Yeah I need to overhaul this deck for BoTG's for sure. . I have some ideas in the works, thank you
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I think her utility is great for this deck, the scry on the up keep and then being able to make creatures unblockable so long as you have the mana can then cover at least 2 A.Forms easy. . . Plus once she resolves making a creature unblockable with her ability can't be countered by your opponent where A.From can be. SO that gives it a plus there. As for making a 55 card deck (is this for more lands or ???) I would take out the 2 Ajani's as he is out of my deck right now in my sideboard, and then the precinct Captains as they don't really fit the theme but the tokens can work well early game if someone can't deal with him for 3-4 turns. As for Nivmagus Elemental, I don't really want to have to discard and exile anything in my hand. Those cards come in handy and it doesn't really work right with this play style of deck for me.
Ha ha Nice run down man. Glad to see you see that Gift and Hidden are good cards and have great synergy with the heroics and what not. I knew that over time you would see that Fabled hero is beast. You pair him up with Hidden strings and after everything resolves you can actually get Three Casts of Hidden Strings from him. . . His Double Strike gives you 2 Ciphers =).I have to agree, that while I like Daxos, He is just seems to not be as powerful as it looks on the cards text, though he has come in handy on a few occasions I will prob take him out too.Seems your OmenSpeaker did some work! Did the Scry from her help a lot? I threw in Fate Foretolds the last FNM and actually had some fun with it, but still I think a couple other cards would benefit me more, Though the one extra card draw was nice. Though may pump Ordeals to 4 in this case as I get 2 cards per one, and if I can get one guy to 3 counters I can double up on the Ordeals and draw 4 cards one turn possibly.I'm looking forward to soooo many cards form BoTG. But Don't Rule out <a href="/card/sunbond/BNG/"> If you can see what I mean here . . . . You tell me. . .
I don't think Gift of Orzhova is a FIT, I think it's perfect for what it offers for a 3 Drop. Gives a friendly the heroic trigger (Personal Favorite is Fable Hero) then gives it another +1/1 from the card's text so thus you slap that on a Fabled hero you're a 4/4 with Double strike + liftlink. Not a bad combo in my opinion and I have won games with this card alone since it "can" be a form of evasion/unblockable if they are not running flyers (as very few people I play against run Flying creatures) and I put it in here to combat Flyers if need be. I know they have a Pegasus with heroic for this, but I just didn't like how it played when I tested it. a 3 drop is pretty fast in my opinion with what it offers to a creature card. Playing against a lot of removal that tend to delete my creatures off the board a 3 drop fabled followed by this can most time win me the game if it resolves for more than a turn or two. That's where my protection spells come in handy like rootborn defenses, god's willing, and brave the elements. God's willing is nice since it gives a heroic trigger too, but the others are just there to keep my creatures alive and well for the turn. Usually against control decks I sideboard those in and take a couple creatures out and enhancement spells so thus I am still creature heavy to overwhelm the, usually keeping all 4 playsets of the 1 and two drops and usually tossing out a couple fabled heros as usually they can't resolve long enough to matter against a heavy control deck. It's all in who you play of course so sideboard accordingly. I like my deck to play fast and aggressive and get them ticked down on health quickly because a deck like this can't last late game, it's totally a turn 4-8 win deck for the most part if pulling the right cards. Personally I love Aqueous Form, for both reasons you stated, but I found that Thassa, once she hit the board, was more viable, as I could give multiple targets unblockable with her and scry on my upkeep as well each turn. I at one point did Run 2 of Thassa and 2 Aqueous Forms so I had the best of both worlds. Look into Thassa I don't think you will be disappointed, though I know she is expensive. I got a luck 2 back to back in boosters I bought so thus I had to try her and I really like her. But no, you are right, the game here especially against control decks is to lay down quick and buff quick to get damage in ASAP to win, we can't win late game it's evident by the cards at hand. I just find Thassa to help me scry away the crap I don't need like lands if I am where I need to be or scry into them if I need them. It's personal preference here I think and if you don't like Thassa, stick with A forms they are still amazing. And well buddy, my question to you is, WHY not Soldier of Pantheons? By far the best 1 drop in my deck, I'd almost say better than some of the 2 drops ha ha. For one, with so many people playing Mulicolor around my parts I can have 2 down by turn 2 and then when the opponent starts casting multicolor spells I gain 1 health per pantheon and he is protected from multicolor, it's a Excellent one drop in my opinion. He can block any multicolor creature and not take any damage, doesn't matte if they are a 6/6 or 10/10, he can block it and still live. Only thing he can't block is trample thru damage but still he's a great asset to have I HIGHLY recommend him. If you have any other questions don't hesitate to ask man! Glad to see you enjoying the heroics of magic, as this is my first time playing magic as well as soon as the Theros block hit. And I have to say it's quite fun.
