To introduce new players to the intricacies of the colors of Magic--and since I love the Ravnica block--I have created 10 decks, one for each guild. The Guild Project is a 10-part series to create the ultimate block-constructed deck for each guild.
RULES:
No deck can utilize colors other than the two inherent to its guild. For example, the Dimir Intrigues deck cannot splash in Red.
No deck can utilize cards that belong to another guild (i.e., cards that have another guild's symbol superimposed on the text box). For example, the Gruul Wilding deck cannot use Scatter the Seeds.
With those rules in mind, please critique the following deck:
The strategy is pretty straightforward: As many First Strike creatures as possible, with the equipment (and Agrus Kos) to make them worthwhile. Lightning Helix is there so the Sunforger's ability can be used--i.e., so that it has something to fetch when it becomes unattached (not to mention the fact that it's an excellent card in its own right).
It keeps some of the interactions, like Swiftblade + Sunforger, but I think flier + Sunforger is better than first strike + Sunforger. Especially with some heavy burn to fetch then and finish it off.
You really just need to embrace the rage. I keep a small colony of hamsters next to my computer and every time I lose a match to mana screw I throw one against the wall.
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To introduce new players to the intricacies of the colors of Magic--and since I love the Ravnica block--I have created 10 decks, one for each guild. The Guild Project is a 10-part series to create the ultimate block-constructed deck for each guild.
RULES:
4 Boros Swiftblade
4 Sunhome Enforcer
4 Nightguard Patrol
2 Agrus Kos, Wojek Veteran
4 Skyknight Legionnaire
4 Boros Recruit
2 Firemane Angel
4 Sunforger
2 Boros Signet
4 Lightning Helix
4 Sword of the Paruns
LANDS:
2 Boros Garrison
4 Sacred Foundry
8 Plains
8 Mountain
STRATEGY:
The strategy is pretty straightforward: As many First Strike creatures as possible, with the equipment (and Agrus Kos) to make them worthwhile. Lightning Helix is there so the Sunforger's ability can be used--i.e., so that it has something to fetch when it becomes unattached (not to mention the fact that it's an excellent card in its own right).
I'm wondering--since equipment helps, should I fit Grifter's Blade in there somewhere? Also, since the Lightning Helix, the Sunhome Enforcer, and the Firemane Angel each allow me to gain life, should Searing Meditation be in there as well?
I have already constructed this deck and playtested it a few times. How can this deck be improved, if at all?
The Great Creature Token Project
I'd suggest something like:
4 Boros Guildmage
4 Mistral Charger
4 Skyknight Legionnaire
3 Guardian of the Guildpact
4 Lightning Helix
3 Sunforger
4 Char
3 Demonfire
4 Sacred Foundry
9 Mountain
7 Plains
It keeps some of the interactions, like Swiftblade + Sunforger, but I think flier + Sunforger is better than first strike + Sunforger. Especially with some heavy burn to fetch then and finish it off.