With the full set spoiled, what are peoples thoughts?
The removal seems really, really bad. If you aren't playing black or red it's combat based and there's really only one decent removal in Hero's Downfall. The rest can't beat a 4/4 before 5 or 6 mana. The only sweeper is Anger of the Gods and that only does 3. Seems likely it will be a bunch of creature decks and B/R removal.
Edit: I forgot the new Elspeth as a wrath, but it's conditional and costs 6...
Well looking at the fixing it looks like you can play
Mono color
Two colors, with one of the colors being a light splash
Green/X
Green/x/x
For land based fixing theres:
Gatecrash color scry lands (W/R, U/G, U/B, W/B, R/G) Shimmering Grotto functional reprint (Unknown Shores) Nykthos, Shrine to Nyx, which incentivizes you to play mono color to power out monstrous creatures
For artifact fixing there's Traveler's Amulet
The 3 mana 1/2 artifact creature that taps for any color (Opaline Unicorn)
The 3 mana 2/2 artifact creature that puts 2 basics into play tapped when you sac it and pay 3 colorless mana (Burnished Hart)
For Green there's:
The 2 mana 1/2 creature that untaps a land (Voyaging Satyr)
The 2 mana abundant growth (Nylea's Presence)
The 2 mana 0/3 hexproof creature that taps for any mana (Sylvan Caryatid)
The 4 mana 1/4 creature that adds G based on your devotion to green (Karametra's Acolyte) This obviously incentivizes you to play mono green
For wraths there's also the 8 mana monstrous wrath from Hythonia the Cruel.
So it appears you can't play some sort of blue based control deck with removal, card draw and counterspells.
Black/Red control looks hard to get the mana to work, as you want double red for the sweeper (Anger of the Gods) and double black for the removal spell (Hero's Downfall). You don't have the Black/Red scryland. Your only options are Unknown Shores, Traveler's Amulet and Burnished Hart.
I guess i'll give a shot at building the mono red deck as that's probably going to be the most played deck.
If you wanted to turn on heroic more, you could play Coordinated Assault over the Satyr Rambler.
Reading Frank Karsten's article on the optimal aggro deck. He suggests at least 12 one drops. There is one more 1 drop you can play, Priest of Iroas, but it is a 1 mana 1/1 with no abilities for the purposes of this deck. I guess according to him he would play that card, as his simulation is with a 1 mana 1/1 mons's goblin raiders. And this deck doesn't play the hammer or the red god. I think you don't want that many 3 drops in this all in aggro deck. And 8x 3 drops are minotaur and the minotaur lord, so it's probably best not to cut any of those cards.
Well I was thinking about it more, I think BW will be the only control deck. Black would be the main and white for Elspeth, enchantment destroy effects and possibly Ashen Rider. It would be interesting to see if it would be able to hold off an aggro deck. I'll probably mock up a deck list later today after work.
The board will probably have a few gods willing, the last 2 chained to the rocks, maybe vanquish the foul?
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If MTG is a part of your life, the formats are like relationships:
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
I'm of the opinion that Theros block, at least early on, is going to be utterly dominated by GW.
GW has:
- a lot of really strong early plays, that are not irrelevant into mid- and lategame
- the best fixing and ramp
- the best enchantment removal
- a ton of good finishers
I don't know how good enchantment removal will be considering the Red based aggro decks will be playing very few enchantments.
Mono Red Suggested by a friend. Looks pretty solid. As discussed above its going to be very difficult to play a 3 color deck unless it has green in it. Going Mono right out of the gate seems ideal to get a fast start.
If Mono Red lives, this will be the fourth straight block to have Mono Red be a deck out of the gate.
Well.. Innistrad was really RW right?
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Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
My understanding is that having Mono Red be at least fringe viable is a goal of WotC's. It's generally the best deck for new comers.
Very True. Its a simple deck with some basic decision trees. Its why it takes over new standard and new block. It usually gets best results because there are that many more playing the deck then the rest. Secret is to find what beats RDW and then move from there.
But with that said, with very little removal, almost no true board wipes, playing the control deck to combat aggro is going to be difficult.
Are there any actual good blue cards? I'm looking over the colour including multicolour and I can't really see any reason to play it. It's got some decent cards as a support for a 3-colour esper or UWR control (omenspeaker, steam augery, ashiok and obviously counterspell) but I don't think the mana base is going to support 3-colour control even with scry lands and outside of that the colour just looks terrible. Prognostic sphinx is a sort of ok finisher, mainly if you're a control deck that has drawn lots of cards, but the only other good looking card seems to be Master of waves, yet I can't see you possibly wanting to have enough blue permanents on the table to make him decent.
am i missing something? is there a blue tempo deck maybe or something? I'm certainly not feeling it as a control colour.
