I was not running mutavaults due to lack of access but this did not seem to hinder the performance of the deck and honestly I did not really notice. The Sideboard is still in construction I may remove the Boros Reckoners but we shall see. Anyway heres the match reports from yesterday's FNM
Round 1 (2-1) Monowhite Bravery thune build. Lost dice role
1) Game one he landed two Fiendslayers and had drawn 3 paths so it was very quick loss for me
2) Side in reckoners and pacifisms, worked well i did not hit my SB card but i curved nicely from Dryad to Sovereign to Medic eventually landed a spear with dudes and took over with Heliod
3)Banasher Priests galor he banished my skyjeks and a Precinct capt i land a banasher take back my Capt and start dominating the board with fiendslayers and spear
Round 2 (2-0) monoblack devotion. Lost dice role
1) I kept a 1 land hand with dryad, Soldier, Familiar, Skyjet, Sovereign and brave. He thoughtseized my soldier, i drew into a land and started dealing damage. I drew a spear and a banasher and won
2)he flooded. not much to say about this game
Round 3 (2-0) G/r Ramp. Won Die role
1)Mulled to 6 curved nicely he was setting up his combo with xanathos and Domri I had Medic Familiar and skyjet on the board along with a Heliod and 4 one drops in hand i Drop 4 1 drops T5(After heliod) and top deck Spear ftw
2)Ajani was beastly in this game i opt to play him T4 usually because i want my board to have guys on it and if i need to play an extra 1 drop for protection i can so this game for example I curved out Soldier, Precinct, Paladin t4 droped ajani gave +1 to paladin swung into his rampers and Plainswalkers Main 2 droped a dryad said go Played heliod and gg from there
Round 4 (2-0) R/g Aggro. Won the role
I dont remember much of these two games but im fairly sure i won with Brave and first strikers G1. and G2 im pretty sure i sided in reckoners and just won with spear.
Round 5 (2-0) Monoblack Devo. lost the role
1) i swarmed the board early he tried to Killspell to fend it off by i was just drawing into creatures and by the time i drew heliod it was over
2) Pretty sure I won with banasher priest on his demon and continuous frontline medic swinging.
So that was my night sorry that the reports were not in depth i wrote from memory (Great Idea) next time ill keep paper on me and actually write down key points in games.
Current list. Tuning for SCG in two weeks. Again testing extremely well. Yesterday ended 9-2 vs UW control, 7-3 vs GR Ramp, 6-1 vs GW aggro, 5-2 vs Esper, 6-5 vs Monoblack, 4-2 vs Monoblue . Path of Bravery was brought to my attention Huntyr Green and it was the missing peice I had been looking for vs the control match up. Really allows us to turn the clock up quickly. Didn't get to test vs mono red the past few days but I was suspect it's also clutch in that match up due to the life gain.
This is the list I played today for a local standard tournament, I ended 2nd place after having to concede due to time constraints, however that is out of 6 rounds and a cut to top 8.
Daring Skyjek performed much better than I expected, I never had any issues with Heliod as even lacking devotion he was good, and the red splash was definetly worth it. Mutavault could have appeared more often however I would be too cautious to add another. One Temple of Triumph is enough I feel unless more red is added.
With the sideboard I'm not happy with either the Gift of Orzhova or the Hopeful Eidolons, but the Gift is better. I would probably include Renounce the Guilds for Ashiok, Nightveil Spectre, Frostburn Weird, Detention Sphere and Blood Baron of Vizkopa.
The tournament;
Game 1 - Esper Control
I went 2-0 here however I was on the play in the first game and he mulliganed to 5 in the second, neither time having an amazing hand. I would say this matchup is a struggle due to the amount of risk taking necessary.
Game 2 - Mono Green Devotion
Again, 2-0 to me, this game went much quicker. I would worry about them gaining large board presence or a monstrous Polukranus, however Banisher Priest and Brave the Elements allow blow outs in my favour. Not a difficult matchup.
Game 3 - Esper Control
This was an unusual build which caused many issues.
Firstly, he was on the play and had a turn 2 Omenspeaker which caused more troubles than expected, I don't quite understand how to work around that, and mainboard Blood Baron if Vizkopa ended me. A bad matchup.
I lost 2-1
Game 4 - WURB control
2-0 to me. The deck wasn't sure what is was trying to do and it's mana troubles showed. I wouldn't be concerned with this.
