I would cut down on the number of Shocklands you are running, and throw in a few basics. Blood Moon is a real threat in the format and you should really plan accordingly.
Play Sunblade, his pump ability may not come into play that often, but it will every now and then, and he will be consistently bigger than the other too. I would play Bloodsoaked Champion in the main, with the Mardu Woe-Reaper in the side for grave hate. Keep discard in the side for the combo match ups only, and find a place for a few Collected Companys main deck.
2. I don't think that my manabase can support Collected Company without mana dorks (which I'm not keen on adding).
And Æther Vial is already in the deck to serve a similar function (it can also make Blood Moon less effective against me).
4. Can Joraga Warcaller work in this deck (a great follow-up to Bramblewood Paragon) or is it too slow ?
For 1 mana he is rather underwhelming and for 3 mana he is like Imperious Perfect without the token production.
It is easier to cast without A.Vial and should usually be 2 bodies for 1 card which is tougher to kill with targeted removal and can generate more damage with the Lords.
Are there any other Warriors in these colors that can work better in this deck ?
(Duskwatch Recruiter for hand refilling or cost-reduction once flipped maybe ?)
I have still to remove a couple of cards but the deck is working really bonkers because have lot of sinergy, really fast plays and is somewhat resilient because the champions, company and battleaxe. It has lot of angles to attack and can win by hordechief trick if the table is clogged. Beside of that the creatures have evasion, thanks to rager and lot of power tahnks to arashin, parangons, and chiefs.
I'm using three ambusher because although they seem crap they are really useful by fetching a temple garden on second turn and being able to block profitably any infect dude, kill any burn baby (guides and eidolones) and is always having free dudes ;). I count them as our 9-11 one drop warriors ;).
As I've said the deck is working fine but I have to remove some cards to left it in 60-61. I'm thinking on cutting 1 rager, 1 path to exile (to the sideboard) and something more.
I also would like to include 1 kalitas more because he is fantastic (sometimes is a tasigur on steroids or a 4/4 or even doublestriking and lifelinking guy )
#The first cards I would remove are Brutal Hordechief and Obsidian Battle-Axe as they are weak on their own (require setup) and slow, tapping out on turn 3 for an an equipment isn't good in an aggro deck and a 4-drop (can't be hit by CoCo) that dies to L.Bolt with no evasion/haste is also pretty bad.
#I also think that Qasali Ambusher is too situational (dead in quite a bit of matchups) and might be a SB card at best.
#Gatekeeper of Malakir doesn't work well with CoCo and kicking him is rather difficult in a 3-color deck (without Urborg), I would move them to the SB as well.
#Kalitas is a bit slow here and doesn't work with CoCo but as 1x-of it is fine as a strong curve-topper.
I would add Abrupt Decay to the deck as it can hit most relevant permanents in the format and is rarely a dead card.
Some other warriors that might be useful:
1-CMC:
#Vampire Lacerator - good aggressive 1-drop, as an aggro deck we mostly don't care about the drawback.
#Warden of the First Tree - a 1-drop human that becomes a 3/3 warrior later for 2 more mana, a solid 1-drop and a mana sink.
#Skarrgan Pit-Skulk - can be a 2/2 for 1 with a kind of evasion, rather situational though because of bloodthirst.
#Sunblade Elf - with enough fetches/shocks can reliably be a 2/2 for 1 with a rarely rellevant late-game ability.
#Wild Nacatl - can be a 3/3 but needs a red shockland in a deck that doesn't play red.
#Twinblade Slasher - 1/1 wither that can be pumped to a 3/3.
#Nettle Sentinel - needs to be in a mostly green deck.
2-CMC:
#Duskwatch Recruiter - CA and occasionally cost-reduction.
#Herald of Dromoka - grants vigilance which I'm not sure is worth it and otherwise is just a 2/2 for 2.
#Grim Flayer - usually won't become a 4/4 but trample + filtering might be useful.
