LOL the Urd vs Spear comparison is not just "some radom turn" event. Thats how a deck like this curves out. Hopefully you are not waiting til turn 5-6 to cast Urd.
I don't think its worth it to change from soldiers to something else. Obelisk of Urd gives us a good reason to stay Soldiers.
Really though, are you building the deck around Urd? Urd is pretty much a bonus if you draw it. Not the core of the deck. Even Mono Black Aggro Warriors is not strictly warriors.
Urd is limited in its pump affect and is slow.
In a deck like this, there is no reason not to be running at least 2 Mentors and a full set of Seekers.
Also, spell token generators dont count as (or are even an acceptable replacement for) creatures.
Lets take a look at two similar situations but using two slightly different spells:
In the first situation we T1- Favored Hoplite, T2 Phalanx Leader, T3 Raise the Alarm, T4 Obelisk of Urd.
We can pay for Urd with two soldier tokens and four plains making our Hoplite and Leader 3/4 and 3/3 and swing for 6 points. Yes the tokens are now 2/2 but are tapped.
In the second situation we still have T1- Favored Hoplite, T2 Phalanx Leader, T3 Raise the Alarm. But this time T4 is Spear of Heliod.
We can pay for the Spear with 3 Plains making our attackers look like this: 2/3, 2/2, 2/2 and 2/2 swinging for 8 pints. This situation also leaves back one plain that can be tapped to cast Gods Willing or Defiant Strike targeting Phalanx Leader. Now our attackers look like this: 3/4, 3/3, 3/3 and 3/3 hitting for 12.
Thanx for this thread. Since I have been playing Mtg at the start of Fate Reforged I have spent many FNM playing variants of mono white soldiers. Phalanx Leader and Launch the fleet have been in every deck.
There is also Fabled Hero with double strike and Heroic. Target him with a Gods Willing and an Artful Maneuver and swing with near immunity for 12.
Im usually a 20 creature deck, however.
When you use Launch the fleet, wait for you opponent to declare attackers, then hit Phalanx leader with a Defiant Strike or Gods Willing. This will give your haste solider tokens +1 counters before damage.
Thanks for the input.
We could remove the two Wingmates and add two lands to up the mana count to 24
And replace the Crater's Claws with 4 of Stoke the flames.
Please tell me if a deck similar to this is legitimate. Its purpose is burn + life gain.
I would love to try a deck like this but before I spend the cash on the higher priced cards I would like some feed back. Thanks!
Alright, so we didnt perform well at all Friday night. So there going to be some changes to list.
Although when I was able to combo Fabled Hero + Gods Willing + Titanic Growth or Become Immense opponents died suddenly. Brutal combo thats almost impossible to counter. It hits anywhere from 18 - 20 damage.
However the deck is a bit narrow. With keeping it W/g, here is a new list for next FNM (updated from post #15)
Launch the Fleet will allow me to go wide while getting a lot more utility from Phalanx Leader. And there are many ways to trigger his heroic ability.
With Phalanx Leader and Favored Hoplite move to attacks and target them both with Fleet. After blockers are declared, target Phalanx leader with a defiant strike or Gods Willing. You could then even Titanic Growth one of your soldier tokens that go unblocked.
Please be aware that my experience with MtG is limited as I have only been playing this game since the start of Fate Reforged. Further I have only been running Mono Black Aggro ( or B/w Warriors ) as an arch type at approximately 8 LGS gaming nights. After each gaming night I usually make some sort of changes to the deck.
However, the strong cards are certainly Blood-chin Rager and Mogis's Marauder because they allow your attacks to pass right by blockers. In my meta, self-inflicted wound is strong as it hits almost every deck I go up against. And it really frustrates my opponents when I can land more than one in single round. And Sign in Blood is just great to use and especially when you have muliganed.
Besides the eight one drop warriors, the rest of list have been switched in and out.
The straight up black is very is easy to pull off. However I have ran a splash of white for four copies of Chief of the Edge and two of Sorin, Solemn Visitor. But for the lands base I only have two mana confluence and four caves of koilos. It really needs to be four confluence as I sometimes ended up stuck with a Chief with no way to cast it because of lack of white mana source. But I just only own two Confluence. Also I would never run any tap land in this deck that is supposed to be hyper aggro.
This unfortunately means the mighty Arashin Foremost does not operate properly here because of the dual white CMC and lack of white mana sources.
As for opening hands, and please remember my limited playing expeience, but i really like seeing 2 - 3 lands, one or two 1 drop creatures, and a Blood-chin Rager or Chief of the Scale the times I splash white. A removal spell is the cherry on top.
Overall, for me the deck is just fun as heck to play even when I am not winning. Hence why I have stuck with it.
The deck looks solid dude, but I think you are in need of some creatures because you are a little light. I wouldn't go into a game without at least 18 creatures. No matter how many protection spells you have, they aren't enough to keep creatures on the board. Eventually you will run out of gas or you will just have the wrong lands or you will be tapped out, there are just too many scenarios.
Thanks. And what you say about having more creatures is legit as it reduces the chances muligans too. But what do I cut?? The 22 land base feels very solid and reliable. Also, Mardu Aggro and Bant Heroic run only 16 creatures. How are they making it work?
4 Favored Hoplite
4 Phalanx Leader
4 Seeker of the Way
4 Fabled Hero
2 Monastery Mentor
4 Defiant Strike
4 Raise the Alarm
4 Launch the Fleet
4 Artful Maneuver
1 Hall of Triumph
1 Spear of Heliod
You could probably cut two Alarms and two Valorous Stance or two Feat of Resistance
Really though, are you building the deck around Urd? Urd is pretty much a bonus if you draw it. Not the core of the deck. Even Mono Black Aggro Warriors is not strictly warriors.
Urd is limited in its pump affect and is slow.
In a deck like this, there is no reason not to be running at least 2 Mentors and a full set of Seekers.
Also, spell token generators dont count as (or are even an acceptable replacement for) creatures.
In the first situation we T1- Favored Hoplite, T2 Phalanx Leader, T3 Raise the Alarm, T4 Obelisk of Urd.
We can pay for Urd with two soldier tokens and four plains making our Hoplite and Leader 3/4 and 3/3 and swing for 6 points. Yes the tokens are now 2/2 but are tapped.
In the second situation we still have T1- Favored Hoplite, T2 Phalanx Leader, T3 Raise the Alarm. But this time T4 is Spear of Heliod.
We can pay for the Spear with 3 Plains making our attackers look like this: 2/3, 2/2, 2/2 and 2/2 swinging for 8 pints. This situation also leaves back one plain that can be tapped to cast Gods Willing or Defiant Strike targeting Phalanx Leader. Now our attackers look like this: 3/4, 3/3, 3/3 and 3/3 hitting for 12.
- 1 Become Immense
- 1 Plains
+ 2 Raise the Alarm
One each of Hall of Triumph and Spear of Heliod have been main deck too as you can play both.
Ainok Bond-kin and Abzan Falconer can work great with the Phalanx Leader bonuses. Anafenza, Kin-Tree Spirit can help with that too.
Some other main deck spells that can be useful are Feat of Resistance and Artful Maneuver
There is also Fabled Hero with double strike and Heroic. Target him with a Gods Willing and an Artful Maneuver and swing with near immunity for 12.
Im usually a 20 creature deck, however.
When you use Launch the fleet, wait for you opponent to declare attackers, then hit Phalanx leader with a Defiant Strike or Gods Willing. This will give your haste solider tokens +1 counters before damage.
Some side board options are Ordeal of Heliod, Surge of Righteousness, Radiant purge and Valorous Stance.
We could remove the two Wingmates and add two lands to up the mana count to 24
And replace the Crater's Claws with 4 of Stoke the flames.
How would we fix the mana base?
