Creature Challenge #5 Humans

by Jessie on 01 May 2014

Main Deck (60 cards)

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Deck Description

Creature Challenge # 5

Humans.

Low power/offense. Healers. Fight in groups. Tactical. Great abilities.

A lot of people knock Human decks, but truth to be told, at the early beginnings of Magic, Human decks were number one. Basic Idea with a Human deck is to swarm your opponent with a lot of very cheap and very puny Humans. Back up your swarm of Humans by a few, very powerful Humans that hinder your opponent's play. Finally, use life gain and life prevention spells/abilities to help keep you around.

Can Humans possibly defeat something like Dragons? Or Merfolk? Angels?
Keep following to find out.

How to Play

Okay folks, never built a Human deck, and did not know where to go with it.
So first, I looked up high rated Humans.
Second, I found one certain card and I ran with it, remember I have 34 creatures in my deck and all of them have power 2 or less: Mentor of the Meek.
Very basic idea, with Mentor, is this: Put out a creature and pay 1 mana to draw a card, put out another creature, pay 1 mana to draw a card, put out another creature, pay 1 mana to draw a card. Over and over. Turn after turn. Human after Human.
Mentor of the Meek is a army producer and will keep your hand full of 1/2/3 mana Humans to cast.

In revision:

Deck Tags

  • Challenge
  • Human
  • Lifegain

Deck at a Glance

Social Stats

5
Likes

This deck has been viewed 1,731 times.

Mana Curve

Mana Symbol Occurrence

470000

Card Legality

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

Deck discussion for Creature Challenge #5 Humans

Idea is like this, folks:
Turn 1. Play Plains. Play Martyr of Sands.
Turn 2. Draw and Play Plains. Tap Martyr of Sands revealing 5 white cards, gain 15 life. Now play Serra Ascendant, which is a 5/5 flyer with lifelink. Life gain is 15
Turn 3. Draw and Play Plains. Tap Martyr of Sands revealing 4 white cards, gain 12 life. Play Rest for the Weary to gain 8 life. Now attack with Serra Ascendant to gain 5 life. Life gain total is 25.
Turn 4. Draw a Play Plains. Pay 4 Mana to play Test of Endurance. Attack with Serra Ascendant to gain 5 life. Life gain total is 5.
Turn 5. If you have 50 life or more, and Test of Endurance is in play, you win the game. So far, using this example, you have gained 35 life. You started with 20, so you have a potential life total of 55 points. There is a chance you have won on Turn 5.
If not.
Turn 6. Draw a card. Tap Martyr of Sands revealing 3 white cards, gain 9 life. . Attack with Serra Ascendant for 5 more life, cast Swords to Plowshare on Ascendant to gain 5 more life. Total life gain 19. Potential life total at 84. You need 50 to win. Or simply cast a Beacon of Immortality to gain 55 life. Total life potential is 110.

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Posted 02 May 2014 at 06:39

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I'm not sure, but could Increasing Devotion hold it's place here?
Cool deck though.

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Posted 10 May 2014 at 12:13

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Looks decent...but not sure what to take out.

This deck is tricky...mostly on the 1st turn drop. If I have Mother of Runes, Serra Ascendent, Soul Warden, and Champion of the Parish, Martyr of Sand.

If i get those 5 cards in my opening hand THEN I HAVE NO IDEA WHAT TO PLAY ON MY FIRST TURN. Do i play Soul Warden for life gain? Do I play Champion so he starts getting his +1/+1 counters? Do I play Mother Of Runes for second turn chump blocking? Or do i play Martyr of Sand for the quickest ability of gaining life.

See what I mean?

But not sure what of those cards to take out so I can add Increasing Devotion...

As always, thank you for your advice! Didn't even know Increasing Devotion existed.

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Posted 10 May 2014 at 16:07

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Nice to know that I helped... Kinda...

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Posted 10 May 2014 at 19:03

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I gotta say I really thought the human deck in your series would be more agro. Done correctly it's one of the only tribal decks that can race with goblins..... War strike could murder this deck well before turn 6.

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Posted 12 May 2014 at 23:19

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abcdefu96, thank you for being honest.
I am all about making my deck better. What would you do to change it? I thought Mentor of the Meek was pretty agro. :)

Any suggestions would be helpful. Thanks.

