This deck is a mash up of a few different decks. Part Monument, part GW Aggro, all tribal. I'm actually surprised I haven't run across a version of it while playing other decks. It's one that's been rolling around my head for a while. At the very least, it could be a lot of fun. I can see it being hard to deal with.
As you can see, it's a very very rough draft of a deck (there's not even a mana base).
I think the deck is pretty self explanatory. Every creature is a warrior. Every creature Oketra's Monument makes is a warrior. There's a sub-theme of Humans, so Hamlet Captain can pump every non-token (except Metallic Mimic). You have Devoted Crop-Mate and Renegade Rallier to add some resiliency to the deck (and they can get any creature back from the GY).
Finally, you go super wide, and then finish your opponent off with an Appeal // Authority. Then threw in some Cast Out/Ixalan's Binding to deal with anything pesky from the opponent.
I haven't put this together yet (I might this afternoon, although, I'm looking to crowd source some ideas before I get down to buying cards), but I've played with a few of these cards, and I can see the game getting wildly out of hand if you have Bestiary, Monument, and Mimic all in play. You'll be playing so many cards per turn, getting so much power out on the battlefield that opponents will find themselves very overwhelmed.
As I said, this is incredibly preliminary. If you think of improvements, don't be afraid to give some input. I'm not completely sold on anything in the deck. If you think the deck should go bigger with cards like something like Solemn Recruit, feel free to say so. I feel like staying small is the right idea to take advantage of something like Dusk // Dawn in the sideboard (which of course still works with Recruit). But as I said, I'm open to suggestion.
I like the deck idea.
If this jank can make some good results then surely a more focused and synergytic "GW Aggro" deck can do better.
The deck does need cheaper removal imho, and Nature's Way seems like a decent option, it also works great with the "exert" creatures
(and deathtouch creatures like Narnam Renegade).
I'd also go with Blossoming Defense here to protect a key creature over Appeal // Authority as you can win by going-wide without a big trampler (like many decks already do), it just seems like a win-more card.
First off, thanks for the input. I'm glad to see there's some interest in this list. Like I said, it's something I've been kicking around in my head for a while. Now, I'm kind of sorry it's been on the back burner.
Thanks for point that out about Hamlet Captain. I thought it had rotated too but it was showing up on my App as standard legal.
I had considered going more Revolt, and if I do, Solemn Recruit is probably something I'll add in even though it won't come back like the other stuff.
I also considered White Trial/Cartouche. And i'm down for going this direction.
I do have an issue with Nature's Way/Ambuscade and the like. The creatures are really small. I'm not sure they can actually kill something if I'm having them deal damage to other creatures. I mean, if I have Mimic out, that's possible, but I don't think I can always count on that, which would leave me with very poor removal. I'd like more options in this slot for removal. Until then, I think Cast Out is probably the best option.
I just want to note that if you run Solemn Recruit alongside Narnam Renegade then your color consistency will be moderate rather than great, and you'll need to play lands that enter the field tapped which will also slow your curve. Running Devoted Crop-Mate in its place makes color consistency and curve better. I really like the deck by the way.
I also considered White Trial/Cartouche. And i'm down for going this direction.
I do have an issue with Nature's Way/Ambuscade and the like. The creatures are really small. I'm not sure they can actually kill something if I'm having them deal damage to other creatures. I mean, if I have Mimic out, that's possible, but I don't think I can always count on that, which would leave me with very poor removal. I'd like more options in this slot for removal. Until then, I think Cast Out is probably the best option.
Nature's Way is situational but should be pretty good in this deck with Narnam Renegade and enough 3-power creatures to reliably be a 3-damage removal spell and also occassionally hit for 4 (exerted Glory-Bound, revolted G.Liberator or a 3-power creature with a cartouche on it).
It just plays better with the tempo of the deck than a 4-mana spell like Cast Out which is much slower and should come in from the board imho.
I've taken a lot of suggestions into consideration. I don't think I'm going the full revolt, route but I do like Narnam Renegade, as it feels like the deck would do well with 1 drops.
I also can agree that "Fight" type effects will help. I'm not sure how much to commit to it, but I think I'm going to start with green Cartouche, since it fits better with the white Trial.
Here's the updated list, and I think I'll be buying soon and start playing some games. A lot of cards are still diversified so when I start playing some games, I can see what I like and what I don't.
So, the only real change from the v2 list is the Cartouches/Trials are completely gone. I liked Cartouche of Strength/Trial of Ambition as a combo. However, 22 lands consistently felt like too few. I was severely underestimating how much mana this deck wants to use. It wants to cast a creature, draw a card off Bestiary, cast another creature and draw another card, to properly overwhelm the opponent. That's 6 mana without Monument... 22 left me stuck on 4 so many games, even with scrying. 24 seems to be a much better fit.
