With the rotation of Khans of Tarkir, Standard's mana was utterly demolished. Where there were once four color decks running all the most powerful three color cards, there were now the remnants of the most powerful cards concentrated into two colors. Mono Red decks once splashed Green purely for Atarka's Command, but that is no more. Instead we now have fairly strong two color manabases and enough payoffs to stick within those colors.
Red was once the king of aggressive decks, but is now starting to fall to the wayside in favor of mostly colorless decks running all the best Eldrazi, Red and Black decks bursting with vampire synergy and, of course, White Weenie. White currently has the best aggressive creatures in Standard, with multiple anthem effects, efficiently costed bodies and incidental value that all add up to a force to be reckoned with. It remains to be seen whether Red can pick up the slack, but White is definitely a great route to go.
II. Card Selections
With the number of good White or W/x (or even Green) creatures currently in Standard there can be a lot of customization to fit your deck to your local meta. Sometimes you might want to go all out aggro with as many 1 drops as you can pack, whereas other times you want to play many anthem effects to try and avoid the dreaded Radiant Flames.
The Main Cards
Creatures
One of the reasons why we play this deck is because our curve is far and above all the other aggressive decks. Going 1 drop into 2 drop into two more 2 drops can often just kill your opponent outright unless they have Languish right then and there. Therefore the 1 drops, while not your most powerful cards, can be some of your most important.
Dragon Hunter: A 2/1 for W is all we really want and the extra text about blocking dragons can actually become relevant against the Rakdos and Mono Red decks packing Thunderbreak Regent. You should have a playset of Savannah Lions and I would recommend picking this one.
Expedition Envoy: Another 2/1 for W, though with decidedly less power (though ultimately it doesn't matter much as any 2/1 for W will do). If you have some ally synergies go ahead and run this guy, otherwise Dragon Hunter is probably a marginally better choice.
Town Gossipmonger: A 1/1 for W isn't particularly great (even if his name is pure gold), though transforming him into a 2/3 known as Incited Rabble is much better. This guy is fine on curve since it will likely leave you with a 2/3 and a 2/2 on the end of your second turn, though you do not get to attack if that's what you want to do. Later in the game he goes down a bit as transforming him turns off another attacking creature, but the firebreathing can be relevant (if overcosted). Some people have been trying a playset and while I'm not sold, this card definitely has potential.
Thraben Inspector: She comes down on turn 1 and essentially replaces herself, which is a much bigger deal than most people realize. She plays nicely with Always Watching and Thalia's Lieutenant by dodging Kozilek's Return and being able to tangle with Sylvan Advocate when boosted.
Kytheon, Hero of Akros: The man, the myth, the legend. A 2/1 for W is sweet, though being able to become indestructible is actually not all that impressive. However, his transformed side can keep a blocker up in a racing situation or he can crack in himself while being immune to Languish and Descend Upon the Sinful. Legendary and the Planeswalker rule is a thing, so 2-3 is likely your best bet.
Now we're into the more powerful cards. Almost every card in the 2 drop slot is a lord or provides some sort of powerful ability to your other creatures. These cards are why you play the deck.
Anafenza, Kin-Tree Spirit: While not as obviously powerful as she was in life, this card provides a nice body with a deceptively powerful ability. Bolstering every time you play a creature is no joke and if your opponent doesn't kill her immediately she'll start flinging counters around like it's nobody's business. Not being a human does make her slightly worse (though not all that much, to be honest) and WW is a somewhat difficult mana cost depending on your splash and how many Westvale Abbeys you're running. Remember that she's Legendary, so if you do end up playing her don't go to the full playset.
Consul's Lieutenant: A 2/1 for WW is a bit below rate, though adding first strike makes it considerably better. Renown 1 is pretty great, since a 2/1 first strike is already somewhat difficult to block if you get it down turn 2 and a 3/2 first strike is even harder. If you do get that Renown, then it'll start pumping your team every time you attack, which adds up real quick. This card's power has been real and I'm on a playset right now.
Hanweir Militia Captain: A 2/2 for 1W isn't particularly spectacular considering the power of our other 2CMC creatures, but that's not why it's in the deck. The real reason is for Westvale Cult Leader, which is almost guaranteed to be a 4/4 when it transforms and will start doing its best Gideon impression and spitting out tokens every turn. Left uncontested this card can and will win you the game. It also lets you hold some cards in your hand in case your opponent has a sweeper, since the tokens have many ways to grow bigger and fill up the board.
