Basically, you want a Post out turn one. That allows one of the 12 Blades to get his or her bonus on turn two. From there, Demand supplies the Knight, and Sojourners are really nice 5/7s for 4 with one Knight out. Nulltreads are nice if you can afford redrawing a Blade.
Let me know what you think could be made better! Thanks!
EDIT: After some playtesting, Sages are horrible. Removed for full sets of Posts.
Looks fun :).
A couple thoughts, just fine tuning ideas:
- You want knight of new alara pretty much asap, so I'd add a little card draw/selection to increase your chances...Ponder or Impulse immediately come to mind. Likewise, if Supply/Demand is an additional fetch, up those to 4 (maybe crystallization down to 3).
- If you're going for the whole borderpost thing as a key to the deck, up those to 4, maybe -1 Forest, -1 Plains, +2 Borderposts (that is, if you decide to add a little T1/2 blue draw, you'll want slightly more Islands)...you'll still have 16 real land in your deck, which I think is fine.
Well...here'goes (I hope this doesn't sound wonky)...
Here's a few questions to help with what my thought-process would go...
- What's essential to your theme?
- What's essential as a 4of?
- What really helps support your theme from a synergy standpoint?
- How critical are your Crystallization? Are they to stop immediate threats, or later help with your rush? Could you cut a couple?
- Your later game cards could go down to less than 4ofs. The blades and Knight of Alara probably want to stay as 4ofs, which leaves you with the Soujourners (which look a tad underwhelming in here, but you've got them less than 4 anyways), Nulltread (could probably be a 3of, as you're not likely casting them T2-5), and ambushers (which are much less valuable until you get more land into play).
That being said, I'd -1or2 Crystallization, -1 Nulltread, -1 Ambushers, -1 Soujourners (if you decide only -1 of the Crystallization). You could also go down on one of the blades if you feel one of them is not as good as the other (maybe the sureblade?)
Note that the ponder is never really a bad draw...early game, it helps you find what you want and get knights into play asap (and helps land draw too, potentiall). Later, it helps you order your draw or find one of your 3ofs depending on how the game is going...giving you flexibility. You may also find by playtesting that you want to add one more island and down one more forest or plains
Very true... I'd say the Sureblades are my best option. They're easiest to get out (Bant). I'd cut a Hushblade, if any... Once I get two Knights, I'm gonna want evasive attackers with the Stormblades.
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3x Bant Sojourners
4x Bant Sureblade
4x Esper Stormblade
4x Knight of New Alara
3x Naya Hushblade
3x Nulltread Gargantuan
3x Qasali Ambusher
3x Crystallization
3x Demand
4x Ponder
Land:26
7x Plains
6x Island
5x Forest
4x Fieldmist Borderpost
4x Wildfield Borderpost
Basically, you want a Post out turn one. That allows one of the 12 Blades to get his or her bonus on turn two. From there, Demand supplies the Knight, and Sojourners are really nice 5/7s for 4 with one Knight out. Nulltreads are nice if you can afford redrawing a Blade.
Let me know what you think could be made better! Thanks!
EDIT: After some playtesting, Sages are horrible. Removed for full sets of Posts.
A couple thoughts, just fine tuning ideas:
- You want knight of new alara pretty much asap, so I'd add a little card draw/selection to increase your chances...Ponder or Impulse immediately come to mind. Likewise, if Supply/Demand is an additional fetch, up those to 4 (maybe crystallization down to 3).
- If you're going for the whole borderpost thing as a key to the deck, up those to 4, maybe -1 Forest, -1 Plains, +2 Borderposts (that is, if you decide to add a little T1/2 blue draw, you'll want slightly more Islands)...you'll still have 16 real land in your deck, which I think is fine.
Otherwise, I think it looks fun!
DRum
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass
Here's a few questions to help with what my thought-process would go...
- What's essential to your theme?
- What's essential as a 4of?
- What really helps support your theme from a synergy standpoint?
- How critical are your Crystallization? Are they to stop immediate threats, or later help with your rush? Could you cut a couple?
- Your later game cards could go down to less than 4ofs. The blades and Knight of Alara probably want to stay as 4ofs, which leaves you with the Soujourners (which look a tad underwhelming in here, but you've got them less than 4 anyways), Nulltread (could probably be a 3of, as you're not likely casting them T2-5), and ambushers (which are much less valuable until you get more land into play).
That being said, I'd -1or2 Crystallization, -1 Nulltread, -1 Ambushers, -1 Soujourners (if you decide only -1 of the Crystallization). You could also go down on one of the blades if you feel one of them is not as good as the other (maybe the sureblade?)
Note that the ponder is never really a bad draw...early game, it helps you find what you want and get knights into play asap (and helps land draw too, potentiall). Later, it helps you order your draw or find one of your 3ofs depending on how the game is going...giving you flexibility. You may also find by playtesting that you want to add one more island and down one more forest or plains
DRum
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass