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Trying to go as aggressive as I can with mono white humans. Thalia, Heretic Cathar, Grand Abolisher, and Thalia, Guardian of Thraben should give enough viability. The only real problem with a deck having a mana curve this low is playing your hand empty. Thraben inspector is there to try and help and knight of the white orchard can help thin lands out of the deck so you don't get worthless draws when you only need 3-4 land in play to run the deck.Disclaimer: I build all my decks to 61 cards. Just a quirk I've picked up so that is intentional.
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NOTE: Set by owner when deck was made.
Really looking for ways to improve it. things in not seeing are appreciated
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I like this. Its very similar to the modern deck I've been polishing for the last few weeks. You may be able to drop a land to bring it back down to 60 cards with no problems. With a curve this aggressive drawing land later in the game doesn't really help much at all. I also recommend 4 flagstones of trokair if you want to keep thing the deck for lands to help your draws a bit. I've also had luck in the three drop slot with militia bugler who helps keep the threats hitting the board as the game goes on which can be super great in a Meta with so much removal.
The curve on this is definitely looking good.
Thaalia, Guardian of Thraben is a MUST in the mainboard of the deck. It cripples combo and control decks too much which is what your decks weakness is. Archetype of Courage is just way too slow here and doesn't really do much for your deck. It doesn't make your creatures bigger or help you win faster and I feel like in hand there could just be better things like Mirran Crusader. Honestly, not to put the deck down, but 5C Humans is just a much better deck and to take a few ideas from that one you'll need AEther Vial. Student of Warfare also seems slow here as well as Accorder Paladin.
Also you want something that will make your creatures indestructible. One good board wipe and your momentum goes completely away.
Also...Cavern of Souls man.
I can't justify cavern of souls. I love MTG but I can't drop that much on a playset. if that makes me less competitive so be it. I agree archetype if weak. I watched a Tolarian Community College video that said flying and first strike are the two best mechanics for an agro deck, and since I can't give them all flying easily, first strike was the next best thing. I've tweaked it slightly as to all the suggestions on here. i'll work more on it later
Also Brave the Elements will protect from a board wipe and will also help if you want to swing uncontested against a specific color.
Um..how does Brave the Elements protect from a board wipe? I don't see how it does.
unless I'm understanding the concept wrong, but if someone would play a wrath of god. play brave, your creatures gain protection from a color (white) and they aren't wiped.
That's not how protection from a color works. Protection from a color only protects a creature from being targeted by that color. If you were to cast Brave the Elements in response to someone casting Wrath of God, they would still be destroyed. EDIT: It also protects the creature from taking any damage from that color. So if you're blocking a black creature and you cast Brave the Elements, your white creatures would take no damage because you gave them protection from black.
I stand corrected. just googled and you are correct. I've not come across any board wipes in my meta other than anger of the gods, slagstorm, things of that nature in a burn deck. I've got board wiped before a few times when I didn't have brave to cast, but it's food for thought. Thanks.
21 Lands is a good number for an aggro deck.My concern here is the large number of three mana spots dedicated to utility. You have 10 sources of First strike on the deck (which ensures you will have access to it), however you don't seem to be capitalizing on it.I would suggest replacing "thraben inspector" and "Rally for the throne" with human-centrist equipment:Silver-Inlaid DaggerAvacyn's CollarVeteran's Armaments (most of your creatures are soldiers)Because of first strike, you can really capitalize on the mana efficiency of equipment that only boosts power. (Visualize a fully leveled up student equipped with the dagger) Possible alternative for "path to exile":Gallows at Willow Hill"Gather the Townsfolk" might be a better choice than "rally for the throne". If 3 mana is the top of the curve. that should be where your big damage boosts are coming from. consider replacing "Honor of the pure" with damage boosting instants like "Guardians' Pledge". Honor of the pure is a sustained power boost, but as an aggro deck, you need to pile the damage on fast (rather than consistently)
Honor of the Pure is a bit of a must here. It literally boosts everything.