Then when I started making cuts, I started playing with the number of creatures. That was a huge mistake... It was ok to be down at 18 or 19 creatures against slower decks, but not against the majority of decks. Had to keep the creature count high.
So what was left was the spells. Definitely need all 4 Bestiaries, 2 Shapers' also feels good. The cut ended up having to be the Trials. Pumping the dorks and then throwing in the alpha strike was fun, but it wasn't a consistent strategy, and I can't say it won me games I wouldn't have already won. Without comboing with the Trials, green Cartouche just isn't the best 'fight' effect. I'm starting with Nature's Way because I have them. I'll probably stay with them over other effects, as well.
As to the sideboard, you'll see a lot of cards are dedicated to beating Approach. Definitely the worst match up. GW don't really have a lot of options against it, either. Gideon and his Intervention help, but that's still a Cast Out/Binding from being beaten, so you have some of your own. Heroic Intervention helps as well. Can save you vs sweepers, can protect your Gid/Intervention from removal. The good news is, some of those cards are useful in other match ups.
Otherwise, you see normal GW sideboard stuff. Authority and lifegain for ram-red. GY hate for Gifts and Scarab God decks. etc, etc.
Anyway, I'm down for some feedback! Let me know what you think!
Oath could work. I like the way it combos with Renegade Rallier. I feel like if I wanted to pump the team once, Trial of Solidarity is better, since it combos with Cartouche of Strength, and 'fight' mechanics are our only removal that costs less than 4. But I've moved away from that strategy, so I probably won't be heading back that way.
Ajani, himself. That's a really expensive card. I'm not saying it won't work, but I think it would require at least another land to go with it.
I will say this, though. You should definitely try the deck. It has a very low cost of entry. I'd love to see what you come up with. The truth is, you don't have to make it as small as I've made it. There are lots more warriors to choose from, and lots of different ways to build. Give it a shot.
My list has kind of morphed. It's still warrior tribal and taking advantage of Mimic + Monument, but a strong revolt theme has emerged. So far, I'm really liking it. I'm not sure if I'll stay in this version of the deck, but it's definitely fun to play and can be pretty powerful.
The new Radiant Destiny really helps this deck be more aggresive and hit hard consistently rather than play slow cards like Bestiary (good SB card though) and Monument.
I think I like the splash of red better than some other choices since that includes a lot of different warriors.
Private Mod Note
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Rollback Post to RevisionRollBack
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Imho the very best follow-up 3 drop after Metallic Mimic is Maulfist Revolutionary. It did wonders in Aer stadard GW humans for me, Facing Eldrazi and the like.
I know that was more +1/+1 focussed, but has more synergies though if you go the energy or minus route.
I think a lot of the power of the deck comes from Mimic + Monument. I don't think just a warrior aggro deck is good enough to beat decks. Slower than red aggro, unable to keep up with Vampire's lifelink, can't do much against merfolk and their many lords. With Monument, the deck goes wider faster.
I don't think an Anthem would hurt the deck. Radiant Destiny is probably a good add.
4 Devoted Crop-Mate
4 Glory-Bound Initiate
4 Hamelet Captain
4 Metallic Mimic
4 Renegade Rallier
4 Steward of Solidarity
1 Cast Out
1 Ixalan's Binding
Artifacts 8
4 Lifecrafter's Bestiary
4 Oketra's Monument
4 Appeal // Authority
Lands 22
22 Lands
As you can see, it's a very very rough draft of a deck (there's not even a mana base).
I think the deck is pretty self explanatory. Every creature is a warrior. Every creature Oketra's Monument makes is a warrior. There's a sub-theme of Humans, so Hamlet Captain can pump every non-token (except Metallic Mimic). You have Devoted Crop-Mate and Renegade Rallier to add some resiliency to the deck (and they can get any creature back from the GY).
Finally, you go super wide, and then finish your opponent off with an Appeal // Authority. Then threw in some Cast Out/Ixalan's Binding to deal with anything pesky from the opponent.
I haven't put this together yet (I might this afternoon, although, I'm looking to crowd source some ideas before I get down to buying cards), but I've played with a few of these cards, and I can see the game getting wildly out of hand if you have Bestiary, Monument, and Mimic all in play. You'll be playing so many cards per turn, getting so much power out on the battlefield that opponents will find themselves very overwhelmed.
As I said, this is incredibly preliminary. If you think of improvements, don't be afraid to give some input. I'm not completely sold on anything in the deck. If you think the deck should go bigger with cards like something like Solemn Recruit, feel free to say so. I feel like staying small is the right idea to take advantage of something like Dusk // Dawn in the sideboard (which of course still works with Recruit). But as I said, I'm open to suggestion.
If this jank can make some good results then surely a more focused and synergytic "GW Aggro" deck can do better.
The deck does need cheaper removal imho, and Nature's Way seems like a decent option, it also works great with the "exert" creatures
(and deathtouch creatures like Narnam Renegade).