I tried Triton Tactics in the sideboard last week and I could see some use for it. . . For a one Drop it can come in handy for sure, But I think I may instead use Mizzium skins for the hexproof vs Control, and then be able to overload it for for 1B 1C. Still testing. Just with BoTG coming out soon this deck will be changing and I think for the better. I like the New Blue White God for sure and her Enchantment card.
Still don't like Fabled Hero eh, He has won me plenty of games with Gift of Orzhova on him but, hey you play it like you like, I tend to see him as a good win condition, but not all will. Against control decks though I do usually sideboard him out for other things that help. Daxos is pretty legit, I want to run 2 - 3 I need to play test more to see how it all comes about. Got rid of fate foretold eh? I tried it out, was pretty pleased with it for the few games I played, but I do know a card that I have fallen for and that's Artisan of Forms. She can win games by her self and for a 2 drop it's nice. I still need to test Mizzium skins but that will come soon enough, Kinda hard to keep going right now since next week is pre release for BoTG. I'd take all 4 A.Forms out if you can throw in 2 Thassas, and then run 4 hidden strings. if not then at least run 2 Thassa, and two A.Forms. I may have to try out the scry, just don't know yet what my logic on it is. . .
Once you play test let me know, I see you added in the Fabled Hero's and Gift of Orzhova. . . Eager to see how you like the combo
I like Dauntless Onslaught, but when I tested it, I just didn't see the utility as I have running right now. . But I may re test it to see how it fairs. Thank you
I'll look in to this, thanks for the info. Just not sure how I like the Idea of tapping my creatures instead of attacking for one turn, but we will see.
I is kind of a under played card, yet fits SO SO SO well with a heroic deck running blue in it. . People don't understand how it works the first time they see it though, that's the funny part. 2 possible heroic triggers on 2 creatures seems rather nice for a 2 drop, especially on a Phalanx Leader. People see that and then they go wait let me ask a judge if that's how that's suppose to work. I laugh and say go ahead the judge is the one that told me to run it lol. I now see so many people duress or thoughtsieze this out of my hand when they see it, so funny. Plus it fairs really well on Fable Hero or when Ajani gives someone double strike as if you can land the first strike on the player to deal damage you get to trigger the Cipher on Hidden Strings and then can trigger the heroic again to make the second swing go in for 1 more extra damage. . So funny when people see this happen and go WTF?
Copy it to your MTG Vault decks like you mean?
My Games usually only last about 5-10 mins as my little weenies usually overrun the board or I get one big hitter to 5/5-7/7 with double strike and or lifelink to pretty much make people's head lower in defeat. Higher creature cards with higher mana will pretty much just leave them open to be countered by my opponent as where I play, a lot of folks run control . Thus being able to lay down 2-3 cards down a turn makes it harder for them to control me as I can still poke in for some damage. But thanks for the comment as there is always room for improvement.
