Lately I've been brainstorming decks with the generals from the latest couple of sets. You've got Melek storm combo decks, Vorel evolve-type decks, Tajic battalion decks. Then I thought about :symu::symw: and its predisposition towards blinking things.
Because I like to build decks with a theme, I decided to make this a human tribal deck. The only two creatures in the deck that aren't human are Angel of Glory's Rise and Herald of War, and I think they pass the sniff test as they both refer to Humans in their card text.
Play this deck if:
-You want to create engines that allow you to repeat certain actions every turn for incremental advantage.
-You want to lock down certain aspects of the game.
-You like the idea of a bunch of puny human cops fighting off zombie, goblins, demons, and slivers.
-You like making tokens.
Don't play this deck if:
-You can't stand passing the turn without attacking.
-You want to win on turn 5.
Lavinia is amazing. At 5CMC, she's a Pro-Red 4/4 with a hilariously powerful ETB ability that locks down equipment, mana rocks, planeswalkers, tricky artifacts, and creatures. The gameplan for the deck is to play her every turn, either returning her to hand using Sunken Hope, Umbilicus, or Blood Clock; or blinking her using cards like Nephalia Smuggler, Flickerform, and Momentary Blink.
Some notable interactions include: Nephalia Smuggler + Mangara of Corondor: Tap Mangara, targeting any permanent. Hold priority, and in response activate the Smuggler, targeting Mangara. The Smuggler's ability resolves first, blinking Mangara. When Mangara comes back to play, because it changed zones, it's a new object and not subject to the resolution of its previously-activated ability. So now you let the stack resolve, and only the original target of Mangara's ability gets exiled. You can achieve the same ends by using High Market and sacrificing Mangara in response to his ability, though of course you don't get to keep him in play in that case. Fiend Hunter can be substituted for Mangara in a pinch, but you'll always have to have something exiled in the end using it.
Angel of Glory's Rise + Fiend Hunter: First, get things in your graveyard (either by waiting for someone else to wrath, or by wrathing yourself). Then play the Angel, returning all Humans from your graveyard to play (note that this is all but one other creature in the deck). It's easiest if Fiend Hunter starts in the graveyard, but you can follow it up by playing it, either way works. When Fiend Hunter enters the battlefield, its ability triggers, and you target the Angel to be exiled. Now, when Fiend Hunter leaves play, the Angel will return, returning all your humans from your graveyard to play, including your fiend hunter, and... I think you get the idea.
Cards I'm thinking about:
I want to get skullclamp in here but haven't figured out what to cut.
I really like Propaganda and Ghostly Prison for this type of deck.
I think Counterbalance might have a place here as well.
There's also a variety of blue and white creatures that would allow me to bounce Lavinia somewhat more reliably. Trouble is, what the heck do I cut for them?
Things I wish were human so I could play them in human tribal: Elesh Norn, Mistmeadow Witch, Deadeye Navigator.
I'm open to any suggestions for cards or tuning. Any help would be appreciated.
I know she isn't human, but Angelic Overseer would fit so well in this deck; I've always wanted to see her work. She's a very good deterrent against attacks if you control a human, which you probably will. Very beautiful list, I might snag some cards off yours whilst I'm making my own human tribal deck, and I definately will add my overseer in it.
I can also tell you Door of Destinies is too slow and will get blown up too easily. If you're looking for more removal, False Prophet is an amazing rattlesnake.
Lately I've been brainstorming decks with the generals from the latest couple of sets. You've got Melek storm combo decks, Vorel evolve-type decks, Tajic battalion decks. Then I thought about :symu::symw: and its predisposition towards blinking things.
Because I like to build decks with a theme, I decided to make this a human tribal deck. The only two creatures in the deck that aren't human are Angel of Glory's Rise and Herald of War, and I think they pass the sniff test as they both refer to Humans in their card text.
Play this deck if:
-You want to create engines that allow you to repeat certain actions every turn for incremental advantage.
-You want to lock down certain aspects of the game.
-You like the idea of a bunch of puny human cops fighting off zombie, goblins, demons, and slivers.
-You like making tokens.
Don't play this deck if:
-You can't stand passing the turn without attacking.
-You want to win on turn 5.
