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My first MTG deck. Pretty straightforward. Not sure if it needs more creatures. Since the original posting I've changed it a fair bit; mostly added more creatures and lands and changed the instants a little-Put 4 Seeker of the Way in-Added some different lands-Added sideboard-Removed Seeker of the Way, removed a couple instants for another Satyr Hoplite and another Plains-Changed non creatures, removed Searing Blood and a Coordinated Assault for another Gods Willing and 2 more Defiant Strikes. Moved the 2 Banishing Light to sideboard and added 2 Chained to the Rocks-Took out 2 Chained to the Rocks for 2 Artful Maneuver with the release of DTK. Was thinking I didn't really need 4 of Chained anyway. It's a great card but is limited to creatures and 4 seems overkill for an aggro deck if you have better options. I think Artful Maneuver is perfect for heroic decks, I wish I could find a way to fit more inThoughts atm:-Scry land may actually be disadvantageous-4 of the pain lands may be unnecessary. Not sure if they hurt, though (but if on super budget don't think you need them all (or any of them))-More creatures?-More Artful Maneuver? Not much room to take anything out, though-Could possibly take out 1 or 2 lands for some more instants or creatures
Turn 3 win (also against a blocker:)Turn 1:-Land-Either hopliteTurn 2:-Artful maneuver-Attack for 4 (1 power + 2 from AM + 1 heroic)Turn 3:-Rebound artful maneuver-Titans strength-Temur battle rage-Attack for 10 (2 power + 2 from AM + 1 heroic + 3 from TS + 1 heroic + 1 heroic) x 2 = 20 for double strike with trample-If either turn 1 or 2 is blocked (not both) you still winNot sure about sideboardSideboard:-Deflecting Palm for playing against burn and/or big bad dudes (not sure if necessary)-Erase for annoying things like Chained to the Rocks and Banishing Light-Revoke Existence same thing as Erase but also gets rid of Whip of Erebos. This is why I have 4 Revokes and only 2 Erase, if playing against a whip deck I need all 4 Revokes but otherwise I can split them 2/2. Might change this anyway as I already have 2 Banishing Light in the deck to begin with-Valorous Stance, Wild Slash because just good cardsWould like to fit Anger of the Gods, Brave the Sands, and maybe End Hostilities in sideboard somewhere
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This is basically a RW heroic deck. I'm tinkering with a GW heroic deck and there's a few design similarities between the two. You need more creatures (16 at least) and more lands (about 21 to 23). I'm currently running 16 creatures, but thinking of boosting that to 18. If you have the money, get a set of Temple of Triumph, if not, a set of Wind-Scarred Crag will do. Also, a set of Evolving Wilds will do nicely, not only do they fetch a land, they reduce the amount of lands in the deck, thus increasing the chance to draw a non land.
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Thanks, I thought I would need less lands since there's so many cheap spells in a deck like this but is that not the case? I figured as much about the creatures, I think I will add Akroan Skyguard or Seeker of the Way or something, I'll look around. That is a good point about Evolving Wilds, I just looked at that card and thought it was bad lol. I thought about Temple but thought it wasn't worth it to have a land enter tapped since everything is supposed to be so fast-paced but I will add maybe 2 of them in I guess
Temple has scry and produces either of your colours without the life loss. Scry helps you throw an unneeded card to the bottom, or plan for your next turn. Seeker is awesome because lifelink is awesome :p
I would cut both the enchantment auras (you don't want to be 2 for one'd playing an enchantment on a creature without hexproof/protection. and go to 21 lands, adding 2 more pain lands and another temple. I do disagree with the Evolving wilds they should be basics. Since Evolving Wilds put the land into play tapped, the thinning effect in a 60 card deck with only 4 fetch's really wont benefit untill around turn 14 or so.here's a link to an article to back my point up. http://magic.tcgplayer.com/db/print.asp?ID=3096 Since you are not using the fetch for a dual land this article on mono color decks using fetches is relevant here) You really don't want a land entering tapped on your first 4 turns in a deck like this, all that is doing is giving your sultai or mono green opponents more time to set up. Having 1 spot left if you can get your hands on them play 4 Monastery Mentor probably cutting both Anaxes and 1 Fabled Hero.Take it for what it is just my opinion. Happy casting.
That makes sense, I changed the lands a little more and cut out the last two enchantments in favor of more lands and 1 more copy of battle rage (not sure which instant to give 1 more of they're all so good)As for the mentor I was trying to avoid tokens and instead just go for a buff up my existing dudes approach (partly for the purpose of budget, mentor is pricey and lots of the other good token cards like brimaz are as well)
Well if you happen to crack one or something definitely run it in here. There is a reason they are expensive, they provide huge potential output for the little investment.
Sadly, there's no fetch in standard that fetches both mountains and plains, that's why I suggested the Evolving Wilds.
Yes Ded I looked for it but oh well... Maybe in Dragons
I highly doubt they'll release the other 5 fetches in this block.
Like it, good job bro. ;) Got the same in common version. :D You've got +1 from me.
Tip: focus more on heroic +1+1 countersAnd more creatures
Ok, how many creatures do heroic/aggro decks usually have? I was thinking about fitting 4 more in somehow anyway
Check my deck out maybe you see something there(its a lot cheaper as well) you can find it on my accountTry focusing on fabled hero its a great finisher. I bought my deck and it wins around turn 4 or 5:-)