Hidden Dragonslayer: While technically a 2 drop, this card is more of a 3 drop. A 2/1 Lifelink isn't really worth 2 mana unless you're up against something like Rakdos or RDW. However, casting it facedown and flipping it up to kill Avacyn, Goblin Dark-Dwellers and basically everything in the Ramp deck while leaving behind a 3/2 Lifelink is big game. This card should be somewhere in your 75. It's a perfectly respectable maindeck card but also shines out of the board.
Knight of the White Orchid: This card acts in a similar space to Consul's Lieutenant, being a 2 power first strike for WW. Additionally, grabbing a plains when you're on the draw can let you play another 2CMC creature in the same turn, which is pretty great for overcoming the tempo loss of being on the draw. This guy loves getting +1/+1 counters and definitely deserves to be played in a playset.
Thalia's Lieutenant: The only actual Human tribal payoff in pure White, though this card is a big reason to play a lot of humans (though it helps that the White humans in Standard are really good). This guy buffs your whole team just by casting him and gets bigger as you play more humans a la Champion of the Parish. This lets him be good early (buffing a Dragon Hunter or whatever is fine if he gets big quickly) or late (throwing around a bunch of counters on a big board). I would run a playset of this fellow.
There are few 3CMC creatures that this deck wants to play, as the majority of the power is concentrated around the 2CMC slot.
Lantern Scout: A reason to play Expedition Envoy. If you cast this and hit your opponent the race is basically over.
Vryn Wingmare: This is more of a sideboard card against control decks. Taxing your opponent's spells is great and forcing them to spend a removal spell on this isn't the end of the world, especially if it means your better threats go untouched.
4 drops have a lot of power, but there are few that this deck wants to play as we want to keep the curve low.
Archangel of Tithes: This card became immeasurably better after the fetch/dual nonsense of KTK-BFZ standard rotated. Before there was no reason to play a mono colored 4CMC card when you had things like Siege Rhino and Collected Company hitting a graveyard combo, but make no mistake that the power level on this card is through the roof. When it hangs back to block it turns off your opponent's best attacks and their ability to mess with combat. When it attacks it can get your whole team through unless they leave up all their mana. It dodges Languish, Radiant Flames, Grasp of Darkness and Roast, which is a huge chunk of the removal in Standard. Ultimate Price and Stasis Snare do still get her however, so be careful. Being 4 mana is a real cost, though you could still probably get away with a playset based on pure power level. I prefer 3, but that's nowhere near ironclad.
Other Spells
You can't just pack your deck with only creatures and expect to win. You'll need some amount of removal and tech cards to get the job done.
Instants and Sorceries
Declaration in Stone: Reminding us all of ye olde Path to Exile, this is another one of White's "efficient removal with a downside" spells. However, this downside can be avoided by killing your opponent before they have time to dump 2 mana into cracking a Clue token. This card eats tokens alive and gets rid of basically anything you want. Many decks are trying 2-3 and 2 seems like the right number to me.
Eerie Interlude: This card is quietly one of the most absurd in this deck. We die hard to sweepers and being able to dodge them at instant speed while retriggering Thalia's Lieutenant, Reflector Mage etc is nothing to scoff at. IMO this card needs to be in a playset across your 75 for the pure value that it brings.
Enchantments
Silkwrap: "Exile Target Jace." In all seriousness this card is efficient removal for the things that will try and stop you in the early game like Sylvan Advocate, Deathmist Raptor, everything in the Vampire deck etc. Many decks are running 3, which seems correct. Beware Dromoka's Command.
Stasis Snare: Instant speed exile is great and against opponents with no way to mess with enchantments this card becomes basically Murder. 3CMC is a lot, so you're probably better off running Silkwrap and Declaration.
Always Watching: One of THE reasons to play this deck. This card makes racing impossible for your opponent while making all your small creatures into big threats. Stacks nicely with Consul's Lieutenant and Knight of the White Orchid. Remember that it is NOT Intangible Virtue and will not buff your tokens.