Game 5 - Mono-Red Devotion
Quite close games however my deck had slightly more reach. The only trouble I had was with Chandra's Phoenix, so that's not too bad. 2-0 to me, I'd say it's slightly in WW's favour.
Game 6 - Bant Control
Seemed like a deck which wasn't quite finished, I'd say it felt like the WURB deck, again 2-0.
Cut to top 8;
Game 1 - Naya Aggro
Not such a difficult game, pretty in WW's favour, 2-1 to me with the loss being to a bad mulligan.
Game 2 - UW control
Probably easier than the Esper control deck due to less removal however Precinct Captain can cause troubles if in the way. 2-1 to Me
Game 3 would have been against the same Esper Control deck in the first round.
I'd say White Weenie has mostly good matchups, however when it loses it loses hard, and the deck seems more prone to misplays than most. I have concerns with the 3 drop slot due to the options available and I do feel that 21 lands is enough for this deck as there were only 2 Mutavaults included.
If I had them available to me when I had put this together it would be;
-1 Precinct Captain
-1 Imposing Sovereign
+2 Mutavault
I was doing a little theory crafting when it came to Boros, although I felt that both mono white and mono red had their own tools that made them strong I wanted to focus on Boros for itself.
The idea of the list is to run the benefits of White Weenie with a white creature base to take advantage of Brave the Elements, while also having access to Boros Charm for it's many uses, and Chained to the Rocks for it's pure mana efficiency. We also get Skullcrack out of the board.
The deck wins the game by flooding the board using its 1 CMC spells to out-value opponents in the early game and using Boros Charm to protect the board from sweepers, win trades in combat, or go to the dome for a finisher.
I avoided using CIPT lands to up our mountain count for Chained to the Rocks and to keep our curve consistant as the deck loves to have 1 extra mana free.
The deck loses Precinct Captain and some Mutavaults but gains a lot.
The sideboard was cobbled together just to give it a test run so don't think about it too much.
Removing the Banisher Priests/Spear of Heliod to add Viashino Firstblade/Skyknight Legionnaire and Legion's Initative could also allow an extra Mutavault removing any WW requirements.
Boros Reckoner is also a great choice to fit into the board for RDW matchups if needed.
Current list. Tuning for SCG in two weeks. Again testing extremely well. Yesterday ended 9-2 vs UW control, 7-3 vs GR Ramp, 6-1 vs GW aggro, 5-2 vs Esper, 6-5 vs Monoblack, 4-2 vs Monoblue . Path of Bravery was brought to my attention Huntyr Green and it was the missing peice I had been looking for vs the control match up. Really allows us to turn the clock up quickly. Didn't get to test vs mono red the past few days but I was suspect it's also clutch in that match up due to the life gain.
Ok so evidently the Azorius Weenie forum has died and I am trying to get some feedback on my deck. I have yet gotten a chance to play test at FNM due to work schedule but would really like to try and flesh out this deck. It is basically a WW deck that is trying to force a Daxos of Meletis through and let him do deck disruption while letting the others overrun most strategies.
for any w/x weenie deck, I prefer 4x Mutavaults and 4x Cavalry Pegasus
For keeping Daxos alive as well as getting him through without cavalry Pegasus and Ajani, consider God's Willing in addition to Brave the Elements.
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The red mage lives by the variance and dies by the variance. May the variance be with you, always.
I am currently testing out Nykthos, Shrine to Nyx in favor of 2 more Mutavault in an attempt to abuse Heliod, God of the Sun. I am not quite sold on that game plan just yet, as I do not think I have enough devotion triggers with the majority of my dudes having only 1 W. I am forgoing the Pegasus for Deputy's at this time. I am mainly using them as a protection spell instead of a creature.
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Current Decks Standard : WB Orzhov Vampires BWGUB Sultai Constrictor BUG Brawl : GB Hapatra, Vizier of Poisons BG Modern : GB Golgari Elves BGGR Atarka Goblins RG Pauper : W Heroic WGB Delve BG
I am sorry, but 21 lands is way too little. This decks wants 23 lands minimum. It is not my personal opinion, but it is something that we should acknowledge by taking into account how white weenie deck have been built in the past (and in the present). There is hardly any winning WW deck that run less than 23 lands, even in Legacy.
Cheating on lands is a very common issue for WW deck building.
Please, do not take it as a personal criticism, but it is meant to be a constructed criticism.
I completely understand, that was simply to address any questions of my use of 21 lands. If you look, I did play only 2 Mutavaults, so it would become 23 anyway.
