Quote from GPash »Does this deck not want Jace?
Quote from SelesnyaNewLife »After lots of deckbuilding and playtesting, I think we need to change our tune on what exactly this deck is. We need to focus less on the "Ally" part of the deck and more on the "Equipment". Here's what I came up with (and will likely be bringing to GPNY):
Armory AlliesMagic OnlineOCTGN2ApprenticeBuy These Cards
Lands (22)1 Sea Gate Wreckage3 Needle Spires4 Ally Encampment4 Battlefield Forge10 PlainsCreatures (22)3 Stoneforge Acolyte3 Kor Bladewhirl4 Relic Seeker4 Stone Haven Outfitter4 Weapons Trainer4 Thought-Knot SeerArtifacts (6)2 Stoneforge Masterwork4 Captain's ClawsEnchantments (6)3 Silkwrap3 Stasis SnarePlaneswalkers (3)3 Gideon, Ally of ZendikarSideboard (15)4 Declaration in Stone4 Hallowed Moonlight4 Surge of Righteousness3 Matter Reshaper
1 Sea Gate Wreckage - This card is great topdeck in the late-game, when we've played out our hand and need to draw more threats. Getting one of these in our opening hand or the early game also tells us that we can risk overextending for a quick, aggressive win since we'll be able to recover in the case of a boardwipe.
3 Needle Spires - I love this card. Yes, we risk it slowing down our opening hand, but this card consistantly proves that it can win us the game. It gives us something to swing with after a boardwipe, and occasionally gets HUGE with things like a Gideon emblem, a Weapons Trainer buff, or Captain's Claws.
4 Ally Encampment - This land is insane. It casts Weapons Trainer, Thought-Knot Seer, and protects all of our Allies from kill spells when left untapped. It's probably the best land in the deck.
4 Battlefield Forge - I like this for the same reasons I like Ally Encampment.
10 Plains - I don't run Mountains in this deck because, with the addition of Thought-Knot Seer, this is essentially a white devoid deck. By cutting out red cards, the deck is far more consistent and, through that consistency, more powerful.
3 Stoneforge Acolyte - This card is either great or mediocre. For a one-drop, I'm fine with that range of possibilities. In this deck, his ability whiffs a bit too frequently, but can be frequently activated on turn two. In the late game, it's just a body that you can throw all of your Equipment on. I play this over Kytheon, Hero of Akros because you can cast it off a turn one Ally Encampment. If you want your deck to be super aggressive, replace this card with Expedition Envoy.
3 Kor Bladewhirl - First strike matters. I repeat, FIRST STRIKE MATTERS. Playing this turn two followed by equipping it with Captain's Claws on turn three means you're swinging with a 3-power first striker that your opponent needs a spell to deal with. Topdecking it in the mid- or late-game means you're giving your ENTIRE BOARD first strike. It's a great, value-generating two drop.
4 Relic Seeker - This card gets renowned far more often than you might think. A turn three Silkwrap or Stasis Snare means that you're tutoring for whatever Equipment best fits your current hand. Its downsides are that it's not an Ally and that it's generally a bad topdeck in the late game. If you reduce this card to a 3-of in your deck, replace it with a fourth Kor Bladewhirl.
4 Stone Haven Outfitter - An Equipment lord! Having one of these guys on the field is great in any situation, as they make your opponent's removal spells, combat trades, and boardwipes worse.
4 Weapons Trainer - Another Equipment lord! What I love about this card is that, paired with Captain's Claws, it makes those 1/1 tokens into viable 2/1 threats. Not just that, but on its own, it's a 3/2 for two mana. This card is great at any point in the game.
4 Thought-Knot Seer - This card is why we cut out red from the deck, and let me tell you, it's WORTH IT. It plucks your opponent's boardwipe, removal spell, or bomb creature from their hand, while leaving behind a resilient 4/4 that can win you the game with a few swings. I'd go so far as to call this the best card in the deck.
2 Stoneforge Masterwork - Equipping for two mana is a lot. Like, A LOT. It matters a lot more than you think, and rarely does this card provide the situational blowouts you might think it does. But when those blowout happen (such as when you have a field full of Allies) it wins the game handily. If you feel that the deck needs more Equipment, go ahead and play a third copy of this card.
4 Captain's Claws This is the best Equipment card in Standard. When you have only one creature out on the battlefield, this card can potentially generate a field of tokens for you. If your opponent is busy chump-blocking them, then that means your much larger creature is getting through to their life total. If they aren't chump-blocked, then the token lingers on the field waiting to be buffed by something or equipped with something else. Having multiple Captain's Claws on the field is absolutely bonkers too, and the +1/+0 is not a buff that should be neglected. An extra one power can do a lot of work against certain creatures.
3 Silkwrap - This card is great at getting rid of your opponent's value-generating early-game creatures, like Sylvan Advocate and Jace, Vryn's Prodigy, but I wouldn't run four of them because of what a bad late-game draw they tend to be.