Gryff's Boon: What looked like a C level draft uncommon has turned out to be one of the best cards in the deck for getting out of board stalls. Gryff's Boon is efficient at only a single mana, makes a threat slightly bigger and gives it the best form of evasion all while not giving your opponent an opportunity to 2 for 1 you since you can rebuy it. Many lists are starting to run 2-3 of this card in the main deck and with Company being public enemy #1, this allows us to sail over the opposition.
Planeswalkers
Gideon, Ally of Zendikar: Who else was going to be here? Gideon is arguably the best planeswalker in standard right now. He's naturally resistant to removal, provides a board state resistant to removal and acts as an anthem effect. 4 mana is pretty high, but his power level is comparable to Archangel and can easily be run as a 3-4 of.
III. Splashing
Splashing is a way to bump up your deck's power level, though it makes it riskier to run cards with WW in their mana cost.
Blue
Reflector Mage: One of the best cards in standard, this guy is a master of tempo and a fairly clean answer to annoying cards like Deathmist Raptor and Kalitas (clean meaning that you bounce the card and then kill your opponent before they can replay it). It resets counters on your opponent's creatures and turns Ormendahl, Profane Prince back into a land.
Dragonlord Ojutai: Arguably one of the best cards of the last Standard season, he dominated after Pro Tour Dragons of Tarkir when the Esper deck took over the format for a time. While he isn't backed up by powerful counters and board wipes in a deck like this, he does benefit immensely from Always Watching, which turns him into a 6/5 Hexproof Vigilance Flyer that Anticipates on damage. Very few decks can beat that and the removal suite doesn't line up great against the Elder Dragon to begin with. If you're in Blue this guy should be your curve topper.
Various sideboard counterspells (including Negate, Dispel and Invasive Surgery): All of these have merit. Dispel is probably slightly weaker than the other two, as instant speed removal isn't as devastating as sweepers. Negate and Surgery both hit all the relevant board wipes (barring Chandra, Flamecaller for Surgery) and the latter has the bonus of making it never happen again. Some combination of these should be in your sideboard if you're in Blue.
Green
Sigarda, Heron's Grace: The #1 reason to splash Green. Sigarda turns off your opponent's spot removal, clocks them for 4 in the air and dodges all the removal that Archangel of Tithes does. She also protects from sweepers like Languish by coming with a built in "build your own board state." Legendary and 5CMC are definitely a thing, so 2-3 is about where she should be played. I would lean towards 2, personally.
Dromoka's Command: A crazy toolbox card, this can act as removal, utility and a counter to removal all in one. It's shown its power before and is likely just as good. A great answer to Silkwrap and Stasis Snare.
Collected Company: This card isn't quite as good as it is in pure GW Company with Den Protector and Deathmist Raptor. The more Declarations, Silkwraps and Angels you run the worse it gets. It's still a powerful card that provides an answer to sweepers, but I feel that it's not worth playing over other 4CMC cards.
Tireless Tracker: She helps you recover from wipes or in grindy situations while also getting out of removal range fairly quickly. Can get it with Company. If you splash Green, this is a big reason to do so.
Duskwatch Recruiter: This is another powerful effect in grindy games or after a board wipe and the cost reduction means that you can grab a creature and likely cast it that turn. The more WW creatures you run the worse this is, as you're less likely to cast it on curve without messing up your mana.
Den Protector: Less powerful without ye olde Raptor, the Maternal Witness is still a powerful grindy card. She's card advantage and has built in evasion that plays nicely with Always Watching and Thalia's Lieutenant.
I've seen a lot of mono White, GW and WU Human lists floating around that all share a lot of the same core cards and philosophy. I figured I'd whip up a primer for Wx Human decks, given the common ground between them. As always, let me know if there's anything you think I'm missing or you'd like to see in there!
I've been going for a more midrangey Bant Humans deck, but that's because I'm greedy and want both Reflector Mage and Sigarda. I do think that Mono-White Weenie Humans will be the go-to aggressive deck in standard.
This deck wants to use a lot of ETB effects and humans to create a big Thalia's Lietenant. I have 8 "blink" effects for added value and protection. The card I don't know if it belongs here or not is Avacyn Missionaries. It makes it so I can exile permanently when I blink it with the exile trigger on the stack, but it also pushes to have the equipment in the deck.