#Talara's Battalion - very cost effective and good with CoCo but the drawback might be a problem if you draw it late or have no other green cards in hand.
#Heir of the Wilds - a 2/2 deathtouch is decent, can ocassionally become a 3/3.
#Seeker of the Way - with more spells can pretty good, in creature-heavy deck it will most of the time be just a 2/2 for 2.
#Chief of the Scale - a "toughness-lord", possiblly a SB option against red sweepers.
#Den Protector - has some kind of evasion and a slow "Eternal Witness ability", might be a SB option for grindy games.
#Hamlet Captain - can work in a "human warriors" deck.
#Mardu Skullhunter - rather weak as a 2/1, maybe a SB option against combo decks as a conditional Ravenous Rats.
#Wren's Run Vanquisher and Dwynen's Elite - need to be in elves-heavy build, in which they are very good.
3-CMC:
#Adaptive Automaton - can be another lord for the deck, though 2/2 for 3 is rather weak and it is suseptible to artifact removal.
#Blood-Chin Fanatic - might be usefull against removal if you can keep mana up and a 3/3 body isn't the worst.
#Lifebane Zombie - has some kind of evasion and 3-power but is very easy to remove and a poor blocker, the EtB is pretty good against Gw/x decks (or just to get some information).
#Wolfir Avenger - a 3/3 flash for 3 isn't bad and regenerate might usefull but a bit costly.
#Yasova Dragonclaw - 4-power trample is decent but 2-toughness is rather bad and the ability is irrelevant in B/G/W.
#Imperious Perfect - can create warrior tokens (which become 2/2), a bit slow and vulnerable to any removal.
#Champion of Lambholt - slowly grows when you cast more creatures and grants a form of evasion to your creatures.
#Mardu Strike Leader - can create 2/1 tokens but is very easy to remove or kill while blocking.
#Mardu Hordechief - a 2/3 for 3 that can come with a 1/1 token.
Thanks D90Dennis14, Exactly what you said : Blood-Chin Rager and Collected Company respectively.
About your suggestions lot of thanks but these are cards I've tested and discarded at one point of the deck development. Right now I think this is the more stable version I've been able to build.
Brutal Hordechief and batlle-axe are 1 of and they have proved that in the right moment can change the game. The hordechief provides reach when the board is full and you have no rager and the axe makes the deck faster after you have it into play. You can cut them but for now I like how they are performing in the deck.
I don't like to put more non friendly to collected company cards in the MD (abrupt decay ) so they are in the SDB.
About Ambusher and gatekeeper you are right that sometimes is difficult to play the keepers (although the manabase has lot of black sources and even urborg) and ambusher has proven to be warrior answer to infect and faster decks.
Lot of thanks for your comments. Any other suggestions??
I think that the games where Brutal Hordechief is relevant and doesn't get removed are rather rare.
Making the deck faster is not playing a 3-mana equipment that does nothing before turn 4, for a similar effect you can use a creature like Surrak, the Hunt Caller which is a lot better.
Hitting Gatekeeper of Malakir of CoCo is bad (and casting with kicker is tricky) as it is and as a removal it is slow and rather narrow, if you replace them with Abrupt Decay you will still have plenty of creatures for CoCo and much better interaction.
I noticed some warriors love their +1/+1 counters and I wanted to see how I can abuse it. This is just a rough draft of the deck as i'm currently just testing color combinations.
The core of the deck consists of:
4x Arashin Foremost
4x Bramblewood Paragon
4x Chief of the Edge
At first I tried to build with:
Skarrgan Pit-Skulk, Blood-Chin Rager, Mardu Strike Leader, Blood-Chin Fanatic, Athreos, God of Passage and Brutal Hordechief with Collected Company but it seemed rather slow so I decided to switch to an Æther Vial build with a heavier focus on Elves.