I will correct this now.
Here's how I've been using my sideboard to this point. Again sideboard is always dependent on the current meta. So if Red becomes big again Reckoner finds his way back etc. Let me know if there aren't any key match ups I didn't break down that you're facing. From what I've found the "hard counter" for this deck is Jace, AOT. Having access to 5 anthem effects really, really helps that issue. 99% of the time we aren't being hit by control or they are Last Breath'ing us so its very rare for path of bravery to not accelerate us. Beyond that there isn't a matchup that I feel I'm in the underdog in. Really happy with the direction my list has moved so far. Always looking to improve it though of course.
Vs U/W, Esper, UWr
-4 Banisher Priest
-2 Imposing Sovereign
+2 Renounce the Guilds
+2 Glare of Heresy
+2 Path of Bravery
Vs GW aggro
-4 Boros Charm
-4 Judge's Familiar
+4 Celestial Flare
+2 Pacifisim
+2 Renounce the Guilds
Vs GR Ramp
-4 Boros Charm
-2 Judge's Familiar
+4 Celestial Flare
+2 Pacifism
Vs MonoBlue
-4 Boros Charm
+2 Pacifism
+2 Path of Bravery
Vs R/X, Mono Red (small red, if they are bigger versions I will also look to include some celestial flare)
-4 Boros Charm
-1 Judge's Familiar
+3 Fiendslayer Paladin
+2 Path of Pravery
Vs White weenie variants
-4 Judges Familiar
-4 Boros Charm
+3 Fiend Slayer Paladin
+2 Path of Bravery
+2 Glare of Heresy
+1 Pacifisim
Here's how I've been using my sideboard to this point. Again sideboard is always dependent on the current meta. So if Red becomes big again Reckoner finds his way back etc. Let me know if there aren't any key match ups I didn't break down that you're facing. From what I've found the "hard counter" for this deck is Jace, AOT. Having access to 5 anthem effects really, really helps that issue. 99% of the time we aren't being hit by control or they are Last Breath'ing us so its very rare for path of bravery to not accelerate us. Beyond that there isn't a matchup that I feel I'm in the underdog in. Really happy with the direction my list has moved so far. Always looking to improve it though of course.
Vs U/W, Esper, UWr
-4 Banisher Priest
-2 Imposing Sovereign
+2 Renounce the Guilds
+2 Glare of Heresy
+2 Path of Bravery
Vs GW aggro
-4 Boros Charm
-4 Judge's Familiar
+4 Celestial Flare
+2 Pacifisim
+2 Renounce the Guilds
Vs GR Ramp
-4 Boros Charm
-2 Judge's Familiar
+4 Celestial Flare
+2 Pacifism
Vs MonoBlue
-4 Boros Charm
+2 Pacifism
+2 Path of Bravery
Vs R/X, Mono Red (small red, if they are bigger versions I will also look to include some celestial flare)
-4 Boros Charm
-1 Judge's Familiar
+3 Fiendslayer Paladin
+2 Path of Pravery
Vs White weenie variants
-4 Judges Familiar
-4 Boros Charm
+3 Fiend Slayer Paladin
+2 Path of Bravery
+2 Glare of Heresy
+1 Pacifisim
In Almost every matchup you remove 4 boros charm, so why don't you put them directly in SB?
Here's how I've been using my sideboard to this point. Again sideboard is always dependent on the current meta. So if Red becomes big again Reckoner finds his way back etc. Let me know if there aren't any key match ups I didn't break down that you're facing. From what I've found the "hard counter" for this deck is Jace, AOT. Having access to 5 anthem effects really, really helps that issue. 99% of the time we aren't being hit by control or they are Last Breath'ing us so its very rare for path of bravery to not accelerate us. Beyond that there isn't a matchup that I feel I'm in the underdog in. Really happy with the direction my list has moved so far. Always looking to improve it though of course.
