Pros
Has landfall, making it a 2/3 as early as turn 2.
Has synergy with Kor Skyfisher and [card]Adventuring Gear[card].
Cons:
Need to hold back lands or otherwise it is just a 0/1 blocker.
Is not a good topdeck to see if you are running dry on lands.
Basically needs to build around the landfall mechanic in order to get the max value out of it.
If you are going to run Steppe Lynx, then I say it is a requirement to run a fetch package and Adventuring Gear. Doing this maxmizes your landfall triggers and the explosiveness if you are missing quests in your opening hand.
Grants protection from Jace, The Mind Sculptor and Frost Titan's abilities.
Gets most of our creatures out of red's removal range.
Grants us an additional 2/2 blocker.
In theory puts your opponent on a 4-5 turn clock depending on when it is equipped.
With an equip cost of 2, we can easily re-equip the sword if the first attacker is removed.
Cons:
Can actually help RUG Fauna decks by dumping Vengvines into the graveyard.
Equipped creature has to actually damage your opponent in combat in order to trigger the sword's abilities.
Despite being pro Green, most of the time the singleton blocker will not help against Elf decks that have played out their creatures early.
Overall I say it is a worthy card to include in the maindeck. The other most commonly played color at the moment is Blue. Against the Shaman matchups with our colorhoser creatures makes it so RUG cannot under any circumstances remove the attacker. Also a 5 turn clock swings the battle in our direction. I would say this is the better fetch target in the RUG and B/U Control matchups if you don't get Armor in before T4.
Pros:
Grants haste, vigilance, trample, and first strike.
Grants a +2 Power bonus when equipped.
Allows you to attack with a just played duelist right away.
Cons:
Most of the time you would be getting another weapon via Quest.
3 mana equip cost can be a strain on a board that is mana light.
No toughness boost means our creatures can still be burned off the board.
I have had mixed results. I have never wanted to fetch this with either quest or Stoneforge Mystic. Saying this I still think I would play this card. A SoV combined with a firewalker against mono-red is just as good as armor for the most part and usually means GG.
I'll cover basilisk collar and Brave the Elements/Emerge unscathed in another post. I will also discuss some of the alternate builds/splash builds then as well.
Pros
Has landfall, making it a 2/3 as early as turn 2.
Has synergy with Kor Skyfisher and [card]Adventuring Gear[card].
Cons:
Need to hold back lands or otherwise it is just a 0/1 blocker.
Is not a good topdeck to see if you are running dry on lands.
Basically needs to build around the landfall mechanic in order to get the max value out of it.
If you are going to run Steppe Lynx, then I say it is a requirement to run a fetch package and Adventuring Gear. Doing this maxmizes your landfall triggers and the explosiveness if you are missing quests in your opening hand.
Grants protection from Jace, The Mind Sculptor and Frost Titan's abilities.
Gets most of our creatures out of red's removal range.
Grants us an additional 2/2 blocker.
In theory puts your opponent on a 4-5 turn clock depending on when it is equipped.
With an equip cost of 2, we can easily re-equip the sword if the first attacker is removed.
Cons:
Can actually help RUG Fauna decks by dumping Vengvines into the graveyard.
Equipped creature has to actually damage your opponent in combat in order to trigger the sword's abilities.
Despite being pro Green, most of the time the singleton blocker will not help against Elf decks that have played out their creatures early.
Overall I say it is a worthy card to include in the maindeck. The other most commonly played color at the moment is Blue. Against the Shaman matchups with our colorhoser creatures makes it so RUG cannot under any circumstances remove the attacker. Also a 5 turn clock swings the battle in our direction. I would say this is the better fetch target in the RUG and B/U Control matchups if you don't get Armor in before T4.
Pros:
Grants haste, vigilance, trample, and first strike.
Grants a +2 Power bonus when equipped.
Allows you to attack with a just played duelist right away.
Cons:
Most of the time you would be getting another weapon via Quest.
3 mana equip cost can be a strain on a board that is mana light.
No toughness boost means our creatures can still be burned off the board.
I have had mixed results. I have never wanted to fetch this with either quest or Stoneforge Mystic. Saying this I still think I would play this card. A SoV combined with a firewalker against mono-red is just as good as armor for the most part and usually means GG.