Also, I'm feeling that pure mono red is too shallow to work, the two drop options are all awful and none have haste (ash zealot + rakdos cackler were what made mono red work right from the start in RTR block). I think boros heroic might have a chance though, between them there's a decent critical mass of agressive creatures and some potentially playable options to turn on heroic, which I think might be necessary.
This is a strange set. It feels like it will be really grindy, almost like Dark ascension INN block. There's probably enough fixing to get a jund deck to work. The reason to play jund over RG or BR is that black has the best removal spell (and the best card in the set, thoughseize), but green gives you access to a planeswalker. That's exactly what you want from a midrange deck. Let's see...
First off, the amount of legends in the set make deckbuilding really awkward.
The removal choices are interesting. Ultimately it depends on how good the aggro decks are, but Viper's Kiss and Spark Jolt might be necessary. I excluded the 3 damage sweeper because it kills most of the creatures in the deck. It would certainly be in the sideboard.
I expect Xenagos will just be a 4 mana Sol Ring if I want to use him for mana. Occasionally he'll combo with Polukranos and make him a 10/10 or something. Making a 2/2 haste every turn is good enough.
The reason I capped the curve at a relatively low cost: nothing seemed better than hammer of purphoros turning every extra land into hasty golems. At a certain point, you might even be able to use Xenagos with the hammer to sac below 3 lands. I'm not exactly sure when or if that would happen, but it's possible.
Eh, maybe black just isn't worth it. But there are so many creatures that just can't be killed by anything other than hero's demise. I really think that card gives black an edge in the midrange mirror. The format hasn't panned out yet, but like I said, it feels grindy -- winning the midrange mirror seems very important. It's possible a white splash is better - you get chained to the rocks. Besides all the mountains, nylea's presence can turn it on. You'd get 4 more duals and another planeswalker, but I think you'd have to cut the hammer.
There weren't a lot of good options for 3 drops in this deck, so I decided to use Voyaging Satyr to try to skip the 3 drop spot on the curve. It worked for Jund in innistrad, right? The spear of Heliod seems powerful with 7 token producing planeswalkers. It can actually make good use of the spear's ability too.
Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
Anthousa makes late game Magma jets and Lightning Strikes into 3 instant speed 2/2's, which can attack OR block. She's very flexible. For example, she can be used with Xenagos to make a magma jet into a Desperate Ritual.
Thats exactly the reason I'm not a huge fan of most heroic card. I dont want to be Jet'ing or Lightning Striking my own creatures. Sure its a cute interaction but the situation is pretty narrow and opens you up to some pretty big blowouts.
IE. You jet Anthousa to create blockers. Lets even say you trade profitable and all your creatures stay. Now since it's on on your opponents turn, you're open to sorcery speed (Anger of the Gods) removal and could end up losing Anthousa plus 3 lands. No thanks.
Thats exactly the reason I'm not a huge fan of most heroic card. I dont want to be Jet'ing or Lightning Striking my own creatures. Sure its a cute interaction but the situation is pretty narrow and opens you up to some pretty big blowouts.
IE. You jet Anthousa to create blockers. Lets even say you trade profitable and all your creatures stay. Now since it's on on your opponents turn, you're open to sorcery speed (Anger of the Gods) removal and could end up losing Anthousa plus 3 lands. No thanks.
That's very true! Maybe it won't come up as much as I think it will. I was only really imagining using the effect to alpha strike but noticed it had other applications. It seems good if you're at the point in the game where you would be burning your opponent with magma jet and lightning strike, because instead you can multiply the damage by 2 or 3. THEN, in addition, it has fringe applications like blocking or ritualing. The deck is designed to use its lands as creatures!
I think if the meta allows main deck spark jolt, then Anthousa is certainly a main deck card. At that point I would consider Agent of the Fates as well (he's fine on his own: deathtouch means he can take down any "monster").
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Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
That's very true! Maybe it won't come up as much as I think it will. I was only really imagining using the effect to alpha strike but noticed it had other applications. It seems good if you're at the point in the game where you would be burning your opponent with magma jet and lightning strike, because instead you can multiply the damage by 2 or 3. THEN, in addition, it has fringe applications like blocking or ritualing. The deck is designed to use its lands as creatures!
I think if the meta allows main deck spark jolt, then Anthousa is certainly a main deck card. At that point I would consider Agent of the Fates as well (he's fine on his own: deathtouch means he can take down any "monster").
Idk it seems like a little much. Now agents of fates is a heroic card I can get behind. This is two for one proof.