Vs U/W, Esper, UWr
-4 Banisher Priest
-2 Imposing Sovereign
+2 Renounce the Guilds
+2 Glare of Heresy
+2 Path of Bravery
Vs GW aggro
-4 Boros Charm
-4 Judge's Familiar
+4 Celestial Flare
+2 Pacifisim
+2 Renounce the Guilds
Vs GR Ramp
-4 Boros Charm
-2 Judge's Familiar
+4 Celestial Flare
+2 Pacifism
Vs MonoBlue
-4 Boros Charm
+2 Pacifism
+2 Path of Bravery
Vs R/X, Mono Red (small red, if they are bigger versions I will also look to include some celestial flare)
-4 Boros Charm
-1 Judge's Familiar
+3 Fiendslayer Paladin
+2 Path of Pravery
Vs White weenie variants
-4 Judges Familiar
-4 Boros Charm
+3 Fiend Slayer Paladin
+2 Path of Bravery
+2 Glare of Heresy
+1 Pacifisim
I actually like keeping in some Boros Charms in the aggro vs. aggro matchup as it can completely swing a game during a crutial combat phase where there is blocking going on.
In Almost every matchup you remove 4 boros charm, so why don't you put them directly in SB?
In game 1, Boros Charm is a better card than it is post board. It fills a slot that otherwise might be for a card too specific for game 1. It is versatile.
On a side note, in my U/W deck i run Divination and Quicken in game 1 for card advantage which is always good.. but i pretty much always side it out for games 2&3.
Vs U/W, Esper, UWr
-4 Banisher Priest
-2 Imposing Sovereign
+2 Renounce the Guilds
+2 Glare of Heresy
+2 Path of Bravery
Thanks! I really Appreciate the response
My only question is against Esper, is the Renounce for Blood Baron? If so, wouldn't Celestial Flare be a better option, that way they can't just sac a Detention Sphere to it?
Other than that, it all looks pretty self-explanatory! Thanks again
In game 1, Boros Charm is a better card than it is post board. It fills a slot that otherwise might be for a card too specific for game 1. It is versatile.
On a side note, in my U/W deck i run Divination and Quicken in game 1 for card advantage which is always good.. but i pretty much always side it out for games 2&3.
My only question is against Esper, is the Renounce for Blood Baron? If so, wouldn't Celestial Flare be a better option, that way they can't just sac a Detention Sphere to it?
Other than that, it all looks pretty self-explanatory! Thanks again
Renounce is more for the Detention Spheres than anything. However, if they are playing a few Barons or Ghost Dads it's obviously a plus. Most of the time I'm looking to end the game before they show up. Busting DSpheres at the end of their turn is always nice.
Renounce is more for the Detention Spheres than anything. However, if they are playing a few Barons or Ghost Dads it's obviously a plus. Most of the time I'm looking to end the game before they show up. Busting DSpheres at the end of their turn is always nice.
AH! Okay! Maybe I'm just fearing Blood Baron too much
I think in the RW (Boros) Versions of the deck that you are truly missing an opportunity if you do not have Electrickery in your SB... It give you the edge in the mirror match as well as matches against Mono-Blue Devotion by ignoring the Master of Waves but Sweeping all of the tokens
I think in the RW (Boros) Versions of the deck that you are truly missing an opportunity if you do not have Electrickery in your SB... It give you the edge in the mirror match as well as matches against Mono-Blue Devotion by ignoring the Master of Waves but Sweeping all of the tokens
The edge in the mirror only lasts until an anthem hits the board, (and even before that, there are a decent number of X/2's in WW) then they are dead cards.
Master of Waves is good because it brings bodies. Using a card to kill half of another card is a little mediocre to me. And as soon as they play a second MoW, the elementals are too big to Electrickery.
I could see it in a different meta, but right now X/1s are either:
a) infinitely expendable, or
b) not threatening
I'm running a mono-white version and just get rolled by RDW. Any tips?
Throw Gods Willing in the board, they blank more expensive 2 CMC removal that RDW will throw at your guys for a single mana or allow you to trade off your spell for their creature on a combat block.
As for strategy, you may have to play a little conservative and keep a plains open at all times rather then pushing the board state as our deck will want to play reactively vs. RDW.
Throw Gods Willing in the board, they blank more expensive 2 CMC removal that RDW will throw at your guys for a single mana or allow you to trade off your spell for their creature on a combat block.
As for strategy, you may have to play a little conservative and keep a plains open at all times rather then pushing the board state as our deck will want to play reactively vs. RDW.
Pretty much.
RDW is faster than White Weenie because of haste and burn so you have to play the control in that matchup.
But you have a lot of tools against them with Fiendslayer Paladin, Imposing Sovereign, Boros Reckoner, Precint Captain, Brave the Elements and Spear of Heliod making your creatures bigger than theirs and having a repeatable kill spell.