I'll cover basilisk collar and Brave the Elements/Emerge unscathed in another post. I will also discuss some of the alternate builds/splash builds then as well.
I appreciate your extensive and somewhat knowledgeable reviews.
Having said that, I think that SOV is not playable. SoBam seems better in very nearly every situation. For those of you still clinging to Steppe Lynx, try running your deck without lynx, fetches, or gears. Your results will improve.
Fair enough on SoV. As I said, I personally never got any results when I played it. I can just see instances where it may be a more preferable choice to something like SoBaM. Obviously once we get the RW sword, Sword of Vengeance will be dropped faster than Dallas's WRs can drop footballs.
As for Strata Scythe, I can see where it might be handy and could be used in place of SoV. Saying that I would put it into the landfall builds as opposed to builds not using them. The only other place I see this is an SB choice against Boros since it counts all plains in play as opposed to just the ones you control.
I built the deck to satisfy my brother. I love SoBaM and I've won games against Elves with his mill ability equipped to a Duelist. It's a must have for this deck.
Fair enough on SoV. As I said, I personally never got any results when I played it. I can just see instances where it may be a more preferable choice to something like SoBaM. Obviously once we get the RW sword, Sword of Vengeance will be dropped faster than Dallas's WRs can drop footballs.
As for Strata Scythe, I can see where it might be handy and could be used in place of SoV. Saying that I would put it into the landfall builds as opposed to builds not using them. The only other place I see this is an SB choice against Boros since it counts all plains in play as opposed to just the ones you control.
Firstly, i'm LOLing because of your quote on SoV.
Secondly: HOLYSHTWE'REGETTINGARWSWORDOMGOMGOMGOMG *Throws Party
Strata Scythe is good against:
Mirror ;D
Boros
UW-- actually, It can be a bomb in late game
Well it has been said they would be completing the cycle at some point. So no reason to keep SoV once the RW sword is created.
As for Strata against the mirror, I forgot about that >.<. Still see it as more of an SB option unless Boros and the mirror is heavy where you are. As for UW control, it depends on if you can even LAND it against them late game. With Frost titan being the hot one ATM I think having Pro Blue hurts more.
Well it has been said they would be completing the cycle at some point. So no reason to keep SoV once the RW sword is created.
As for Strata against the mirror, I forgot about that >.<. Still see it as more of an SB option unless Boros and the mirror is heavy where you are. As for UW control, it depends on if you can even LAND it against them late game. With Frost titan being the hot one ATM I think having Pro Blue hurts more.
So while i still cant even decide on my build, lifegain or standard i have had time to think about this:
I think that wall of omens is better in pretty much every case than squadron hawk. Ill elaborate:
They are both the same mana cost so that fact can be discounted. They both on their own add one counter to quest so thats a wash as well.
Squadron hawk gives you +3 cards, which on it's face is great until you realize that those 3 cards are 1/1 flyers for 2 that don't do anything (because you have already fished them out). Each wall gives you a draw. More on this later.
Wall can be used as a 1, 2, or 3 of and will always have the same effect. Hawk gets worse the less you use in your deck.
Wall provides a defender that doesn't die on it's own to some earlier attackers, such as goblin guide, 2/3 lynxes and 3/3 geopedes. Squadron hawk dies to everything.
Wall lives through pyroclasm.
Wall lives through contagion clasp.
Wall lives through all red burn spells except flame slash.
Wall combos better with Skyfisher. With squadron hawk you only need to cast it once and you have all the draw you will get out of all copies of the card, unless you stager it in which case its mostly even up with the wall. With the wall if you can rebounce them you will net more cards in the long run.
Since the wall can draw you a card off the top, wall can help you fish for answers or get you to quest faster. I don't know what a hawk drawing a hawk is an answer to.
Wall is better against memoricide, as the card you draw is not a wall usually. If you get hit with memoricide after casting hawk you lost all your advantage.
I could probably expand on this list if i needed to. I cant put into words how good the wall is compared to hawk.
I could probably expand on this list if i needed to. I cant put into words how good the wall is compared to hawk.
