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The third in a series of decks focused around unblockable (and often hexproof or otherwise untouchable) creatures. Unlike many Aura decks focused around such creatrues, these try and do thing a little...differently.
These decks all focus on blue as the primary color. Why? Primarily because of Invisible Stalker, who has gained quite the reputation with the rise of Bant Aura decks in recent times. I've dabbled with him over the last year and a half, initially going for an odd Human deck centered around him, Blighted Agent, and equipment that got better with Humans (Silver-Inlaid Dagger being the best example).You'll notice shades of that continue here, but this goes in a much different direction than that deck or the Aura decks that have cropped up recently. This one is made to hopefully have some more interesting and enjoyable interactions.Blue and white have been "ally" colors for quite a while. There have been lots of good cards over the years that pull them together. But what does white bring to the unblockable/untouchable creature table? Well, the most obvious addition is one that's made a huge splash in Hexproof Aura decks over the last few months: Geist of Saint Traft. The built-in hexproof and potential for at least 6 damage each swing makes him an obvious all-star, even if he can be blocked.Well, at least until you slap a Steel of the Godhead on him. Then he's +2/+2 and bye-bye blockability.Steel of the Godhead kind of drives the rest of this deck. Augury Adept becomes quite scary with it. Judge's Familiar can turn into a decent flying beater on the cheap with Steel slapped on.There are a couple of more expensive cards here, but the reach seemed worth it. Lavinia can clear the field ahead of you if you can't get enough unblockability going otherwise, and Venser can bounce her with his first ability or just make all your creatures unblockable himself with his second ability.There are a couple of counterspells here in Hindering Light and Render Silent, mostly designed to protect your guys that are NOT hexproof, but they're really just minor support to the main strategy.Seems pretty simple...probably TOO simple. Any tips or tricks to make this deck better? What are some of YOUR ideas?
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Venser and Lavinia make a handsome couple...and they piss folks off (my favorite part).
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Yeah, I thought about tossing in more copies of each, but I didn't want their cost (and potential hand clogging if I draw multiple copies) slowing things down TOO much. More of a nice-when-I-stumble-into-it bonus here.
Conjuror's Closet is better than Venser, imo, because it's much more difficult to deal with. Also, mass removal wrecks your house. Terminus, verdict, cyclonic rift(ol)...all non targeting. Recovery doesn't look TOO bad here though, so I don't know how much of a concern that is of yours
As long as he doesn't over commit to the board it should be fine. Just remember that the opponent could drop mass removal and hold back a few drops in case they do.
That's what I was thinking. Really just need a couple creatures--or the right one with SotG--to sneak a win even after a wipe. I hope. Just hold a little back just in case. Cards should be steadily coming so hopefully you'd have that luxury.