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Really, really fast Quest for the Holy Relic Deck... not sure what Deck Type this would classify as.. any ideas? My best game so far was a turn 4 kill. Started game with 2 plains, 2 memnites, 1 quest, 1 glint hawk, and 1 duelist. Turn 1: plains, cast quest, cast 2 memnites (2 counters on quest), turn 2: drew plains, plains, cast glint hawk, (3 counters on quest), return memnite, cast memnite (4 counters), cast duelist (5 counters), pop quest, get argentum armor and attach to duelist. turn 3: drew kor outfitter, plains, attack with duelist (destroying opponent's mountain), deal 14 pts damage, turn 4: drew stoneforge mystic, attack with duelist (destroying another mountain), deal 14 pts damage, game over. Any ideas to make this deck better would be greatly appreciated. *** made some changes.. plz let me know whatcha think! ***
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Blow $60 and 3x arid mesa and 3x marsh flats to replace evolving wilds and Terramorphic Expanse. Otherwise take out the "fail fetch" and the adventuring gear and replace the adventuring gear with either trusty machete or Sqaudron Hawk (for quest).
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Looks pretty good, though I would take out the Evolving Wilds and Terramorphic Expanse plus the Adventuring Gear, though for what is on personal preference.
-3 Terramorphic Expanse, -3 Evolving Wilds, -2 Adventuring Gear (Doesn't help you. Trust me. When you have it out, you don't want that land drop, you want another creature. In this type of deck, the most land you want out are 4. The Expanses and Wilds are too slow for this) Same deal with the Wall of Omens. Those are geared more towards control decks, and this is all aggro. They have a nice bit of synergy with the Skyfishers, but you really don't want them in your two drop slots. I'd say more Stoneforge Mystics, and the first commenter suggested Squadron Hawks, I agree completely, but maybe just 3 of them. You don't want too many 2-drops. More cheap equipment that's always on instead of the Gear, (Trusty Machete or Darksteel Axe) it's up to you which one, but the indestructability instead of 1 extra toughness tips the favor more towards the Machete. Other than that, your sideboard looks solid. I'd suggest some Celestial Purges, 'cause red and black are going to be some of your toughest match ups. If you can get your hands on some Devout Lightcasters, stick them in your sideboard, otherwise, White Knights should be able to fill their spot fine.
Just noticing, if you'd played the deck differently, it could easily have been a turn 3 kill... Turn one is the same. Turn two, put the argentum armor on the non-bounced memnite and attack with it. Turn 3, switch it to the duelist with your outfitter and attack with everyone for the win... Other than that, I agree about the fetch deal everyone else is talking about. If you can get the rare fetches, play them and add steppe lynx to the mix. Then things get really good/crazy! Check out my Quest deck and leave a comment maybe. :)
http://www.mtgvault.com/ViewDeck.aspx?DeckID=101781 There's the link.:)
Thanks for all the input... as you can see I have made some changes... I agreed with dropping the gear and the walls, I added the Sun Titan and Emeria's in case the game runs into the middle rounds... I've tested this many times and it works beautifully... especially since, other than the armor and the titan itself, there are no "over 3" mana cost permanents in the deck... what do ya think of this twist?
You need 8 land total just to use the Emeria (which comes into play tapped) which means half the plains in your deck. In a normal game with a deck like this, if you make it that far, you're opponent really isn't much good or is already probably going to win, and in neither case will the Emeria truly help you much. I say cut it altogether for more fetch lands or plains. Squadron hawk also doesn't really seem so great, especially if you don't run the full 4. They still cost 2 for a 1/1 which isn't so great on it's own and are too slow for the optimal use on the Quest. Sun Titan as a one-of seems ok I suppose but still seems like way-late game type card...
I've made a couple more adjustments.. I agreed with dropping the squadron hawks.. too slow, and too cumbersome for this deck, so I replaced with SoW, which sped up the deck immensely, and made the deck deadlier, IMO... also, dropped the machete.. if I can't finish off with either armor or sword, it ain't happening.. also, to help ward off black decks I dropped in 3 white knights.. I dropped the duelist from 4 to 2... I didn't want to put all my eggs in one basket... since I made these adjustments I've gone 9-1 in rounds, and 20-2 in individual matches with this combo.. Getting the white knight with the sword and prot black/green/blue is just sick... same with firewalker and prot red/green/blue... both of those combos have been game winners...
Okay... after much thinking, and playtesting I have made a few more changes to this deck.. gone is the Titan and the Emeria.. I agreed with them being too "gimmiky" and too far into the late game.. so, I dropped the last 2 "lame" fetch lands for 2 more Arid Mesa.. bumped up Stoneforge Mystics to 4.. they have been a GREAT help in getting the equipment out when I haven't been able to pull a Quest.. and added True Conviction.. again so I'm not just relying on the Kor Duelist for double strike.. so far it's worked out pretty good.. PLEASE... please leave comments and tell me what you all think.. I do read all my feedback, and as it has shown I use it too!! :) Peace to all and Happy Holidays!!
Trimmed my sideboard to make room for Celestial Purge.. I have had a few too many games against black & red where I needed more than my White Knight.. :)