While I agree with many of these suggestions I think taking out honor of the pure might be a mistake as something like guardians pledge is only temporary and if the game doesn't end on that turn it could be disastrous.
i was suggesting taking it out for tempo reasons. The instant causes the same amount of damage as attacking (with honor of the pure) twice. You are going to spend atleast your first 2 turns playing creatures (or an equipment) that means honor of the pure will come down turn 3-4. Aggro decks need to deal lethal damage by turn 6, that only leaves you 2-3 turns of attacking. I dont see this deck creating enough creatures to hit the damage benchmarks (you dont have the removal to keep going after turn 6).
It's Modern. Aggro decks need to deal lethal damage by at least turn 3 or 4. Also, if they add AEther Vial they won't have to worry about casting creatures because you can just drop them with the vial and not have to worry about counters. HoP is a permanent +1/+1 that stacks with each one you play. Taking it out would just hurt too much. *EDIT* Your comments on him not meeting the damage benchmarks, I will agree with you there. Like I said, 5C Humans is just so much better because it can keep building momentum past turn 5 even after a board wipe.
Also, if Honor of the pure is coming down on turn three, a replacement might be able to take advantage of the third mana. "Spear of Heliod" has the same effect but also has a removal option built in.
@strykerzeroSpear is three mana though. I feel like that one would slow it too much. Maybe a sideboard option but even then it's iffy.
Competitive Modern would require lethal damage by turn 3-4. Competing at that level would require atleast $200+ more in cards (Aether Vial being huge ones). A deck like this doesn't really have a chance against tiered decks, but it is thematic and with some tweaks could be effective as a causal table.Edit: and at that $ cost point, switching over to 5c humans is better in almost every conceivable way.
You could maybe add red and you'll have more to work with but at that point you might as well build 5C Humans.
Knight of the White Orchid would help with your land drop.
it also has first strike, i like that suggestion.
Of course you like, it's a human, 2 mana cost, 2/2, first strike and brings a land with it! It's a true white wins.It can easily replace the student of warfare.Think about using a legendary game changing creature like Odric, Master Tactician
My first Modern Deck was White Human Weenies https://www.mtgvault.com/philosopher99/decks/white-solders-and-taxes), so please see my below suggestions:1) Add 4 path of exiles and remove 1 giant killers and 3 Gather the Townsfolk. The reason for this is that Path of Exile costs {W}, it can kill any creature, and it exiles creature, so it cannot come back from the graveyard. 2) Add 3x Kytheon, Hero of Akros' and remove 3 giant killers. Kytheon is an amazing 2/1 for {W} that can turn into a planeswalker if it attacks with two other creatures and if you pay {2}{W}, you can make him indestructible.3) Add 4x Student of Warfares and remove 4x Grand Abolishers.The reason for this move is that the purpose of a white human weenies deck is to hit hard and hit fast. Student of Warfare can become a 3/3 first strike on turn two, whereas the grand abolisher only slows down counter decks.The strategy of this deck should be to try and make your creatures as strong as they can be and as fast as you can make them.Here are some examples some first 3 turn strategies:Ex 1) Champion PumpingT1: Play ChampionT2: Play Lieutenant, causes 2 +1/+1 triggers on Champion, swing in with a 3/3T3: Play 2 - 3 creatures, pumping champion and Lieutenant, attacking with a 5/5 & 3/3.Ex 2) Student of Warfare leveling:T1: Play the Student of WarfareT2: tap two mana and level student to lvl 2; swing in with a 3/3 first strike creatureT3: play lieutenant or honor, attack with a 4/4 first strike, tap 1 mana, level student to lvl 3T4: tap 4 mana, lvl student to lvl 7, attack with a 5/5 double strike creatureEx 3) Kytheon planeswalker transformationT1: Play KytheonT2: play 2 {W} creaturesT3: tap 3 mana to make Kytheon indestructible and attack with all 3 creatures. At the end of combat Kytheon will transform into Gideon, Battle-Forged, and then use his +1 ability to untap one of the two tapped creatures and make it indestructible until your next turn.A note about brave the elements, if you are concerned about board wipes, I recommend putting brave the elements in your sideboard, as most red decks only have their anger of the gods in their sideboard and will bring it out once they see that you are playing a white weenie deck. This will open your deck up to 4 flex spots that you play with.