaper
1 Kor Outfitter
1 Brass Squire
1 Taj-Nar Swordsmith
1 Leonin Abunas
1 Leonin Shikari
1 Indomitable Archangel
1 Loxodon Punisher
1 Puresteel Paladin
1 Steelshaper Apprentice
1 Sun Titan
1 Aura of Silence
1 Land Tax
1 Honor of the Pure
1 Crusade
1 Marshal's Anthem
1 Glorious Anthem
1 Divine Sacrament
SORCERIES
1 Wrath of God
1 Day of Judgment
1 Idyllic Tutor
1 Steelshaper's Gift
1 Mine Excavation
PLANESWALKERS
1 Ajani, Caller of the Pride
1 Elspeth, Knight-Errant
INSTANTS
1 Swords to Plowshares
1 Path to Exile
1 Condemn
1 Return to Dust
1 Faith's Reward
1 Enlightened Tutor
1 Argivian Find
ARTIFACTS
1 Sol Ring
1 Mana Crypt
1 Caged Sun
1 Gauntlet of Power
1 Extraplanar Lens
1 Sensei's Divining Top
1 Scroll Rack
1 Planar Portal
1 Mind's Eye
1 Lightning Greaves
1 Umezawa's Jitte
1 Sword of Fire and Ice
1 Sword of Feast and Famine
1 Sword of Light and Shadow
1 Sword of War and Peace
1 Loxodon Warhammer
1 Sword of Kaldra
1 Helm of Kaldra
1 Shield of Kaldra
1 Whispersilk Cloak
1 Fireshrieker
1 Swiftfoot Boots
1 Argentum Armor
1 Nim Deathmantle
1 Skullclamp
1 Batterskull
But that's just what I see from the paper. How does it actually play?
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
How does Wrath of God and Day of Judgment play out for you? They seem against your strategy.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
The white weenie aspect of the deck was purely coincidental, I decided I wanted to go with the game plan of loading up Isamaru with equipment first and when I got as far as looking at creatures it turned out the dudes that were good with equipment are mostly small.
I can understand why Your friend would go the white weenie with dirty tricks path. This deck for Me however, was an attempt to move away from the dirty tricks. I've been playing a lot of linear tribal and combo decks lately and this was an attempt to move away from that.
This deck does surprisingly well in the long game. It's got the recursion to keep rebuilding and as You mentioned, a few "big splashy effects" that can keep it going. The challenge for this deck seems to be surviving the initial onslaught from the fast tribal decks that get played at our table.
It's an interesting challenge to play. It seems that something as small as tutoring for the wrong equipment or playing something when I should be equipping something can make a really big difference on the chances of winning or losing. I'm loving it so far
I'd have loved to have room for it too. It'd be interesting to see if it works in this build.
They are anti synergistic with My strategy but I do have to have them or the tribal decks will run over the top of Me. They tend to hurt the other decks more than Me mostly due to the fact that there are a lot of times the only dude I have out is Isamaru
It would work for everything else that died, just not your general. That being said, I think the idea is good enough. I have a similar one for my Wydwen deck. Make a cheap, low powered general kill someone. The Wrath Effects are good because of how cheap the general is to play. I see no reason not to run them.
RRRAshling, the PilgrimRRR
UUUThadda Adel, AcquisitorUUU
I'm pretty sure You're right about it working with everything but the general. It's still probably worth testing if I can find a spot for it.
Your theory behind the sweepers is pretty much what I was thinking when I put them in the deck. It'll hurt every other deck more than it hurts mine. That's why they made the cut.
If this was Your average white weenie deck I'd agree with You. With this being a voltron deck though, it's really mana hungry and I don't have room for extra mana rocks to support the land destruction. As I said in an earlier post in this thread, I'm also trying to stay away from dirty tricks for this deck.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
I kind of did too for a minute. The Sun Titan trick is probably the best way around it. Emeria would work as well I guess
+ 1 Snow-Covered Plains