I posted this list 30 minutes before this Primer went up, but I think you did a great job with this primer. I am missing Always Watching and I think I might cut whirler rogue for it since the UU has been hard on me in a couple games.
posted this list 30 minutes before this Primer went up
I think you meant "after"
I would agree on switching out Whirler Rogue for Always Watching. UU and WW in the same deck can be a bit frustrating to make work and Always Watching just has so much value packed into it.
Going down the WU path. Dragonlord Ojutai seems pretty disgusting together with Always Watching aswell.
You go all the way up to Ojutai huh? I'll admit that I didn't really consider him, though he does somewhat fit in the same space as Sigarda (though he's weaker to sweepers than she is).
I really want to make a more tempoish feel of this deck, I don't want to just go full aggro with it. Reflector mage is fantastic, Ojutai works really well with with Always watching.
I'm trying to see if Avacyn can squeeze her way in here, seems like a great bomb. Same with Gideon, AOZ.
You go all the way up to Ojutai huh? I'll admit that I didn't really consider him, though he does somewhat fit in the same space as Sigarda (though he's weaker to sweepers than she is).
Speaking of sweepers, blue also gives us access to cards like Negate in the sideboard as added protection but is it just me that likes Eerie Interlude as a sideboard card against control decks looking to wipe our board? I'm a control player at heart, and the thought of my opponent flickering his entire team when I tap out to stabilize with a sweeper - and the fact that he gets all his ETB triggers again from cards like Thalia's Lieutenant - makes me nauseous.
I think those 2 Meandering River should either just be two more Islands or one more each of Island and Plains (the exact requirement will likely be dictated by your sideboard). I think this deck needs to curve out reliably every game and you can't afford to play always ETB-tapped lands like that. I think we might want a single copy of Westvale Abbey in the deck as well, just in case we can get 'em.
I love Hanweir Militia Captain as a card, but I'm not sure she does enough for us. She might be a little slow. Our other creatures all have first strike, ETB or tempo effects, although I do like the idea of her flip-side comboing with Thalia's Lieutenant.
but is it just me that likes Eerie Interlude as a sideboard card against control decks looking to wipe our board? I'm a control player at heart, and the thought of my opponent flickering his entire team when I tap out to stabilize with a sweeper - and the fact that he gets all his ETB triggers again from cards like Thalia's Lieutenant - makes me nauseous.
I'm a huge fan of the card personally. IMO there should be 4 copies across your 75 in some form. I've screwed around with it in the maindeck and it was surprisingly good, though I don't think it quite warrants maindeck play yet. Maybe if Rakdos or Orzhov Control becomes the deck it'll be worth moving them in.
Here is my jumping off point for a g/w human aggro variant. I am still working on a sideboard. I think Duskwatch Recruiter will be solid. Basically splashing green for him, Sigarda and Dromoka's Command, which I think will give this deck some versatility. Sideboard to come
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Decks
Modern BGR Jund RGB BW Eldrazi and Taxes WB BWGAbzan CompanyGWB
the best thing about Eerie Interlude is how versatile it is. Yeah it can save your guys from sweepers, but you can also use it to get aggressive with Reflector Mage triggers or redistribute Thalia's Lieutenant counters if you need to go wider.
If Gideon was a sideboard card what decks would he be best against? Midrange removal decks? I am seeing that the Savannah Lions and Always Watching with Thalia's Lieutenant is pretty much game over. If that doesn't win for you then Archangel Avacyn will. Pretty solid and fast and possible top 8 deck.
If Gideon was a sideboard card what decks would he be best against? Midrange removal decks? I am seeing that the Savannah Lions and Always Watching with Thalia's Lieutenant is pretty much game over. If that doesn't win for you then Archangel Avacyn will. Pretty solid and fast and possible top 8 deck.
I like him against slower decks whit high land count. He is rather easy to cast if you get your plains from knight. I generally bring him in for always watching.
P.S. Has anyone else tried out invasive surgery? It is a much lower opportunity cost card that lets you stop most boardwhipes. The down side is it doesnt stop ramps boardwhipes (kozilec's return and chandra). I tried out interlude but found the 3 mana cost was too much to leave open and unless you are playing coco its pretty easy to read.