I like the card, I just don't see it working well since the creatures usually don't have enough enchantments on them to make a full use of them, but I will play test them as I know I want to soon. Plus I usually see the creature get wiped off the board before Ethereal Armor proves to be great. Sideboard is a maybe since against a non-control deck it could prove to be nasty on top of Gift of Orzhova and Aqueous Form. Thanks
I agree it is weak against removal, but with and REAL control deck it will be hard to keep creatures on the board as is, regardless of the deck or creatures you have in it. Thus that's why there is a lot and low drops that way I can overwhelm them and get my damage in quick before it get nasty for me. As with most control decks the more mana they have open the worse it can be fore the opponent. Thassa is in for the Scry, which once she is on the board she pretty much sits there until they get a removal like say D Sphere or the like. Plus the ability to make creatures unblockable has won games for me alone too. I didn't originally have her in the deck, but I pull two from boosters and tried her out and well I am quite impressed in how she plays with my cards to be honest. Scrying really is the help as it gets cards I don't really need off the top of my deck. As for Ajani, he's just a fun 3 drop that can be dangerous in the right match up. I have had on a few accounts tokens actually hit the board. Mostly he is a nice 3 drop to get a couple Double strikes out of since I only have 4 Double Strike creatures, this just adds to the carnage I can deal. Though, he may go, I am testing him right now too, to see if I like him in the end. 2 More gift of Orzhova's need to make their way in for sure though I know, as that card has won me matches time in and time out. As I agree Mizzium skins are a good choice to choose. I am currently play testing them ATM. I will see how I like them against a control match up. The only thing I hate about having these in my starting hand though it seems nice is they tend to be Duressed or Thoughtsiezed out. Fate foretold is in the side board as well as with times when I know creatures will die fast I can toss one of those one to get 2 cards for 3 mana pretty much, 1 mana for the creature, and 2 for the spell it self. I have been testing against a black devotion deck as well as a black blue and blue decks. So far it has faired not to bad as long as I pull the right mana, and a lot of it banks on the blue to get my enchantments down. But even then just over loading them with one drops I noticed can be killer too. I play this deck as aggressive as I can and especially in a match up against control, I make sure to play my cards at the right moment and sideboard in my cards I need to get my creatures to hit and stay on the board. So far it's gone rather well. Not saying it doesn't have it's weaknesses, but I feel that more creatures and less enchantments is a must, since they enchantments are doing me no good if I don' have creatures to do anything with.Thanks for the comments and they are being worked in to this deck if they test well.
It's in the looks right now, I am not really so much worried about gaining health, as I noticed that most times I don't get the 3 counters (to gain the health) before a creature is some how removed, but it's being considered.
Well keeping a full hand is quite nice, as I have had time that I am cardless by turn 5. But then again that is usually when I flood in mana or I am having the upper hand. By then I have either won the game or about to with the perfect win condition as I have stated above. Throw in Gift of Orzhoava, I don't think you will regret it. I know it's a 3 drops but offers so much more utility than Ethereal Armor I believe. God's Willing is only really good if you know you want to swing in with one HUGE Heroic Creature and give it protection so it's can't be blocked. But see that's why I have 2 A.Forms in there and Thassa so I can just make them unblockable and still get my scry in the upkeep. Other than that I don't see running 4 on the mainboard. Against a full control deck you probably will need the 4 and take out say A.Form as you are going to focus on keeping guys on the board so they don't get wiped out by instants or sorceries. IN this case you usually don't have creatures you have to worry about on the board so no need to be unblockable at this point right? Plus by the time they do get their win condition if they do, you will have Thassa to swing in for free. Try out Fabled Hero, I think that he will become a fan of your quite quick. He is a big win condition for me, as he is my prime creature I want to buff, especially against non-control decks. He buffs so fast by turn 5 that you can pretty much make the opponent give up with no answer. FSP seems to be good in a sideboard, but I don't see him really fitting this style deck but he can come in handy no doubt, just I don't own him to play him in a tournament so I can only proxy him in side matches. So maybe I'll see how he rules in. Well the draw mechanic on Fate Foretold seems nice, so I have 4 I may just have to mainboard it a match in place of something and see how it fairs. . As I said I seem to be stuck with zero cards in hand by turns 6-7. Thassa is a must I believe