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Posted 13 May 2014 at 02:08

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Well I like champion of the parish, mentor of the meek and grand abolisher. You need some humans that beef up all those puny humans though, goldnight commander or geist honored monk. I would focus it more towards dealing massive amounts of damage with a few cards to help survive until you can swing with an alpha strike. Cards like safe passage and path of bravery give goblin and other tribal decks fits. Brave the elements gives you the choice of surviving an all out attack or launching one of your own. The main thing is watching your mana curve with humans, goblins it doesn't really matter because you're using lackey and instigator to get them out of your hand. Other cards that work well; ordeal of heliod on champion of the parish ( you can sacrifice for it 10 life pretty quick), mikaeus, lunarch let's you beef up every creature you have out, thraben doomsayer let's you pump out tokens along with gather the townsfolk. Then there's always the late game beast angelic overseer. Sure it's not a human but it's an angel that gets its strength from humans.

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Posted 13 May 2014 at 02:52

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Kessig malcontents is pretty good in human decks as well if you splash red.

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Posted 13 May 2014 at 02:54

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Red human cards; hero of oxid ridge ( kills token or 1/1 creature decks), vigilante justice ( great with gather the townsfolk and Thatcher revolt) lastly burn at the stake. Burn at the stake is more of a late game kill card though.

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Posted 13 May 2014 at 02:58

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Not splashing. But 2 decks from each color.

Which has made it more difficult to do. Also, not using, in any of the 12 decks, a creature that is not what the deck says. For example, if the deck is a beast deck then every single creature has to be a beast. No elves to mana boost, or anything like that. Doing that has also made it more difficult to do.

Anyways, thanks for the advice.

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Posted 13 May 2014 at 03:51

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Good idea.

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Posted 13 May 2014 at 03:58

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1st opponent for Zombies were Humans.

Humans slowly, too slowly started to gain life at the beginning of the game. They were up to 26 damage before they started to become overwhelmed with Entomb/Buried Alive and Unearth/Exhumed Gravecrawlers, Death Barons, and Grey Merchants. Humans just could not keep up.

End of Turn 8. Zombie deck had 9 Zombies in play, all were 3/3 or greater in power. 4 of those Zombies were Gravecrawlers. Just nasty!

Humans vs. Zombies.
Turn 8. Zombies 20 life. Humans 0 life.
Zombies 1-0
Humans 0-1

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Posted 18 May 2014 at 05:10

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Either up the Test of Endurance to 4 or drop them altogether. Since many other cards focus on lifegain, it's probably better to boost them to 4, otherwise I would have to change the deck too much.

But even then ... the problem is that you are mixing two components that don't mix that well out of the box: A weenie horde of mostly one-drops wants to attack and hit fast but Test of Endurance calls for a longer game. Since your weenies have lifegaining abilities instead of combat tricks, you will most likely not win the creature battle and then start racing lifegain vs the opponent's ability to deal damage. And if that's what'll happen anyway, you'd rather have 4 Test of Endurance and could make use of some creature a bit up the mana curve. So, my suggestions are:

* Jasmine Seer instead if Martyr of Sands. The Martyr doesn't make much sense anway in a deck that empties it's hand that fast.
* Fiendslayer Paladin would be excellent in this. Lifelink will increase your LPT (life-per-turn) ratio but he also has first strike to help out in creature battles. It can replace the Grand Abolishers that don't do much in this deck since aren't weenie-rushing anymore that much.
* Solemn Offering instead of Rest for the Weary. Pure lifegain is rarely good because it doesn't effect board situation. If there are no targets you can always use it on excess Test of Endurances or on:
* I'd like to see Avacyn's Collar in this. It will always generate tokens in this deck. And those tokens will grant extra life (because of Soul Warden) and give you much needed flyers you can block with. What to remove? Thalia, Guardian of Thraben. It doesn't mix well with your key cards anyway and will be even more troublesome for you if you have the Collars. (this is one of the few modern symmetrical cards with a negative effect that hits you, too!)
* Non-basic lands to consider:
- Daru Encampment (the Mentors and Champions are soldiers)
- Kabira Crossroads (lifegain)
- Kjeldoran Outpost (tokens and therefore life via Soul Warden)

P.S.: Just realized that for some reason Jasmine Seer is just a Wizard and no Human.

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Posted 20 May 2014 at 14:25

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Changes made.

You tore me a new one, there. lol

It shows that I suck at making white decks.