I dont know if you guys run Heliod, God of the Sun as a curve topper but having him in play means that you will win the game if it goes longer. Archangel of Thune is also almost unbeatable for them but since its five mana its probably only viable in a Big White/devotion style list
I just went 3-1 in my first ever Standard Daily thanks to all of you guys on the last few pages! Woo! I'm stoked =D
I beat a green devotion, g/r devotion, lost to RDW, and beat Mono-U devotion.
I'm running straight white with only 2 mutavaults and it's pretty damn consistent. I don't get many mulligans and usually curve out. I'm concerned if I add red for boros charm, or even 2 more mutavaults, that it will not be nearly as stable. Sometimes I end up drawing plains just as I need them. If they are scry or shocks it may put me too far back in the game. Plus, I noticed that they get sided out in nearly every matchup.
Gunna have to get some reckoners and gods willing in the SB. Luckily, there doesn't seem to be many RDW right now.
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Its actually 14 1-drops 10 2-drops 12 3-drops and 2 4-drops. and I really dont have mana problems, the deck hits the 3rd land and its fine.
Its Roll...... But other than that nice deck lol
4x Banisher Priest
4x Daring Skyjek
4x Dryad Militant
3x Imposing Sovereign
4x Judge's Familiar
3x Precinct Captain
4x Soldier of the Pantheon
11x Plains
4x Sacred Foundry
4x Temple of Triumph
Instant (8)
4x Boros Charm
4x Brave the Elements
3x Spear of Heliod
4x Celestial Flare
3x Fiendslayer Paladin
2x Glare of Heresy
2x Pacifism
2x Path of Bravery
2x Renounce the Guilds
4x Soldier of the Pantheon
3x Dryad Militant
3x Judge's Familiar
4x Precinct Captain
4x Imposing Sovereign
4x Daring Skyjek
4x Banisher Priest
2x Heliod, God of the Sun
4x Brave the Elements
4x Boros Charm
3x Spear of Heliod
Lands
4x Sacred Foundry
1x Temple of Triumph
2x Mutavault
14x Plains
4x Boros Reckoner
3x Pithing Needle
3x Gift of Orzhova
3x Hopeful Eidolon
2x Glare of Heresy
This is the list I played today for a local standard tournament, I ended 2nd place after having to concede due to time constraints, however that is out of 6 rounds and a cut to top 8.
Daring Skyjek performed much better than I expected, I never had any issues with Heliod as even lacking devotion he was good, and the red splash was definetly worth it. Mutavault could have appeared more often however I would be too cautious to add another. One Temple of Triumph is enough I feel unless more red is added.
With the sideboard I'm not happy with either the Gift of Orzhova or the Hopeful Eidolons, but the Gift is better. I would probably include Renounce the Guilds for Ashiok, Nightveil Spectre, Frostburn Weird, Detention Sphere and Blood Baron of Vizkopa.
The tournament;
Game 1 - Esper Control
I went 2-0 here however I was on the play in the first game and he mulliganed to 5 in the second, neither time having an amazing hand. I would say this matchup is a struggle due to the amount of risk taking necessary.
Game 2 - Mono Green Devotion
Again, 2-0 to me, this game went much quicker. I would worry about them gaining large board presence or a monstrous Polukranus, however Banisher Priest and Brave the Elements allow blow outs in my favour. Not a difficult matchup.
Game 3 - Esper Control
This was an unusual build which caused many issues.
Firstly, he was on the play and had a turn 2 Omenspeaker which caused more troubles than expected, I don't quite understand how to work around that, and mainboard Blood Baron if Vizkopa ended me. A bad matchup.
I lost 2-1
Game 4 - WURB control
2-0 to me. The deck wasn't sure what is was trying to do and it's mana troubles showed. I wouldn't be concerned with this.
Game 5 - Mono-Red Devotion
Quite close games however my deck had slightly more reach. The only trouble I had was with Chandra's Phoenix, so that's not too bad. 2-0 to me, I'd say it's slightly in WW's favour.
Game 6 - Bant Control
Seemed like a deck which wasn't quite finished, I'd say it felt like the WURB deck, again 2-0.
Cut to top 8;
Game 1 - Naya Aggro
Not such a difficult game, pretty in WW's favour, 2-1 to me with the loss being to a bad mulligan.
Game 2 - UW control
Probably easier than the Esper control deck due to less removal however Precinct Captain can cause troubles if in the way. 2-1 to Me
Game 3 would have been against the same Esper Control deck in the first round.
