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  • posted a message on [Variant] GW Humans
    judge's familiar is really there against farseek and to slow down things like azorius charm or any counterspells if i dont have a cavern down. stopping that second turn farseek really helps cuz then huntmaster comes down turn 4 instead of 3 and i should already have game in hand by then.

    and also it has other side effect uses against removal. stops rdw from burning a critter then droppin one of their own. forces one play or the other so it slows em down. and any game when my opponent really wants farseek second turn, dont let me get familiar first then thalia....its a wrap.

    and the 20 lands is usually alright. i ocassionally have mana problems buts its so rare and keeping the land count low allows to always be drawing fuel.
    Posted in: Standard Archives
  • posted a message on [Variant] GW Humans
    precinct captain is great against sweepers because he alone can build a board presence and force verdict. ive had great success with the list im running below. i have won games where my board got swept 5 times. just gotta play smart and use the advice the others have given.



    ive run through alot of 8 mans on mtgo beating alot of b/r zombies along the way. its certainly tough but with some of the maindeck tweaks ive made it has come down to player strength in my matches.

    ive been trying out swift justice as another "rancor" like card. the first strike helps cancel out some opponents combat tricks with removal of my mayor after i attack and such. and the lifegain helps against zombies and red deck. especially on a double striker.

    anyway what do you all think?
    Posted in: Standard Archives
  • posted a message on [Official - U/W Humans] Budget discussion thread
    wow completely missed doomed traveler not being in there lol. YES definately add this guy. he is AWESOME
    Posted in: Standard Archives
  • posted a message on [Official - U/W Humans] Budget discussion thread
    Quote from Bacl
    This deck evolved from a casual deck into something that really works well in competitive play...but not well enough.

    I welcome all critique and suggestions and help. I'd like to keep it MONO white. and, obviously, human oriented.



    Suggestions? Thanks, in advance, for all advice! Smile


    i would go with this:
    -4 cleaver
    -3 cobbled wings
    -2 pitchfork
    -2 true conviction
    -4 spirit mantle
    -4 elder cathar

    +3 hero of bladehold
    +4 mirran crusader
    +2 Leonin relic-warder (even if he isnt human, hes still great)
    +2 angelic destiny or +2 dismember
    +2 sword of war and peace
    +1 honor of the pure
    +2 oblivion ring
    +3 plains

    oblivion ring gives you an answer to everything. 4 honor is a must i think in a deck like this. the 3 lands will be needed once you up the curve a bit to include hero and possibly destiny. the hero is a must though. its your best creature. the 2 swords can be feast and famine if you want, but i find war and peace better suited to this deck. dismember gives you a good answer to most creatures that would annoy you like phyrexian crusader or inkmoth. hope this helps you out a bit and good luck
    Posted in: Standard Archives
  • posted a message on [Official - U/W Humans] Decklists thread
    most recently updated list as of this friday:



    still continues to smash face at both of the shops i go to for fnms. the shop closer to my home usually has about 16 people with alot of the mirror and random casual decks. the other shop is twice as far away but i go there when i have the gas and want alot of competition. usually bout 30-40 people and 3/4 of the decks are tournament worthy with average to above average pilots. i finish in the top 3 each week wherever i go.
    Posted in: Standard Archives
  • posted a message on [SCD] Blade Splicer
    i used to use splicer in another u/w deck i ran with sun titans and phantasmal image to great success. it was more of a midrange aggro deck with control elements. so early on in building u/w humans deck i ran splicer as a 4 of. he just seemed automatic.

    through playtesting i found him to be good, but not as good of a fit for this type of deck as the other options that i have finally settled on. now, i still do see the value of the card as a whole. every point mentioned is true, the 3/3 first striking golem is very nice against opposing crusaders (mirran and phyrexian), where as we have no other options in the deck which can handle a phyrexian crusader, outside of dismember, which i think we all run anyway.

    midnight haunting is better for what this deck needs than what splicer can offer. as mentioned, the early blocking of an inkmoth nexus can be very crucial. bluff mana leak and still put a threat on the board at EOT if an opponent doesnt cast anything. also it gives early chumps to a quickly growing stromkirk noble. it can buy us the 2 turns we need to regain board position. granted the golem can block it as well, so maybe this isnt the best example, but i think you all get the point.

    fiend hunter is way too good to go less than 3 of in my opinion. basically, blade splicer is a very good card, and perfect in other decks. but for the standard core of cards we pretty much all use in u/w humans it doesnt serve a function that we need.
    Posted in: Standard Archives
  • posted a message on [General] New UW Humans...where to go from here
    Quote from Brox42
    This is the list I'll be running this week:



    The Divine Offering is in the board solely as an answer to Inkmoth Nexus as I feel five answers (weather they be permanent answers or not) to Wurmcoil Engine, plus counter spells are enough. Day of Judgement is there just for tempered steel cause it's just so hard to get ahead of them.

    I really can't bring myself to cut Grand Abolisher from the main. I feel swapping in the Leonin Relic Warder from the board in games where he is more relevant seems to make more sense.

    I fought myself long and hard about putting Fiend Hunter in the deck just thinking of all the situations where he can get you blown out but I finally decided to put two Dismembers in the sideboard and two Hunter main just to up my creature count.

    I've been away from the deck for a while (trying to get B/R to work for some reason) so I may be a little behind the times. If anyone has any input I would greatly appreciate it.


    the list looks pretty good to me. only thing is somehow you might want to add 2 relic warders to the main, depending on your meta. i find him good in just about every matchup though. lets take a look:

    wolf-run: sphere of the suns, solemn simulacrum, wurmcoil, and the random varients that run myr battlesphere

    mirror: oblivion ring, swords, honor of the pure, angelic destiny

    tempered steel: just about everything

    illusions: no real targets here i guess

    rdw: shrine of burning rage, and i have seen some run curse of stalked prey

    solar flare: oblivion ring, wurmcoil, and maybe other random targets

    so in just about every matchup it has some use, except in illusions where its just a bear game one and is an easy side out for games 2 and 3.

    as far as abolisher goes, i feel the same way, he is tough to cut. he is really good against control and is still good against just about anything else. at the very least he forces removal on your opponents turn which can slow them down that one turn which for us is usually enough. also if he sticks a turn, then he protects himself for a destiny to be put on him. after loads of playtesting with the deck, i do feel that 3 can be run main, and 1 in the board if you wish. that would open up a slot for 1 relic warder.

    i would never go below 3 hero of bladehold. most lists run 4 and for good reason. i personally am happy with 3. this card just wins.

    fiend hunter is amazing also. 2-4 somewhere in the 75 is my recomendation. personally i run 3 main and go back and forth from week to week with the 4th in the board. it may not be the best card in the deck, but its the most perfect fit of any of the cards. we want to keep applying pressure to win quickly, but its inevetible that an opponent will put an obstacle in your way. this clears it and still brings pressure. the following scenario happens all the time:

    i will play a doomed traveler 1st turn, another creature or honor 2nd turn, and somewhere in there my opponent will have a threat that i fiend hunter 3rd turn and keep swinging without missing a beat.

    and his toughness keeps him out of range of most burn. especially with a 2nd turn honor. when i first built the deck i had 2 main. then the next week i added 1 to the board. week after that he went main. for a couple weeks i ran 4 maindeck. he is just that good i think. but now i am happy with 3 main because i have enough creature removal with 3 hunters, 2 lawkeeper, 2 dismember, and 2 o. rings if i have to use them as creature removal.

    anyway i blabbered on enough. good luck.
    Posted in: Standard Archives
  • posted a message on [General] New UW Humans...where to go from here
    Quote from DXI-Edge
    GW literally stomps us. I played it at my fnm, and granted i just kept drawing land after land after land, he just crushed me. CRUSHED me.


    i have yet to play against township tokens. what can we do against it?
    Posted in: Standard Archives
  • posted a message on [General] New UW Humans...where to go from here
    below is my current list and my decisions behind certain cards.




    i feel i have a pretty optimal list that can attack each deck type out. to me there seems no need for arbiter. i have no trouble against wolf run of any variant. destiny is amazing here, thats why the third is boarded. the white version is the only one that hurts a little, because of 4 maindeck days.

    i certainly agree with midnight haunting. i didnt add it until 2 weeks ago, and ive been playing this deck since innistrad made it possible, and i have not regretted it. i even feel it might need 3. its great to bluff mana leak turn three and cast haunting EOT. with an honor already on the board, u got 2/2 flyers. drop another honor 4th turn and your opponent is in trouble.

    abolisher is too good to not be mained. i ran 4 maindeck for a long time, and rarely regretted it. granted they arent always optimal, but even against red deck it forces them to burn it off on their turn, hopefully setting them back a turn, which could be big. land one against control turn 2 and you could be golden. and it at least makes sure you can get a destiny on it. i think 2-3 is good.

