Too often Does it seem that I draw too many land cards. I either can't shuffle or have too much land. Lately it has happened often that I have had 5 lands on my hand and drew 3 more right after that. And that was after a good shuffle.
So I was thinking of taking 2 lands out and replacing it with other cards. Any ideas? 1 Champion of the parish but what would be a good second card?
So before you start saying how other decks are weak you might want to seriously reevaluate your deck building skills. This deck you just posted looks like one of the worst versions of soldiers i've seen
Not only does it have no consistency with all of the 2 or 3 ofs it also has cards that just aren't good. Your deck is running BAD versions of removal such as condemn when clearly path to exile is in the format.
You are only running 2 copies of the best soldier lord field marshal and have no other pump. So essentially all you are doing is playing little soldiers that will be chump blocked all day long, unless you get a brave the elements.
You need to go back to the drawing board with this deck. I will garuntee that my version of the deck, posted a page ago, will beat yours 9 out of 10 games.
those are all good graveyard hate but i sense a common problem with alot of them that i'd love to have in the sideboard. I almost always will have chalice for 1 and/or 2 which really hits most of them. Is there any really outstanding graveyard hate card for 3cmc?
So the other day I played against a reanimator deck for the first time ever. It seemed like a challenging matchup for stax.
game 1 - a turn 0 chalice at one pretty much won that game
game 2 - i put in the two tormod's crypts i run sideboard, saw one of them and got some decent stuff out of his graveyard. I had a crucible, smokestack, trinisphere and 2 ghostly prisons in play and then this hit the game
he sacked it 2 smokestack twice and reanimated before i scooped
can't remember game three but i lost
I guess what i'm looking for is anything to improve the reanimator matchup. i was pretty unimpressed with my 2 tormod's crypts. I think in the future i take out all the smokestacks and put in karmic justices.
i play a pretty traditional geddon stacks. so yeah, how do we beat reanimator
Agree on Student of Warfare being good even on his own. This Knight is good during the early game, and equally good(or even better) when coming in during the mid to late game. Too bad he doesn't work with Field Marshal and a pity Knight Exemplar is not relevant here.
At 2cc, Kazandu Blademaster is at best a useful 2 drop, that's about it, not strong nor good enough to warrant his place in the deck, personally I'll only run him if I have more allies and nothing works better with him than Hada Freeblade, who helps in growing each other.
The problem is the amount of removals the deck is certain to face against. My meta is full of removals, and with 20 creatures the odds of having no creature in play is actually very real, since with only 20 creatures we will probably only cast 6-7 creatures before the game ends and unlike knights, none of them even have protection from colors which could color hose an opponent. With all that is said, what is the point of having Aether Vial and Anthem effects in play when we have no creatures?
For sure the shocklands and fetchlands will make a positive difference.
I think That the vial, despite the tricks it can have, is probably the card to cut. I also agree that brave the elements should also be included.
If you have a better 2 drop to replace the blademaster at I'd be happy to consider him.
student of warfare is just good, even by himself. the only thing he loose out on is field marsha, which is largely irrelavent because he'll give himself first strike and will still grow larger with honor of the pure. haada Freeblade isn't ran in my list becausether's better one drops Blademaster is also good even just by himself and doesn't neccesarily need other allies around.
I also disagree about 20 not being enough for the creature count. The answer may be to just take out the vials, but I don't think the deck needs more. a handful o weenies made large and with an overrun finisher will be plenty to take the game.
I'll also agree the landbase could be made better by including shocklands and fetchlands for the color fixers, it is how it is now based off of a lack of desire to buy shocklands until RTR comes out, but as it is I think I'll be able to reliably hit all color requirements for the deck.
So here's my take on modern soldiers. It's completely homebrewed...I made the decklist before I even came to these forumns or talked to anyone about it. Tell me what you think:
Since the deck is pretty much "play weenie, make bigger" I decided a "splash" (if you can call GGG splashing) of green for overrun was needed as the big finisher if you don't get lethal in quick enough
while marshal's anthem is usually a strictly worse honor of the pure I put in a singleton for late game, post board wipes and removal, since there are alot of those effects in modern.
