Hi guys. I'm quite new to MTG and interested in Standard play. I like Green and White, therefore I have a made a GW Human clues deck.
I love my deck so far but there's a problem that I've noticed whilst playing with it. If I don't get a good opener I seem to either run out of cards or mana really fast. This occurs much more than I'd like. Most of the games are very one sided with either me or opponent in favor.
So what, in your guys opinion, are the best ways to fix/improve my deck.
Repost, as wrong section.
tldr; what cards are essential for G/W humans and how to fix mana/draw problems in G/W
(is it necessary to have 4 planeswalkers in a deck such as this one?)
So essentially guys, how would you guys improve on this deck. If I were to add those cards above, the deck would contain above 75 cards, which seems way to huge. I'd have to swap some cards out.... but what?
My main problem is that I either run out of mana or cards to play unless I get a good opener. Are there decent cards to search my deck for lands or a draw mechanic. I know I've got clues, but sometimes they're hard to pull off and the mana problem stated above affects the clue mechanic as well.
Thanks for bearing with me guys,
tldr; what cards are essential for G/W humans and how to fix mana/draw problems in G/W
Hi guys. I'm quite new to MTG and interested in Standard play. I like Green and White, therefore I have a made a GW Human clues deck.
I love my deck so far but there's a problem that I've noticed whilst playing with it. If I don't get a good opener I seem to either run out of cards or mana really fast. This occurs much more than I'd like. Most of the games are very one sided with either me or opponent in favor.
So what, in your guys opinion, are the best ways to fix/improve my deck.
tldr; what cards are essential for G/W humans and how to fix mana/draw problems in G/W
(is it necessary to have 4 planeswalkers in a deck such as this one?)
So essentially guys, how would you guys improve on this deck. If I were to add those cards above, the deck would contain above 75 cards, which seems way to huge. I'd have to swap some cards out.... but what?
My main problem is that I either run out of mana or cards to play unless I get a good opener. Are there decent cards to search my deck for lands or a draw mechanic. I know I've got clues, but sometimes they're hard to pull off and the mana problem stated above affects the clue mechanic as well.
Thanks for bearing with me guys,
tldr; what cards are essential for G/W humans and how to fix mana/draw problems in G/W
Hey guys, another question regarding the title above.
If I was to attack, for example, with a 1/1 creature and my opponent has a 3/3 creature which he uses to block it am I able to then play an instant that gives my creature +3/+3 and therefore destroy that 3/3 creature or are there certain limits on when instant's can be played.
Thanks for the clarification. I just find it odd that damage phases occur at different times. But rules are rules, and if that's how Wizard's made it, one simply can't debate against it! Cheers mate.
Hey guys I'm new to MTG but have ran into this circumstance a few times.
My deck: White / Green humans (aggro)
Occurance: I play Hanweir Militia Captain when there are a few low health minions on board, for example 3, next turn it flips into a 4/4 Westvale Cult Leader. Turn after opponent plays board clear, in particular Kozilek's Return.
What actually happens. Does the two damage occur at once to the board making the then current 4/4 Westvale Cult Leader a 4/2, clearing the entire board of low health minions, then making the 4/2 Westvale Cult Leader a 1/1. Or do the smaller ones die first, making the 4/4 Westvale Cult Leader a 1/1 and thus killing it in the process.
I have debated this a few times, and generally we just say the Westvale Cult Leader dies too. Which I find odd, as you'd think damage would be applied at the same time but I was told that damage doesn't wear off until end of turn phase?
Cheers guys, I hope I can get some help with this!
And if I added 2 Nissa, Vastwood Seer should I still run Nissa, Voice of Zendikar and Gideon, Ally of Zendikar
I love my deck so far but there's a problem that I've noticed whilst playing with it. If I don't get a good opener I seem to either run out of cards or mana really fast. This occurs much more than I'd like. Most of the games are very one sided with either me or opponent in favor.
So what, in your guys opinion, are the best ways to fix/improve my deck.
Repost, as wrong section.
tldr; what cards are essential for G/W humans and how to fix mana/draw problems in G/W
Deck list:
3x Dragon Hunter
4x Expedition Envoy
4x Thraben Inspector
4x Topplegeist
2x Consul's Lieutenant
4x Hanweir Militia Captain
4x Thalia's Lieutenant
3x Tireless Tracker
2x Sigarda, Heron's Grace
1x Always Watching (planning to get another)
2x Bound by Moonsilver
4x Stasis Snare
2x Ulvenwald Mysteries
Sorcery:
2x Declaration in Stone
Lands: (21)
10x Plains
3x Forest
3x Canopy Vista
3x Fortified Villate
2x Westvale Abbey
Sorcery:
2x Angelic Purge
Enchantment:
2x Cryptolith Rite (should I add this into deck or sideboard?)
4x Silkwrap
2x Make a Stand
2x Confront the Unknown (unsure about this card)
What I think I should add (please give advice whether it's a good idea to add these, and which ones should be sideboard or in deck):
4x Knight of the White Orchid
2x Odric, Lunarch Marshal
4x Veteran Warleader
2x Nissa, Voice of Zendikar
1x Kytheon, Hero of Akros
1x Gideon, Ally of Zendikar
4x Dromoka's Command
(is it necessary to have 4 planeswalkers in a deck such as this one?)
So essentially guys, how would you guys improve on this deck. If I were to add those cards above, the deck would contain above 75 cards, which seems way to huge. I'd have to swap some cards out.... but what?
My main problem is that I either run out of mana or cards to play unless I get a good opener. Are there decent cards to search my deck for lands or a draw mechanic. I know I've got clues, but sometimes they're hard to pull off and the mana problem stated above affects the clue mechanic as well.
Thanks for bearing with me guys,
tldr; what cards are essential for G/W humans and how to fix mana/draw problems in G/W
I love my deck so far but there's a problem that I've noticed whilst playing with it. If I don't get a good opener I seem to either run out of cards or mana really fast. This occurs much more than I'd like. Most of the games are very one sided with either me or opponent in favor.
So what, in your guys opinion, are the best ways to fix/improve my deck.
tldr; what cards are essential for G/W humans and how to fix mana/draw problems in G/W
Deck list:
3x Dragon Hunter
4x Expedition Envoy
4x Thraben Inspector
4x Topplegeist
2x Consul's Lieutenant
4x Hanweir Militia Captain
4x Thalia's Lieutenant
3x Tireless Tracker
2x Sigarda, Heron's Grace
1x Always Watching (planning to get another)
2x Bound by Moonsilver
4x Stasis Snare
2x Ulvenwald Mysteries
Sorcery:
2x Declaration in Stone
Lands: (21)
10x Plains
3x Forest
3x Canopy Vista
3x Fortified Villate
2x Westvale Abbey
Sorcery:
2x Angelic Purge
Enchantment:
2x Cryptolith Rite (should I add this into deck or sideboard?)
4x Silkwrap
2x Make a Stand
2x Confront the Unknown (unsure about this card)
What I think I should add (please give advice whether it's a good idea to add these, and which ones should be sideboard or in deck):
4x Knight of the White Orchid
2x Odric, Lunarch Marshal
4x Veteran Warleader
2x Nissa, Voice of Zendikar
1x Kytheon, Hero of Akros
1x Gideon, Ally of Zendikar
4x Dromoka's Command
(is it necessary to have 4 planeswalkers in a deck such as this one?)
So essentially guys, how would you guys improve on this deck. If I were to add those cards above, the deck would contain above 75 cards, which seems way to huge. I'd have to swap some cards out.... but what?
My main problem is that I either run out of mana or cards to play unless I get a good opener. Are there decent cards to search my deck for lands or a draw mechanic. I know I've got clues, but sometimes they're hard to pull off and the mana problem stated above affects the clue mechanic as well.
Thanks for bearing with me guys,
tldr; what cards are essential for G/W humans and how to fix mana/draw problems in G/W
If I was to attack, for example, with a 1/1 creature and my opponent has a 3/3 creature which he uses to block it am I able to then play an instant that gives my creature +3/+3 and therefore destroy that 3/3 creature or are there certain limits on when instant's can be played.
Cheers, sorry for the noob questions.
My deck: White / Green humans (aggro)
Occurance: I play Hanweir Militia Captain when there are a few low health minions on board, for example 3, next turn it flips into a 4/4 Westvale Cult Leader. Turn after opponent plays board clear, in particular Kozilek's Return.
What actually happens. Does the two damage occur at once to the board making the then current 4/4 Westvale Cult Leader a 4/2, clearing the entire board of low health minions, then making the 4/2 Westvale Cult Leader a 1/1. Or do the smaller ones die first, making the 4/4 Westvale Cult Leader a 1/1 and thus killing it in the process.
I have debated this a few times, and generally we just say the Westvale Cult Leader dies too. Which I find odd, as you'd think damage would be applied at the same time but I was told that damage doesn't wear off until end of turn phase?
Cheers guys, I hope I can get some help with this!
Loving it. Trying to make a deck for standard I seem to like green/white. Any suggestions on standard (and maybe modern) cards to build a deck with?