Here is the deck:
4x Mardu Woe-Reaper
4x Narnam Renegade
4x Dwynen's Elite
4x Wren's Run Vanquisher
4x Bramblewood Paragon
4x Chief of the Edge
4x Arashin Foremost
4x Æther Vial
Land (20)
2x Godless Shrine
4x Mutavault
1x Overgrown Tomb
4x Razorverge Thicket
4x Temple Garden
1x Urborg, Tomb of Yawgmoth
4x Windswept Heath
4x Abrupt Decay
4x Path to Exile
Some cards I'm unsure about:
1. Is Sunblade Elf a better option here than Nettle Sentinel or Twinblade Slasher ?
2. Is Mardu Woe-Reaper a better choice for this deck than Skarrgan Pit-Skulk or Bloodsoaked Champion ?
3. Should I maindeck discard spells (like Inquisition of Kozilek) over some of the removal cards ?
4. Do Herald of Dromoka and Obsidian Battle-Axe have a place in this deck (maybe in the sideboard) ?
I have also wanted to ask:
1. Should make changes to the manabase or is it good enough ?
2. Which cards should I include in the sideboard ?
Play Sunblade, his pump ability may not come into play that often, but it will every now and then, and he will be consistently bigger than the other too. I would play Bloodsoaked Champion in the main, with the Mardu Woe-Reaper in the side for grave hate. Keep discard in the side for the combo match ups only, and find a place for a few Collected Companys main deck.
Cheeri0sXWU
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And which lands should I swap to be prepared for Blood Moon/Path to Exile ?
2. I don't think that my manabase can support Collected Company without mana dorks (which I'm not keen on adding).
And Æther Vial is already in the deck to serve a similar function (it can also make Blood Moon less effective against me).
3. What do you think about Skarrgan Pit-Skulk or Warden of the First Tree for this deck ?
And what about Herald of Dromoka and Seeker of the Way ?
4. Can Joraga Warcaller work in this deck (a great follow-up to Bramblewood Paragon) or is it too slow ?
For 1 mana he is rather underwhelming and for 3 mana he is like Imperious Perfect without the token production.
5. Should I keep Imperious Perfect and Talara's Battalion in the deck or can I find better (warrior) options ?
(I still need a certain amount of Elves to reliably cast Wren's Run Vanquisher)
6. What other cards should I consider for this deck ?
Maybe some equipment like Obsidian Battle-Axe or Basilisk Collar ?
(or Infiltration Lens for card-draw/pseudo-unblockability)
It is easier to cast without A.Vial and should usually be 2 bodies for 1 card which is tougher to kill with targeted removal and can generate more damage with the Lords.
Are there any other Warriors in these colors that can work better in this deck ?
(Duskwatch Recruiter for hand refilling or cost-reduction once flipped maybe ?)
which is not bad for a tribe that no one plays and a pretty unoptimized list in my opinion.
https://www.mtggoldfish.com/articles/much-abrew-about-nothing-four-color-warriors-modern
The tribe might actually have some potential.
The list I'm playing currently is:
Creatures (33)
4 Bloodsoaked Champion
4 Mardu Woe-Reaper
4 Bramblewood Paragon
4 Blood-Chin Rager
4 Chief of the Edge
4 Gatekeeper of malakir
4 Arashin Foremost
3 Qasali Ambusher
1 Brutal Hordechief
1 kalitas, traitor of ghet
Spells (9)
1 Obsidian Battle-Axe
4 Path To exile
4 Collected Company
Lands (22)
4 Cavern of Souls
1 Godless Shrine
4 Marsh Flats
1 Overgrown Tomb
1 Plains
1 Forest
1 Swamp
2 Temple Garden
2 Windswept Heath
4 B/W Fastland (from kaladesh)
1 Urborg, tomb of yawgmoth
I have still to remove a couple of cards but the deck is working really bonkers because have lot of sinergy, really fast plays and is somewhat resilient because the champions, company and battleaxe. It has lot of angles to attack and can win by hordechief trick if the table is clogged. Beside of that the creatures have evasion, thanks to rager and lot of power tahnks to arashin, parangons, and chiefs.