Here's my WR heroic aggro list. Most of the sideboard options are awful, so I went with a "big" transformational sb... probably junk. Is red worth it here?
Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
I don't think god's willing works as a heroic enabler. The heroic effects all want you to be proactive in casting the enablers, god's willing is entirely reactive. given that you want to minimise the number of non-creature spells in an aggro deck, you have to be getting the biggest bang for your buck with the heroic spells, you can't afford to have ones that will hand around in your hand waiting for a profitable moment to cast them.
I talk about this in my upcoming set review, but if heroic boros aggro is playable (and i doubt that it is, but could be wrong) then I think the only playable heroic enablers in boros are all red, specifically coordinated assault, Dragon Mantle and Titan's strength.
Cutting Hopeful Eidolon, Ordeal of Purphoros and Gods Willing would take me from 19 maindeck heroic enablers to 8. At that point, is it better to ditch heroic completely? Maybe WR aggro sans heroic is just a better deck, but cutting over half of the heroic enablers and leaving in most of the heroic creatures seems like the worst of both worlds.
again, I talk about this more in my set review, but I don't think there are enough non-heroic creatures to support an aggro deck. You need some level of heroic. I think you can probably get away with 8 heroic cards, but 10-12 might be better. If you use playsets of the three I mentioned, that gets you up to 12.
It's going to come down to playtesting though, I feel like it could be just straight up unviable especially given the existence of anger of the gods and a bunch of cheap removal or blockers that seem designed to give that sort of deck a headache.
I don't think god's willing works as a heroic enabler. The heroic effects all want you to be proactive in casting the enablers, god's willing is entirely reactive. given that you want to minimise the number of non-creature spells in an aggro deck, you have to be getting the biggest bang for your buck with the heroic spells, you can't afford to have ones that will hand around in your hand waiting for a profitable moment to cast them.
I agree with you about wanting proactive enablers, but I think that god's willing can be played proactively. It will do enough if it makes a creature unblockable, triggers a good 'heroic' ability, and scries (the plural of scry looks weird).
It's hard to konw for sure though. I guess you were right, it will all come down to playtesting.
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Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
pro-a single colour is going to be much less likely to make your dude unblockable in a largely mono-coloured creature but dual coloured deck block format, which I strongly expect this to be. You could be right, but it just looks like the wrong kind of card to enable heroic to me. I can just see you sitting there going "well, I guess I play this as a scry 1 to activate heroic then" and feeling miserable about it given the inherent risk in the heroic plan.
For the most part I agree with psycho here - heroic just seems unlikely to pan out. The problem I see is consistency. Even with the optimal set up some games you'll wind up short on heroic creatures or short on enablers. With the former you have some number of dead cards and a small number of removal spells wipes you out. With the latter you have a bunch of sub-par creatures.
I should post of my deck ideas here soon (I finally finished writing my Theros myth article)
Psychobabble, is your set review out? What do you think about WB (semi)heroic aggro vs WR? Thoughtseize is obviously a huge plus, but most of the other black cards you'd play cost BB. Too greedy?
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The removal seems really, really bad. If you aren't playing black or red it's combat based and there's really only one decent removal in Hero's Downfall. The rest can't beat a 4/4 before 5 or 6 mana. The only sweeper is Anger of the Gods and that only does 3. Seems likely it will be a bunch of creature decks and B/R removal.
Edit: I forgot the new Elspeth as a wrath, but it's conditional and costs 6...
Theros Myth Origins Part 1 WUBRG Part 2 GRBUW Born of the Gods
Beta Client Tutorial
Momir Basic Primer
Full article list
Mono color
Two colors, with one of the colors being a light splash
Green/X
Green/x/x
For land based fixing theres:
Gatecrash color scry lands (W/R, U/G, U/B, W/B, R/G)
Shimmering Grotto functional reprint (Unknown Shores)
Nykthos, Shrine to Nyx, which incentivizes you to play mono color to power out monstrous creatures
For artifact fixing there's
Traveler's Amulet
The 3 mana 1/2 artifact creature that taps for any color (Opaline Unicorn)
The 3 mana 2/2 artifact creature that puts 2 basics into play tapped when you sac it and pay 3 colorless mana (Burnished Hart)
For Green there's:
The 2 mana 1/2 creature that untaps a land (Voyaging Satyr)
The 2 mana abundant growth (Nylea's Presence)
The 2 mana 0/3 hexproof creature that taps for any mana (Sylvan Caryatid)
The 4 mana 1/4 creature that adds G based on your devotion to green (Karametra's Acolyte) This obviously incentivizes you to play mono green
For wraths there's also the 8 mana monstrous wrath from Hythonia the Cruel.