    fiend hunter is ridiculous and i believe deserves to be a 3-4 of. its just what this deck needs to be able to keep laying pressure on the board and removing obstacles and hes right on time in the 3 spot.

    im still unsure of lawkeeper. it just seems i never really get good use out of him. now granted at starcity open in charlotte, in the mirror he wrecked me, keeping my hero or whatever was destinied tapped down. but ive never personally had that success with him. he probably stays...

    relic warder is amazing as a 2 of. perhaps a 3rd in the board. hes good against most everything. even wolf run now that they run sphere. and it can take out a wurmcoil, simulacrum, sword...an opposing honor of the pure. the list goes on. plus he applies pressure which is very nice.

    the rest i feel is self explanatory. moorland haunt helps gives this deck reach against board wipes, so i feel 4 is mandatory.

    feedback, thoughts?
    Posted in: Standard Archives
  • posted a message on [Sideboarding] Sideboarding.. What's a Human to do?
    Quote from Mox Ryan
    I was thinking of adding dismember to the SB. To my surprise, I got to the top 2 last night and played a mirror match against a long time Humans player who suggested Celestial Purges in my SB instead of Timely Reinforcements against red. This would also have helped in my MU against MBI, which I narrowly beat. This new version really surprised me. Humans is an awesome deck!


    ive been playing humans for about 2 months now and have done very well with it. its just an awesome deck. one small bit of advice, your opponent certainly gave sound advice to play with purges against red, but no way you cut timely for them. timely is way too good. you should go with both. i run 3 of each in my board, mainly because i have alot of black and red in my meta. i suggest no less than 3 timely reinforcements in you board regardless of meta, unless its all control.

    timely is best against red, but also good in the mirror if you are on the draw, as well as illusions and u/r delver, also on the draw. depending on what else you see weekly, you could probably go with 2 purges instead of the 3 i run. i see alot of liliana and red deck like i said.

    i was running dismember for a while then took it out. but its gonna go back in as a 2 of. its great against infect, which i know of 2 people at my shop playing. and also against delver and illusions to keep them from gettin a phantasmal image on their lord.

    also i would cut paladin from the 75 completely. move the 2nd relic warder from the board to the main. cut the 3 lawkeepers, or maybe move 2 to the main. i like the swords and mana leaks. the geist is your call. if u want a total of 4, its really only good to bring in against the mirror. that way you can keep theirs off the board by legend ruling them both, and hopefully landing another of your own.

    hopefully that helps ya out a bit. have fun with this great deck! i know i do.
    Posted in: Standard Archives
  • posted a message on [Q+A] Help Me Improve My U/W Humans Deck.
    Quote from Clockwork Gamer
    I'm not totally sold on mana leaks for your deck. It seems to be incoherent with the fact your will most likely be tapping out from turn 2 to turn 4 to cast your things. I would go for more Oblivion rings.
    Is Doomed Traveler that good? I haven't played him outside of draft so it's an honest question.
    Also, you might not have enough money for swords but Silver Inlaid dagger could be good for you. 5/2 Mirran Crusader is a scary thing. It makes Geist of Saint Taft himself a worthy attacker and a harder trade-off for your opponent.

    Also, if you want a top tier FNM winning deck, I would trade the humans for tokens and build the green-white Township Token deck. It works the same way and might be a better engine overall.


    in my w/u humans deck i have just recently cut my mana leaks, basically for the reason you stated; im tapping out most turns until late game.

    and in my experience with doomed traveler, its absolutely amazing. i call it the new squadron hawk. its an amazing common that gets better when it dies and actually does most of my damage. throw a destiny on it or heck, even an honor of the pure makes it a threat. in my meta there is alot of sacrifice effects going around, liliana, tribute to hunger, geth's verdict, etc. and doomed traveler helps protect geist and crusader from them.

    as a reference, here is the list im running:



    for the past 3 weeks i had been running 3 mana leak maindeck and -1 destiny, -1 hero, -1 fiend hunter. my sideboard is in flux right now, so no point listing that. in 3 weeks with that version i am 12-1-2. and both of the ties were IDs with my buddy in the 5th round.

    this week im goin to try out the list above. i may end up adding a 24th land since i upped my curve a bit with the 3rd hero and 4th destiny. i will see how it goes.

    hopefully that helps ya out a bit. i definately think this deck is a worthy deck in general, not just for fnm. good luck getting the build you like.
    Posted in: Standard Archives
  • posted a message on [Official] UBx Tezzeret
    ive been working on a tezz list for bout 2 months now switching things up from week to week. i even ran a rage extractor version 1 week, and while very fun...just too slow for all the aggro. anyway, this is my latest version i have run for past 2 weeks to some success.