in this deck now that I have tested her, by turn three she is a great lay down especially if your hand looks not so promising after the first couple turns and you don't have a fabled hero in hand. You lay her down turn 3 and then start srying out the cards you don't need and hope for ones you do.Hidden Strings is one of my favorite cards in this deck for two reasons. It triggers heroics, and it allows you to swing in most time for free and then can continue to be free if played right. The card states right on it that you TARGET a permanent, so thus if you target the heroic creature you get the counter or whatever it is the heroic does. And if it continues to swing in for player damage you thus get to cast a copy of Hidden Strings are NO mana cost. Thus targeting another two more permanents after it all resolves. The funny part is I Had a Fabled Hero at 5/5 with A.Form at my last FNM and the Opponent had 12 health and I at 5 health. I put hidden strings on The fabled Hero and thus Hit him as a UNTAP to trigger his Heroic, thus making him a 6/6 so in theory it would have killed him. But he had a scavenging Ooze on the field and scavenged my graveyard for a counter and 1 health making him at 13 now. He thought he was going to live through the ordeal and go one more turn for the win, but as it sat, Fabled hero is double strike (so he has two combat phases), and Hidden Strings Cipher ability states that as long as I do combat damage to a player I can cast this card again for ZERO mana cost. So after the first strike of the double strike I did 6 damage and that was player damage, so I then used the Hidden strings again to pump the Fabled Hero up one more time to a 7/7 thus hitting him in my second combat phase for 7 and thus doing the 13 damage and winning. Was pretty epic honestly. Yeah I have ran up against a Mono Black, Mono Blue, and Mono Red deck with this deck, well not the final version but I did beat out a mono black and mono red deck, the only one I have not won against since I updated is the Blue. Though the blue acts a lot like mine as it builds quickly for Master of Waves. Now I don't care if master of waves hits the field as if it does I will just swing in over him by that time to win. I see My deck and a Blue devotion pretty much racing to the finish. As I try to build aggro fast to win the blue will have to play the same, as I will have quite a few small drops to take on his Judges familiar (so long as he doesn't try sacing it to counter a spell of mine) and of course the Raptor that builds counters based of higher creatures that hit the board. I really don't think blue will be too hard honestly. Just a matter of paying attention to whats going on and playing wisely.The hardest deck I have played has to be a Black Devotion deck or Black blue. As they have a lot of burn spells that just kill me off or just counter what I try to do. But there is a chance to win with the right draw of aggro. With all the creatures I have in my deck I have a lot of one drops or two drops to give to dec demon. So thus I am able to swing in with a creature with Gift of Orzhova to gain health and do unblockable (with A.form or Thassa, or just being a flyer) damage. So once I start making health back I can pretty much let dec demon hit me as I will do just as much back the following round to make up for it. Thus prolonging it long enough to win and not long enough to allow them to make a bunch of pack rats to win. It's tricky but think of it like a poker game, you have to bluff. I had a guy look at me with my one Plains mana open all the time as though I had God's WIlling/Brave the Elements in my hand even if I didn't so he didn't waste his card thinking I would just block it and then be immune to damage that turn and he couldn't attack haha. So just have to wait a little more against a deck like this and play smart. I usually toss something out turn one, see if they take it out by turn two, but I still get in a couple damage and if they take it out that's okay, just then lay out 3 more one drops if you have them and then wait until like turn 5-6 to lay out a fabled hero and hope to have a god's willing and or brave to save him to then turn in some good damage the following turn. The key here is to know that you will loose creatures, just make sure you try to loose the ones you know you want to loose and save the one you need to win. I used to play defensively against decks but then started noticing that if do that I can't win. I have to have a lot of small drops and just over aggro them and overwhelm them to take control. Because by turn 5 they usually only can delete about 1-2 creatures, and if you have 3-4 (after they have deleted a couple already) out there you still have the upper hand right then. This is where I like my Precinct Captain at turn 2. As I can lay him down and swing with him and make tokens. So yeah go ahead and play a Devour Flesh, I'll just sac a token. I mean they will have other spells like hero's downfall or doomblade but sometimes by turn 3 they may not have drawn that good card to get him off the board and you can sometimes make a couple tokens to help out. As it sits this style of deck fairs most well against other aggro decks. Yet, can win against a control deck if the card pull favors you.
