As a fully 3-color deck, Turn 1 will often start with a tapped land, so I figure that nothing to play on turn 1 is ok.
Tithe Taker might be better than Adanto Vanguard, there might even be something else that fits in that slot better.
I choose Sky Terror over other bicolor cards or even monocolored creatures because I had some experience with it in Auras decks, and this thing is basically unblockable, which makes it good with Dovin, Tajic's mentor and Aurelia's ability.
Nothing else much to say about the MD, the numbers may have to be tweaked, maybe I'm missing some interesting cards.
In the SB, I can see Deafening Clarion be a big player VS weenie decks, Warrant // Warden as a role player in specific situations. I also tried to see what could be done with Beamsplitter Mage but it felt short so far.
Tough archetype to build !
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Pioneer - A bunch of stuff Modern - Humans Legacy - Grixis Phoenix / Death & Taxes
it looks like your forcing multi color spells to hard. you can still mix in some mono colored spells and still have a good amount of interaction with Hero.
i think you need to be in more of a midrange or tempo shell to get a full benefit from this.
mostly cause i feel the two best spells for the style of deck for hero of precinct is Ionize and Beacon Bolt.
with the amount of spells you could potentialy have in the list beacon bolt basically just becomes a hard removal spell
integrity//intervention is really slow and i feel you are better off playing the Warrant//warden card which is a tempo/token spell in one so seems to me thats where you wanna be as far as card style goes.
but thats my take on it. i think if your gonna play aggro there is alot better lists than just trying to force a aggressive jeskai hero deck.
might even if your gonna go aggro be better of just playing boros.
this is just my opinion i mean it could still work out pretty good but im just of the opinion if you are having to force cards like sky terror, intervene//intervention, and tajic you are really just building a deck around hero and not a deck with hero.
Yeah I tend to agree on the going more midrange. Dovin is a weird dude. Sometimes he's doing great things, other times he's a dud. Teferi would be sweet top end
I would put in a fourth Dovin, Grand Arbiter over Teferi. There are only 12 instants in the deck that can benefit from Teferi's +1, none of which I want to be casting on my opponent's turn (though I will if given the chance). I've been really impressed with Dovin when you've got tempo, but I agree that he doesn't do very well on defense.
If I really wanted to spend 5 on a late-game engine, I probably would choose Tome of the Guildpact since it has direct synergy with most of your deck. Moreover, it ramps you into 6 mana, which helps you double spell the next turn — and thus double draw! That said, games I've won with Tome of the Guildpact are probably games I would have won anyways, and the Tome didn't do much other than give me a flashier win.
I agree with jundimastah that this archetype is better thought of as tempo rather than aggro, but if you get the chance, casting back-to-back Heroic Reinforcements with at least one Hero of Precinct One in play feels amazing.
Ionize has been great against control. I tried Absorb, but the UU means there are fewer opportunities to cast it and it doesn't counter-punch. I also have trouble seeing where the life gain would be relevant.
Expansion // Explosion looks a little odd here, I admit, but I argue that its raw power level warrants consideration. The front half is surprisingly relevant against a range of match-ups, and an Explosion for 2 — while not the most exciting use of 6 mana — is often what this deck needs to close out the game.
I initially built the deck with jundimastah's suggestion of 4 Beacon Bolt, but I don't think it fits. Sonic Assault accomplishes much the same thing, but at instant speed and with a bit of burn. Sonic Assault can also be used defensively when you're racing, and the flexibility in jump-start is great.
Boros Challanger is here because I wanted a 2 multicolor spell, and he seemed like an OK preliminary choice. I was hoping that his mentor ability would be more relevant, and while it does play nicely with the tokens Hero generates, it doesn't add up to much more than a few points of damage over the course of the game. There may be some way to angle the deck to get more value out of him, but I'm a bit puzzled as to how. I am struggling what to replace him with, though. Justice Strike is decent, but I am more interested in a high threat density than having answers to creatures. Sky Menace and Relentless Raptor might make sense, but they are a bit underwhelming. Without a reliable way to get counters on him, Swiftblade Vindicator just sucks. I am currently trying out Dauntless Bodyguard on the theory that he (1) is a respectable turn 1 play and (2) he occasionally may protect a Hero or a Deputy.