Walls can't attack. Seems like a horrible topdeck when neither it nor, half the time, the card it draws you, will be able to swing in with equipment even if it does put your fifth quest counter on. Still, couldn't hurt to try it out, I'll give it a shot and see if I change my opinion...
In other news, I took this build to FNM last night and went undefeated in 4 matches, got 1st place out of 12 (2 drops after round 2) beating BG Infect (5th place), Monored Koth (4th place), GW homebrew (2nd place), and Esper Mimic Vat (6th place):
Hmm... I am liking your facts on Wall of Omens, Proto. It would be well worth testing. This deck could use some card draw. With the fact that the majority of the cards we have are creatures, odds are we will run into at least 2 counters worth of creatures.
Edit: IronMagus just said my only reservation. Defender does hurt it. I just think the card draw may be more valuable than the lack of ability to beat face.
Hmm... I am liking your facts on Wall of Omens, Proto. It would be well worth testing. This deck could use some card draw. With the fact that the majority of the cards we have are creatures, odds are we will run into at least 2 counters worth of creatures.
Edit: IronMagus just said my only reservation. Defender does hurt it. I just think the card draw may be more valuable than the lack of ability to beat face.
Second the testing idea. Card draw would be excellent in this deck... there have been so many times when I just need another 0 drop.
Besides the already stated problems, there is currently nothing I could drop my Life Quest to fit Wall of Omens in.
Yeah I like Wall of Omens in the deck personally. I brought up a deck list that included it on another forum and a guy said "If you think Wall of Omens belongs in this deck, learn to play magic."
But in all seriousness, with the low land count and high creature count, it gives you the edge you need early to pop the quest. Yeah it's not an attacker, but it's not like you're not going to have 3 or 4 other creatures out that are.
I do however like the Squadron Hawks as viable SoBaM/Armor targets if you resort to non-quest methods, and the evasion is a huge plus. Of course the ability to grab more creatures for the quest is nice.
Second the testing idea. Card draw would be excellent in this deck... there have been so many times when I just need another 0 drop.
Besides the already stated problems, there is currently nothing I could drop my Life Quest to fit Wall of Omens in.
Wall probably doesn't fit in life quest, the list is too tight as it is and doesn't really need it as its creatures curve lower giving it a stronger early game. Lifequest doesn't run hawk either though so it makes sense.
Yes it is a defender, one that replaces itself with another card which can potentially attack. Your also playing a deck full of creatures that can swing as it is, so a few that don't will rarely ever be an issue. How often have you have multiple quest targets out?
1) He has more money to spend on a deck than I do.
2) I'm pretty sure last time I checked splashing in this deck just didn't really work.
2b) Does his FNM consist of 80 year old senile circus midgets?
3) Could you please repost in an understandable format.
4) In all seriousness, running 2 colors in this deck just doesn't work. People have tried U/W, G/W, G/U/W, R/W, and I think some one had some weird B/W Quest... needless to say none of those variants have panned out. I'm sure some of the aforementioned decks work against slower decks such as Valaramp/Eldrazi, but the moment the face Mirror, Elves, and other fast decks it's game over.
Yeah I like Wall of Omens in the deck personally. I brought up a deck list that included it on another forum and a guy said "If you think Wall of Omens belongs in this deck, learn to play magic."
But in all seriousness, with the low land count and high creature count, it gives you the edge you need early to pop the quest. Yeah it's not an attacker, but it's not like you're not going to have 3 or 4 other creatures out that are.
I do however like the Squadron Hawks as viable SoBaM/Armor targets if you resort to non-quest methods, and the evasion is a huge plus. Of course the ability to grab more creatures for the quest is nice.
Sums up what I thought of Wall when the point came up. Yes, it cannot attack. But in my admittedly limited amount of experience with the deck, I've often had a guy (Memnite) sitting at home while others (admittedly fliers) rock in for dmg. Though I have noticed the dmg usually only matters when one of them is hooked up with equip.
One issue is, it seems folks are saying Wall or Squad...why not the card advantage of both? I'm not saying we have an easy cut anywhere, but it's worth looking at.
Also, I ran Gold Myr this weekend in place of Mox Opal. WIN! Procs Quest, puts body on table and still makes mana, which with the low land count, I often find myself in need of in the early game.
Lastly, SB. I swapped out White Knight for Devout Lightcaster. Won me my R2 that was against Demon Combo hehe. Not saying it's better in all situations, but I'd rather RFG than rely on first strike.
I gotta try the Myr too. Ive been on the fence since its physically weak and yet another 2 drop, but it does help get a turn 3 quest with a the rest of the 2 drops.
Not sure what the right number of them are. I'm going to try 4 with 19 plains (still gives me 23 mana sources) but i may do 20 and 3 depending on how often I'm struggling.
I tested this deck hard last night vs a variety of other decks. The deck is just too inconsistant, it is either scalding HOT or freezing cold, there is no middle ground with this deck. You must pull your combo early or it is a waste of time from what I have seen in my testing. Sucks too because I had high hopes for the deck and wanted to take it to the Atlanta 5k next month but as I said, I cannot seem to find any consistency with the deck at all.
I tested this deck hard last night vs a variety of other decks. The deck is just too inconsistant, it is either scalding HOT or freezing cold, there is no middle ground with this deck. You must pull your combo early or it is a waste of time from what I have seen in my testing. Sucks too because I had high hopes for the deck and wanted to take it to the Atlanta 5k next month but as I said, I cannot seem to find any consistency with the deck at all.
Well as has been said many times by myself before, this deck is basically like Legacy Charbelcher. Inconsistent, but when it wins, boy does it ever win.
As for the splash builds, here are my thoughts on them.
Splash Builds:
As we have seen some people have been exploring the possibility of splashing colors in this deck for backup plans and in a search for more consistency to the deck. Here is my take and views on the splash combinations.
Red/White (Boros):
Leave this splash at home, simply put there are better ways to set up the deck to allow for the splash and it is in fact an established archetype in the current format. If you really want to play red in this deck, I suggest looking at that thread instead.
Black/White:
Personally, I have not tested out this build or even thought of trying to make it. The reason why is simple, I just feel the mana base would be too inconsistent to warrant even trying here. Unlike most decks, we NEED a 1st turn white source in order to do anything. Splashing an opposing color makes it so we are more likely to mulligan opening hands due to land screw. Maybe if the next two sets give us opposing lands we can then consider this splash. As for now though, leave it at home.
Green/White:
Now here is an interesting color combination. Basically if you choose to go here I see only one viable way to go, and that is with a Fauna Shaman build. The only problem here is the fact that there are already better ways to exploit Fauna Shaman than using it to activate quest. Saying that though the deck still leaves quite a few options available to us.
Fauna Shaman: This is the card that makes this color combination go. She counts towards quest on her own and also searches out other 0 drops we can use to activate quest. Running her also allows us to pull a legacy style trick out of our bags with the next card.
Vengevine: If you are running Fauna Shaman, you should be running the living veggie that is terrorizing Legacy right now as well. He acts as the perfect throwaway to a Shaman trigger, and if you already have one 0 drop in hand, you can search for another and cheat VV out as well. The drawback to this though is that we are not in most cases going to be casting him, and thus he will not add a counter to quest.
Birds of Paradise: A 0/1 flier that taps for any color. This card has been seen in may decks and in a GW build should see play here as well. He accelerates your mana production and makes it so that dropping a T1 birds over a T1 quest is not a setback. Not only that he is a warm body to carry an armor or a sword once his usefulness as a mana source is done.
Autumn's Veil: Now this is an interesting card. it basically acts as an Orim's chant against Blue and Black based decks. This card is THE definition of a hoser against B/U control. While this would at most see play as a SB card, it is one to consider if you are considering this splash.
Blue/White:
This combination has actually been suggested in a few articles on the net. Most notability here. Here is a rundown of what I believe are the best cards I think blue has to offer this deck.
Trinket Mage: This is the card I most commonly see running in decks with blue and for good reason. While he is a 2U creature, his ability allows him to bring along a friend. This in essence makes him 2 counters worth towards quest. A 2/2 body is not a bad deal as well considering what he can do.
Augury Owl: A 1/1 flyer which has the added bonus of Scry 3 on him. He can be seen as a way to fix draws in this build, either by re-arranging the top cards or even shipping off armors to the bottom of the deck in order to ensure we have one to fetch. This card would most definitely take the place of Squadron hawk in any build splashing blue.