So it appears you can't play some sort of blue based control deck with removal, card draw and counterspells.
Black/Red control looks hard to get the mana to work, as you want double red for the sweeper (Anger of the Gods) and double black for the removal spell (Hero's Downfall). You don't have the Black/Red scryland. Your only options are Unknown Shores, Traveler's Amulet and Burnished Hart.
I guess i'll give a shot at building the mono red deck as that's probably going to be the most played deck.
4 Fire Drinker Satyr
4 Akroan Crusader
Two Drops (12)
4 Satyr Rambler
4 Deathbellow Raider
4 Arena Athlete
4 Minotaur Skullcleaver
4 Bloodrage Shaman
Burn Spells (8)
4 Magma Jet
4 Lightning Strike (searing spear)
4 Titan's Strength
Lands (20)
20 Mountain
Reading Frank Karsten's article on the optimal aggro deck. He suggests at least 12 one drops. There is one more 1 drop you can play, Priest of Iroas, but it is a 1 mana 1/1 with no abilities for the purposes of this deck. I guess according to him he would play that card, as his simulation is with a 1 mana 1/1 mons's goblin raiders. And this deck doesn't play the hammer or the red god. I think you don't want that many 3 drops in this all in aggro deck. And 8x 3 drops are minotaur and the minotaur lord, so it's probably best not to cut any of those cards.
Theros Myth Origins Part 1 WUBRG Part 2 GRBUW Born of the Gods
Beta Client Tutorial
Momir Basic Primer
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4 – Temple of Triumph
9 - Plains
7 - Mountain
CREATURES: 24
4 - Favored Hoplite
4 - Soldier of the Pantheon
4 - Akroan Hoplite
3 - Cavalry Pegasus
3 - Phalanx Leader
3 - Anax and Cymede
3 - Fabled Hero
2 - Chained to the Rocks
2 - Spear of Heliod
3 - Coordinated Assault
3 - Dragon Mantle
3 - Lightning Strike
3 - Magma Jet
The board will probably have a few gods willing, the last 2 chained to the rocks, maybe vanquish the foul?
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
I don't know how good enchantment removal will be considering the Red based aggro decks will be playing very few enchantments.
There are some decklists posted on reddit
http://www.reddit.com/r/spikes/comments/1mdi5o/theros_block_constructed_discussion/
Theros Myth Origins Part 1 WUBRG Part 2 GRBUW Born of the Gods
Beta Client Tutorial
Momir Basic Primer
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4 Akroan Crusader
4 Arena Athlete
4 Deathbellow Raider
1 Ember Swallower
1 Fanatic of Mogis
4 Firedrinker Satyr
3 Satyr Rambler
3 Dragon Mantle
Spells
4 Coordinated Assault
4 Lightning Strike
4 Magma Jet
4 Titan's Strength
Lands
20 Mountain
4 Anger of the Gods
1 Ember Swallower
1 Labyrinth Champion
1 Nykthos, Shrine to Nyx
4 Peak Eruption
4 Spark Jolt
Well.. Innistrad was really RW right?
My understanding is that having Mono Red be at least fringe viable is a goal of WotC's. It's generally the best deck for new comers.
Theros Myth Origins Part 1 WUBRG Part 2 GRBUW Born of the Gods
Beta Client Tutorial
Momir Basic Primer
Full article list
Very True. Its a simple deck with some basic decision trees. Its why it takes over new standard and new block. It usually gets best results because there are that many more playing the deck then the rest. Secret is to find what beats RDW and then move from there.
But with that said, with very little removal, almost no true board wipes, playing the control deck to combat aggro is going to be difficult.
am i missing something? is there a blue tempo deck maybe or something? I'm certainly not feeling it as a control colour.
Also, I'm feeling that pure mono red is too shallow to work, the two drop options are all awful and none have haste (ash zealot + rakdos cackler were what made mono red work right from the start in RTR block). I think boros heroic might have a chance though, between them there's a decent critical mass of agressive creatures and some potentially playable options to turn on heroic, which I think might be necessary.
3 Thoughtseize
4 Sylvan Caryatid
3 Nylea's Presence
4 Lightning Strike
4 Magma Jet
2 Hammer of Purphoros
4 Xenagos, the Reveler
4 Polukranos, World Eater
2 Stormbreath Dragon
6 Mountain
7 Forest
7 Swamp
First off, the amount of legends in the set make deckbuilding really awkward.
The removal choices are interesting. Ultimately it depends on how good the aggro decks are, but Viper's Kiss and Spark Jolt might be necessary. I excluded the 3 damage sweeper because it kills most of the creatures in the deck. It would certainly be in the sideboard.