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I would agree. We can't afford many lands ETB'ing tapped and we also tend to want WW on turn 2 or 3, which IMO makes splashing even colorless a legitimate problem. I splash only for cards at 4-5CMC or above, at least in the maindeck.
Oh:
Hey guys, so I jammed a bunch of games against GR Ramp today (something like 25 matches) and I made some notes.
I forgot the most important note: I won the majority of the matches while actually losing the majority of game 1's. Being on the play is a huge deal since it allows you to play a couple creatures and then hold up Eerie Interlude while you beat them down. I imagine that having Interlude in the maindeck would change game 1 to a positive winrate.
The white weenie aggro version of this with Always Watching is fantastic especially if you have Eerie Interlude as a back up. I run 3 archangel avacyn because she is good no matter what and especially good against flesh bag marauder. I have thoughts about Pious Evangel to trigger her and become a Zulaport cutthroat that survives her flip side. I love how fast you can beat with savannah lions and Thalia's lieutenant with always watching it's sickening. Consuls lieutenant is always a beast. I am split between expedition envoy and thraben inspector because late game inspectors can give us clues and the etb effect works well with eerie interlude. Either way I'm taking this list to Baltimore and through testing this list is a punisher. I am going to splash two Canopy Vistas for Sigarda and that's about it.
Odric and Gideon are my sideboard thoughts with silkwrap to transition to an aggro indestructible build and possibly throw end hostilities in there for super aggro match ups.
well curving Thraben Inspector to Thalia's Lieutenant turns the Inspector into a 2/3, which is difficult to deal with that early into the game. I can definitely see Inspector being a staple in this deck.
I like your list. I was originally on a Green splash, but Reflector Mage is just so good that I may make the switch. I also like moving the Militia Captain to the board. They're great against midrange, but I find them underwhelming against the decks where you need to be fast like Ramp or Vampires.
I tried giving Hanweir Militia Captain a chance but i really hate the card. After at least a dozen games it never once won me a game I wasnt already going to win. Maybe if you are running collected company its good but otherwise its garbage. I only even tried it because people in this thread seemed to like it. I also tried out Town Gossipmonger and was very impressed. I initially passed it over because it seemed slow and the must attack clause, but the 3 toughness has been amazing and the firebreathing always relevant. Ojutai has been worth its weight in gold. I keep it in the sb, but it shores up the midrange matchup nicely. I also decided to give Bygone Bishop a chance and have been thourghly impressed. The slot might be batter as an archangle, but i have won quite a few matches off of it. It's body seems to be very good for the meta and it really helps smooth out variance. Finally why on earth is no one running Hidden Dragonslayer? It is a life linker at its worst and kills world breakers etc at its best. I like to run 2.
Anyone tried Odric, Lunarch Marshal? His body is unimpressive, but there maybe enough keywords in the deck to get maximum usage. I have yet to try it but it has some cute interactions wit ojutai, giving it an extended hexproof shield.
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Gossipmonger's pretty spicy, though my non-Savannah Lion 1 drop of choice has been Thraben Inspector, the clue token has actually been very relevant at times. I'll definitely give Gossipmonger a try. Hidden Dragonslayer is almost always a two of in the sideboard of any white deck I create and this one is no different, it's just a great card.
As for Odric, Lunarch Marshal I was using him for a while in my Bant Humans build, and yes giving the entire team flying and hexproof off of Sigarda or Ojutai is great, though I mainly used him for the First Strike out of fear that Deathmist Raptor and Megamorph becomes a thing again, but we have so much removal that just gets around the Raptor package (Silkwrap, Declaration in Stone, Stasis Snare, Reflector Mage, Encase in Ice) that I found Odric unnecessary even there.
I. Introduction
With the rotation of Khans of Tarkir, Standard's mana was utterly demolished. Where there were once four color decks running all the most powerful three color cards, there were now the remnants of the most powerful cards concentrated into two colors. Mono Red decks once splashed Green purely for Atarka's Command, but that is no more. Instead we now have fairly strong two color manabases and enough payoffs to stick within those colors.
Red was once the king of aggressive decks, but is now starting to fall to the wayside in favor of mostly colorless decks running all the best Eldrazi, Red and Black decks bursting with vampire synergy and, of course, White Weenie. White currently has the best aggressive creatures in Standard, with multiple anthem effects, efficiently costed bodies and incidental value that all add up to a force to be reckoned with. It remains to be seen whether Red can pick up the slack, but White is definitely a great route to go.
