i have found hamlet captian very underwhelming in GW human tribal, and run adaptive automation over him. yes where he is a 3 drop i find haveing the +1/+1 with out having to attack a bit more usefull.
as for pilgrim i have no problum with him... probly drop the vangard?
22 lands is too few for a deck that runs 4 4-drops. Cut a Hero for a Plains.
i can understand why you think that 22 lands is to few but the curve of the deck is 3 almost at a max.... the thing i gear with going to 3 color is that either my lands come in taped or i just dont get the lands that i need.
I would drop the waif and go raise the number of forests, I would probably drop the wolf run as well as you're probably not going to have enough mana for it to be very helpful. I missed the crusaders lol.
I would drop the waif and go raise the number of forests, I would probably drop the wolf run as well as you're probably not going to have enough mana for it to be very helpful. I missed the crusaders lol.
why would i drop waif? he is the decks only outher agresive one drop besides parish.
wolf run is not so much for me to pump every thing for but more for to gain the trample, by turn 3 or 4 i usualy do between 8-12 damage depending on the deck, by turn 3 or 4 he is starting to gain stability and do damage back.
also i only run 4 green dudes unless i add the pilgram why would i want to add more forest.
plz explain your resoning behind the suggestions you make.
why would i drop waif? he is the decks only outher agresive one drop besides parish.
wolf run is not so much for me to pump every thing for but more for to gain the trample, by turn 3 or 4 i usualy do between 8-12 damage depending on the deck, by turn 3 or 4 he is starting to gain stability and do damage back.
also i only run 4 green dudes unless i add the pilgram why would i want to add more forest.
plz explain your resoning behind the suggestions you make.
adding more forests would be if you add the pilgrim's and the reason I said waif is because have 3 colors of 1 drops is pretty dangerous.
adding more forests would be if you add the pilgrim's and the reason I said waif is because have 3 colors of 1 drops is pretty dangerous.
ageed on that, but the question is that will the pilgrams be good in here because they only tap for white. also what do people think on going 2-2 for the both heros. i like the idea but i am afraid that if i do that i will mana screw my self over by not having the right colors.
This is what I just built. I'm mostly concerned about the manabase, but this does allow for several possible very strong early game plays. I don't have time right now, but in the coming days I'm going to test it out against competition and see where it needs to be tweaked. Any suggestions are welcome.
This is what I just built. I'm mostly concerned about the manabase, but this does allow for several possible very strong early game plays. I don't have time right now, but in the coming days I'm going to test it out against competition and see where it needs to be tweaked. Any suggestions are welcome.
almost exctaly what i was thinking except i would drop travler for 2 more stormblood, storm is just way to much of a beast. what have you thought about adding wolf run in there? it gives us late game reach and early game trample.
You are probably correct, but I'm not entirely convinced. The biggest thing I've found with straight GW is that it is more consistent early game, but has 2 enormous weaknesses. The first is that if they run out of gas to a Slagstorm, or wrath effect, its basically over. At that point it is impossible to try to salvage anything. The second is that the removal available is quite frankly, slow.
The red in this deck, or more specifically the burn is a solution to both of the problems that a straight GW build has. Games where the opponent stabilizes at 6 or less life, which are actually incredibly common, are winnable. Being able to use removal at instant speed is also a huge plus. Being able to run ancient grudge out of the SB is a pretty nice bonus as well.
Earlier somebody suggested adding 2 more berserkers, and I originally did have them. A turn 2 bloodthirsted Berserker is a house, but I found that I was not able to consistently get them out. A turn 2 Mirran Crusader is a better play and often times I'll try for that instead of setting up the turn 2 berserker. They also don't mesh very well with the champions because you want to play them "after" combat. The biggest problem is consistently having red mana turn 2. The reason for this is because the RW land requires a plains or mountain in play, and the other 8 duals cause this to be iffy. If the RW land had the same clause as the other 4 dual lands, it would be a huge improvement. TBH the reason I added red in the firstplace was the berserker, but it isn't as consistent as you'd imagine. The burn on the other hand has saved way more games than oblivion ring or any other GW substitutes could hope to.
I already run g/w and yes it it an amazingly good deck but what i am looking for here is to get late game reach through burn. There have been many times with the standard w/g build that i have gotten my oppent down to 5-6 life by turn 4-5 but then outhers decks start building up advantages start climbing up while ours goes down.
You are probably correct, but I'm not entirely convinced. The biggest thing I've found with straight GW is that it is more consistent early game, but has 2 enormous weaknesses. The first is that if they run out of gas to a Slagstorm, or wrath effect, its basically over. At that point it is impossible to try to salvage anything. The second is that the removal available is quite frankly, slow.
