Btw, I want to thank all of you that suggested the Zealous Conscripts the card works really REALLY well. not only hitting hard but has massive synergy with Falkenrath Aristocrat (steal,swing,sac) as means of removal.
I am thinking of dropping the slips all together or boarding them. other three color decks work for the format, so this should be fisable. if i dropped a slip and the caverns, and added three Evolving Wilds i think that might help smooth it out a bit. may just need to be adjusted by color. lets keep working with it!!!
The manabase looks shaky, and the angel looks borderline useless.
Also, Im not sure how good tragic slip is, since it seems like you wouldnt really be worried about small early creatures all that much (yours would be more powerful than theirs often), so it might be better to have some removal for bigger stuff instead, or just more burn (like devil's play).
Also, zealous conscript is amazing, its not just a 3/3 body, its a 3/3 haste body, that removes a blocker, and adds a bunch of damage to your attack. And also happens to have great sinergy with aristocrat.
The manabase looks shaky, and the angel looks borderline useless.
Also, Im not sure how good tragic slip is, since it seems like you wouldnt really be worried about small early creatures all that much (yours would be more powerful than theirs often), so it might be better to have some removal for bigger stuff instead, or just more burn (like devil's play).
Also, zealous conscript is amazing, its not just a 3/3 body, its a 3/3 haste body, that removes a blocker, and adds a bunch of damage to your attack. And also happens to have great sinergy with aristocrat.
well, the idea here is to build something explosive yet keep it mid-ranged enough to recover from things like bonfire or sever the bloodline. I have tested extensively against jund and R/W humans as well as B/U/G decks that keep gaining momentum. yeah, for the most part my guys take over early but i don't really have answers to other mid range decks or even the mirror match. enter tragic slip i find it handles things like turn 1 champions, avicyn's pilgrim, stromkirk noble, cloisterd youth ect.ect ect. depending on the match-up i am much more likely to drop a champ of my own then play the slip, but i have no answer other than slip. not to mention the morbid ability takes out just about everything. its a good card. So, on to the angel. I like the angel here as a situational piece as well as a stopper. lets put it this way if someone were to use lets say zealous conscripts against me to steal my hellrider or my malcontents, the angel flashes in and beats the trigger and then then blocks the conscripts and lives to tell the tale, and since the op's conscripts died and the angel CmC is 4 instead of the 5 the conscripts CmC is, it would afford me say 1 open Black mana to cast a slip to take out another big threat leaving me with my guys, two less threats and a 3/4 flyer. and thats just one instance. Ok so im not entirely sold on the slayers stronghold here, i may change it up to either more basics or caverns. oh, i tried devil's play initially, it was pretty underwhelming. honestly. Id rather have bonfire. I could play just another r/w human deck, but i want something more from this than just that.
I like the Revolt and Aristocrat synergy, but I'm less convinced about the Angel. Your deck is almost all human, so you're losing out on the synergy that Cavewould offer. I would, at least, cut it down to two and put in another of the humans. Maybe Zealous Conscripts? That also is easily abused with the blink mechanic and hits hard.
I see what you mean, the truth is the Angel is in there primarily for things like the malcontents, saving the aristocrat and hellrider and finallly she is a 3/4 body with flash/flying. I do love the cavern of souls and am contemplating swapping out the evolving wilds for two of them. As far as the conscripts go yes they are nasty, and are human but @ a CmC of 5 its hard to justify a 3/3 even for what he does. i can't see thinning the angel mechanic and raising the overall curve (even slightly). I have currently 13 humans, (with a maximum end of 20 human tokens and more if it's fateful hour time) and 8 non-humans that are pretty good @ what they do. Once again im thinking that I can still use a pair of caverns and get some man-cave love.
Other than the angel what do you think of the build?
I think this build has a ton of synergy/range. The original ideal was to use the "blink" mechanic along with some of the other existing creature types, like vexing devil (underwhelming) and treacherous pit dweller ect. Then while playtesting with a friend for GP Anaheim, we started to talk about how good the revolt works with Aristocrat. he is playing Jund and there isnt much room for it currently. So, I thought this up to see what it would look like. I think it touches on some of the most efficient cards in block right now, as far as removal goes its a decent suite and the creature base looks to be aggressive enough to win a race. IDK! tell me what you think!
