I was looking through the Lorwyn set list the other day and came across Surge of Thoughtweft. This is a very good cantrip for any deck that uses a fair amount of Kithkin creatures. This is especially great with the full Kithkin build. With the Banneret in play it only cost one mana! This is strictly better than Glorious Charge in most decks.
I was looking through the Lorwyn set list the other day and came across Surge of Thoughtweft. This is a very good cantrip for any deck that uses a fair amount of Kithkin creatures. This is especially great with the full Kithkin build. With the Banneret in play it only cost one mana! This is strictly better than Glorious Charge in most decks.
I agree, when I have a free minute I will update the guide and the deck. Good catch!
Wow, came on here expecting to see decks similar to mine. They are almost completely different. Mine is far more hyper aggro, aiming for a t4 kill, maybe t5. My list isn't online so I'll add it later.
OP hasn't been updated in 2.5 years. Could these new builds lend some life?
What seems weird here is that they aren't running vehicles. This seems like the perfect archetype to include them, since W lacks big ending creatures like Gurmag Angler.
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If you look at the related builds, you'll see the occasional Sky Skiff and Renegade Freighter. Despite using mostly small creatures, they have some benefits to skew combat in their favor: heavy creature removal, quite a bit of flying, and equipment to pump. Perhaps for these reasons they think they don't need any more beef.
Don't get me wrong, I'm not saying that vehicles would be bad. In fact, you might have seen how I'm trying to put Freighters into mono-black aggro, and I think similar strategies could work well here too. Just trying to see if I can explain why their design seems to be working.
Don't get me wrong, I'm not saying that vehicles would be bad. In fact, you might have seen how I'm trying to put Freighters into mono-black aggro, and I think similar strategies could work well here too. Just trying to see if I can explain why their design seems to be working.
I hear you. I think most of the list is solid, I just think vehicles are better here then bonesplitter is. Where they are using vehicles they are using them in addition to equipment rather then replace them, and they aren't running Vault Skirge or squadron hawk which really take advantage of equipment.
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I posted over on the other thread that some were using Hawks, and some use Mana Tithe. Swordsmiths and Armorsmiths are also only sometimes used. When full 4-ofs are being disputed, it shows the archetype is still in flux.
Anyway, Hawk would be better if it were a Bird Soldier (he's in a squadron for crying out loud) as it could then benefit from and boost tribal cards. If that's enough to make him not worth it, and in turn we end up with more 2/*s that could individually crew a Freighter, that might be something to look into here as well. Maybe 2-3 Freighter, 1-2 Bonesplitter like I'm doing in black.
I forgot this was soldiers and not WW, honestly. I really think Bonesplitter is inferior to a train here, since there are no creatures that really exploit the advantages of splitter.
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After some basic testing in kitchen table/casual play (not competitive pauper), the deck seems to be running pretty well with no Bonesplitters. I'm currently on:
After some basic testing in kitchen table/casual play (not competitive pauper), the deck seems to be running pretty well with no Bonesplitters. I'm currently on:
The maindeck O-Rings are due to my casual "anything goes" meta. I've never had the joy of chaining Cenn's Enlistment, but maybe some day...
I think you should drop a sunlance or a freighter for an additional land, as you want to hit three in a game consistently for train and 4 in a long game. I really like the train decks, they efficiently turn early game speed into late game power.
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Good idea. Not only is my deck more heavy on 3s in particular, my curve is higher in general as well (compared to the decks that do well online). I'll see where I can trim. Dropping Sunlance still leaves me with 9 removal cards.
I would also suggest adding some aven riftwatcher into the side for the burn matchup. Get one on the field then bounce it with the skyfisher to get out of burn range for the length of the game.
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The Weaponsmith is the only thing that really makes this need to be a Soldier deck, and all the 1-toughness creatures are weak to first strike, sweepers, etc. I'm considering something like:
-4 Plains
-4 Elite Vanguard
-4 War Falcon
-4 Weaponsmith
-1 Cenn's Enlistment
-1 Journey to Nowhere
+4 Ancient Den
+4 Court Homunculus
+4 Ardent Recruit
+3 Porcelain Legionnaire
+3 Auriok Sunchaser
I'd probably need around half a dozen more artifacts to really make it work. Equipment would easily get me there but I'm trying not to do steel soldiers. Hmm.
Edit: Isn't Gods Willing pretty awesome? Costs 1 mana/2 life less, and gives you a Scry. Doesn't protect against artifacts, but that's a pretty small problem. Even Affinity has more non-artifact creatures (4 Atog 4 Elf 1-2 Serpent ~3 Germ) than artifact creatures nowadays. I see more Apostle's Blessing everywhere, but in mono-white Willing is compelling.
