Tribal Kor

by celestialaqua on 24 March 2010

Main Deck (58 cards)

Sideboard (15 cards)

Instants (3)


Artifacts (3)

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.


Deck Description

The all-stars of this deck are the Duelist, Kitesail Apprentice and Armament Master. With everything costing one to two mana, your options multiply as the turns go by.

Deck Tags

  • Tribal

Deck at a Glance

Social Stats

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This deck has been viewed 2,753 times.

Mana Curve

Mana Symbol Occurrence

310000

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Tribal Kor

Comments pl0x <3 !!!1!Shift+1!!!

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Posted 25 March 2010 at 11:48

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path to exile also works well

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Posted 25 March 2010 at 11:52

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Thats alot of equips. If you run 4 Stoneforges you can get rid of alot of those. With skyfishers you can bounce your stoneforges for more fetches. Try to get the creature count a little higher. 25 is usually a good number. You need bolt magnets to place out first to get bolted so you can lay Armament or Stoneforges with less chance of getting removed. Emeria, the Sky Ruin is pro for mono white. I run 2 and on occasion they work wonders. SB is decent if try MBing 2 Firewalkers, alot of people play red and for a 2 drop, he isn't bad at all. Paths are great if you can get them otherwise Journeys are tolerable. Get up to 20 land and your on your way. White whinie needs to come swinging early and keep the pressure on. Also check out Conquerors Pledge. 5 drop for 6 1/1s is not a bad deal. Combine with Brave for a good shot at an Alpha.

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Posted 31 March 2010 at 04:16

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I'm not trying to be rude, but I'm gonna have to say no to pretty much all of that. I'll break it down for you, though. I've been playing with a large number of people and playtesting this deck every chance I get.

I've tried running less equipment, but I prefer to be overstuffed with equipment than dry. Everyone benefits from equipment: Duelist gets double-strike, Apprentice gets flying, Master pumps everyone else up. I can't have too much equipment.

I don't know what a bolt magnet is/means. Sorry. =\

I think the amount of creatures is... ok. I could use more; I'd prefer Ajani over a couple more creatures. +1/+1 counters make for potent zoo. Overall I'm sticking with the creatures available in Zendikar and Worldwake - personal preference - and the creatures chosen have the most universal versatility.

I actually prefer the Journeys to Path; they allow me to switch out what I'm exiling with the Skyfisher. If I drop it early and a new, bigger threat enters play, I can bounce the Journey back to my hand and deal with the bigger threat.

20 lands hasn't helped; this deck has consistently won by 5th or 6th turn with only 4 lands in play - without Stoneforge Mystics. I want to believe that adding them to the real life version of the deck would enhance consistency and potency, but I can't know until I have the money to drop on them. I'd like to believe that fishing the exact equipment I need would never be a hindrance: low on land? Explorer's Scope. Something annoying on the field? Blazing Torch. Duelist needs a boost? Machete, etc., etc.

I think the deck as it stands now is really tough, and I can only hope to make it more solid with the Rise of the Eldrazi cards.

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Posted 31 March 2010 at 21:58

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