I'd like to try a mono-white control. I think with cards like Timely Reinforcements as well as the mono-white planeswalkers and our favorite blow up the field card, we have more than enough to live past the early turns against any aggro deck. Not sure how it would fair vs mid-range or control, but that's what discussion is for I guess.
Why is GHI good for any reason other than it avoids board wipes?
Of course that is significant in of itself, but that's why I am running four in the side. Now convince me that it's good enough that I should run even one in the main. I don't believe it is.
Interesting idea by dropping all of the non-artifact creatures; I was considering doing so when I noticed that the only thing Glint Hawk really did was have synergy with bouncing 0 cost artifacts(occassionally it being a Mox Opal). This is only ever truly helpful in cases with the Mox Opal or if you are increasing the count for Quest...
Myr Sire is an interesting choice over Perilous Myr. Combined with Glint Hawk Idol it gives the deck a more reslient style to hate. And I love Ajani for Vigilance...
I'd actually cut the amount of win conditions and place them all in the SB. Really you should win when you drop that Blightsteel; if you don't have a single back-up, but the ~6 or so I see is overkill.
Use the extra slots for more wall of tanglecord, fauna shaman, and maybe even some GSZ combined with even more of a bullet-board with green utility creatures like acidic slime(among others).
Red and White decks that base their decks on some element on control gives us problems purely because of Slagstorm/ Pyroclasm and the white blow up all creatures spell. Black even has BSZ to give our deck major problems.
Red is the most troublesome after theboard because you'll be seeing every bolt, arc trail, pyroclasm, staggershock, even cunning spark mage + any other pingers after the sideboard. Really troublesome, indeed.
The blue does the best by buying us time as they invest mana into these sources and we just counter them. Pure white usually trys to avoid creature removal via Chimeric Mass, Glint Hawk Idol, and even Refracting Trap. Red combined with the previous two artifacts gives us an interesting "blow up then strike" game, while also giving us creature removal and potential game-finishers in cases where we get blown up and we start top decking.
In terms of general-deck strategies we hate decks that stall the early game and then wreck mid-game. Decks that work mainly late-game give us too much time to work our consistent damage in-unless it's valakut. The one I verse literally blows up the world continuously then gets his engine online. Not fun.
Really our only choices are to be faster(first turn kills are impossible and we are always weak to turn two pyroclasm if we are on the draw), stop their cleaners((aka splashing blue), or hope they suck.
I don't like the ardent recruit, personally. It costs one W, which is troublesome at times because it conflicts with Tempered Steel and Glint Hawk. Not to mention the other players way of getting around us is usually massive board wipe, and it really won't help us there.
It only helps in cases where we already establish good field pressence, but doesn't pull us out of tight spots. Sure neither does Memnite, but I'd like to see you seriously argue his removal.
I live in Savannah too. We should play. =O
Nice primer.
I'd use 3 Fireblast and cut the PoP out from the main, but I know most like having it in their so maybe instead cut Lavamancers?
Of course that is significant in of itself, but that's why I am running four in the side. Now convince me that it's good enough that I should run even one in the main. I don't believe it is.
Myr Sire is an interesting choice over Perilous Myr. Combined with Glint Hawk Idol it gives the deck a more reslient style to hate. And I love Ajani for Vigilance...
Use the extra slots for more wall of tanglecord, fauna shaman, and maybe even some GSZ combined with even more of a bullet-board with green utility creatures like acidic slime(among others).
Ornithopter x 3, Glint Hawk, Plains, Mox Opal, Quest
I was playing first; I literally threw my hand down and said "I'm going to grab an argentum armor now"
He wouldn't play me again.
But anyway working on slightly "remaking" the deck. I'll post the decklist if it turns out positive in testing.
Still often I find it to just be "there" as much as Vector Asp is just "there."
Origin Spellbomb is a maybe; it seems to slow us down but isn't completely anti-synergetic.
I was thinking of upping the curve of the deck for more consistent plays for our mid-game.
4x Inkmoth Nexus
4x Contested War Zone
10x Plains
Creatures(31)
4x Ornithopter
4x Memnite
4x Vector Asp
4x Glint Hawk
3x Phyrexian Revoker
4x Signal Pest
4x Steel Overseer
4x Kor Skyfisher
4x Tempered Steel
2x Piston Sledge
4x Mox Opal
1x Chimeric Mass
Current ideal mainboard build atm. I like Kor Skyfisher but I'm not sure if there's something that can aid the strategy of the deck more than it.
I'll try maindecking a few phyrexian revokers soon, and I'll also attempt the Battle cry 3/1 for 2 guy(to be fair).
Quest is still horrible in this deck.
Red is the most troublesome after theboard because you'll be seeing every bolt, arc trail, pyroclasm, staggershock, even cunning spark mage + any other pingers after the sideboard. Really troublesome, indeed.
The blue does the best by buying us time as they invest mana into these sources and we just counter them. Pure white usually trys to avoid creature removal via Chimeric Mass, Glint Hawk Idol, and even Refracting Trap. Red combined with the previous two artifacts gives us an interesting "blow up then strike" game, while also giving us creature removal and potential game-finishers in cases where we get blown up and we start top decking.
In terms of general-deck strategies we hate decks that stall the early game and then wreck mid-game. Decks that work mainly late-game give us too much time to work our consistent damage in-unless it's valakut. The one I verse literally blows up the world continuously then gets his engine online. Not fun.
Really our only choices are to be faster(first turn kills are impossible and we are always weak to turn two pyroclasm if we are on the draw), stop their cleaners((aka splashing blue), or hope they suck.
It only helps in cases where we already establish good field pressence, but doesn't pull us out of tight spots. Sure neither does Memnite, but I'd like to see you seriously argue his removal.