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Posted 20 May 2014 at 16:57

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Not really, I mean, I appreciate it very much that you try to mix other concepts into this series of decks, because otherwise, all we've got would be mindless weenie rushes. But of course it gets complicated if you mix two concepts. And I am in the lucky position that you did already all the hard work to slap this together, so I can lean back in my comfy chair and point out the wek points.
It's like someone building a complex, huge ass castle and after 10 years of building someone is asked to poke it and look for weak spots. Of course he'll find some but that doesn't mean the castle was useless.

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Posted 20 May 2014 at 17:08

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Thanks, as always. I honestly just want stronger, more well rounded decks. You help. Will tell you how all the changes went.

I still have, in the first round, Faeries vs Angels. And Goblins vs Elves. Then all decks will have played 1 game. You will have 6 winners and 6 losers. The idea...and this is a huge undertaking...is to play each deck against every other deck one time. But...that is over 100 games!! All on paper, me playing both sides. So...i might not do that, lol.

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Posted 20 May 2014 at 17:17

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Isn't there any other way to play those? I know that Cockatrice went offline but I guess there are more alternatives to that?

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Posted 20 May 2014 at 17:19

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Probably. I am computer special ed. Someone mentioned Cockatrice is open using a back up server. It sounded super complicated to download and play.

Yeah, using paper, and writing down each side takes about 2 hours per game. lol.

I need help. I started a challenge to other people. Make an interesting deck using Mirror Entity.

I want to make one too, though.

Cards, after studying a little, considered:

Mirror Entity.
Shields of Velis Vel.
Peer Pressure
Whelming Wave
Tivadar's Crusade.

Basic idea is to use Mirror Entity and Velis Vel to try to control the board using stuff like Peer Pressure to take their creatures, maybe Whelming Wave could wipe their creature board, and same as Tivadar's Crusade...change their creatures into Goblins then nuke them.

Need help.

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Posted 20 May 2014 at 17:28

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One early problem i see...besides expensive mana cards and it being dual colored...

is that Mirror Entity could be hurt with something like Tivadar's Crusade, right, since it costs as a goblin too.

Would you throw in cheap ass stuff like Memnite? Walker? Ornithopter? To build up a creature base? Then change/ pump them via Mirror Entity.

OR what about cheap ass white cards that pump up your creatures: Wizened Cenn (double white casting cost though...hard to get out with blue mana) and Sinew Silver.... Cenn gives all kithkin creatures +1/+1 and Sinew gives all slivers +1/ +1. Add in Mirror Entity...and now all of your creatures are going to be both kithkin and slivers...and will be pumped up.

so...very early rough cut would be something like

Memnite, Ornithopter, Phyrexian Walker, Sinew Sliver, Wizened Cenn. Maybe cloud of faeries since it is "free." Creature base.

added to all the trickery of Entity, Velis Vel, Peer Pressure, Whelming Wave, Tivadar's Crusade.

Multavault seems like it fits here.

Other cards...maybe...reverent mantra, Discard a white card to make your pumped up army unblockable/protected.
Shared Triumph, a creature type gets +1/+1. Add that to Mirror Entity and Shields of Velis Vel, and now all your creatures count.
Surge of Thoughtweft...MAYBE could work...too.

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Posted 20 May 2014 at 17:34

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Need to look into Tribal cards too...since Mirror would work well with them.

And maybe some more changelings too. They might work well too...not sure. This tribal spells and changelings are new to me.

Something like amoeboid changeling...is that too complicated? To purposely try to switch their creature type? Shields of Velis Vel seems much more capable.

Any ideas would be awesome.

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Posted 20 May 2014 at 17:41

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Well, make another deck then^^

You still run Rest for the Weary ... if you insist on pure life gain spells, you should at least upgrade Rest for the Weary with Survival Cache.

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Posted 20 May 2014 at 18:06

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The only problem I see with a few decks in the series is this; I'll use humans as an example, you choose humans and then you make it mono white. That's all well and fine, the problem is life gain is not a major component to humans. They're more about boosting and protecting ie champion of the parish, goldnight commander, elder cathar, mikaeus the lunarch, mother of runes, grand Abolisher, unruly mob etc etc. While white is good for life gain this series is suppose to be about what creatures are the strongest on their own. Not what color is more effective. When it comes to slower game and life gain. That trait belongs purely to vampires.