3 Stasis Snare - Being able to get rid of any huge creature is super valuable ability to have, especially when you can do it at instant speed. I don't run four of these because of the double-white in the mana cost, plus the fact that it costs 3 mana to get rid of a single creature.
3 Gideon, Ally of Zendikar - This card generates a board state, pumps all of your creatures, and/or becomes a huge creature to close out the game with. There's a reason it's one of the best cards in Standard.
4 Declaration in Stone - Replace all your Silkwraps and a Stasis Snare with these when going up against a deck with fewer small, low-drop creatures.
4 Hallowed Moonlight - Is your opponent playing Collected Company? Take out all your Stasis Snares and a Silkwrap for these.
4 Surge of Righteousness - Take out all your Stasis Snares and a Silkwrap for these when you're up against the R/B Vampire aggro deck that will inevitibly rise out of this upcoming Standard format.
3 Matter Reshaper - Take out all your Stasis Snares for these when you're up against another aggro deck. Not only does it trade with their attacking creature, but it can also potentially provide you with a creature to replace it.
Quote from bassitone »Oh Lord I am excited for SOI. So many good things coming for this deck... That Nahiri they spoiled, and new Avacyn among others as a top end of the curve feels like it would be awesome.
Anyway, GP Houston was...not good Ran into a wall of Bant Company and ended up going 2-4 in the main event. I was happy though - 2 wins is far better than I did at the last GP I went to! Could get around to uploading my notes, but I've iterated on the deck so much since then that so it might as well be skipped. Next test for the deck is a PPTQ/1k tournament on Saturday, which should be interesting.
In the meantime, I got 4th in an FNM with it a couple weeks ago! Going for the win this week after having to skip last week's tournament. Have any of y'all thought about splashing :symb:? Kalastria Healer and perhaps Zulaport Cutthroat are amazing for tempo in this deck. Well, still testing the latter, but the Healer is what got me the top 4 (and my first top 8 ever) Bant Company is still a challenge, as is Eldrazi Ramp, but this is quickly becoming my favorite standard deck in a [i]long[/i] time. One of the top players at my LGS (went deep into day 2 at said GP) was on Atarka Red when I played him during the FNM and I managed to comfortably outrace that deck. Reckless Bushwhacker is an All-Star, no other way to put it.
Removal is still a question mark - I feel like the deck needs [i]something[i] to answer a big threat like Dragonlord Atarka, various planeswalkers, and so on, or to stabilize after an opponent goes wide with Collected Company or the like. So what did I do? Bought the deck on MTGO along with a playset of every removal spell in standard :laugh2::laugh2: of course. Figure I could use all the extra practice I can get if I'm setting my sights on PPTQs and such... Plus Friday nights just feel weird when I can't go out to an LGS and play - this could be the solution to that. I'll always be a paper player first and foremost, but getting more (and better) practice can help I would think.
Anyway, here's the latest iteration I've played with:
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
Creature - 304 Kalastria Healer4 Expedition Envoy4 Firemantle Mage2 Gideon, Ally of Zendikar4 Kor Bladewhirl2 Kytheon, Hero of Akros2 Munda, Ambush Leader4 Reckless Bushwhacker4 Weapons TrainerSorcery - 44 Devour in FlamesLand - 222 Battlefield Forge4 Ally Encampment5 Plains2 Needle Spires5 Mountain2 Caves of Koilos2 Smoldering MarshSideboard - 153 Celestial Flare4 Deflecting Palm4 Mardu Charm4 Roast
Now I put it out like that, 30 creatures seems a little heavy - maybe I'll tone it down for Veteran's Sidearm or something. Thoughts? I love the idea of Stoneforge Masterwork, but it feels more like a "win more" card that doesn't help if and when I really need the extra boost.
Quote from Burza46 »My current setup, just went 4:0 with it on FNM!!!
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
Creatures4x Expedition Envoy2x Firemantle Mage4x Kor Bladewhirl2x Kytheon, Hero of Akros2x Lantern Scout4x Reckless Bushwhacker3x Stone Haven Outfitter3x Stoneforge Acolyte4x Weapons TrainerArtifact3x Bone Saw4x Captain's ClawsLands4x Ally Encampment4x Battlefield Forge3x Needle Spires8x Plains2x Wind-Scarred CragInstant4x Valorous StanceSideboard2x Boiling Earth2x Felidar Cub3x Hallowed Moonlight3x Roast2x Tears of Valakut
Quote from DaMightyTom »Im building a variant of this. No jace, i will post s list and resultat as i start testing.
Looks like a really fun deck to play
Quote from Waterd »The real problem with equip decks is that current equips are awfull. im sure if there were decent equip there could be a competitive equip deck.
Quote from AledM »They're usually close enough to dead when worldbreaker hits for me to kill them. It occurred to me today how well positioned this deck could be post-rotation too...Especially since there are some strong hints Nahiri could be inolved and that she is RW in colour....
I haven't been impressed with stoneforge acolyte. His cohort ability has never been relevant. There is a good chance I will be replacing him and Makindi aeronaught with some wild slashes.