Preordain: While not a creature, it is only U to cast and not only replaces itself, but also allows you to scry 2 to fix what that card will be. I say if it does go into a splash build it will obviously be replacing Brave/Emerge in your deck.
Steady progress: Again not a creature, but it does do 2 very interesting things this deck may like. First it draws a card, thus replacing it self. Second it Proliferates, meaning it still adds to Quest anyway. The big problem I have is again the mana cost. A 2U cost is steep to pay, especially if you are already running the trinket mage package as well.
Thrummingbird: Now this is the main reason I would be interested in splashing for Blue at the current time. He is not only a flier, but he proliferates if he gets through for damage. This can be really good for us considering the fact that the meta as of now is lacking in fliers. The only problem I see with him is the fact that he would most likely be competing for the same spot as Augury Owl, and thus could make deckbuilding a pain.
I find U/W splash the most interesting to try, assuming I was going to splash. I like Thrumming Bird over Owl, only reason being that Bird puts pressure to the opponent.
Overall, how has the view of taking this deck from a turn 1-3 go big or go home deck, to giving it as many mid-range options as possible to gain consistency? I've only been tinkering with it a few days, so didn't know if most folks wanted to keep it as flashing combo kill 30/40% or if most folks were trying truly to get over the 50% hump?
@OneManHorde: Have you tried Wall of Omens against them?
Hi all. I am new to this archetype and could use some advice. After trying for some time to make a Kor Equipment deck work, I noticed this thread and realize that I could convert my Kor deck to a WW Quest deck, so here goes:
Steppe Lynx
Pros
Has landfall, making it a 2/3 as early as turn 2.
Has synergy with Kor Skyfisher and [card]Adventuring Gear[card].
Cons:
Need to hold back lands or otherwise it is just a 0/1 blocker.
Is not a good topdeck to see if you are running dry on lands.
Basically needs to build around the landfall mechanic in order to get the max value out of it.
If you are going to run Steppe Lynx, then I say it is a requirement to run a fetch package and Adventuring Gear. Doing this maxmizes your landfall triggers and the explosiveness if you are missing quests in your opening hand.
Sword of Body and Mind
Pros:
Grants protection from Jace, The Mind Sculptor and Frost Titan's abilities.
Gets most of our creatures out of red's removal range.
Grants us an additional 2/2 blocker.
In theory puts your opponent on a 4-5 turn clock depending on when it is equipped.
With an equip cost of 2, we can easily re-equip the sword if the first attacker is removed.
Cons:
Can actually help RUG Fauna decks by dumping Vengvines into the graveyard.
Equipped creature has to actually damage your opponent in combat in order to trigger the sword's abilities.
Despite being pro Green, most of the time the singleton blocker will not help against Elf decks that have played out their creatures early.
Overall I say it is a worthy card to include in the maindeck. The other most commonly played color at the moment is Blue. Against the Shaman matchups with our colorhoser creatures makes it so RUG cannot under any circumstances remove the attacker. Also a 5 turn clock swings the battle in our direction. I would say this is the better fetch target in the RUG and B/U Control matchups if you don't get Armor in before T4.
Adventuring gear
Pros:
1 cost Artifact
A cheap artifact that can be bounced for glint hawk if need be.
Cons:
Needs to be built around.
Most of the same problems I see with Lynx applies to Adventuring gear as well.
Saying that if you do choose to run lynx, then running gear is an obvious call.
Sword of Vengeance
Pros:
Grants haste, vigilance, trample, and first strike.
Grants a +2 Power bonus when equipped.
Allows you to attack with a just played duelist right away.
Cons:
Most of the time you would be getting another weapon via Quest.
3 mana equip cost can be a strain on a board that is mana light.
No toughness boost means our creatures can still be burned off the board.
I have had mixed results. I have never wanted to fetch this with either quest or Stoneforge Mystic. Saying this I still think I would play this card. A SoV combined with a firewalker against mono-red is just as good as armor for the most part and usually means GG.
I'll cover basilisk collar and Brave the Elements/Emerge unscathed in another post. I will also discuss some of the alternate builds/splash builds then as well.
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I appreciate your extensive and somewhat knowledgeable reviews.