I'd also go with Blossoming Defense here to protect a key creature over Appeal // Authority as you can win by going-wide without a big trampler (like many decks already do), it just seems like a win-more card.
In my opinion a good subtheme for a Warriors deck can be "revolt" and you're already playing a revolt creature in Renegade Rallier.
I'd add Narnam Renegade and Greenwheel Liberator to the deck over: Hamlet Captain (this card has rotated out) and Steward of Solidarity and possibly also Solemn Recruit by trimming down copies of Devoted Crop-Mate.
To support revolt an obvious inclusion would be Renegade Map, there is also Unbridled Growth which cantrips and works well with Renegade Rallier.
There is also Evolving Wilds as well.
The white cartouche is actually a really good idea, as it can be paired with Trial of Solidarity to repeatedly anthem up your board.
Here is how I'd tweak the deck:
4x Narnam Renegade
4x Glory-Bound Initiate
4x Greenwheel Liberator
4x Metallic Mimic
4x Renegade Rallier
2x Devoted Crop-Mate
2x Solemn Recruit
4x Cartouche of Solidarity
2x Trial of Solidarity
Artifacts (4)
3x Lifecrafter's Bestiary
1x Oketra's Monument
Sorcery (4)
4x Nature's Way
Land (22)
4x Sunpetal Grove
4x Unclaimed Territory
4x Evolving Wilds
2x Field of Ruin
4x Plains
4x Forest
I didn't slot in any Renegade Map/Unbridled Growth but it might be becessary to support "Revolt".
I hope the lands and Cartouche's can help with that.
If I were to add 4x Maps it would probably be at the expense of the: 2x Field of Ruin/Evolving Wilds, 1x Lifecrafter's Bestiary and 1x Oketra's Monument.
A Red splash can also be pretty good:
http://www.mtgsalvation.com/forums/the-game/standard-type-2/deck-creation-standard/784093-brainstorming-5c-human-goodstuff?comment=10
Thanks for point that out about Hamlet Captain. I thought it had rotated too but it was showing up on my App as standard legal.
I had considered going more Revolt, and if I do, Solemn Recruit is probably something I'll add in even though it won't come back like the other stuff.
I also considered White Trial/Cartouche. And i'm down for going this direction.
I do have an issue with Nature's Way/Ambuscade and the like. The creatures are really small. I'm not sure they can actually kill something if I'm having them deal damage to other creatures. I mean, if I have Mimic out, that's possible, but I don't think I can always count on that, which would leave me with very poor removal. I'd like more options in this slot for removal. Until then, I think Cast Out is probably the best option.
Cartouche of Solidarity is a pretty solid card on its own and the synergy with Trial of Solidarity makes both even better so I'd recommend running the package.
Nature's Way is situational but should be pretty good in this deck with Narnam Renegade and enough 3-power creatures to reliably be a 3-damage removal spell and also occassionally hit for 4 (exerted Glory-Bound, revolted G.Liberator or a 3-power creature with a cartouche on it).
It just plays better with the tempo of the deck than a 4-mana spell like Cast Out which is much slower and should come in from the board imho.
Some more reoval options at 3-mana can be Thopter Arrest and Skywhaler's Shot.
I also can agree that "Fight" type effects will help. I'm not sure how much to commit to it, but I think I'm going to start with green Cartouche, since it fits better with the white Trial.
Here's the updated list, and I think I'll be buying soon and start playing some games. A lot of cards are still diversified so when I start playing some games, I can see what I like and what I don't.
4 Devoted Crop-Mate
4 Exemplar of Strength
4 Glory-Bound Initiate
4 Metallic Mimic
4 Narnam Renegade
3 Renegade Rallier
1 Cartouche of Solidarity
2 Cartouche of Strength
2 Cast Out
2 Shapers' Sanctuary
2 Trial of Solidarity
Artifacts 6
3 Lifecrafter's Bestiary
3 Oketra's Monument
4 Evolving Wilds
5 Forest
3 Plains
2 Scattered Groves
2 Scavengers Grounds
2 Shefet Dunes
4 Sunpetal Groves
4 Devoted Crop-Mate
3 Exemplar of Strength
4 Glory-Bound Initiate
4 Metallic Mimic
4 Narnam Renegade
4 Renegade Rallier
Enchantments 4
2 Shapers' Sanctuary
2 Cast Out
Artifacts 7
4 Lifecrafter's Bestiary
3 Oketra's Monument
2 Nature's Way
Lands 24
4 Evolving Wilds
6 Forest
3 Plains
2 Scattered Groves
2 Scavenger Grounds
3 Shefet Dunes
4 Sunpetal Grove
2 Authority of the Consuls
2 Sunscourge Champion
2 Gideon of the Trials
2 Gideon's Intervention
2 Ixalan's Binding
1 Shapers' Sanctuary
2 Heroic Intervention
2 Deathgorge Scavengers
So, the only real change from the v2 list is the Cartouches/Trials are completely gone. I liked Cartouche of Strength/Trial of Ambition as a combo. However, 22 lands consistently felt like too few. I was severely underestimating how much mana this deck wants to use. It wants to cast a creature, draw a card off Bestiary, cast another creature and draw another card, to properly overwhelm the opponent. That's 6 mana without Monument... 22 left me stuck on 4 so many games, even with scrying. 24 seems to be a much better fit.