I'm using three ambusher because although they seem crap they are really useful by fetching a temple garden on second turn and being able to block profitably any infect dude, kill any burn baby (guides and eidolones) and is always having free dudes ;). I count them as our 9-11 one drop warriors ;).
As I've said the deck is working fine but I have to remove some cards to left it in 60-61. I'm thinking on cutting 1 rager, 1 path to exile (to the sideboard) and something more.
I also would like to include 1 kalitas more because he is fantastic (sometimes is a tasigur on steroids or a 4/4 or even doublestriking and lifelinking guy )
What do you think?
Blood-Chin Rager and Collected Company respectively.
Pcrusader, about your list:
#The first cards I would remove are Brutal Hordechief and Obsidian Battle-Axe as they are weak on their own (require setup) and slow, tapping out on turn 3 for an an equipment isn't good in an aggro deck and a 4-drop (can't be hit by CoCo) that dies to L.Bolt with no evasion/haste is also pretty bad.
#I also think that Qasali Ambusher is too situational (dead in quite a bit of matchups) and might be a SB card at best.
#Gatekeeper of Malakir doesn't work well with CoCo and kicking him is rather difficult in a 3-color deck (without Urborg), I would move them to the SB as well.
#Kalitas is a bit slow here and doesn't work with CoCo but as 1x-of it is fine as a strong curve-topper.
I would add Abrupt Decay to the deck as it can hit most relevant permanents in the format and is rarely a dead card.
Some other warriors that might be useful:
1-CMC:
#Vampire Lacerator - good aggressive 1-drop, as an aggro deck we mostly don't care about the drawback.
#Warden of the First Tree - a 1-drop human that becomes a 3/3 warrior later for 2 more mana, a solid 1-drop and a mana sink.
#Skarrgan Pit-Skulk - can be a 2/2 for 1 with a kind of evasion, rather situational though because of bloodthirst.
#Sunblade Elf - with enough fetches/shocks can reliably be a 2/2 for 1 with a rarely rellevant late-game ability.
#Wild Nacatl - can be a 3/3 but needs a red shockland in a deck that doesn't play red.
#Twinblade Slasher - 1/1 wither that can be pumped to a 3/3.
#Nettle Sentinel - needs to be in a mostly green deck.
2-CMC:
#Duskwatch Recruiter - CA and occasionally cost-reduction.
#Herald of Dromoka - grants vigilance which I'm not sure is worth it and otherwise is just a 2/2 for 2.
#Grim Flayer - usually won't become a 4/4 but trample + filtering might be useful.
#Talara's Battalion - very cost effective and good with CoCo but the drawback might be a problem if you draw it late or have no other green cards in hand.
#Heir of the Wilds - a 2/2 deathtouch is decent, can ocassionally become a 3/3.
#Seeker of the Way - with more spells can pretty good, in creature-heavy deck it will most of the time be just a 2/2 for 2.
#Chief of the Scale - a "toughness-lord", possiblly a SB option against red sweepers.
#Den Protector - has some kind of evasion and a slow "Eternal Witness ability", might be a SB option for grindy games.
#Hamlet Captain - can work in a "human warriors" deck.
#Mardu Skullhunter - rather weak as a 2/1, maybe a SB option against combo decks as a conditional Ravenous Rats.
#Wren's Run Vanquisher and Dwynen's Elite - need to be in elves-heavy build, in which they are very good.
3-CMC:
#Adaptive Automaton - can be another lord for the deck, though 2/2 for 3 is rather weak and it is suseptible to artifact removal.
#Blood-Chin Fanatic - might be usefull against removal if you can keep mana up and a 3/3 body isn't the worst.