To those their own I suppose? I mean I think this deck is one of the funniest I have played, that's why I go back to it. Like you said Fast Aggro, and can win in turn 5 if you're not paying attention to what can happen as a opponent to this deck. The Creative thing about them is to how to use the heroic abilities to your advantage and when to trigger them. . . Anyone can throw cards down and turn them on an aggro deck, but it comes down to timing too in this deck especially VS a control deck. Plus I mean how plain and bleh is a control deck? You counter after counter and then delete creatures, seems pretty much the same thing over and over there too right? After a while all decks are plain and bleh, that's why we build new ones to try something NEW and exciting out. I just started playing Magic a few months ago and have been to 4 FNM's, so I am still learning. But my record with this deck speaks for it self too. Lot of people are actually surprised, considering I can beat some $200-$300 decks with just a upgraded version of the event Theros deck.
Thanks Sway, I plan to try to build another version here soon just different colors. I'll reply back to your post on your deck in a second, trying to tie up some loose ends first haha.
There is One at the moment in there, there may be a possibility for more, just a 3 Drop is High against Control players that will simply wipe him out. . .He's being play tested right now, and has come to my aide a few times against agro decks, so that's where side boarding in more might work.
I agree that a Soldier of Pantheon is a good one drop for even a heroic deck, as it can be a great blocker to those that are multicolored and well you get some health back for when they use multicolored spells. Win/Win for a one drop 2/1. I am currently running a White/Blue heroic deck at my FNM's and I have had some good success overall with mine. Last two times I went I went 3/2 then 4/1. And this was based off two winning cards I believe that pushed me to win games and fast (Which I'll reveal in a second). I see that you are trying to use card draw and scry as a good way to get what you need in your hand, but I think that you can get this still by taking out a few cards as well as adding in a few others. Against a agro deck the Heroic decks can do REALLY well, but against a Control deck that's where things can get tricky, and in which it comes down to perfect card draw in those control games that can allow you to win. As I see it, I think that 2 God's Willing's are enough for agro decks, and then I side board in 2 more for the times that I need more protection, as most time I have bigger creatures that can handle my opponents agro if they are not running control. Most times with heroics decks you are banking on one or two creatures to get big and swing in with high damage, usually unblockable with Aqueous Form. So if you do decided to take out the two God's Willing's I would put in 2 Thassa, God of the Sea. She allows for the upkeep Scry, as well as a two mana unblockable. I know it doesn't trigger a heroic, but it can be cast multiple times and once she is out there, there is very little that most decks can do to stop her from being there. Don't bank on her ever becoming a creature as your blue devotion isn't high enough, but that's not a bad thing, as you are banking on her upkeep scry and unblockable abilities. I really think that Ethereal Armor has got to go though =(. Usually creatures can get whipped out pretty fast so building up Enchantments doesn't happen even quite as often as I would like, even with a Aggro deck as you still have to sacrifice creatures sometimes to get where you need to go to win. The Plus 2/2 is nice given hit on a heroic but I have a better card I think in mind.What I would run in Ethereal Armor's place is Hidden Stings. And if you have never seen Hidden Strings played, it may be very confusing to you. But it allows you to Tap or untap targeted Permanent then Cipher it to a Creature you control. This can be Game changing as I have won with this combo more times than I can count. Let's say you have a creature that can attack but they have a blocker that you know can kill you off or kill each other off. if you play hidden strings you can then target to tap their creature, and then target to Untap your creature thus giving it a heroic counter and swing