I feel like my decklist is pretty tight, minus not having the on color shocklands and fetches. Also, please note, the deck is sitting at 61 cards right now and for the life of me I can't decide what last card I want to pull out. Thanks in advance for any critques or feedback you might have.
Everyone here has made good comments. In my opinion playing this deck is almost like playing RDW's, back before alara rotated out with all the hasty elementals and lightning bolts etc.
You will either win fast and hard...or you will loose fast and hard.
I was thinking jotun grunt for graveyard hate. He fits the aggro theme of the deck nicely as a 4/4 for 2 cmc so I think that might be better than tormod's crypt and grafdiggers cage. do you dissagree?
edit: i do have two elspeth 1.0's i could throw in, not sure if she fits the theme of the deck or anything but +3 and flying isn't anything to sneeze at on a hasty goblin guide.
I agree that balefire liege isn't terribly spectacular, Like i said in the OP this deck was really a casual deck that, because it was modern legal, decided to play in a modern event. I'm not sure what I'd replace him with, and honestly if he sticks on the board it's basically good game and you win. The deck was made with him in mind, that's why most spells try to be both red and white, to get +2/+2 and make some lightning helix shenanigans with him in play.
As for the swords - you are probaly correct the reason the two older ones are included is because i have them, and don't have any of the newer ones.
I could probably fit in a play set of clifftop retreat assuming someone around here has them. I was on a break from magic during innistrad so I'll have to look around for those. good suggestion
So in a few weeks I'm driving about an hour and a half for a legacy tournament I hope to win with a competitive deck. After the legacy event there's going to be a modern tournament. I don't have any competitive decklist made for it, and i'm going primarily for the legacy tournament, but I do have a mostly casual modern legal deck. I thought I'd enter it just for fun and see how it goes.
I'm hoping to get some critique and feedback on what minor improvements can be made to the deck prior to going down there. Let me know what you think.
Obviously I could add sacred foundry but I don't have easy access to it and wouldn't be willing to fork out for those for this deck. But otherwise please tell me what you think, and what could be a decent sideboard as I don't have one for it yet.
You have Starcity games in your backyard, im betting you could find a a few games there.
true but star city games doesn't do legacy other than at their open/invitional events. their main shop in roanoke doesn't run it, i've already checked.
I went 4-1 Last night at the local FNM shop with a very untuned version of monogreen infect. I was lacking some of the most important cards such as inkmoth nexus, but still had a great performance and alotta fun.
Here's the build I ran last night. I'll be refining it before next weeks fnm
So before you start saying how other decks are weak you might want to seriously reevaluate your deck building skills. This deck you just posted looks like one of the worst versions of soldiers i've seen
Not only does it have no consistency with all of the 2 or 3 ofs it also has cards that just aren't good. Your deck is running BAD versions of removal such as condemn when clearly path to exile is in the format.
You are only running 2 copies of the best soldier lord field marshal and have no other pump. So essentially all you are doing is playing little soldiers that will be chump blocked all day long, unless you get a brave the elements.
You need to go back to the drawing board with this deck. I will garuntee that my version of the deck, posted a page ago, will beat yours 9 out of 10 games.
game 1 - a turn 0 chalice at one pretty much won that game
game 2 - i put in the two tormod's crypts i run sideboard, saw one of them and got some decent stuff out of his graveyard. I had a crucible, smokestack, trinisphere and 2 ghostly prisons in play and then this hit the game
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he sacked it 2 smokestack twice and reanimated before i scooped
can't remember game three but i lost
I guess what i'm looking for is anything to improve the reanimator matchup. i was pretty unimpressed with my 2 tormod's crypts. I think in the future i take out all the smokestacks and put in karmic justices.
i play a pretty traditional geddon stacks. so yeah, how do we beat reanimator
I think That the vial, despite the tricks it can have, is probably the card to cut. I also agree that brave the elements should also be included.
If you have a better 2 drop to replace the blademaster at I'd be happy to consider him.
I also disagree about 20 not being enough for the creature count. The answer may be to just take out the vials, but I don't think the deck needs more. a handful o weenies made large and with an overrun finisher will be plenty to take the game.
I'll also agree the landbase could be made better by including shocklands and fetchlands for the color fixers, it is how it is now based off of a lack of desire to buy shocklands until RTR comes out, but as it is I think I'll be able to reliably hit all color requirements for the deck.