II. Card Selections
With the number of good White or W/x (or even Green) creatures currently in Standard there can be a lot of customization to fit your deck to your local meta. Sometimes you might want to go all out aggro with as many 1 drops as you can pack, whereas other times you want to play many anthem effects to try and avoid the dreaded Radiant Flames.
The Main Cards
Creatures
One of the reasons why we play this deck is because our curve is far and above all the other aggressive decks. Going 1 drop into 2 drop into two more 2 drops can often just kill your opponent outright unless they have Languish right then and there. Therefore the 1 drops, while not your most powerful cards, can be some of your most important.
Now we're into the more powerful cards. Almost every card in the 2 drop slot is a lord or provides some sort of powerful ability to your other creatures. These cards are why you play the deck.
There are few 3CMC creatures that this deck wants to play, as the majority of the power is concentrated around the 2CMC slot.
4 drops have a lot of power, but there are few that this deck wants to play as we want to keep the curve low.
Other Spells
You can't just pack your deck with only creatures and expect to win. You'll need some amount of removal and tech cards to get the job done.
Instants and Sorceries
Enchantments
Planeswalkers
III. Splashing
Splashing is a way to bump up your deck's power level, though it makes it riskier to run cards with WW in their mana cost.
Blue
Green
Red
Coming Soon!
Black
Coming Soon!
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
I posted this list 30 minutes before this Primer went up, but I think you did a great job with this primer. I am missing Always Watching and I think I might cut whirler rogue for it since the UU has been hard on me in a couple games.
I think you meant "after"
I would agree on switching out Whirler Rogue for Always Watching. UU and WW in the same deck can be a bit frustrating to make work and Always Watching just has so much value packed into it.
You go all the way up to Ojutai huh? I'll admit that I didn't really consider him, though he does somewhat fit in the same space as Sigarda (though he's weaker to sweepers than she is).
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
4 Archangel of Tithes
4 Consul's Lieutenant
4 Knight of the White Orchid
4 Reflector Mage
4 Thalia's Lieutenant
4 Hanweir Militia Captain
2 Dragonlord Ojutai
2 Kytheon, Hero of Akros
3 Always Watching
3 Silkwrap
2 Declaration in Stone
Lands (24)
2 Island
12 Plains
2 Meandering River
4 Port Town
4 Prairie Stream
I really want to make a more tempoish feel of this deck, I don't want to just go full aggro with it. Reflector mage is fantastic, Ojutai works really well with with Always watching.
I'm trying to see if Avacyn can squeeze her way in here, seems like a great bomb. Same with Gideon, AOZ.
With Always Watching in play, Dragonlord Ojutai is a 6/5 and no weaker to Languish (which is what I assume you were referring to) than Sigarda, Heron's Grace. As our board is likely full of small creatures, he is also protected from edicts like Foul-Tongue Invocation and To The Slaughter. Since we also get to play Reflector Mage, blue seems very strong indeed. The deck might need to become a bit more midrange to accommodate Dragonlord Ojutai as well as Archangel of Tithes, and I'm not sure what the exact adjustments would look like, but it's definitely worth exploring. My kingdom for a Lingering Souls...
Speaking of sweepers, blue also gives us access to cards like Negate in the sideboard as added protection but is it just me that likes Eerie Interlude as a sideboard card against control decks looking to wipe our board? I'm a control player at heart, and the thought of my opponent flickering his entire team when I tap out to stabilize with a sweeper - and the fact that he gets all his ETB triggers again from cards like Thalia's Lieutenant - makes me nauseous.
I think those 2 Meandering River should either just be two more Islands or one more each of Island and Plains (the exact requirement will likely be dictated by your sideboard). I think this deck needs to curve out reliably every game and you can't afford to play always ETB-tapped lands like that. I think we might want a single copy of Westvale Abbey in the deck as well, just in case we can get 'em.
I love Hanweir Militia Captain as a card, but I'm not sure she does enough for us. She might be a little slow. Our other creatures all have first strike, ETB or tempo effects, although I do like the idea of her flip-side comboing with Thalia's Lieutenant.