    so there are certainly some changes i would like to make. its not really an infect deck, but mono red and other aggro decks were so popular recently at my shop that necropede was a champ the past 2 weeks. pointing out the obvious, its a quick chump blocker and "removal" all in one. plus its an artifact that can be a 5/5 to end games quick, which it did on more than 1 occasion. but i suppose ultimately it could probably go.

    so, i should probably add simulacrum's somewhere. 3-4 probably. but im wondering if they really help my version of tezz, or if i just want to add them cuz its just a great card. im only running 2 colors so by the time i get 4 land, fetching a 5th land isnt super amazing because i shouldnt need any color fixing. and the card draw when it dies is nice, but again, not amazing and its just a vanilla 2/2 (or 5/5) in combat. the revokers could maybe get cut but they have been useful in alot of matchups.

    the black sun's i would like to keep though. the shuffle effect works great. and its just been very useful. i had been debating between that or ratchet bomb, and decided on black sun. i do really like ratchet bomb and will probably try it out as a 2 of one week in place of zenith, just to see. or maybe even in addition to zenith. the decks big weakness is fast aggro so i have tried to run alot of spot removal and the 2 zeniths as board wipe. even casting "x" at 1 on third turn has been useful.

    i would like to keep the artifact count around 16-18. i refuse to drop below 16 though. otherwise i just whiff too much with tezz and feel i might as well run a different deck. so basically any artifact i remove should be replaced with another artifact.

    also my sideboard is in constant flux so i havent put anything up. but a few things i have liked are mental mistep, flashfreeze, torpor orb, and for a few weeks dragons claw just cuz red was freakin everywhere at my shop.

    any suggestions are welcome because i want to make a great deck and im thinking with this surge in new u/w decks that u/b/x tezz can be positioned very well. thx in advance.
    Posted in: Standard Archives
  • posted a message on [Official] UBx Tezzeret
    Here is a deck list I put together and did a little testing with a few friends. I'm sure it's not the best it can be that's why I putting it here for advice. I think it can be strong. Once u get rage extractor going. And u can drop it third turn. It needs some work but it's fun anyway.

    Creatures:
    3 spellskite
    3 Phyrexian Metamorph
    1 Moltensteel Dragon

    Spells:
    4 Tezzeret, Agent of Bolas
    4 Rage Extractor
    3 Tumble Magnet
    4 Sphere of the Suns
    3 Tezzeret's Gambit
    4 Preordain
    4 Dismember
    2 Black Sun's Zenith

    Lands:
    4 Scalding Tarn
    3 Creeping Tar Pit
    4 Darkslick Shores
    4 Blackcleave Cliffs
    4 Drowned Catacomb
    3 Island
    2 Swamp
    1 Mountain


    [/MANA][/DECK]
    Posted in: Standard Archives
  • posted a message on [Official] UBx Tezzeret
    Quote from donet
    I've continued to work on teh Grixis version, and this is the latest incarnation;



    Adding in the Blasts was a great thing (inspiration from mdilthey) since it gives me more early plays. I also increased Slagstorm to a 4-of, since this card has just been great, even finishing off opponents at times. Adding in 2 clasps gave a tad more removal and a small subtheme that seems relevant. I feel that the deck is pretty strong and quite consistent as well. The only thing I really miss is a set of discardspells...but I don't think cutting leak in favour of, say, inquisition is the correct thing to do.

    I'm still working on the sideboard. The only 2 cards I know that will be there are spreading seas and perilous myr. Comments appriciated!


    i just recently built my own tezz deck so im still tryin to work out a few kinks of my own. but i do have some advice i think is solid. firstly you are running a 62 card deck if im counting correctly. maybe try and remove 1-2 cards. i know some folks like to run 61 cards and really in most situations i feel its probably fine. heck, ive done it on more than one occasion. but 60 is more optimal.

    secondly, as far as your sideboard goes, i would run necropede over perilous myr. even if not running an infect tezz build, necropede is better than perilous myr. it does "damage" that sticks around on a creature, and upon , it does the same thing. the counter can kill something or permanently make it smaller. like perhaps that titan becomes a 5/5 now that you can dismember. i debated both cards as i built my sideboard also and came to this conclusion. i currently run 3 necropede in my board.

    anyway good luck. lets make tezz a force!
    Posted in: Standard Archives
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