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Standard Deck Development
White Weenie
EDIT:
Revised: http://www.mtgvault.com/ViewDeck.aspx?DeckID=247911
*******
I want to start playing FNM again. I decided to make a white weenie deck for it.
This is just a really rough draft, extremely rough. The side deck is just a whole bunch of random things, you can ignore most of it.
I'm just looking for some suggestions for the main deck. Any ideas?
Greatly appreciated.
http://www.mtgvault.com/ViewDeck.aspx?DeckID=247197
ZombieNull
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Posted 16 October 2011 at 03:12
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DBloch2012
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You could take a look at my Spirit Rush Deck and see if it gives you any ideas. That said, your Deck is all over the place. What are its themes?
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Posted 16 October 2011 at 03:40
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ZombieNull
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It's basically just meant to get cheap, strong creatures out quickly and equip as much as possible to them in order to run through enemy defenses.
The combo of Puresteel Paladin and Semblance Anvil lets me put out nearly every equipment in my deck for 0, then draw a card and repeat until I draw something other than an equipment; then equip all of it for 0.
It is kind of all over the place; I really couldn't decide which equipment would be best. The infiltration lens is a cheap way to possibly draw more cards and put them out in the same turn. Most of the creatures are either artifacts which activate metalcraft or creatures that benefit greatly from being equipped.
The major equipments I suppose are Darksteel Axe and Silver-Inlaid Dagger which boost attack. Swiftfoot boots is there for cheap hexproof and haste. Accorder's Shield costs 0 either way and lets me attack and block with a powerful creature or two.
Etched Champion is around for a gold border, being protected from any spells and is practically unblockable. If I equip him with the equipment that boosts attack, the game won't last long. He also only costs 1 with Semblance Anvil as he is an artifact.
Brass Squire is there in case I don't draw Puresteel Paladin, and I figured 6 creatures which is 10 percent of my deck would be a sufficient amount to ensure that I can always equip things easily.
Inquisitor's Flail is a nice combination with cheap, expendable creatures and power-inducing equipment.
23 creatures seems like a good number. 16 lands is very low but seeing as every card costs 3 or less and many 0, except for the one spell, it seemed sufficient.
Do you recommend that I limit it down to more 3x and 4x of specific cards instead of putting in a number of single cards?
I just had a hard time getting rid of things, as I found them all useful.
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Posted 16 October 2011 at 04:03
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DBloch2012
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[QUOTE=ZombieNull]I just had a hard time getting rid of things, as I found them all useful.[/QUOTE]This one sentence alone tells me that you don't yet have a "winning" image in your mind of how your original theme, which I assume is Equipment, is going to win a game. This is what I call the second theme, and it usually supports the original one with an alternate yet synergistic way to win.
If I look at your Equipment theme as being the 28 Artifacts in your Deck, and then look for what kind of support those have I only see 15 Creatures. It just seems like you're giving yourself a handicap.
P.S. I took your Equipment theme, and your main support cards, and added a little secondary theme as an example. You don't have to take it, but I just want to show you what I mean.
Puresteel Paladin is probably the cornerstone of your Equipment theme, plus he's got Draw power. I kept him at four copies.
Kemba, Kha Regent is probably the next Creature on the list to support your Equipment theme, plus she makes Cat Tokens. I actually added two more copies, because I positively love Tokens of any kind.
Sunspear Shikari is the last one to support your theme. However, she doesn't have any utility beyond being equipped, so I dropped her.
The rest of your Creatures are Metalcraft (Auriok Edgewright, Ardent Recruit) or pointless (Glint Hawk), so I took them off. Instead of helping to support your Equpiment theme they leech off it.
Frantic Salvage is a pretty good card to recover lost Equipment, in the event someone manages to Destroy one. And you get to Draw one card! I added three more to the Deck.
Oblivion Ring is the last White Mana Spell I considered. It's pretty much a staple removal for when your Deck runs into troublesome cards. It surprised me to find it not on your list, and I added four copies.