The Decklist:
1 Lavinia of the Tenth
Mana Acceleration:
1 Azorius Signet
1 Sol Ring
1 Mana Crypt
1 Gilded Lotus
1 Land Tax
1 Urza's Incubator
1 Herald of War
Card Draw:
1 Rhystic Study
1 Sphinx's Revelation
1 Mentor of the Meek
1 Azorius AEthermage
1 Mystic Remora
Tutors:
1 Academy Rector
1 Enlightened Tutor
1 Idyllic Tutor
1 Mystical Tutor
1 Trinket Mage
1 Ranger of Eos
1 Tolaria West
Token Generation:
1 Captain of the Watch
1 Hero of Bladehold
1 Knight-Captain of Eos
1 Militia's Pride
1 Elspeth Tirel
1 Stormfront Riders
Removal:
1 Devout Chaplain
1 Fiend Hunter
1 Intrepid Hero
1 Mangara of Corondor
1 Detention Sphere
1 Oblivion Ring
1 Swords to Plowshares
1 Journey to Nowhere
1 Oblation
1 Return to Dust
1 Austere Command
1 Hallowed Burial
1 AEtherize
1 Martial Coup
Creature Buffs/Protection:
1 Frontline Medic
1 Grand Abolisher
1 Odric, Master Tactician
1 Riders of Gavony
1 Cathars' Crusade
1 Swiftfoot Boots
1 Door of Destinies
Blink/Bounce:
1 Nephalia Smuggler
1 Equilibrium
1 Momentary Blink
1 Ghostway
1 Flickerform
1 Blood Clock
1 Umbilicus
Pillow Fort:
1 Fatespinner
1 Maze of Ith
1 Aura of Silence
Counters:
1 Voidmage Husher
1 Force of Will
1 Pact of Negation
Recursion:
1 Snapcaster Mage
1 Angel of Glory's Rise
1 Emeria, the Sky Ruin
Other Stuff:
1 Serra Ascendant
1 Soul Warden
1 Venser, the Sojourner
1 Unbender Tine
1 Sensei's Divining Top
1 Adarkar Wastes
1 Ancient Tomb
1 Cavern of Souls
1 Command Tower
1 Flooded Strand
1 Glacial Fortress
1 Hallowed Fountain
1 Mistveil Plains
1 Mystic Gate
1 Nimbus Maze
1 Reliquary Tower
1 Temple of the False God
1 Tundra
7 Island
10 Plains
1 Sunken Hope
1 High Market
Lavinia is amazing. At 5CMC, she's a Pro-Red 4/4 with a hilariously powerful ETB ability that locks down equipment, mana rocks, planeswalkers, tricky artifacts, and creatures. The gameplan for the deck is to play her every turn, either returning her to hand using Sunken Hope, Umbilicus, or Blood Clock; or blinking her using cards like Nephalia Smuggler, Flickerform, and Momentary Blink.
Some notable interactions include:
Nephalia Smuggler + Mangara of Corondor: Tap Mangara, targeting any permanent. Hold priority, and in response activate the Smuggler, targeting Mangara. The Smuggler's ability resolves first, blinking Mangara. When Mangara comes back to play, because it changed zones, it's a new object and not subject to the resolution of its previously-activated ability. So now you let the stack resolve, and only the original target of Mangara's ability gets exiled. You can achieve the same ends by using High Market and sacrificing Mangara in response to his ability, though of course you don't get to keep him in play in that case. Fiend Hunter can be substituted for Mangara in a pinch, but you'll always have to have something exiled in the end using it.
Angel of Glory's Rise + Fiend Hunter: First, get things in your graveyard (either by waiting for someone else to wrath, or by wrathing yourself). Then play the Angel, returning all Humans from your graveyard to play (note that this is all but one other creature in the deck). It's easiest if Fiend Hunter starts in the graveyard, but you can follow it up by playing it, either way works. When Fiend Hunter enters the battlefield, its ability triggers, and you target the Angel to be exiled. Now, when Fiend Hunter leaves play, the Angel will return, returning all your humans from your graveyard to play, including your fiend hunter, and... I think you get the idea.
Cards I'm thinking about:
I want to get skullclamp in here but haven't figured out what to cut.
I really like Propaganda and Ghostly Prison for this type of deck.
I think Counterbalance might have a place here as well.
There's also a variety of blue and white creatures that would allow me to bounce Lavinia somewhat more reliably. Trouble is, what the heck do I cut for them?
Things I wish were human so I could play them in human tribal: Elesh Norn, Mistmeadow Witch, Deadeye Navigator.
I'm open to any suggestions for cards or tuning. Any help would be appreciated.
I can also tell you Door of Destinies is too slow and will get blown up too easily. If you're looking for more removal, False Prophet is an amazing rattlesnake.