I'm a huge fan of the card personally. IMO there should be 4 copies across your 75 in some form. I've screwed around with it in the maindeck and it was surprisingly good, though I don't think it quite warrants maindeck play yet. Maybe if Rakdos or Orzhov Control becomes the deck it'll be worth moving them in.
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
2x Archangel of Tithes
4x Dragon Hunter
3x Duskwatch Recruiter
3x Hanweir Militia Captain
4x Knight of the White Orchid
2x Kytheon, Hero of Akros
2x Sigarda, Heron's Grace
4x Thalia's Lieutenant
3x Town Gossipmonger
2x Canopy Vista
5x Forest
4x Fortified Village
9x Plains
Enchantment (7)
4x Always Watching
3x Silkwrap
3x Dromoka's Command
Sorcery (3)
3x Declaration in Stone
Here is my jumping off point for a g/w human aggro variant. I am still working on a sideboard. I think Duskwatch Recruiter will be solid. Basically splashing green for him, Sigarda and Dromoka's Command, which I think will give this deck some versatility. Sideboard to come
Decks
Modern
BGR Jund RGB
BW Eldrazi and Taxes WB
BWGAbzan Company GWB
Mtgo Modern
G Company Elves G
1. Kozilek's Return is literally the worst and I hate playing against it.
2. Chandra is the second worst and can wipe our board pretty hard.
3. Eerie Interlude played a huge part in my post board games. I'm thinking about putting 2 or 3 in my main.
4. Hanweir Militia Captain isn't great against ramp. It was better against decks like BW and Jund.
5. Gossipmonger was actually pretty good since it flips into a creature that dodges KR.
6. My post board games were actually better than preboard, with me only winning about 40% of my preboard games.
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
I like him against slower decks whit high land count. He is rather easy to cast if you get your plains from knight. I generally bring him in for always watching.
P.S. Has anyone else tried out invasive surgery? It is a much lower opportunity cost card that lets you stop most boardwhipes. The down side is it doesnt stop ramps boardwhipes (kozilec's return and chandra). I tried out interlude but found the 3 mana cost was too much to leave open and unless you are playing coco its pretty easy to read.
Oh:
I forgot the most important note: I won the majority of the matches while actually losing the majority of game 1's. Being on the play is a huge deal since it allows you to play a couple creatures and then hold up Eerie Interlude while you beat them down. I imagine that having Interlude in the maindeck would change game 1 to a positive winrate.
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
4 Reflector Mage
3 Consul's Lieutenant
4 Thalia's Lieutenant
4 Knight of the White Orchid
4 Hanweir Militia Captain
3 Archangel of Tithes
2 Dragonlord Ojutai
3 Silkwrap
4 Always Watching
1 Stasis Snare
12 Plains
3 Island
4 Port Town
4 Prairie Stream
SB tends to look like:
dragon hunters,stasis snares,erie interludes + negates so far. Needs some work.
Deck needs some enchantment hate. Maybe a number of felidar cub in the side?
Also if you dont have bodies out its extremely weak to Planeswalkers.
Odric and Gideon are my sideboard thoughts with silkwrap to transition to an aggro indestructible build and possibly throw end hostilities in there for super aggro match ups.
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
Anyone tried Odric, Lunarch Marshal? His body is unimpressive, but there maybe enough keywords in the deck to get maximum usage. I have yet to try it but it has some cute interactions wit ojutai, giving it an extended hexproof shield.
As for Odric, Lunarch Marshal I was using him for a while in my Bant Humans build, and yes giving the entire team flying and hexproof off of Sigarda or Ojutai is great, though I mainly used him for the First Strike out of fear that Deathmist Raptor and Megamorph becomes a thing again, but we have so much removal that just gets around the Raptor package (Silkwrap, Declaration in Stone, Stasis Snare, Reflector Mage, Encase in Ice) that I found Odric unnecessary even there.
3 archangel avacyn
4 bygone bishop
4 Sylvan advocate
4 tireless tracker
4 deathmist raptor
3 den protector
3 duskwatch recruiter
2 hidden dragonslayer
2 nissa, vastwood seer
4 collected company
3 dromokas command
Land
1 westvale abbey
4 canopy Vista
4 fortified village
3 evolving wilds
7 forest
5 Plains