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Enlistment Officer and Daru Warchief are also humans (for CotP)
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Quick question: Do you have the Wooded Foothills in there for the shuffle (same with the Marsh Flats except u can pull a land with it)?If not then u should think about adding 1 (or more) Nykthos, Shrine to Nyx: Card InformationLegendary LandCard Rules{T}: Add {1} to your mana pool.{2}, {T}: Choose a color. Add to your mana pool an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
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Shoot I meant to put in Windswept heath in there instead thanks. Yeah I like Nykthos I'll give it a try
Cool, glad i could help :D
I'm a fan of running Emeria, the Sky Ruin in mono-white.
That's a good suggestion but I feel like I have too many non-basic lands
3 Ancient Tombs might be too much in here since your soldiers will mostly cost only white mana because of Ballyrush Banneret and Daru Warchief. You could swap in Emeria for one of these.
I need my Ancient Tombs for a possible turn one CotV which is devastating for most decks
-Brave The Elements -Door of Destinies -Avian Changelings, Aven Riftwatcher , or even a Stormfront Riders for Flying.Even one Mutavault could mean a major deal. But my biggest suggestion would have to be Evangel of Heliod.
Thanks good suggestions I especially like stormfront riders
I'm SO confused with all the creatures and the spells.Why Chalice of the Void?why Thorn of Amethyst?Why only one mox? If its to be vintage then you should use mox opal and just play the artifact lands and other artifacts. Where are the 1 mana solders?why so many 1 lands? I'd play 4 cavern of souls. I'd remove ancient tombs (doesn't help or fit what your doing). If your going to use fetch lands use more then 1. But i don't think you need it
Chalice is there for counter and kill spells. just get it to 3 counters and you incapacitate morst counter/kill spells right there. thorn is here for the small amount of stax that it and thalia provide. with this being an almost all creature deck, they fill com in handy, especially since it can combo off with chalice. concerning the mox, no ideas. preference maybe? as for the 1 drop soldiers, they are good, but many dont pack any punch beyond maybe early field advantage. this deck will pop out creatures quite rapidly i would imagine, so there is no need for them, especially if he gets out preeminent captain. as for land, you got me. ive noticed that it is a trend common to a lot of legacy decks to run only 1 of certain lands. i totally agree with the 4 caverns, as for the ancient tombs, while they seem out of place, they really arent. yeah you get 2 damage, but you get 2 mana, and it doesnt come into play tapped either. thats a really good early advatage without resorting to some form of mana ramp. fetchlands serve a few different purposes: 1 is if you need that extra mana, 2 if you really need a shuffle, or 3, thinning out your deck on purpose to better your chances of getting certain things faster.
I agree that chalice is GREAT, but if you don't mana ramp a turn 6 chalice for 3 is SO FAR behind when you need that. All your guys were countered or killed by those spells you wanted to stop. Also having even a chalice with 1 or 2 counters on it that wont stop much decks. The thorn is Great don't get me wrong but if you are running 2 thorns, just make it 4 thalia instead, its a body for the same cost. the turn 1 solder is a MUST in a tribal deck. You need that guy out and once some of your bigger guys get out they buff that 1 drop to a FATTY. Speaking from experience being a legacy player. The reason we play one of is the amount of draw and deck search that we have to find that land but fetches are NEVER a 1 of. Its 4-12 fetchs. I play death and taxes (you can look through my decks and you will see) that deck doesn't need fetches cause it wins through other means. I have a bant and mono red legacy and they all run 7+ fetches. But they both serve different purposes. Ancient tomb is great but you are not using it the right way. first turn: ancient tomb (taking 2 damage) + chalica for 1.turn two: plains + thalia or Ballyrush Banneret (having to use the tomb cause you don't have the right mana????)See my point???Even if you second turn o-ring is that worth the damage? What about 3rd turn when you've taken 6 damage and haven't gotten board control? someone verdict all your guys and your down creatures and life? Ancient tomb serves no benefit in a deck that can (doesn't mean it will always) be wrecked by 1 well timed board wipe.