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4 Adanto Vanguard
4 Sky Terror
3 Tajic, Legion's edge
2 Deputy of Detention
2 Aurelia, Exemplar of Justice
4 Integrity // Intervention
4 Justice Strike
4 Heroic Reinforcements
3 Dovin, Grand Arbiter
4 Sacred Foundry
4 Hallowed Fountain
2 Steam Vents
4 Clifftop Retreat
2 Glacial Fortress
2 Sulfur Falls
2 Plains
2 Mountain
As a fully 3-color deck, Turn 1 will often start with a tapped land, so I figure that nothing to play on turn 1 is ok.
Tithe Taker might be better than Adanto Vanguard, there might even be something else that fits in that slot better.
I choose Sky Terror over other bicolor cards or even monocolored creatures because I had some experience with it in Auras decks, and this thing is basically unblockable, which makes it good with Dovin, Tajic's mentor and Aurelia's ability.
Nothing else much to say about the MD, the numbers may have to be tweaked, maybe I'm missing some interesting cards.
In the SB, I can see Deafening Clarion be a big player VS weenie decks, Warrant // Warden as a role player in specific situations. I also tried to see what could be done with Beamsplitter Mage but it felt short so far.
Tough archetype to build !
But I wouldn't play Dovin, Grand Arbiter. Seems too slow...
Skyknight Legionaire worked in my Boros deck pretty good.
Also, Swiftblade Vindicator could be worth a try.
i think you need to be in more of a midrange or tempo shell to get a full benefit from this.
mostly cause i feel the two best spells for the style of deck for hero of precinct is Ionize and Beacon Bolt.
with the amount of spells you could potentialy have in the list beacon bolt basically just becomes a hard removal spell
integrity//intervention is really slow and i feel you are better off playing the Warrant//warden card which is a tempo/token spell in one so seems to me thats where you wanna be as far as card style goes.
but thats my take on it. i think if your gonna play aggro there is alot better lists than just trying to force a aggressive jeskai hero deck.
might even if your gonna go aggro be better of just playing boros.
this is just my opinion i mean it could still work out pretty good but im just of the opinion if you are having to force cards like sky terror, intervene//intervention, and tajic you are really just building a deck around hero and not a deck with hero.
If I really wanted to spend 5 on a late-game engine, I probably would choose Tome of the Guildpact since it has direct synergy with most of your deck. Moreover, it ramps you into 6 mana, which helps you double spell the next turn — and thus double draw! That said, games I've won with Tome of the Guildpact are probably games I would have won anyways, and the Tome didn't do much other than give me a flashier win.
4 Hero of Precinct One
4 Boros Challenger
4 Deputy of Detention
4 Dovin, Grand Arbiter
4 Ionize
4 Sonic Assault
4 Heroic Reinforcements
4 Expansion // Explosion
I agree with jundimastah that this archetype is better thought of as tempo rather than aggro, but if you get the chance, casting back-to-back Heroic Reinforcements with at least one Hero of Precinct One in play feels amazing.
Ionize has been great against control. I tried Absorb, but the UU means there are fewer opportunities to cast it and it doesn't counter-punch. I also have trouble seeing where the life gain would be relevant.
Expansion // Explosion looks a little odd here, I admit, but I argue that its raw power level warrants consideration. The front half is surprisingly relevant against a range of match-ups, and an Explosion for 2 — while not the most exciting use of 6 mana — is often what this deck needs to close out the game.
I initially built the deck with jundimastah's suggestion of 4 Beacon Bolt, but I don't think it fits. Sonic Assault accomplishes much the same thing, but at instant speed and with a bit of burn. Sonic Assault can also be used defensively when you're racing, and the flexibility in jump-start is great.
Boros Challanger is here because I wanted a 2 multicolor spell, and he seemed like an OK preliminary choice. I was hoping that his mentor ability would be more relevant, and while it does play nicely with the tokens Hero generates, it doesn't add up to much more than a few points of damage over the course of the game. There may be some way to angle the deck to get more value out of him, but I'm a bit puzzled as to how. I am struggling what to replace him with, though. Justice Strike is decent, but I am more interested in a high threat density than having answers to creatures. Sky Menace and Relentless Raptor might make sense, but they are a bit underwhelming. Without a reliable way to get counters on him, Swiftblade Vindicator just sucks. I am currently trying out Dauntless Bodyguard on the theory that he (1) is a respectable turn 1 play and (2) he occasionally may protect a Hero or a Deputy.