04 Sunpetal Grove
04 Razorverge Thicket
03 Forest
06 Plains
04 Ghost Quarter
//Creatures(20)
04 Goldmeadow Harrier
04 Student of Warfare
04 Kazandu Blademaster
04 Kor Skyfisher
04 Field Marshal
02 Elspeth Knight-Errant
//Other (18)
04 Aether Vial
03 Honor of the Pure
01 Marshal's Anthem
04 Path to Exile
04 Oblivion Ring
02 Overrun
03 Thalia, Gaurdian of Thraben
03 Kor Firewalker
04 Krosan Grip
03 Jotun Grunt
02 Pithing Needle
Since the deck is pretty much "play weenie, make bigger" I decided a "splash" (if you can call GGG splashing) of green for overrun was needed as the big finisher if you don't get lethal in quick enough
while marshal's anthem is usually a strictly worse honor of the pure I put in a singleton for late game, post board wipes and removal, since there are alot of those effects in modern.
I feel like my decklist is pretty tight, minus not having the on color shocklands and fetches. Also, please note, the deck is sitting at 61 cards right now and for the life of me I can't decide what last card I want to pull out. Thanks in advance for any critques or feedback you might have.
You will either win fast and hard...or you will loose fast and hard.
My personal list is as follows:
12 Forest
04 Inkmoth nexus
04 Cathedral of War
//Creatures(10)
04 Glistener Elf
04 Ichorclaw Myr
02 Blight Mamba
04 Rancor
04 Titanic Growth
04 Mutagenic Growth
04 Apostles Blessing
03 Rangers Guile
02 Blessings of Nature
03 Gutshot
03 Mental Misstep
03 Wild Defiance
edit: i do have two elspeth 1.0's i could throw in, not sure if she fits the theme of the deck or anything but +3 and flying isn't anything to sneeze at on a hasty goblin guide.
what's a good combo hoser in white/red?
As for the swords - you are probaly correct the reason the two older ones are included is because i have them, and don't have any of the newer ones.
EDIT: It will be an unknown meta.
So in a few weeks I'm driving about an hour and a half for a legacy tournament I hope to win with a competitive deck. After the legacy event there's going to be a modern tournament. I don't have any competitive decklist made for it, and i'm going primarily for the legacy tournament, but I do have a mostly casual modern legal deck. I thought I'd enter it just for fun and see how it goes.
I'm hoping to get some critique and feedback on what minor improvements can be made to the deck prior to going down there. Let me know what you think.
12 Plains
12 Mountain
//Creatures(20)
04 Figure of Destiny
04 Goblin Guide
04 Cerodon Yearling
04 Skyknight Legionnaire
04 Balefire Liege
02 Ajani Vengeant
//Other(14)
04 Path to Exile
04 Lightning Bolt
04 Lightning helix
01 sword of fire and ice
01 sword of light and shadow
02 Sunhome, Fortress of the legion
04 Clifftop Retreat
10 Mountain
08 Plains
//Creatures(20)
04 Figure of Destiny
04 Goblin Guide
04 Cerodon Yearling
04 Skyknight Legionnaire
04 Balefire Liege
02 Ajani Vengeant
//Other(14)
04 Path to Exile
04 Lightning Bolt
04 Lightning helix
01 sword of fire and ice
01 sword of light and shadow
03 Shattering Spree
03 Jotun Grunt
04 Thalia, Guardian of Thraben
05 to be determined
Obviously I could add sacred foundry but I don't have easy access to it and wouldn't be willing to fork out for those for this deck. But otherwise please tell me what you think, and what could be a decent sideboard as I don't have one for it yet.
true but star city games doesn't do legacy other than at their open/invitional events. their main shop in roanoke doesn't run it, i've already checked.
Here's the build I ran last night. I'll be refining it before next weeks fnm
17 Forest
Creatures(13)
04 glistener elves
04 necropede
04 ichorclaw myr
02 phrexyian swarmlord
04 rancor
03 gutshot
02 blessings of nature
04 apostle's blessing
04 gitaxian probe
04 mutagenic growth
04 titanic growth
04 ranger's guile