The red in this deck, or more specifically the burn is a solution to both of the problems that a straight GW build has. Games where the opponent stabilizes at 6 or less life, which are actually incredibly common, are winnable. Being able to use removal at instant speed is also a huge plus. Being able to run ancient grudge out of the SB is a pretty nice bonus as well.
Earlier somebody suggested adding 2 more berserkers, and I originally did have them. A turn 2 bloodthirsted Berserker is a house, but I found that I was not able to consistently get them out. A turn 2 Mirran Crusader is a better play and often times I'll try for that instead of setting up the turn 2 berserker. They also don't mesh very well with the champions because you want to play them "after" combat. The biggest problem is consistently having red mana turn 2. The reason for this is because the RW land requires a plains or mountain in play, and the other 8 duals cause this to be iffy. If the RW land had the same clause as the other 4 dual lands, it would be a huge improvement. TBH the reason I added red in the firstplace was the berserker, but it isn't as consistent as you'd imagine. The burn on the other hand has saved way more games than oblivion ring or any other GW substitutes could hope to.
Good point, would you think about droping the stormblood all together? For either more burn or something else?
dropping stormblood probably wouldn't be a bad idea to do. you are still rocking, what like 24 creatures? and yes with the stormblood having bloodthirst it kinda sucks for champion. also i like the g/w with a splash of red idea, cuz it seems that g/w will get wiped clean if slagstorm or day is played and then your opponent plays a freakin beater and your stuck top-decking something. this happens to me many times, and it sucks lol i actually just remembered about adaptive automaton and am trying very hard to get some for my human deck as well. as one person has said in this thread, hamlet captain just isn't reliable at all, compared to the automaton on turn 3. i run blue in my human deck so makin my invisible stalker a 2/2 unblockable is pretty freakin sweet.
one more thing, people will be shocked to see the red come out, when all they think they are playing is g/w. it adds more surprise for ya
go naya colors!!!
dropping stormblood probably wouldn't be a bad idea to do. you are still rocking, what like 24 creatures? and yes with the stormblood having bloodthirst it kinda sucks for champion. also i like the g/w with a splash of red idea, cuz it seems that g/w will get wiped clean if slagstorm or day is played and then your opponent plays a freakin beater and your stuck top-decking something. this happens to me many times, and it sucks lol i actually just remembered about adaptive automaton and am trying very hard to get some for my human deck as well. as one person has said in this thread, hamlet captain just isn't reliable at all, compared to the automaton on turn 3. i run blue in my human deck so makin my invisible stalker a 2/2 unblockable is pretty freakin sweet.
one more thing, people will be shocked to see the red come out on a burn spell, when all they think they are playing is g/w. it adds more surprise for ya
best part is that we can run slagstorm also lol. i think both have there mirets between hamlet and adaptive, if we are droping stormblood then i would up adaptive. or more burn
ageed on that, but the question is that will the pilgrams be good in here because they only tap for white. also what do people think on going 2-2 for the both heros. i like the idea but i am afraid that if i do that i will mana screw my self over by not having the right colors.
Apart from being Human, Avacyn's Pilgrim enables a turn 2 Mirran Crusader which is lights out for many decks.
The deck has odd +/- synergies going on. The stormblood berserker / champion interaction is one that I've already talked about. There are a few just blowout openings, and each want to use different combinations of cards. T1 Champion + T2 Mayor is always powerful. T1 Pilgrim, T2 Crusader is also strong. T2 Bloodthirsty Berserker is also a house, but the odd thing with the Berserker is that the best one drop to set up bloodthirst is actually Doomed Traveler. It is almost never blocked or removed T1. Im gonna keep tweaking it here and there to see how it can be improved.
Alright, a few things I've learned through testing.
1. Hero of Oxid Ridge is underwhelming. The 2nd ability rarely comes into play because anything that it would run over, i.e. tokens is almost always pumped through an enchantment.
2. Gutshot is absolutely amazing. I've moved 3x Gutshot into the main and taken out 1 Hamlet captain and both Heros. The most common targets for gutshot are definitely Birds and opposing Champions. It is boarded out against ramp and control. Gutshot also allows us to get around the odd interaction between Champion and Berserker.
3. Added 3x Arc Trail to the SB. This card almost singlehandedly destroys any mirror match if it is allowed to be played.
Alright, a few things I've learned through testing.