Edit2: Has anyone gotten Cenn's to actually work? By the time you have enough extra mana to cast it, a couple 1/1s are usually not very impactful anymore. This is maybe a little more streamlined:
-3 Plains
-2 Apostle's Blessing
-1 Cenn's Enlistment
-2 Journey to Nowhere
Cycling lands instead of Cenn to manage late game flood, and a reduction of cute 1-ofs and 2-ofs given the lack of search/sift effects. I'd be tempted to get rid of Blessings/Willings altogether except that Weaponsmiths and Trains are still lightning rods.
EDIT9001: Wonder if I can find a way to fit Gempalm Avenger as a combat trick.
I agree, when I have a free minute I will update the guide and the deck. Good catch!
W White Weenie
https://www.mtggoldfish.com/deck/497605#online
A lot of removal (Sunlance+Javelineers+Journey), and they all feature Thraben Inspector, War Falcon, and Elite Vanguard.
OP hasn't been updated in 2.5 years. Could these new builds lend some life?
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
What seems weird here is that they aren't running vehicles. This seems like the perfect archetype to include them, since W lacks big ending creatures like Gurmag Angler.
UB Wight Phantasm
RB Burn
UR Faerie Rites of Initiation
Legacy:
R Burn
CG-Post
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
UB Wight Phantasm
RB Burn
UR Faerie Rites of Initiation
Legacy:
R Burn
CG-Post
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
I hear you. I think most of the list is solid, I just think vehicles are better here then bonesplitter is. Where they are using vehicles they are using them in addition to equipment rather then replace them, and they aren't running Vault Skirge or squadron hawk which really take advantage of equipment.
UB Wight Phantasm
RB Burn
UR Faerie Rites of Initiation
Legacy:
R Burn
CG-Post
I posted over on the other thread that some were using Hawks, and some use Mana Tithe. Swordsmiths and Armorsmiths are also only sometimes used. When full 4-ofs are being disputed, it shows the archetype is still in flux.
Anyway, Hawk would be better if it were a Bird Soldier (he's in a squadron for crying out loud) as it could then benefit from and boost tribal cards. If that's enough to make him not worth it, and in turn we end up with more 2/*s that could individually crew a Freighter, that might be something to look into here as well. Maybe 2-3 Freighter, 1-2 Bonesplitter like I'm doing in black.
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
UB Wight Phantasm
RB Burn
UR Faerie Rites of Initiation
Legacy:
R Burn
CG-Post
4 Elite Vanguard
4 Kor Skyfisher
4 Loyal Cathar
4 Thraben Inspector
4 Veteran Swordsmith
4 War Falcon
3 Icatian Javelineers
3 Sunlance
2 Apostle's Blessing
2 Journey to Nowhere
2 Oblivion Ring
1 Cenn's Enlistment
The maindeck O-Rings are due to my casual "anything goes" meta. I've never had the joy of chaining Cenn's Enlistment, but maybe some day...
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
I think you should drop a sunlance or a freighter for an additional land, as you want to hit three in a game consistently for train and 4 in a long game. I really like the train decks, they efficiently turn early game speed into late game power.
UB Wight Phantasm
RB Burn
UR Faerie Rites of Initiation
Legacy:
R Burn
CG-Post
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
UB Wight Phantasm
RB Burn
UR Faerie Rites of Initiation
Legacy:
R Burn
CG-Post
-4 Plains
-4 Elite Vanguard
-4 War Falcon
-4 Weaponsmith
-1 Cenn's Enlistment
-1 Journey to Nowhere
+4 Ancient Den
+4 Court Homunculus
+4 Ardent Recruit
+3 Porcelain Legionnaire
+3 Auriok Sunchaser
I'd probably need around half a dozen more artifacts to really make it work. Equipment would easily get me there but I'm trying not to do steel soldiers. Hmm.
Edit: Isn't Gods Willing pretty awesome? Costs 1 mana/2 life less, and gives you a Scry. Doesn't protect against artifacts, but that's a pretty small problem. Even Affinity has more non-artifact creatures (4 Atog 4 Elf 1-2 Serpent ~3 Germ) than artifact creatures nowadays. I see more Apostle's Blessing everywhere, but in mono-white Willing is compelling.
Edit2: Has anyone gotten Cenn's to actually work? By the time you have enough extra mana to cast it, a couple 1/1s are usually not very impactful anymore. This is maybe a little more streamlined:
-3 Plains
-2 Apostle's Blessing
-1 Cenn's Enlistment
-2 Journey to Nowhere
+2 Gods Willing
+4 Secluded Steppe
+1 Icatian Javelineer
+1 Oblivion Ring
Cycling lands instead of Cenn to manage late game flood, and a reduction of cute 1-ofs and 2-ofs given the lack of search/sift effects. I'd be tempted to get rid of Blessings/Willings altogether except that Weaponsmiths and Trains are still lightning rods.
EDIT9001: Wonder if I can find a way to fit Gempalm Avenger as a combat trick.
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.