The Nearheath Pilgrim is there for a combo I'm moving into the sideboard.Nearheath + Boros Reckoner + Indestructible (Boros Charm/Frontline Medic) + damage to the reckoner = infinite lifegain when the reckoner's ability is turned back on itself.Changing the deck in the following way:Mainboard-2 Boros Reckoner-2 Nearheath Pilgrim-1 Frontline Medic-1 Silverblade Paladin+1 Lightning Mauler+2 Spark Trooper+2 Skullcrack+1 Mountain (Bringing the mana total up to 23 lands)Sideboard-2 Glaring Spotlight-2 Oblivion Ring-1 Aurelia's Fury-1 Ash Zealot+2 Skullcrack+2 Boros Reckoner+2 Nearheath PilgrimAs for Aurelia... I like Aurelia, I think it could be great, but I'm not sure (with no ramp, and no board clears), how consistently I'd hit the amount of mana needed to cast.
Permalink
Still trying to balance this deck.Currently running 14 fog effects (Clinging Mist, Fog, Druid's Deliverance, and Safe Passage), 4 Board Wipes (Supreme Verdict and Terminus), 6 Milling Engines (Increasing Confusion, Psychic Spiral, and Jace), 5 Graveyard Recycles (Elixir of Immortality and Psychic Spiral), 5 Turbo/Card Draw (Otherworld Atlas, Jace, Memory Adept), and 4 misc cards (Detention Spheres for dealing with problematic cards like Rest in Peace, and Farseek for ramp faster). I'm debating whether I need to remove the Farseeks for more card drawing engines (Maybe Sphinx Revelation, but I don't currently own any, and not sure whether I want to purchase them so close to Gatecrash), or for 2 more board wipes (Supreme Verdict? Terminus? Cyclonic Rift/Overloaded?)In terms of the sideboard, Witchbane Orb is there for the burn matchup, the Negates/Dispels for control decks, the Cyclonic Rifts and Staff of Nin for when I need more card draw/board wipe
Playtesting this deck, I found it moved really slow, and that I gave up way too much early game ground, with no real way of recovering that ground. To try to combat that, I made the following changes:-1 Geralf's Messenger-2 Increasing Ambition-1 Forbidden Alchemy-2 Dissipate-1 Tragic Slip-2 Diregraf Captain-1 Grimgrin, Corpse-Born+2 Blood Artist+2 Diregraf Ghoul+2 Liliana of the Dark Realms+4 MutilateIt was hard to figure out what to take out, but the Diregraf Ghouls give me an early game blocker, the Blood Artists can help me stabilize until mid-game, with their lifegain. Liliana helps me get those last few swamps, or if needbe, her 2nd ability can be used as removal. Mutilate helps as a board clear most of the time on turn 4, and if I have blood artists out, it can be a decent life swing to help stabilize.
Made the following changes, due to being unable to find some of the cards:Main Deck: (temporary change?)-2 Blood Artist+2 DissipateSideboard:(permanent change):-2 Think Twice+2 Diabolic Revalation(temporary change):-2 Cyclonic Rift+2 Devastation Tide
After messing around with some test hands, I did -2 Tragic Slip+2 Increasing AmbitionAs I found myself often lacking the cards I needed to complete the combo this deck is built around.I liked the idea of some of the sideboard cards you recommended.Changed SB to:4 Vampire Nighthawk2x Blustersquall (Can function as a near sleep at instant speed)2x Sleep2x Cyclonic Rift (Murder is nice, but I like the temporary stall functionality of Cylonic, plus late game I can overload if needed)3x Duress (as you said, an amazing card)2x Think Twice (kind of a filler card at the moment, can't think of what else to add)
Removed two islands, added 2 more swamps.Also looking at what to add for a sideboard. (currently in flux)