Then when I started making cuts, I started playing with the number of creatures. That was a huge mistake... It was ok to be down at 18 or 19 creatures against slower decks, but not against the majority of decks. Had to keep the creature count high.
So what was left was the spells. Definitely need all 4 Bestiaries, 2 Shapers' also feels good. The cut ended up having to be the Trials. Pumping the dorks and then throwing in the alpha strike was fun, but it wasn't a consistent strategy, and I can't say it won me games I wouldn't have already won. Without comboing with the Trials, green Cartouche just isn't the best 'fight' effect. I'm starting with Nature's Way because I have them. I'll probably stay with them over other effects, as well.
As to the sideboard, you'll see a lot of cards are dedicated to beating Approach. Definitely the worst match up. GW don't really have a lot of options against it, either. Gideon and his Intervention help, but that's still a Cast Out/Binding from being beaten, so you have some of your own. Heroic Intervention helps as well. Can save you vs sweepers, can protect your Gid/Intervention from removal. The good news is, some of those cards are useful in other match ups.
Otherwise, you see normal GW sideboard stuff. Authority and lifegain for ram-red. GY hate for Gifts and Scarab God decks. etc, etc.
Anyway, I'm down for some feedback! Let me know what you think!
Ajani, himself. That's a really expensive card. I'm not saying it won't work, but I think it would require at least another land to go with it.
I will say this, though. You should definitely try the deck. It has a very low cost of entry. I'd love to see what you come up with. The truth is, you don't have to make it as small as I've made it. There are lots more warriors to choose from, and lots of different ways to build. Give it a shot.
3 Narnam Renegade
4 Greenwheel Liberator
4 Metallic Mimic
3 Glorybound Initiative
2 Deadeye Harpooner
2 Solemn Recruit
2 Renegade Rallier
Artifacts 11
4 Lifecrafter's Bestiary
3 Oketra's Monument
4 Renegade Map
3 Unbridled Growth
2 Shapers' Sanctuary
2 Cartouche of Strength
1 Cast Out
1 Ixalan's Binding
Lands 20
4 Evolving Wilds
7 Forest
2 Plains
1 Shefet Dunes
2 Scavenger Grounds
4 Sunpetal Grove
2 Authority of the Consuls
2 Deadeye Harpooner
2 Gideon of the Trials
1 Solemn Recruit
1 Ixalan's Binding
1 Gideon's Intervention
2 Heroic Intervention
2 Deathgorge Scavenger
2 Dusk // Dawn
It is probably worth running as a 4x-of replacing Trial of Solidarity but the synergy with Cartouche of Solidarity makes me want to keep them in.
Baffling End is the cheap removal that the deck needed replacing Nature's Way.
Here is my updated list:
4x Narnam Renegade
4x Glory-Bound Initiate
4x Greenwheel Liberator
4x Metallic Mimic
4x Renegade Rallier
2x Devoted Crop-Mate
2x Solemn Recruit
Enchantment (14)
4x Baffling End
4x Cartouche of Solidarity
2x Trial of Solidarity
2x Radiant Destiny
2x Cast Out
4x Sunpetal Grove
4x Unclaimed Territory
4x Evolving Wilds
2x Field of Ruin
4x Plains
4x Forest
4x Blossoming Defense
2x Heroic Intervention
2x Lifecrafter's Bestiary
4x Ixalan's Binding
2x Authority of the Consuls
1x Naturalize
Another option is maybe replacing Metallic Mimic with Honored Crop-Captain that can be cast with Unclaimed Territory and maybe add a mountain that can be fetched with Evolving Wilds/Field of Ruin.
1) Khenra Charioteer
2) Banewhip Punisher
3) Aven wind guide -> For token buffing.
4) Samut, Voice of Dissent
5) Combat Celebrant
6) Neheb, the Eternal
I think I like the splash of red better than some other choices since that includes a lot of different warriors.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Khenra Charioteer is decent but I don't really think that the deck needs those other 3+ cmc cards
I know that was more +1/+1 focussed, but has more synergies though if you go the energy or minus route.
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -
Renegade Rallier/Devoted Crop-Mate or Solemn Recruit though the last two can often be underwhelming.
I don't think an Anthem would hurt the deck. Radiant Destiny is probably a good add.