I expect Xenagos will just be a 4 mana Sol Ring if I want to use him for mana. Occasionally he'll combo with Polukranos and make him a 10/10 or something. Making a 2/2 haste every turn is good enough.
The reason I capped the curve at a relatively low cost: nothing seemed better than hammer of purphoros turning every extra land into hasty golems. At a certain point, you might even be able to use Xenagos with the hammer to sac below 3 lands. I'm not exactly sure when or if that would happen, but it's possible.
Eh, maybe black just isn't worth it. But there are so many creatures that just can't be killed by anything other than hero's demise. I really think that card gives black an edge in the midrange mirror. The format hasn't panned out yet, but like I said, it feels grindy -- winning the midrange mirror seems very important. It's possible a white splash is better - you get chained to the rocks. Besides all the mountains, nylea's presence can turn it on. You'd get 4 more duals and another planeswalker, but I think you'd have to cut the hammer.
4 Chained to the Rocks
4 Sylvan Caryatid
4 Voyaging Satyr
4 Nylea's Presence
4 Lightning Strike
4 Magma Jet
4 Xenagos, the Reveler
3 Polukranos, World Eater
3 Elspeth, Sun's Champion
4 Temple of Abandon
4 Temple of Triumph
8 Mountain
6 Forest
2 Plains
There weren't a lot of good options for 3 drops in this deck, so I decided to use Voyaging Satyr to try to skip the 3 drop spot on the curve. It worked for Jund in innistrad, right? The spear of Heliod seems powerful with 7 token producing planeswalkers. It can actually make good use of the spear's ability too.
Well, that's my two cents.
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
Thats exactly the reason I'm not a huge fan of most heroic card. I dont want to be Jet'ing or Lightning Striking my own creatures. Sure its a cute interaction but the situation is pretty narrow and opens you up to some pretty big blowouts.
IE. You jet Anthousa to create blockers. Lets even say you trade profitable and all your creatures stay. Now since it's on on your opponents turn, you're open to sorcery speed (Anger of the Gods) removal and could end up losing Anthousa plus 3 lands. No thanks.
That's very true! Maybe it won't come up as much as I think it will. I was only really imagining using the effect to alpha strike but noticed it had other applications. It seems good if you're at the point in the game where you would be burning your opponent with magma jet and lightning strike, because instead you can multiply the damage by 2 or 3. THEN, in addition, it has fringe applications like blocking or ritualing. The deck is designed to use its lands as creatures!
I think if the meta allows main deck spark jolt, then Anthousa is certainly a main deck card. At that point I would consider Agent of the Fates as well (he's fine on his own: deathtouch means he can take down any "monster").
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
Idk it seems like a little much. Now agents of fates is a heroic card I can get behind. This is two for one proof.
I'm guessing no.
4 Akroan Crusader
4 Hopeful Eidolon
4 Phalanx Leader
4 Akroan Hoplite
3 Anax and Cymede
3 Gods Willing
4 Coordinated Assault
4 Ordeal of Purphoros
4 Dauntless Onslaught
4 Temple of Triumph
10 Plains
8 Mountain
2 Plains
1 Chained to the Rocks
3 Glare of Heresy
1 Spear of Heliod
2 Heliod, God of the Sun
4 Celestial Archon
1 Elspeth, Sun's Champion
No, unfortunately. It only works when you put it on. A recurring 3/2 deathtouch isn't the worst though.
TheWeatherMan, I think you've got a few too many targeting spells. I would cut Hopeful Eildolon and ordeal of purphoros(?) for some raw aggro - Soldier of the Panthenon and Firedrinker Satyr. I feel like you want Lightning Strike somewhere in there too.
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
I talk about this in my upcoming set review, but if heroic boros aggro is playable (and i doubt that it is, but could be wrong) then I think the only playable heroic enablers in boros are all red, specifically coordinated assault, Dragon Mantle and Titan's strength.
It's going to come down to playtesting though, I feel like it could be just straight up unviable especially given the existence of anger of the gods and a bunch of cheap removal or blockers that seem designed to give that sort of deck a headache.
I agree with you about wanting proactive enablers, but I think that god's willing can be played proactively. It will do enough if it makes a creature unblockable, triggers a good 'heroic' ability, and scries (the plural of scry looks weird).
It's hard to konw for sure though. I guess you were right, it will all come down to playtesting.
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
I should post of my deck ideas here soon (I finally finished writing my Theros myth article)
Theros Myth Origins Part 1 WUBRG Part 2 GRBUW Born of the Gods
Beta Client Tutorial
Momir Basic Primer
Full article list