I'd say White Weenie has mostly good matchups, however when it loses it loses hard, and the deck seems more prone to misplays than most. I have concerns with the 3 drop slot due to the options available and I do feel that 21 lands is enough for this deck as there were only 2 Mutavaults included.
If I had them available to me when I had put this together it would be;
-1 Precinct Captain
-1 Imposing Sovereign
+2 Mutavault
The idea of the list is to run the benefits of White Weenie with a white creature base to take advantage of Brave the Elements, while also having access to Boros Charm for it's many uses, and Chained to the Rocks for it's pure mana efficiency. We also get Skullcrack out of the board.
2x Mutavault
4x Sacred Foundry
5x Mountain
11x Plains
Creatures = 26
4x Soldier of the Pantheon
4x Boros Elite
4x Dryad Militant
4x Akroan Hoplite
4x Daring Skyjek
3x Imposing Sovereign
3x Banisher Priest
3x Chained to the Rocks
4x Brave the Elements
3x Boros Charm
2x Spear of Heliod
3x Gods Willing
3x Keening Apparition
3x Skullcrack
1x Chained to the Rocks
1x Banisher Priest
3x Cavalry Pegasus
1x Boros Charm
The deck wins the game by flooding the board using its 1 CMC spells to out-value opponents in the early game and using Boros Charm to protect the board from sweepers, win trades in combat, or go to the dome for a finisher.
The sample size was of course small, but the deck was enjoyable to play. Some of the others Boros cards are definitely playable and they warrent testing: Legion's Initiative, Wojek Halberdiers, Viashino Firstblade, Truefire Paladin, Sunhome Guildmage, and Skyknight Legionnaire (of these I feel like the Viashino and Paladin may be the most promising).
I avoided using CIPT lands to up our mountain count for Chained to the Rocks and to keep our curve consistant as the deck loves to have 1 extra mana free.
The deck loses Precinct Captain and some Mutavaults but gains a lot.
The sideboard was cobbled together just to give it a test run so don't think about it too much.
Removing the Banisher Priests/Spear of Heliod to add Viashino Firstblade/Skyknight Legionnaire and Legion's Initative could also allow an extra Mutavault removing any WW requirements.
Boros Reckoner is also a great choice to fit into the board for RDW matchups if needed.
What is your SB plan with this list?
4 Judge's Familiar
3 Soldier of the Pantheon
4 Daring Skyjek
4 Precinct Captain
4 Deputy of Acquittals
4 Lyev Skyknight
3 Daxos of Meletis
2 Heliod, God of the Sun
4 Brave the Elements
ENCHANTMENT (3)
3 Spear of Heliod
PLANESWALKER (2)
2 Ajani, Caller of the Pride
LANDS (23)
11 Plains
2 Mutavault
2 Nykthos, Shrine to Nyx
4 Hallowed Fountain
4 Azorius Guildgate
3 Detention Sphere
2 Disperse
3 Glare of Heresy
2 Lavinia of the Tenth
1 Pithing Needle
2 Ratchet Bomb
2 Rootborn Defenses
Current Decks
Standard : WB Orzhov Vampires BW GUB Sultai Constrictor BUG
Brawl : GB Hapatra, Vizier of Poisons BG
Modern : GB Golgari Elves BG GR Atarka Goblins RG
Pauper : W Heroic W GB Delve BG
For keeping Daxos alive as well as getting him through without cavalry Pegasus and Ajani, consider God's Willing in addition to Brave the Elements.
Current Decks
Standard : WB Orzhov Vampires BW GUB Sultai Constrictor BUG
Brawl : GB Hapatra, Vizier of Poisons BG
Modern : GB Golgari Elves BG GR Atarka Goblins RG
Pauper : W Heroic W GB Delve BG
I completely understand, that was simply to address any questions of my use of 21 lands. If you look, I did play only 2 Mutavaults, so it would become 23 anyway.
I will correct this now.
Here's how I've been using my sideboard to this point. Again sideboard is always dependent on the current meta. So if Red becomes big again Reckoner finds his way back etc. Let me know if there aren't any key match ups I didn't break down that you're facing. From what I've found the "hard counter" for this deck is Jace, AOT. Having access to 5 anthem effects really, really helps that issue. 99% of the time we aren't being hit by control or they are Last Breath'ing us so its very rare for path of bravery to not accelerate us. Beyond that there isn't a matchup that I feel I'm in the underdog in. Really happy with the direction my list has moved so far. Always looking to improve it though of course.