Having said that, I think that SOV is not playable. SoBam seems better in very nearly every situation. For those of you still clinging to Steppe Lynx, try running your deck without lynx, fetches, or gears. Your results will improve.
As for SoBam, it's an "in" for me. Every time.
What about Strata Scythe?
EDIT: Oh, and lynx can be a 4/5 on turn two. You're not factoring in arid mesa and marsh flats.
Happy Questing
Students
Desks
My Decks:
WGWG Quest WG
WWWW Quest WW
As for Strata Scythe, I can see where it might be handy and could be used in place of SoV. Saying that I would put it into the landfall builds as opposed to builds not using them. The only other place I see this is an SB choice against Boros since it counts all plains in play as opposed to just the ones you control.
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Firstly, i'm LOLing because of your quote on SoV.
Secondly: HOLYSHTWE'REGETTINGARWSWORDOMGOMGOMGOMG *Throws Party
Strata Scythe is good against:
Mirror ;D
Boros
UW-- actually, It can be a bomb in late game
Students
Desks
My Decks:
WGWG Quest WG
WWWW Quest WW
As for Strata against the mirror, I forgot about that >.<. Still see it as more of an SB option unless Boros and the mirror is heavy where you are. As for UW control, it depends on if you can even LAND it against them late game. With Frost titan being the hot one ATM I think having Pro Blue hurts more.
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Does that mean a B/G sword too?
Come join us in the MTGSalvation chat ||| My trade thread. ||| My Personal Modern Blog: The Fetchlands
Pauper - 450
EDH
B Shirei, Shizo's Caretaker
I think that wall of omens is better in pretty much every case than squadron hawk. Ill elaborate:
I could probably expand on this list if i needed to. I cant put into words how good the wall is compared to hawk.
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Seems fitting, and I imagine the R/W sword would be Sword of Chaos and Order (Order and Chaos?).
Walls can't attack. Seems like a horrible topdeck when neither it nor, half the time, the card it draws you, will be able to swing in with equipment even if it does put your fifth quest counter on. Still, couldn't hurt to try it out, I'll give it a shot and see if I change my opinion...
In other news, I took this build to FNM last night and went undefeated in 4 matches, got 1st place out of 12 (2 drops after round 2) beating BG Infect (5th place), Monored Koth (4th place), GW homebrew (2nd place), and Esper Mimic Vat (6th place):
18 Plains
3 Tectonic Edge
Creatures: 30
4 Memnite
4 Ornithopter
4 Glint Hawk
4 Student of Warfare
4 Kor Skyfisher
4 Kor Outfitter
3 Stoneforge Mystic
3 Squadron Hawk
4 Quest for the Holy Relic
2 Argentum Armor
1 Sword of Vengeance
1 Sword of Body and Mind
1 Basilisk Collar
3 Revoke Existence
4 Kor Firewalker
4 White Knight
4 Salvage Scout
Edit: IronMagus just said my only reservation. Defender does hurt it. I just think the card draw may be more valuable than the lack of ability to beat face.
Come join us in the MTGSalvation chat ||| My trade thread. ||| My Personal Modern Blog: The Fetchlands
I have a feeling it will be Heart and Soul, as a complement to Body and Mind.
How much success are people having mainboarding the firewalker? And what is being removed to make room for it.
UR Storm WUBRG Sunnyside Up W Death+Taxes BR 7->0:60 Discard
EDH
GU Vig RWU Zedruu BR Olivia
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Second the testing idea. Card draw would be excellent in this deck... there have been so many times when I just need another 0 drop.
Besides the already stated problems, there is currently nothing I could drop my Life Quest to fit Wall of Omens in.
Pauper - 450
EDH
B Shirei, Shizo's Caretaker
But in all seriousness, with the low land count and high creature count, it gives you the edge you need early to pop the quest. Yeah it's not an attacker, but it's not like you're not going to have 3 or 4 other creatures out that are.
I do however like the Squadron Hawks as viable SoBaM/Armor targets if you resort to non-quest methods, and the evasion is a huge plus. Of course the ability to grab more creatures for the quest is nice.
Wall probably doesn't fit in life quest, the list is too tight as it is and doesn't really need it as its creatures curve lower giving it a stronger early game. Lifequest doesn't run hawk either though so it makes sense.