1. Hero of Oxid Ridge is underwhelming. The 2nd ability rarely comes into play because anything that it would run over, i.e. tokens is almost always pumped through an enchantment.
2. Gutshot is absolutely amazing. I've moved 3x Gutshot into the main and taken out 1 Hamlet captain and both Heros. The most common targets for gutshot are definitely Birds and opposing Champions. It is boarded out against ramp and control. Gutshot also allows us to get around the odd interaction between Champion and Berserker.
3. Added 3x Arc Trail to the SB. This card almost singlehandedly destroys any mirror match if it is allowed to be played.
now here is a thing that i run in my g/w human deck and it recks house.... anglic densty, in place of the heros, it pumps every thing in this deck to an absurd lvl.
I dont know about droping the hero of oxid ridge tho. you are still forgetting about outher decks besides token decks. rdw has a lot of 1/x creatures g/w u/w, mbi.
You are probably correct, but I'm not entirely convinced. The biggest thing I've found with straight GW is that it is more consistent early game, but has 2 enormous weaknesses. The first is that if they run out of gas to a Slagstorm, or wrath effect, its basically over. At that point it is impossible to try to salvage anything. The second is that the removal available is quite frankly, slow.
The red in this deck, or more specifically the burn is a solution to both of the problems that a straight GW build has. Games where the opponent stabilizes at 6 or less life, which are actually incredibly common, are winnable. Being able to use removal at instant speed is also a huge plus. Being able to run ancient grudge out of the SB is a pretty nice bonus as well.
Earlier somebody suggested adding 2 more berserkers, and I originally did have them. A turn 2 bloodthirsted Berserker is a house, but I found that I was not able to consistently get them out. A turn 2 Mirran Crusader is a better play and often times I'll try for that instead of setting up the turn 2 berserker. They also don't mesh very well with the champions because you want to play them "after" combat. The biggest problem is consistently having red mana turn 2. The reason for this is because the RW land requires a plains or mountain in play, and the other 8 duals cause this to be iffy. If the RW land had the same clause as the other 4 dual lands, it would be a huge improvement. TBH the reason I added red in the firstplace was the berserker, but it isn't as consistent as you'd imagine. The burn on the other hand has saved way more games than oblivion ring or any other GW substitutes could hope to.
If you're tapping forests, have 25+ creatures, and aren't casting Lead the Stampede, you're not doing it right.
LtS is pure gas in g/w - at worst, a Divination, and best double divination. Many times LtS saved my bacon against RDW or some other removal heavy variant. Look in to it.
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been doing more testing and have decided to drop the pilgram for birds. i know they are not human but being able to tap for any of my colors is a huge bonus.
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4 champion of parish
4 elite vangard
4 stormblood bersker
4 mayor of avabruck
4 mirran crusader
4 hero of oxid ridge
28 creatures
4 incenerate
2 o-ring
10 spells
4 razorverge thickets
4 coperline gorge
4 clifftop retreat
3 mountian
3 plains
2 forests
2 kessig wolf run
i think it could work with some fine tuning, all help is usefull.
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
You can find me on MTGO. My username is gereffi.
mirran crusader is already in the deck as a 4 of.
i have found hamlet captian very underwhelming in GW human tribal, and run adaptive automation over him. yes where he is a 3 drop i find haveing the +1/+1 with out having to attack a bit more usefull.
as for pilgrim i have no problum with him... probly drop the vangard?
i can understand why you think that 22 lands is to few but the curve of the deck is 3 almost at a max.... the thing i gear with going to 3 color is that either my lands come in taped or i just dont get the lands that i need.
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
why would i drop waif? he is the decks only outher agresive one drop besides parish.
wolf run is not so much for me to pump every thing for but more for to gain the trample, by turn 3 or 4 i usualy do between 8-12 damage depending on the deck, by turn 3 or 4 he is starting to gain stability and do damage back.
also i only run 4 green dudes unless i add the pilgram why would i want to add more forest.
plz explain your resoning behind the suggestions you make.
adding more forests would be if you add the pilgrim's and the reason I said waif is because have 3 colors of 1 drops is pretty dangerous.
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
ageed on that, but the question is that will the pilgrams be good in here because they only tap for white. also what do people think on going 2-2 for the both heros. i like the idea but i am afraid that if i do that i will mana screw my self over by not having the right colors.