Vs U/W, Esper, UWr
-4 Banisher Priest
-2 Imposing Sovereign
+2 Renounce the Guilds
+2 Glare of Heresy
+2 Path of Bravery
Vs GW aggro
-4 Boros Charm
-4 Judge's Familiar
+4 Celestial Flare
+2 Pacifisim
+2 Renounce the Guilds
Vs GR Ramp
-4 Boros Charm
-2 Judge's Familiar
+4 Celestial Flare
+2 Pacifism
Vs Monoblack
-3 Imposing Soverign
-4 Judge's Familiar
+4 Celestial Flare
+3 Fiendslayer Paladin
Vs MonoBlue
-4 Boros Charm
+2 Pacifism
+2 Path of Bravery
Vs R/X, Mono Red (small red, if they are bigger versions I will also look to include some celestial flare)
-4 Boros Charm
-1 Judge's Familiar
+3 Fiendslayer Paladin
+2 Path of Pravery
Vs White weenie variants
-4 Judges Familiar
-4 Boros Charm
+3 Fiend Slayer Paladin
+2 Path of Bravery
+2 Glare of Heresy
+1 Pacifisim
In Almost every matchup you remove 4 boros charm, so why don't you put them directly in SB?
I actually like keeping in some Boros Charms in the aggro vs. aggro matchup as it can completely swing a game during a crutial combat phase where there is blocking going on.
In game 1, Boros Charm is a better card than it is post board. It fills a slot that otherwise might be for a card too specific for game 1. It is versatile.
On a side note, in my U/W deck i run Divination and Quicken in game 1 for card advantage which is always good.. but i pretty much always side it out for games 2&3.
Abzan Midrange
Modern:
Scapeshift
Thanks! I really Appreciate the response
My only question is against Esper, is the Renounce for Blood Baron? If so, wouldn't Celestial Flare be a better option, that way they can't just sac a Detention Sphere to it?
Other than that, it all looks pretty self-explanatory! Thanks again
What Thunder said.
Renounce is more for the Detention Spheres than anything. However, if they are playing a few Barons or Ghost Dads it's obviously a plus. Most of the time I'm looking to end the game before they show up. Busting DSpheres at the end of their turn is always nice.
AH! Okay! Maybe I'm just fearing Blood Baron too much
The edge in the mirror only lasts until an anthem hits the board, (and even before that, there are a decent number of X/2's in WW) then they are dead cards.
Master of Waves is good because it brings bodies. Using a card to kill half of another card is a little mediocre to me. And as soon as they play a second MoW, the elementals are too big to Electrickery.
I could see it in a different meta, but right now X/1s are either:
a) infinitely expendable, or
b) not threatening
CMy Peasant CubeC
On Cubetutor
Throw Gods Willing in the board, they blank more expensive 2 CMC removal that RDW will throw at your guys for a single mana or allow you to trade off your spell for their creature on a combat block.
Fiendslayer Paladin and Boros Reckoner in the board are good options.
If you run Boros Elite board them out as they rarely will get their battalion bonus vs. RDW.
Imposing Sovereign is king!
As for strategy, you may have to play a little conservative and keep a plains open at all times rather then pushing the board state as our deck will want to play reactively vs. RDW.
Pretty much.
RDW is faster than White Weenie because of haste and burn so you have to play the control in that matchup.
But you have a lot of tools against them with Fiendslayer Paladin, Imposing Sovereign, Boros Reckoner, Precint Captain, Brave the Elements and Spear of Heliod making your creatures bigger than theirs and having a repeatable kill spell.
I dont know if you guys run Heliod, God of the Sun as a curve topper but having him in play means that you will win the game if it goes longer.
Archangel of Thune is also almost unbeatable for them but since its five mana its probably only viable in a Big White/devotion style list
I beat a green devotion, g/r devotion, lost to RDW, and beat Mono-U devotion.
I'm running straight white with only 2 mutavaults and it's pretty damn consistent. I don't get many mulligans and usually curve out. I'm concerned if I add red for boros charm, or even 2 more mutavaults, that it will not be nearly as stable. Sometimes I end up drawing plains just as I need them. If they are scry or shocks it may put me too far back in the game. Plus, I noticed that they get sided out in nearly every matchup.
Gunna have to get some reckoners and gods willing in the SB. Luckily, there doesn't seem to be many RDW right now.