All right folks, after a bit more playtesting, I notice that the deck lacks some offense. I am wondering which spells I could cut and replace to obtain a better balance. I am thinking 2/3 defensive spells and the rest for offense. Any ideas as to which cards would make the deck more fun to play? Maybe some spells with cantrips would help.
One thing that IS fun, though, is when I control 2 Sunforgers and more than one creature to equip for free. This provides interesting scenarios where I can fetch cards that work well in tandem. Can you suggest cards that could benefit from such a board state? Like a one-two punch effect that could turn the game around in a pinch...
Thanks a lot!
I run Assemble the Legion in my build to help provide inevitability. I don't really rely on my instants to provide an offense; mainly I want them to let me answer different types of threats and control the board while I wear down my opponents.
As far as cards that work well in tandem: I wouldn't want to get too cute with it; if you find yourself with multiple Sunforger-equipped creatures and enough mana to fetch multiple spells and there aren't any threats worth controlling then you're probably already in a pretty good position. So I'd be careful of adding cards that couldn't also help you in those situations when you're playing from behind.
Now, with that having been said, one suggestion I can think of would be to pair a board wipe (like Sulfurous Blast, Arcbond or one of White's many non-instant spells) with Faith's Reward to make the effect one-sided.
(Research // Development) -
Why spin your wheels shuffling cards into your deck when you can generate actual card advantage by fetching a spell that has an immediate impact? With Mistveil Plains you'll never run out of things to cast so why bother spinning your wheels like that?
Because I can. Cards like Burning Wish exist and people play with them. If I have a certain game state arise that demands an answer that isn't in my deck, I can fetch it up. e.g. boil if I'm playing against a lot of blue players.
All right folks, after a bit more playtesting, I notice that the deck lacks some offense.
Use token generators and some more equipment. This thread has already listed everything I would consider running.
My list previously isn't ideal (I forgot about Tithe!) but some like Advent of the Wurm, Boros Charm, Warleader's Helix, Retaliate, Grab the Reins etc. can be nice in the right game state. I would encourage you to run a helix, the lifegain/removal combo is pretty useful - and Boros Charm, as indestructible everything is peachy
As far as combo's with two Sunforger's out;
This is why I run Debt of Loyalty.
I'll use a Helix on an opponents big fatty boombah, then use Debt to steal that fatty permanently. Cue drum solo.
You're right - you need lethal damage/destroy effects to make Debt work. Think multiple Helix's, attacking/blocking/combat tricks etc.
It's not hard to deal large damage in equipment decks, then use Sunforger to cast one or more Helix with Puresteel or KTC out. Warleader's Helix can kill most things with two strikes, and Sunforger equipped on a creature is a fairly decent offensive threat.
Here; 4/1/2008 Playing Debt of Loyalty puts a regeneration shield on a creature. If, later in the turn, that creature would be destroyed, instead it regenerates and you gain control of it. Note that it will be tapped when you gain control of it. The control change has no duration; you’ll retain control of that creature until the game ends or until some other effect causes it to change control.
4/1/2008 If you play Debt of Loyalty but nothing happens to the targeted creature for the rest of the turn that would cause it to be destroyed, Debt of Loyalty has no visible effect. The regeneration shield wears off at the end of the turn. If the creature regenerates during a later turn, you won’t gain control of it
I played the deck last night, and it was fun to pilot. I played the king variant (5 players). I had a great time for most of the game, but my initial worries about laking offense materialized in the mid to late game. However, I found the deck quite versatile and it provided some good answers for some key cards which threatened the board. I am thinking to change a few cards, I will revert later with my choices and cards that I may swap.
Thanks again for your suggestions.
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I run Assemble the Legion in my build to help provide inevitability. I don't really rely on my instants to provide an offense; mainly I want them to let me answer different types of threats and control the board while I wear down my opponents.
As far as cards that work well in tandem: I wouldn't want to get too cute with it; if you find yourself with multiple Sunforger-equipped creatures and enough mana to fetch multiple spells and there aren't any threats worth controlling then you're probably already in a pretty good position. So I'd be careful of adding cards that couldn't also help you in those situations when you're playing from behind.
Now, with that having been said, one suggestion I can think of would be to pair a board wipe (like Sulfurous Blast, Arcbond or one of White's many non-instant spells) with Faith's Reward to make the effect one-sided.
Because I can. Cards like Burning Wish exist and people play with them. If I have a certain game state arise that demands an answer that isn't in my deck, I can fetch it up. e.g. boil if I'm playing against a lot of blue players.
Use token generators and some more equipment. This thread has already listed everything I would consider running.
My list previously isn't ideal (I forgot about Tithe!) but some like Advent of the Wurm, Boros Charm, Warleader's Helix, Retaliate, Grab the Reins etc. can be nice in the right game state. I would encourage you to run a helix, the lifegain/removal combo is pretty useful - and Boros Charm, as indestructible everything is peachy
As far as combo's with two Sunforger's out;
This is why I run Debt of Loyalty.
I'll use a Helix on an opponents big fatty boombah, then use Debt to steal that fatty permanently. Cue drum solo.
It's not hard to deal large damage in equipment decks, then use Sunforger to cast one or more Helix with Puresteel or KTC out.
Warleader's Helix can kill most things with two strikes, and Sunforger equipped on a creature is a fairly decent offensive threat.
Here;
4/1/2008 Playing Debt of Loyalty puts a regeneration shield on a creature. If, later in the turn, that creature would be destroyed, instead it regenerates and you gain control of it. Note that it will be tapped when you gain control of it. The control change has no duration; you’ll retain control of that creature until the game ends or until some other effect causes it to change control.
4/1/2008 If you play Debt of Loyalty but nothing happens to the targeted creature for the rest of the turn that would cause it to be destroyed, Debt of Loyalty has no visible effect. The regeneration shield wears off at the end of the turn. If the creature regenerates during a later turn, you won’t gain control of it
I played the deck last night, and it was fun to pilot. I played the king variant (5 players). I had a great time for most of the game, but my initial worries about laking offense materialized in the mid to late game. However, I found the deck quite versatile and it provided some good answers for some key cards which threatened the board. I am thinking to change a few cards, I will revert later with my choices and cards that I may swap.
Thanks again for your suggestions.