4 Copperline Gorge
4 Razorverge Thicket
3 Clifftop Retreat
7 Plains
3 Mountain
2 Forest
Creatures
4 Avacyn's Pilgrim
4 Champion of the Parish
2 Doomed Traveler
2 Elite Vanguard
4 Hamlet Captain
4 Mayor of Avabruck
2 Stormblood Berserker
2 Adaptive Automaton
4 Mirran Crusader
2 Hero of Oxid Ridge
4 Incinerate
3 Brimstone Volley
3 Ancient Grudge
3 Nevermore
2 Ratchet Bomb
2 Melira, Sylvok Outcast
3 Gutshot
2 Kessig Cagebreakers
This is what I just built. I'm mostly concerned about the manabase, but this does allow for several possible very strong early game plays. I don't have time right now, but in the coming days I'm going to test it out against competition and see where it needs to be tweaked. Any suggestions are welcome.
almost exctaly what i was thinking except i would drop travler for 2 more stormblood, storm is just way to much of a beast. what have you thought about adding wolf run in there? it gives us late game reach and early game trample.
By me from Hakai Studios.
blatlas on cockatrice. Test standard, legacy, or EDH!
You are probably correct, but I'm not entirely convinced. The biggest thing I've found with straight GW is that it is more consistent early game, but has 2 enormous weaknesses. The first is that if they run out of gas to a Slagstorm, or wrath effect, its basically over. At that point it is impossible to try to salvage anything. The second is that the removal available is quite frankly, slow.
The red in this deck, or more specifically the burn is a solution to both of the problems that a straight GW build has. Games where the opponent stabilizes at 6 or less life, which are actually incredibly common, are winnable. Being able to use removal at instant speed is also a huge plus. Being able to run ancient grudge out of the SB is a pretty nice bonus as well.
Earlier somebody suggested adding 2 more berserkers, and I originally did have them. A turn 2 bloodthirsted Berserker is a house, but I found that I was not able to consistently get them out. A turn 2 Mirran Crusader is a better play and often times I'll try for that instead of setting up the turn 2 berserker. They also don't mesh very well with the champions because you want to play them "after" combat. The biggest problem is consistently having red mana turn 2. The reason for this is because the RW land requires a plains or mountain in play, and the other 8 duals cause this to be iffy. If the RW land had the same clause as the other 4 dual lands, it would be a huge improvement. TBH the reason I added red in the firstplace was the berserker, but it isn't as consistent as you'd imagine. The burn on the other hand has saved way more games than oblivion ring or any other GW substitutes could hope to.
I already run g/w and yes it it an amazingly good deck but what i am looking for here is to get late game reach through burn. There have been many times with the standard w/g build that i have gotten my oppent down to 5-6 life by turn 4-5 but then outhers decks start building up advantages start climbing up while ours goes down.
Good point, would you think about droping the stormblood all together? For either more burn or something else?
one more thing, people will be shocked to see the red come out, when all they think they are playing is g/w. it adds more surprise for ya
go naya colors!!!
Thanks you very much DarkNightCavalier for the Sig.
best part is that we can run slagstorm also lol. i think both have there mirets between hamlet and adaptive, if we are droping stormblood then i would up adaptive. or more burn
Apart from being Human, Avacyn's Pilgrim enables a turn 2 Mirran Crusader which is lights out for many decks.
Yo dawg, I heard you like MTG so we put a game into your game so you can play MTG while you play MTG
1. Hero of Oxid Ridge is underwhelming. The 2nd ability rarely comes into play because anything that it would run over, i.e. tokens is almost always pumped through an enchantment.
2. Gutshot is absolutely amazing. I've moved 3x Gutshot into the main and taken out 1 Hamlet captain and both Heros. The most common targets for gutshot are definitely Birds and opposing Champions. It is boarded out against ramp and control. Gutshot also allows us to get around the odd interaction between Champion and Berserker.
3. Added 3x Arc Trail to the SB. This card almost singlehandedly destroys any mirror match if it is allowed to be played.
now here is a thing that i run in my g/w human deck and it recks house.... anglic densty, in place of the heros, it pumps every thing in this deck to an absurd lvl.
I dont know about droping the hero of oxid ridge tho. you are still forgetting about outher decks besides token decks. rdw has a lot of 1/x creatures g/w u/w, mbi.
could you post your deck list up plz.
If you're tapping forests, have 25+ creatures, and aren't casting Lead the Stampede, you're not doing it right.
LtS is pure gas in g/w - at worst, a Divination, and best double divination. Many times LtS saved my bacon against RDW or some other removal heavy variant. Look in to it.
Standard - R/G Aggro RG
Standard - Book Burning UR
Modern - U/W Tempo UW
Legacy - Master of Affinity XX
Vintage - Burnination RR
Find me on Modo under Tigerbreak