Soldier Tribal Legacy Weenie

by DavidF on 17 January 2011

Main Deck (60 cards)

Sideboard (15 cards)

Instants (6)

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

Another Soldier tribal weenie for Legacy.

As with any good weenie, you have loads of inexpensive creatures and tons of removal.

You hit fast with Elite Vanguard, hard with Honor of the Pure and dirty with Soltari Foot Soldier.

... And you only have one win condition - combat damage.


Key elements of the deck:

* Soldier tribal - part from Angel tokens. There is no real motivation for having all creatures Soldier tribal, unless you want to change Honor of the Pure to Field Martial or Longbow Archer to Catapult Squad. I have found this build to be the most balanced though.

* Delaying Shield - makes it impossible for opponents to remove Elspeth Tirel by non-combat damage. This card also enfoce the condition of Luminarch Ascension, since all damage is delayed until your upkeep. Also negates opponents infect, life link and abilities which triggers on damage dealt to player such as Hypnotic Spectre, Jitte etc.

* Path to Exile - possibly the best spot removal avaliable in white. Remove opponents key creatures, pumpers etc or sacrifice your own critters for that single land required for a conqueror's pledge or wrath of god. Highly versatile and can in many cases determine the outcome of a match.

* Wrath of God - in mid-game this deck *WILL* lose momentum. As both you and your opponent will most likely be drawing from the top, when using Wrath of God your oppopnent might gain ~1 new creature per turn. With Conqueror's Pledge and Raise the Alarm you may recover from the WoG much more quickly by gaining 1, 2, 6 or 12 creature per turn depending on card drawn and avaliable mana. It's worth mentioning that you'll still have Honor of the Pure and Forbidding Watchtower after WoG, possibly giving a slight advantage.


Sideboard:
* Leyline of Sanctity should be self-motivated. Never leave home without it.

* Rule of Law - if facing a deck which is faster than your's (such as affinity/aggro or goblins) you can reduce the momentum of your opponent by only allowing 1 spell cast per turn. Remember that you can cast Raise the Alarm on your opponents turn.

* Seal of Cleansing - use when needed, remember that you can use it to destroy your own Delaying Shield if necisary to avoid lethal damage.

* Dawn Charm - Good for loads of stuff, should primarly be considered as a better substitute for Holy Day.

* Holy Light - Use when facing other weenies :)

Deck Tags

  • Weenie

Deck at a Glance

Social Stats

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This deck has been viewed 3,766 times.

Mana Curve

Mana Symbol Occurrence

560000

Card Legality

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

Deck discussion for Soldier Tribal Legacy Weenie

i dont see how delaying shield will save your planeswalker, am i reading the card wrong? : /

also have you considered cards like, emeria, the sky ruin, martial coup and Mobilization ? last card i think would work well with your catapult squad...

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Posted 17 January 2011 at 08:49

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Hey Miracles, thanks for writing. Delaying Shield negates combat damage - instead of receiving combat damage, you put an equal amount of counters on Delaying Shield instead. This means that you never recieve any damage, so no damage can ever be assigned your planeswalker when Delaying Shield is present.

I've found the sky ruins to be a bit of a gamble. It's a good card, but there is only 10 plains in the deck. The other 10 is used for manland or land fetch. All in all, you should never really be in a position where you have +6 mana past the manlands, since you won't really need it, as most cards in the deck cost 2 or 3.

Martial Coup is a good card, while it's sort of a combination of Day of Judgment and Conqueror's Pledge, it's somewhat to mana expensive for this type of deck, and it's a bit of a downfall not being able to choose wether creatures should be destroyed or not when casting 5+ tokens.

Mobilization is sort of the same deal - it's a bit to mana expensive for the deck, while it's still a good card. You should probably be prepared for that most free mana in mid-game will go to negate damage from Delaying Shield, leaving no room for "extra mana" to dump into new tokens.

... I think a more viable option would be Kjeldoran Outpost.

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Posted 17 January 2011 at 09:05

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... an update: after double-checking the comprehensive rules, the above statement actually only applies to non-combat damage. Sorry for the confusion :)

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Posted 17 January 2011 at 11:29

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tbh i'm slightly more confused now.. since i read the card as dmg that would be dealt to you (player) and not your planeswalker... could you link the ยง in the comprehensive rules so i might read it my self? maybe it will help better understanding :) (sometimes i'm a bit slow with understanding the more complex rules.. took me a couple of weeks before i got that planeswalkers wasn't a creature type..)

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Posted 17 January 2011 at 12:44

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I am sorry for the confusion, and will try to clarify. WotC has some simplified rules on plainswalkers at http://www.wizards.com/Magic/TCG/Article.aspx?x=magic/rules/planeswalkers, or you can read "119. Damage" in the comprehensive rules.

Basicly, in most cases when you cause damage to a player, you may chose to assign that damage to the players planeswalkers in form of loss of loyalty counters. So, if you use burn spells such as Lightning Bolt to deal damage to a player, you may chose to assign that damage to his planeswalker instead.

Delaying Shield say "If you would be dealt damage, put that many delay counters on Delaying Shield instead.". This means that a Shock does not result in damage - meaning that there will be no damage to assign to any planeswalker. In a sense, Delaying Shield makes planeswalkers imune to burn spells.

Combat damage however is a different story.


Of course, this is just a bonus, the main reason why I selected Delaying Shield is partially since you may pay mana to prevent loss of life, but also since damage is converted into life loss; you gain full imunity from poison counters, life link and triggered conditional cards such as hypnotic spectre, umezawa's jitte, worldslayer (just to mention a few).

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Posted 17 January 2011 at 19:20

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well that helped abit :) thnx

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Posted 18 January 2011 at 05:54

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edit; in that case.. luminach ascension?

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Posted 18 January 2011 at 05:55

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I'm a big fan of Luminarch Ascention, but I wouldn't know what card's should it should replace, or if it would be a good fit.

Might update the deck after some trial and error.

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Posted 18 January 2011 at 08:46

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I have added 2x Luminarch Ascension. It actually plays extremely well with Delaying Shield, since all damage is delayed until your upkeep - you will recieve a counter even if "damage" has been dealt.

I removed the Catapult Squad to make room for Luminarch Ascension. Their real practical function was to stall the game in order to draw a Wrath of God, so I also added 2x Sensei's Divining Top for card advantage.

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Posted 20 January 2011 at 09:04

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i could imagine that it would :) saw a deck based on LA at an FNM... ppl hated it.. "f*cksake now he spits out 4/4 flyers for 2 mana... " was the most common reaction :P

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Posted 23 January 2011 at 16:42

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