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Posted 20 May 2014 at 18:30

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That's why "mark of the vampire" is +2/+2 and gains life link. If there was a "mark of the human" it would give +1/+1 for each human and protection from a color.

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Posted 20 May 2014 at 18:33

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I sorta agree with you abcedfu96. It is what it is....without completely destroying this deck and rebuilding it.

The plan was to make every deck in Creature Challenge mono colored. Splashing this deck with green is a no brainer. But...it is against the rules i made in place.

But i agree...banding/weenies/humans AND lifegain doesn't seem to mix well, lol. I will one up your comment in agreement.

And, Puschkin, will start the deck, soon. But it isn't part of the Creature Challenge. Just a future deck that i will want advice on.

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Posted 20 May 2014 at 18:35

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The easiest way to get into tribal building is pretend your building a sports team. Figure out the strengths of the creature type and go from there. Like I said before humans are one of the only creature types that can race with goblins in an all out aggro war. So use Serra ascendant as a prime example. Is it a bad mofo? Yes, it certainly is. Next question, does it fit the "teams" style of play? Ehhh not really.... Is it better than other human one drops? It is in a life gain deck, but wait, this is a human deck.. Champion of the parish fits better, he's our star quarterback. Were going to trade ascendant to the life gain team for some cheap pulverizing humans lol. You can always add a few cards that grant you extra life but they need to offer more than life gain. Like path of bravery, or prevent damage with acolyte's reward and throw it right back at opponents face.

That being said, I'm not knocking this deck. It's a good life gain deck and with a couple additions it could be a deadly life gain deck. It still gets +1 like from me. :)

P.s. it's my personal opinion that doomed traveler is better than Avacyn's Collar. You still get the flying token when it dies but it takes up the spot of a creature and sure it's reusable but you have to keep using 2 mana which could be used to cast more creatures or pay to draw a card using the mentor.

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Posted 20 May 2014 at 19:01

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The reuseablility is key to getting more life, though, via Soul Warden and Auriok Champion. It also gives +1 power and vigiliance. As the deck is, with Test of Endurance and all, games WILL last longer and he will have the mana to operate. The Traveler would be better if this was just a weenie deck.

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Posted 20 May 2014 at 19:10

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Keeping the Collar because Angels have flying. Faeries and Dragons too. So...just for this challenge, got to go with the Collar.

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Posted 20 May 2014 at 19:12

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Yeah I was referring to it being better in a traditional human deck. As it stands, being a life gain deck avacyns collar is better. Sorry should have specified that.

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Posted 20 May 2014 at 19:12

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I appreciate your advice. As well as puschkin.

A lot of people will get butt hurt on this site...but not me. Give me honest opinions and advice. Who wants to keep making crappy decks, using crappy ideas, and crappy cards? Not me, that is for sure. Magic is just a game, but when I play against someone I still want to win. I still want to say, "Wow, nice deck!" And really...Magic cards cost money...why do I want to pay money to get my butt kicked?

And I will take advice to achieve that.

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Posted 20 May 2014 at 19:15

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They're not crappy ideas, it's a good deck. It's a lifegain deck with lots of lifegain.....and the chance to win by gaining life. I'd say if the goal was to build a lifegain deck you succeeded. I was just stating that as far as tribal goes goblins/humans usually win because how quick they are and how big they get in a few turns. That's not to sat they always win though. Also I do have a suggestion that could be applied to the deck the way it is. Sunbound and ordeal of heliod. Enchant serra ascendant with sunbound, play a couple creatures it gets 2 1/1 counters. next turn attach ordeal of heliod, swing for the third counter sacrifice the ordeal for ten life. Just a thought.

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Posted 20 May 2014 at 19:45

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abcdefu96 has deleted this comment.

Posted 20 May 2014 at 19:46

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Maybe use http://www.octgn.net/ to simulate games.

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Posted 21 May 2014 at 08:41

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Looks legit

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Posted 21 May 2014 at 09:05

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Jessie, I made a new deck. Actually two, but the newest one is probably the one you'll love. I made a tribal deck - sortof ;) And topped myself regarding the 2-creature-types-challenge :) Check out this:
http://www.mtgvault.com/puschkin/decks/alpha-strike-males/

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Posted 26 May 2014 at 14:09

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That is super creature heavy! Those seem to be my kinds of decks. I liked it.

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Posted 26 May 2014 at 14:54

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