i guess that would be the big difference in how i see things from you. i dont play legacy, mainly because i cant afford it, so i dont know all the staples for things
Don't get me wrong, I'm not trying to be rude. Just trying to help you make a better deck. I like your idea but I think you have better options that you can use.also were is brimaz? Doomed traveler? Champion of the Parish? (i know he works off of humans but even getting him to a 3/3 for 1 mana is BOSS cause most of your creatures are humans as well)
lol no worries. i get where you are coming from so i didnt take you for being rude. and i totally agree on the three you mentioned just now. i pulled a brimaz yesterday and immediately subbed him into my white heroic deck
I think that was a good idea. I picked up 4 brimaz on pre release and release week. I love that guy. you should look at my deck and give me your feedback. http://www.mtgvault.com/gfreeman/decks/boros-aggro/
@Gfreeman:To answer some of our questions- Chalice of the void along with a chrome mox and a plains or a ancient tomb on turn one is usually a great way to add control to a deck that doesn't have any one-drops- thorn of amethyst because i can only afford 2 thalias which I would like to have 4 of. They don't do a bad job in a substitution role- I can only afford one chrome mox. It helps get out CotV and ramp. It is not meant to be a vintage deck nor even a legacy deck, just a tabletop deck. I certainly can't afford any mox opals and chrome moxes are better anyway. Mox opals are really only for affinity and other robot builds- No 1-drop soldiers because a) I'd rather have control with CotV and b) There aren't very many good ones- I can't afford more than one Cavern but even if I could, I would only want 3 max. You now know what Ancient Tomb is for. I like thinning my deck with the few fetchlands I own but your right I don't really need them- Overrall I see our points and I might consider taking out the Chalices and Tombs after more playtesting, but I like it so far
The control that chalice would do is SMALL to none. also if you do it for anything other then 1 you will be hurting yourself. If you only have 1 chrome mox the odds of you drawing that first time is not in your favor. You have access to some powerful 1 drops for soldiers.
I suppose you are right. will change it check it out
I really like the deck now. But also keep in mind that you can play some of the cards like "honor the pure" and other cards like that to help make your guys HUGH
What would you suggest I take out if I were to put those in?
2x Loxodon Gatekeeper2x Stormfront Riders (still keeping 1 in the main)
just saying I love Catapult Squad in a soldier deck. He is super awesome.
Have you considered any of the Born of the Gods Soldiers? Some of them would be nuts for this deck. Especially Brimaz or God-Favored General if you're mana-spoiled and/or top-decking.
I have but they are much too expensive. Thanks though!
Yeah, man - Except God-Favored General is only a .25ยข card, I believe. It's your deck, of course! It's really inspired me to want to make a Soldier deck of my own (that's not standard). I made an EDH one after I saw this. Let me know what you think if you check it out!
Some cards to think about for Soliders that I have in my Soliders deck (Standard) but they still are bloody awesome.Preceint Cpt (WW) First strike. When ever he deals damage he generates a 1/1 solider token.God Favored General (1W) Inspired. When ever you untap him pay (2W) and put TWO 1/1 solider enchantment creature tokens into play.Archetype of Courage: (1WW) All your openents creatures LOSE first strike. All of your creatures GAIN first strike. This guy is a solider creature with 2/2 power as well. Phalanx Leader: (WW) When you cast a spell that targets him. Put a 1+/1+ on every creature you control. (now you don't have many enchantments but this is an excellent card to have there are solider creatures with *Bestow* that would trigger his ability and if phalanx died... they would become creatures again popping of phalanx.)*The reason you want to have your 1st two in there is so you can pay mana every turn that you wouldn't normally be using mid-late game. You also have no draw card ability, which means your dead in the water at some points and generating a but load of creatures every turn could help a lot. Also all these said mentioned cards are less than 25 cents each. Preceint Cpt is a dollar however.
i'd add more land to your deck also, I love Swords to plowshares. GOOD choice.