I demand Kate Upton and Brooklyn Decker carrying my limited run foil power nine and a large tube of astroglide while wearing slave Leia outfits and quoting Kevin Smith movies. oh, and a B.L.T. extra B
4 Champion of the Parish
3 Elite Inquisitor
3 Kessig Malcontents
3 Silverblade Paladin
2 Falkenrath Aristocrat
3 Hellrider
3 Zealous Conscripts
Spells:15
2 Tragic Slip
4 Gather the Townsfolk
4 Thatcher Revolt
3 Brimstone Volley
2 Sever the Bloodline
2 Swamp
4 Mountain
6 Plains
3 Isolated Chapel
4 Clifftop Retreat
2 Slayers' Stronghold
3 Evolving Wilds
3 Human Frailty
3 Stromkirk Noble
3 Bonfire of the Damned
2 Ancient Grudge
2 Cursebreak
2 Grafdigger's Cage
Still need to polish it up.
4 Champion of the Parish
3 Elite Inquisitor
3 Kessig Malcontents
3 Silverblade Paladin
2 Falkenrath Aristocrat
3 Hellrider
3 Zealous Conscript
Spells:17
4 Tragic Slip
4 Gather the Townsfolk
4 Thatcher Revolt
3 Brimstone Volley
2 Sever the Bloodline
2 Swamp
3 Mountain
5 Plains
4 Isolated Chapel
4 Clifftop Retreat
2 Slayers' Stronghold
2 Cavern of Souls
3 Human Frailty
3 Stromkirk Noble
3 Bonfire of the Damned
2 Ancient Grudge
2 Cursebreak
2 Grafdigger's Cage
Still need to even out the mana base and polish it up.
thanks for the input!!!
well, the idea here is to build something explosive yet keep it mid-ranged enough to recover from things like bonfire or sever the bloodline. I have tested extensively against jund and R/W humans as well as B/U/G decks that keep gaining momentum. yeah, for the most part my guys take over early but i don't really have answers to other mid range decks or even the mirror match. enter tragic slip i find it handles things like turn 1 champions, avicyn's pilgrim, stromkirk noble, cloisterd youth ect.ect ect. depending on the match-up i am much more likely to drop a champ of my own then play the slip, but i have no answer other than slip. not to mention the morbid ability takes out just about everything. its a good card. So, on to the angel. I like the angel here as a situational piece as well as a stopper. lets put it this way if someone were to use lets say zealous conscripts against me to steal my hellrider or my malcontents, the angel flashes in and beats the trigger and then then blocks the conscripts and lives to tell the tale, and since the op's conscripts died and the angel CmC is 4 instead of the 5 the conscripts CmC is, it would afford me say 1 open Black mana to cast a slip to take out another big threat leaving me with my guys, two less threats and a 3/4 flyer. and thats just one instance. Ok so im not entirely sold on the slayers stronghold here, i may change it up to either more basics or caverns. oh, i tried devil's play initially, it was pretty underwhelming. honestly. Id rather have bonfire. I could play just another r/w human deck, but i want something more from this than just that.
I see what you mean, the truth is the Angel is in there primarily for things like the malcontents, saving the aristocrat and hellrider and finallly she is a 3/4 body with flash/flying. I do love the cavern of souls and am contemplating swapping out the evolving wilds for two of them. As far as the conscripts go yes they are nasty, and are human but @ a CmC of 5 its hard to justify a 3/3 even for what he does. i can't see thinning the angel mechanic and raising the overall curve (even slightly). I have currently 13 humans, (with a maximum end of 20 human tokens and more if it's fateful hour time) and 8 non-humans that are pretty good @ what they do. Once again im thinking that I can still use a pair of caverns and get some man-cave love.
Other than the angel what do you think of the build?
your sure?
4 Champion of the Parish
3 Elite Inquisitor
3 Kessig Malcontents
3 Silverblade Paladin
2 Falkenrath Aristocrat
3 Hellrider
3 Restoration Angel
Spells:17
4 Tragic Slip
4 Gather the Townsfolk
4 Thatcher Revolt
3 Brimstone Volley
2 Sever the Bloodline
2 Swamp
3 Mountain
5 Plains
4 Isolated Chapel
4 Clifftop Retreat
2 Slayers' Stronghold
2 Evolving Wilds
3 Human Frailty
3 Stromkirk Noble
3 Bonfire of the Damned
2 Ancient Grudge
2 Cursebreak
2 Grafdigger's Cage
I think this build has a ton of synergy/range. The original ideal was to use the "blink" mechanic along with some of the other existing creature types, like vexing devil (underwhelming) and treacherous pit dweller ect. Then while playtesting with a friend for GP Anaheim, we started to talk about how good the revolt works with Aristocrat. he is playing Jund and there isnt much room for it currently. So, I thought this up to see what it would look like. I think it touches on some of the most efficient cards in block right now, as far as removal goes its a decent suite and the creature base looks to be aggressive enough to win a race. IDK! tell me what you think!
THANKS :D:D:D