Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.
Personal take on an aggro-human deck. This deck spotlights a large number of cards that disable the opponents creeps in some way. Village bell-ringer was included in the sideboard for use against other fast/token decks. That way you can feel safe to attack as you please and then flash in the summon to block the next turn. This ability can be used as a deterrent rather than a counter as well (summon in your second main phase). Replaced two pacifisms with bonds of faith to get a little of both worlds (bonus damage or a pacifism). Sideboarded the two pacifisms for playing against a human deck.
This deck has been viewed 3,231 times.
I would drop to 4x of each basic land, and add 4x Gavony Township, 4x Razorverge Thicket, and 2x Ghost Quarter. Beyond your main hand, it looks like this deck would burn itself out going into late game, resulting in you top decking for a few turns hoping for whatever you wanted/needed. I'd suggest adding in 4x Lead the Stampede to keep your hand full of creatures. It's also nice to recover with after a board sweep like DoJ or BSZ.
Permalink
I've won by turn four many games. And wi all of e tappers, fiend hunters, and pacifisms it is usually over by 6 at the latest. Creeps come too fast for them to really handle. No fast Aggro deck is intended to make it to late game. (unless for some ungodly reason they don't kill champion of the parish with some spell or enchantment.... Lol) And mentor of the meek allows you to draw. ;)
Odaru has deleted this comment.
Simply because you /can/ win by turn 4-6 doesn't mean you /will/. Small adjustments to your land base in preparation for the possibility of going into late-game can't hurt, it can only help you. I'd sieboard LtS at the very least. You should play test it and se if you like it. I'm telling you, in a deck composed entirely of creatures it's a very, very solid card. It does the same thing your Mentor does, essentially.
Also, how does this deck consistently win by turn 4?
this deck looks very agressive, im curious to see how it would fare against my rw kithkin build, check it out...feel free to make suggestions http://www.mtgvault.com/ViewDeck.aspx?DeckID=277751
Not a fan of Mentor of the Meek. I tried him in my legacy human deck.... And all he did was slow down the deck. I understand the problem of emptying your hand too quickly, however, worrying about that over dropping more threats will kill an aggro deck..... Also, look into ghost quarter. It'll destroy some of the more expensive decks land base. It's rather helpful early on.
Mentor of the meek is not for keeping the hand count up. It is to populate the field quickly. The side effect is that it keeps your hand count up.
There are better 3 drops though. So he's not populating the field quick enough. Drop him and add in mirran crusader for a better offense at your 3 drop. Or if you want to move even quicker, take up elite inquisitor.
After playing this deck a number of time I have found that the majority of games finish in 4 or 5 turn victories. Speed really is not an issue. Especially with a lucky draw. Plus, many of those turn 5 wins were a result of mentor of the meek. Cascaded champion of the parish if I didn't get him turn 1 or 2.
Mentor of the Meek wins games in T2. Almost every draw will be a creature with power two or less.
I would suggest replacing gatstaf shepard with elite inquisitor because gatstaf doesn't stay a werewolf forever and elite inquisitor is an awesome human.
$$$ was a large factor in having Gatstaf. And I really wanted to have a reason to have green beside the pilgrim and the hamlet captain. I would prefer to have mayor of avabruk, but again... $$$$$$