The idea was to stall long enough to get assemble the legion out, with Jace,Memory Adept as a second win-con, or if the game stalls long enough, burn with devil's play
I haven't figured out entirely what my sideboard will look like, since my LGS has a variety of non meta decks. Any suggestions are much appreciated
I'll readily admit that I'm no control expert, but at first glance it looks like you're pretty dead in the water to fast aggro decks. I'd suggest adding in some number of Auger of Bolas and Snapcaster Mage (as budget doesn't appear to be an issue for you). They're both decent blockers that function almost like pseudo-cantrips, so they'll still contribute to you getting off your long-game plans. A couple of keyrunes might also be a good idea to help you cast Assemble a bit earlier and also double as additional defense/offense when needed.
Frankly, I'd also reduce the number of Assemble the Legion down to 2-3 - running the full four will probably lead to some really clunky hands and/or draws and give you some awfully slow starts.
As for sideboard ideas, Izzet Charm and Mizzium Mortars come to mind. The Charm can help with your early game resiliency and also act as card filtering if you draw into too many dead Assemble the Legions or other high costing cards, and Mortars is cheap spot removal that can also serve as another board wipe once the game drags out. (It's also interesting to note that at 6 mana, the overload cost is nicely set up to clear the way for Assemble the Legion to take over the game after you've cast it.)
After looking at it again, I think the biggest question with this deck that you need to address is: how are you planning to stabilize if you can't sweep all of your opponent's threats away? Assemble the Legion is going to take awhile to get going even after you manage to get it on the field, so you need to know what your plan is for getting the game to go that far.
Well, like they already pointed out, seems you have no problem with budget, this would be a heavy field control type of deck. When you have Assemble the Legion and Cathars' Crusade at the same time, is gg already, your troops will become some serious heavy hitters.
If you feel like Borderland Ranger is slow in terms of giving you lands, you can try Ranger's Path too. You could cast it on turn 3 easily, and in turn 4 you will have more than enough mana to play Assemble the Legion.
You may have 2 Sphinx's Revelation too if you feel more confortable in that way.
The life gain of Verdant Haven, Thragtusk and Sphinx's Revelation are excellent for keeping you in the game. Combined with sweepers of Aetherize and Supreme Revelation (and Aurelia's and Clan Def) it makes getting into the mid and end game pretty reliable. That means you don't have trouble getting far enough into the game to get a Legion on-line and once you do it's just a few turns usually until you overcome them.
The cantripy-ness of Abundant Growth is great for getting through your deck is handy and I'm not sure if I want 4 of these or 4 of Arbor Elf so I compromise at 2 of each.
The Adephages are just and alternate win-con that can use the mana the deck generates. They're fun, but they can be more Aurelia's Fury, Clan Defiance or some other fun big win type spell.
I'm still working on getting the lands I want, but I think my ideal mana base would be something like this:
@hackort: If you're going to maindeck 4 Supreme Verdicts, the cantripness of Growth will be appreciated over the fragility of Arbor Elf. I don't agree with Adephage as a win-con either and would suggest Entreat the Angels instead. Works best in a deck that can draw a card during your opponent's turn, though.
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I'm a relatively new player and I'm trying to build a deck around Assemble The Legion. Here's what I'm planning to take to FNM this week.
1 Jace, Memory Adept
2 Tamiyo, the Moon Sage
4 Assemble the Legion
1 Aurelia's Fury
3 Azorius Charm
2 Blind Obedience
2 Detention Sphere
1 Devil's Play
3 Dissipate
2 Sphinx's Revelation
4 Supreme Verdict
3 Syncopate
2 Terminus
3 Think Twice
4 Glacial Fortress
4 Hallowed Fountain
6 Island
3 Plains
4 Steam Vents
5 ?
2 Cyclonic Rift
1 Detention Sphere
1 Devil's Play
2 Mizzium Mortars
2 Negate
2 Rest in Peace
The idea was to stall long enough to get assemble the legion out, with Jace,Memory Adept as a second win-con, or if the game stalls long enough, burn with devil's play
I haven't figured out entirely what my sideboard will look like, since my LGS has a variety of non meta decks. Any suggestions are much appreciated
Frankly, I'd also reduce the number of Assemble the Legion down to 2-3 - running the full four will probably lead to some really clunky hands and/or draws and give you some awfully slow starts.
As for sideboard ideas, Izzet Charm and Mizzium Mortars come to mind. The Charm can help with your early game resiliency and also act as card filtering if you draw into too many dead Assemble the Legions or other high costing cards, and Mortars is cheap spot removal that can also serve as another board wipe once the game drags out. (It's also interesting to note that at 6 mana, the overload cost is nicely set up to clear the way for Assemble the Legion to take over the game after you've cast it.)
After looking at it again, I think the biggest question with this deck that you need to address is: how are you planning to stabilize if you can't sweep all of your opponent's threats away? Assemble the Legion is going to take awhile to get going even after you manage to get it on the field, so you need to know what your plan is for getting the game to go that far.
4 Avacyn's Pilgrim
4 Borderland Ranger
2 Snapcaster Mage
Spells(18)
4 Farseek
4 Terminus
4 Bonfire of the Damned
4 Supreme Verdict
2 Aurelia's Fury
4 Assemble the Legion
3 Cathars' Crusade
2 Blind Obedience
Lands(23)
4 Sacred Foundry
4 Hallowed Fountain
4 Stomping Ground
4 Breeding Pool
3 Forest
2 Plains
1 Mountain
1 Island
Well, like they already pointed out, seems you have no problem with budget, this would be a heavy field control type of deck. When you have Assemble the Legion and Cathars' Crusade at the same time, is gg already, your troops will become some serious heavy hitters.
If you feel like Borderland Ranger is slow in terms of giving you lands, you can try Ranger's Path too. You could cast it on turn 3 easily, and in turn 4 you will have more than enough mana to play Assemble the Legion.
You may have 2 Sphinx's Revelation too if you feel more confortable in that way.
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Here's an approximation of my list
4 Assemble The Legion
4 Supreme Verdict
4 Azorius Charm
2 Aetherize
1 Aurelia's Fury
1 Clan Defiance
3 Sphinx's Revelation
3 Chromatic Lantern
4 Verdant Haven
4 Farseek
2 Abundant Growth
Creatures (6)
2 Arbor Elf
2 Thragtusk
2 Giant Adephage
4 Breeding Pool
3 Temple Garden
2 Steam Vents
2 Hallowed Fountain
4 Sunpetal Grove
1 Rootbound Crag
3 Gruul Guildgate
3 Forest
The life gain of Verdant Haven, Thragtusk and Sphinx's Revelation are excellent for keeping you in the game. Combined with sweepers of Aetherize and Supreme Revelation (and Aurelia's and Clan Def) it makes getting into the mid and end game pretty reliable. That means you don't have trouble getting far enough into the game to get a Legion on-line and once you do it's just a few turns usually until you overcome them.
The cantripy-ness of Abundant Growth is great for getting through your deck is handy and I'm not sure if I want 4 of these or 4 of Arbor Elf so I compromise at 2 of each.
The Adephages are just and alternate win-con that can use the mana the deck generates. They're fun, but they can be more Aurelia's Fury, Clan Defiance or some other fun big win type spell.
I'm still working on getting the lands I want, but I think my ideal mana base would be something like this:
4 Breeding Pool
4 Temple Garden
4 Stomping Grounds
2 Steam Vents
2 Hallowed Fountain
1 Sunpetal Grove
1 Rootbound Crag
2 Hinterland Harbor
2 Glacial Fortress
:symg::symr::symb: Domri Jund