#Lifebane Zombie - has some kind of evasion and 3-power but is very easy to remove and a poor blocker, the EtB is pretty good against Gw/x decks (or just to get some information).
#Wolfir Avenger - a 3/3 flash for 3 isn't bad and regenerate might usefull but a bit costly.
#Yasova Dragonclaw - 4-power trample is decent but 2-toughness is rather bad and the ability is irrelevant in B/G/W.
#Imperious Perfect - can create warrior tokens (which become 2/2), a bit slow and vulnerable to any removal.
#Champion of Lambholt - slowly grows when you cast more creatures and grants a form of evasion to your creatures.
#Mardu Strike Leader - can create 2/1 tokens but is very easy to remove or kill while blocking.
#Mardu Hordechief - a 2/3 for 3 that can come with a 1/1 token.
About your suggestions lot of thanks but these are cards I've tested and discarded at one point of the deck development. Right now I think this is the more stable version I've been able to build.
Brutal Hordechief and batlle-axe are 1 of and they have proved that in the right moment can change the game. The hordechief provides reach when the board is full and you have no rager and the axe makes the deck faster after you have it into play. You can cut them but for now I like how they are performing in the deck.
I don't like to put more non friendly to collected company cards in the MD (abrupt decay ) so they are in the SDB.
About Ambusher and gatekeeper you are right that sometimes is difficult to play the keepers (although the manabase has lot of black sources and even urborg) and ambusher has proven to be warrior answer to infect and faster decks.
Lot of thanks for your comments. Any other suggestions??
Making the deck faster is not playing a 3-mana equipment that does nothing before turn 4, for a similar effect you can use a creature like Surrak, the Hunt Caller which is a lot better.
Hitting Gatekeeper of Malakir of CoCo is bad (and casting with kicker is tricky) as it is and as a removal it is slow and rather narrow, if you replace them with Abrupt Decay you will still have plenty of creatures for CoCo and much better interaction.
I would suggest a build like this:
4x Bloodsoaked Champion
4x Mardu Woe-Reaper
4x Bramblewood Paragon
4x Blood-Chin Rager
4x Chief of the Edge
4x Arashin Foremost
1x Surrak, the Hunt Caller
1x Kalitas, Traitor of Ghet
4x Path To exile
4x Collected Company
4x Abrupt Decay
Lands (22)
4x Mutavault
4x Windswept Heath
4x Marsh Flats
2x Godless Shrine
1x Temple Garden
1x Overgrown Tomb
1x Urborg, Tomb of Yawgmoth
1x Forest
1x Plains
1x Swamp
2x Concealed Courtyard
Vengeful Rebel, Greenwheel Liberator, Renegade Rallier, Maulfist Revolutionary, Narnam Renegade and also Metallic Mimic (as Bramblewood Paragon 5-8) which slots into any tribal deck.
Fatal Push can also be part of the removal package by trimming some Path/Decay.
Any success with your deck on FNMs?
Right now the core of the deck is just
- Bramblewood Paragon
- Metallic Mimic
- Hardened Scales
- Aether Vial
Thats it.Here is a build I was messing around with earlier.
4 Aether Vial
Creature
4 Bramblewood Paragon
2 Brighthearth Banneret
1 Fanatic of Xenagos
4 Narnam Renegade
3 Metallic Mimic
4 Greenwheel Liberator
1 Rubblebelt Raiders
2 Arashin Foremost
1 Alesha, Who Smiles at Death
2 Mardu Hordechief
4 Hardened Scales
Instant
4 Lightning Bolt
2 Path to Exile
Land
1 Cavern of Souls
4 Wooded Foothills
4 Windswept Heath
3 Stomping Ground
2 Forest
3 Temple Garden
2 Mutavault
1 Copperline Gorge
1 Razorverge Thicket
1 Plains
Its not great but again, its a rough draft.
EDIT: I forgot to mention that I didn't want to start another thread that wouldn't go anywhere so I posted it here.