Rise of the Underdog!

by chbrutus1 on 17 November 2011

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

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Deck Description

needs Champion of Parishes but not sure what to take out. Also needs midnight hauntings in place of timely reinforcements.

Deck Tags

  • Aggro

Deck at a Glance

Social Stats

1
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This deck has been viewed 1,632 times.

Mana Curve

Mana Symbol Occurrence

580000

Card Legality

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

Deck discussion for Rise of the Underdog!

This is a good start, but you don't seem to have a lot of focus.

You really want to tighten it up. Anything that you only have one of means that you have a really low chance of seeing hit the field.

I'd recommend Dropping the following

Solemn Simulacrum - A one of land grab/card draw, you're not likely to see this often enough to make it worth it.
Accorder Paladin - Battle cry is extremely useful, but with things like Geistflame as standard at the moment, but the Hero of Bladehold should be more than enough, especially with the soldier tokens coming in when it swings.
Gideon's avenger - A useful card, but I would sideboard this for use against other aggro creature decks.
Sun Titan - Again, having only a one off means you aren't going to see this too often.
Mentor of the Meek - If a WW aggro deck needs card draw, it's not playing fast enough. In my opinion anyway.
Spirit Mantel - Again, the one off kills this. Side them in for decks that rely on strong creature wall.
Elspeth - I don't believe the Planeswalikers work for aggro decks. They take too long for their ultimate abilities to pop.
Gideon - As above
Timely Reinforcements - Sudden creature/lifegain is never a bad thing, but if you're in a position to need them, then the deck hasn't been playing fast enough
2* Plains - If you drop the above, the highest CMC becomes 4, so you shouldn't need quite as much land

I'd add in

3* Mirran Crusader - These guys are brutal! You definitely want to have the highest chance possible of dropping these, plus with all the buffs it gains from Honor of the pure and Hero of Bladehold, it will be swinging for massive, terrible damage
2* Elite Inquisitor - Much the same as above,, it loses the doublestrike, but gains vigilance in exchange. Really good for a turn 2 drop
4* Champion of the Parish - Drop this turn one, then watch as he grows thanks to every other creature you play.
3* Angelic Destiny - +4/+4, flying, first strike, re-usable, this card turns anything into awesome
3* White Sun's Zenith - Again, increase your chances of getting it out to spam with tokens, then turn the tokens into angels with the Angelic Destiny
3* Day of Judgment - If it all goes to pot, you'll recover from a borad wipe faster than your opponent will.
2* Oblivion Ring - Removal of the enemies big things can never hurt.

That should make the deck play a lot faster and result in a quick beat down.

Just my 2 cents worth.

This is the deck I'm currently working on, I've put my opinion in on your deck, please feel free to return the favour

http://www.mtgvault.com/ViewDeck.aspx?DeckID=259479

1
Posted 17 November 2011 at 07:49

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Point on the Accorder Paladin should have read

Battle cry is extremely useful, but with things like Geistflame as standard at the moment, the Accorder can be picked off quickly. The Hero of Bladehold should be more than enough, especially with the soldier tokens coming in when it swings

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Posted 17 November 2011 at 09:47

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Thanks for the ideas, I will probably make the build more like you said, I was just waiting to get some of the cards, like a playset of the angelic, champion parish, etc. But, I like the way you focused the win condition for this deck. again thanks!

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Posted 17 November 2011 at 14:53

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I like planeswalkers, and seeing that playsets of angelic destinies are a little hard to come by at the moment, I'd leave them in :) I like what he said about the Day of Judgements, if you have a white sun's zenith in hand, that following day of judgement is a pretty powerful play. I might drop the spirit mantle for another of those or of the oblivion rings, removal is good. I'd say once you get some of the midnight hauntings, you can try out the two of them (timely reinforcements) and see which one you like.

I would add that a lot of players on mtg vault use 20 lands for their decks when they play low cost, I think that it is a bit risky myself and wouldn't leave home with fewer than 22. Goes more for personal preference. I like mirran crusaders and mentor of the meek as a way to generate card advantage, especially playing tokens. When playing a low mana curve, you'll likely have a land or two open after you cast a creature, so the net card is an advantage.

0
Posted 21 November 2011 at 00:03

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