Yes it is a defender, one that replaces itself with another card which can potentially attack. Your also playing a deck full of creatures that can swing as it is, so a few that don't will rarely ever be an issue. How often have you have multiple quest targets out?
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Comedy gaming podcast. Listening to it makes you cool.
2 celestial colonnade
4 seachrome coast
4 glacial fortress
12 plains
creatures
4 ornithopter
4 memnite
4 glint hawk
4 kor skyfisher
4 squadron hawk
3 stoneforge mystic
4 signal pest
3 trinket mage
4 quest for the holy relic
2 argentum armor
1 sword of body and mind
1 sword of feast and famine
3 kor firewalker
3 accorder paladin
3 leyline of sanctity
3 leonin relic-warder
2 hero of bladehold
1 bonehoard
Tooth & Nail........Grishoalbrand....Living Dominance....Tezzerator.........Vannifar Pod
My Decks that have been BANNED
DRS Jund | Kiki-Pod | Bloom Titan | Splinter Twin | KCI
Creatures:
4 Vengevine
4 Fauna Shaman
4 Birds of Paradise
4 Memnite
4 Ornithopter
4 Glint Hawk
2 Kor Skyfisher
1 Kor Outfitter
4 Squadron Hawk
1 Stoneforge Mystic
4 Quest for the Holy Relic
2 Beastmaster Ascension
2 Argentum Armor
Lands:
4 Razorverge Thicket
2 Sunpetal Grove
7 Plains
7 Forest[/CARDS]
3 Luminarch Acension1 Sword of body and mind2 Garruk3 Nature's Claim2 Kor Firewalker2 Leonin Arbitor " target="blank">Autumn's Veil
2 Luminarch Acension
1 Sword of body and mind
2 Garruk
3 Nature's Claim
2 Kor Firewalker
2 Leonin Arbitor
My buddy played this deck last 2 weeks at the local FNM, went 4-0 both weeks. Thoughts?
Current Standard Decks:
WUBRGl 5 COLOR CONTROL WUBRG
1) He has more money to spend on a deck than I do.
2) I'm pretty sure last time I checked splashing in this deck just didn't really work.
2b) Does his FNM consist of 80 year old senile circus midgets?
3) Could you please repost in an understandable format.
4) In all seriousness, running 2 colors in this deck just doesn't work. People have tried U/W, G/W, G/U/W, R/W, and I think some one had some weird B/W Quest... needless to say none of those variants have panned out. I'm sure some of the aforementioned decks work against slower decks such as Valaramp/Eldrazi, but the moment the face Mirror, Elves, and other fast decks it's game over.
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Sums up what I thought of Wall when the point came up. Yes, it cannot attack. But in my admittedly limited amount of experience with the deck, I've often had a guy (Memnite) sitting at home while others (admittedly fliers) rock in for dmg. Though I have noticed the dmg usually only matters when one of them is hooked up with equip.
One issue is, it seems folks are saying Wall or Squad...why not the card advantage of both? I'm not saying we have an easy cut anywhere, but it's worth looking at.
Also, I ran Gold Myr this weekend in place of Mox Opal. WIN! Procs Quest, puts body on table and still makes mana, which with the low land count, I often find myself in need of in the early game.
Lastly, SB. I swapped out White Knight for Devout Lightcaster. Won me my R2 that was against Demon Combo hehe. Not saying it's better in all situations, but I'd rather RFG than rely on first strike.
Not sure what the right number of them are. I'm going to try 4 with 19 plains (still gives me 23 mana sources) but i may do 20 and 3 depending on how often I'm struggling.
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Well as has been said many times by myself before, this deck is basically like Legacy Charbelcher. Inconsistent, but when it wins, boy does it ever win.
As for the splash builds, here are my thoughts on them.
Splash Builds:
As we have seen some people have been exploring the possibility of splashing colors in this deck for backup plans and in a search for more consistency to the deck. Here is my take and views on the splash combinations.
Red/White (Boros):
Leave this splash at home, simply put there are better ways to set up the deck to allow for the splash and it is in fact an established archetype in the current format. If you really want to play red in this deck, I suggest looking at that thread instead.