Next, I considered the weakness I saw in your theme. Equipment doesn't do anything until you Equip it to something, and until Puresteel Paladin comes out you need to pay extra to actually equip it to something.
The fact that you tried to add extra Creatures, like the ones above and the Artifact ones, tells me you saw this too. However, I was still skeptical. I wondered if there was another way to get Equipment free, one that you could use even if your opening hand did not include Puresteel Paladin.
That's when I came across the Living Weapon Equipments. Not only do they make Germ Tokens, which I love, but those Tokens will Equip themselves with the Equipment until something better comes along! I had to get my hands on these delicious cards and add them to the Deck.
Artifacts
4x Flayer Husk
4x Mortarpod
3x Skinwing
1x Strandwalker
1x Necropouncer
4x Sickleslicer
Creatures
3x Kemba, Kha Regent
4x Puresteel Paladin
Enchantments
4x Oblivion Ring
Lands
24x Plains
Spells
4x Frantic Salvage
This is what I came up with so far, and it looked pretty good. With 24 Land, only four more cards to go for a 60 card Equipment Extravaganza Deck.
Day of Judgment is the card I chose. When you have 3+ Living Equipment on the Battlefield and you drop this on turn four or later, the Germ Tokens and everything else will die. Then you can pull out a Puresteel Paladin and whack the other player silly with the Equipment left on the Battlefield. I added four copies.
I also decided to add four copies of Darksteel Relic as extra insurance for the Metalcraft ability of Puresteel Paladin, and because it costs :mana0: so it can't hurt my Mana Curve.
Suggested Deck Summary:
Artifacts
4x Flayer Husk
4x Mortarpod
3x Skinwing
1x Strandwalker
4x Darksteel Relic
1x Necropouncer
4x Sickleslicer
Creatures
3x Kemba, Kha Regent
4x Puresteel Paladin
Enchantments
4x Oblivion Ring
Lands
24x Plains
Spells
4x Frantic Salvage
4x Day of Judgment
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Posted 16 October 2011 at 04:21
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ZombieNull
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I initially considered putting in all of those cards. They are good, but they're not where I want to go with the deck. I want it to be very fast and very strong. My main deck for T2 a couple years ago was Red Deck Wins and it was difficult to beat.
I like the living weapons giving a free creature, but the good ones cost 4, 5 or 6 mana. Mortarpod is a nice consideration because it's cheap and handy and I could probably take advantage of it with Kemba, Kha Regent. But for now, I left it out.
I did decide to try out Flayer Husk however, since for the same cost as my Darksteel Axe it replaces +1 attack for +1 defense while giving me a free creature.
I'm about to link the revised edition of my deck in my initial post.
I made it more organized, bumped it up to 18 mana and even took out Semblance Anvil because most of my equipment costs 1 or 2.
I centered it around the equipment that boosts damage.
Frantic Salvage is replaced with Buried Ruin because I'm not sacrificing artifacts and unless they have Creeping Corrosion, I shouldn't need to return that many from my graveyard. Plus, the equipments are more disposable now.
Oblivion Ring is a great staple. I will side-deck it when I need it most.
Also, I included 2x Revoke Existence because that's always handy.
For your living weapon idea, I would replace one of the other artifacts for 0 instead of Darksteel Relic. Such as Memnite, Accorder's Shield or Kite Shield to ensure metalcraft. They may be destructible, but they have more use than Darksteel Relic.
Although we do have different styles of play, I appreciate your suggestions greatly.
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Posted 16 October 2011 at 16:43
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DBloch2012
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Fair enough, not everyone is as into Tokens as I am.
However, Frantic Salvage is a better card than you give it credit for just by allowing you to Draw one card. A Draw Spell that costs :mana4: is a little steep, but when you're playing White you can't really be picky with your Draw Spells.
Darksteel Relic is my choice to insure Puresteel Paladin gets his Metalcraft ability faster. Beyond that, it didn't really need any other utility. The Indestructible ability is there to make it harder for the other player to remove. Which is why I called it insurance.
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Posted 16 October 2011 at 19:36
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