4 Temple of Triumph , 4 Battlefield forge , 4 mana confluence and 6/6 of plains/mountains?
Maybe a pair of Nomad outpost?
Please tell me if a deck similar to this is legitimate. Its purpose is burn + life gain.
I would love to try a deck like this but before I spend the cash on the higher priced cards I would like some feed back. Thanks!
4 Soulfire Grand Master
4 Monastery Mentor
4 Thunderbreak Regent
2 Wingmate Roc
4 Wild Slash
4 Valorous Stance
4 Raise the Alarm
4 Crater's Claws
Craters Claws could be a number of different cards including Draconic Roar or Roast.
And 22 lands to help curve out.
Although when I was able to combo Fabled Hero + Gods Willing + Titanic Growth or Become Immense opponents died suddenly. Brutal combo thats almost impossible to counter. It hits anywhere from 18 - 20 damage.
However the deck is a bit narrow. With keeping it W/g, here is a new list for next FNM (updated from post #15)
1 Forest
4 Temple of Plenty
2 Mana Confluence
4 Windswept Heath
11 Plains
4 Favored Hoplite
4 Phalanx Leader
4 Seeker of the Way
4 Fabled Hero
Spells - 22
4 Defiant Strike
4 Gods Willing
4 Dromoka's Command
4 Launch the Fleet
3 Titanic Growth
3 Become Immense
Launch the Fleet will allow me to go wide while getting a lot more utility from Phalanx Leader. And there are many ways to trigger his heroic ability.
With Phalanx Leader and Favored Hoplite move to attacks and target them both with Fleet. After blockers are declared, target Phalanx leader with a defiant strike or Gods Willing. You could then even Titanic Growth one of your soldier tokens that go unblocked.
How do we do that? Im not much of a fan on online MtG.
As far as dealing with ramp creaturs, white does not have great removal. There is Valorous Stance, Pacifism, Radiant Purge and a few others. This is why I have considered splashing black. Black removal is better. This would give access to self-inflicted wound and ultimate price.
At the bare minimum you would need the 4 x Battlefield Forge and 4 x mana confluence.
You could always proxy it and test draw.
If you really want to go Naya, why not for Lightning Strike instead?
Please be aware that my experience with MtG is limited as I have only been playing this game since the start of Fate Reforged. Further I have only been running Mono Black Aggro ( or B/w Warriors ) as an arch type at approximately 8 LGS gaming nights. After each gaming night I usually make some sort of changes to the deck.
However, the strong cards are certainly Blood-chin Rager and Mogis's Marauder because they allow your attacks to pass right by blockers. In my meta, self-inflicted wound is strong as it hits almost every deck I go up against. And it really frustrates my opponents when I can land more than one in single round. And Sign in Blood is just great to use and especially when you have muliganed.
Besides the eight one drop warriors, the rest of list have been switched in and out.
The straight up black is very is easy to pull off. However I have ran a splash of white for four copies of Chief of the Edge and two of Sorin, Solemn Visitor. But for the lands base I only have two mana confluence and four caves of koilos. It really needs to be four confluence as I sometimes ended up stuck with a Chief with no way to cast it because of lack of white mana source. But I just only own two Confluence. Also I would never run any tap land in this deck that is supposed to be hyper aggro.
This unfortunately means the mighty Arashin Foremost does not operate properly here because of the dual white CMC and lack of white mana sources.
As for opening hands, and please remember my limited playing expeience, but i really like seeing 2 - 3 lands, one or two 1 drop creatures, and a Blood-chin Rager or Chief of the Scale the times I splash white. A removal spell is the cherry on top.
Overall, for me the deck is just fun as heck to play even when I am not winning. Hence why I have stuck with it.
Thanks. And what you say about having more creatures is legit as it reduces the chances muligans too. But what do I cut?? The 22 land base feels very solid and reliable. Also, Mardu Aggro and Bant Heroic run only 16 creatures. How are they making it work?