Black/White:
Personally, I have not tested out this build or even thought of trying to make it. The reason why is simple, I just feel the mana base would be too inconsistent to warrant even trying here. Unlike most decks, we NEED a 1st turn white source in order to do anything. Splashing an opposing color makes it so we are more likely to mulligan opening hands due to land screw. Maybe if the next two sets give us opposing lands we can then consider this splash. As for now though, leave it at home.
Green/White:
Now here is an interesting color combination. Basically if you choose to go here I see only one viable way to go, and that is with a Fauna Shaman build. The only problem here is the fact that there are already better ways to exploit Fauna Shaman than using it to activate quest. Saying that though the deck still leaves quite a few options available to us.
Fauna Shaman: This is the card that makes this color combination go. She counts towards quest on her own and also searches out other 0 drops we can use to activate quest. Running her also allows us to pull a legacy style trick out of our bags with the next card.
Vengevine: If you are running Fauna Shaman, you should be running the living veggie that is terrorizing Legacy right now as well. He acts as the perfect throwaway to a Shaman trigger, and if you already have one 0 drop in hand, you can search for another and cheat VV out as well. The drawback to this though is that we are not in most cases going to be casting him, and thus he will not add a counter to quest.
Birds of Paradise: A 0/1 flier that taps for any color. This card has been seen in may decks and in a GW build should see play here as well. He accelerates your mana production and makes it so that dropping a T1 birds over a T1 quest is not a setback. Not only that he is a warm body to carry an armor or a sword once his usefulness as a mana source is done.
Autumn's Veil: Now this is an interesting card. it basically acts as an Orim's chant against Blue and Black based decks. This card is THE definition of a hoser against B/U control. While this would at most see play as a SB card, it is one to consider if you are considering this splash.
Blue/White:
This combination has actually been suggested in a few articles on the net. Most notability here. Here is a rundown of what I believe are the best cards I think blue has to offer this deck.
Trinket Mage: This is the card I most commonly see running in decks with blue and for good reason. While he is a 2U creature, his ability allows him to bring along a friend. This in essence makes him 2 counters worth towards quest. A 2/2 body is not a bad deal as well considering what he can do.
Augury Owl: A 1/1 flyer which has the added bonus of Scry 3 on him. He can be seen as a way to fix draws in this build, either by re-arranging the top cards or even shipping off armors to the bottom of the deck in order to ensure we have one to fetch. This card would most definitely take the place of Squadron hawk in any build splashing blue.
Preordain: While not a creature, it is only U to cast and not only replaces itself, but also allows you to scry 2 to fix what that card will be. I say if it does go into a splash build it will obviously be replacing Brave/Emerge in your deck.
Steady progress: Again not a creature, but it does do 2 very interesting things this deck may like. First it draws a card, thus replacing it self. Second it Proliferates, meaning it still adds to Quest anyway. The big problem I have is again the mana cost. A 2U cost is steep to pay, especially if you are already running the trinket mage package as well.
Thrummingbird: Now this is the main reason I would be interested in splashing for Blue at the current time. He is not only a flier, but he proliferates if he gets through for damage. This can be really good for us considering the fact that the meta as of now is lacking in fliers. The only problem I see with him is the fact that he would most likely be competing for the same spot as Augury Owl, and thus could make deckbuilding a pain.
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Overall, how has the view of taking this deck from a turn 1-3 go big or go home deck, to giving it as many mid-range options as possible to gain consistency? I've only been tinkering with it a few days, so didn't know if most folks wanted to keep it as flashing combo kill 30/40% or if most folks were trying truly to get over the 50% hump?
@OneManHorde: Have you tried Wall of Omens against them?
4 Stoneforge Mystic
4 Kor Outfitter
4 Ornithopter
4 Memnite
4 Glint Hawk
4 Kor Firewalker
4 Kor Skyfisher
4 Squadron Hawk
4 Quest for the Holy Relic
Equipment (4):
2 Argentum Armor
1 Sword of Body & Mind
1 Trusty Machete
Lands (20):
17 Plains
3 Tectonic Edge
2 Brave the Elements
3 White Knight
3 Revoke Existence
2 Emerge Unscathed
2 Safe Passage
3 Journey to Nowhere
Thanks in advance for any advice you can provide.