in for free damage to the player (don't forget to cipher it to the creature doing the combat damage to the player too!). And given that the Cipher ability states that if you do combat damage to a player you may cast a copy of the encoded card without paying it's mana cost you thus get to cast Hidden Strings again free and then Untap the creature that attacked, thus giving it another heroic counter, and then well Untap a mana of yours if you so choose if it allows you to be open for another creature on the board or to untap a Plains to be able to cast God's willing if you may need to save your creature. Pair this up with Thassa, and a couple Aqueous Forms you get to trigger this quite a bit in a game if you can keep the creature on the board. Fate For fate foretold, I like the care, especially since it gives a draw mechanic and you can play it to even know you will loose a creature just to draw another, yet I don't know how it works yet, I am going to play test it in my deck as see how I like it, currently it's in my side board for control decks, as they delete creatures off the board quite fast and then that would give me two cards in a sense to try to answer back fast the next turn. I personally in this spot run Gift of Orzhova. As getting a +1/1 counter and then lifelink and flying seems to be beast mode since most don't run flyers it's a easy way to be evasive and get damage in, plus the lifelink just is a bonus. Yes it's kind of expensive, but a 3 drop for 2 +1/1 counters on a heroic and then lifelink and flying seems pretty nice to me, especially if in turn three you can throw down a fabled hero and then on 4 have it swing in for 8 total damage, maybe 10 if you give it another buff, like say aqueous form or Ethereal Armor if you still wanna run that, which may not be bad since he will get 3 counters for a one drop of Ethereal plus the 2 for Gift of Orzhova. So now you have a Double Strike Fabled Hero at a 7/7 thus hitting for 14 on turn 4, not bad if you ask me. turn 4 14 damage and 14 health, I'll take it! I think Gift of Orzhova can be a game changer for that reason alone if it resovles, even if for a turn to swing with It, it can boost you enough to last a longer match if needed, as we all know heroic decks are meant to just turn sideways and swing in as much as possible and win in the fewest amount of turns as possible other wise in a late game we get screwed hardcore! For Creatures I would go heavier on them than the instants or sorceries that trigger their heroics, and this is for good reason Risshin had stated. If you pull all these target creature spells and have no creatures what good are they? I noticed this in a lot of my games and took a lot out to then pump my creature count. I would suggest taking Omenspeaker out, as with thassa you will get your cry, as well as with Aqueous Form. Scrying two seems nice but I don't see her as being as viable as some of the other creatures you can throw in and still keep the scrying and drawing in tacked. This is what I run and I have liked it a lot given the circumstances in my FNM's. 4x Fabled Hero (this paired with Gift of Orzhova seems to be a BIG win condition for my deck)4x Phalanx Leader4x Soldier of Pantheon 4x Favored Hoplite3x Battlewise Hoplite3x Precinct Captain 1x Daxos of Meletis (yes he seems out of place, but I am testing him to see if I want to run more, his ability to exile cards and play them colorless seems to be pretty nice, plus the life gain, I was able to play two planeswalkers this way)Right now I run about 62 cards in my deck, as I know this is sometimes a big no no, I just have stuff I wanna try out and this was not a bad way to do it. As I run 2 Thassa's in place of two Aqueous Forms, 2 Ajani's in place of 2 Fate foretold's, 2 Gift of Orzhova's for the other 2 Fate Foretold'sOther than that only 2 God's Willing's, 3 Ordeal of Thassa's, and 4 Hidden Strings. So really I am more creature heavy and less Targeted Spells for heroics. As I said I hate it when I have all these triggers for heroic and have no creatures to use them on. I believe that I only run 13-14 ways to trigger heroics and 23-24 creatures at any given time, that way this ensures me a way to get creatures on the board and against a control deck I have a lot of low drops to overwhelm them so that they can't just whipe my whole board each turn. Thus I can poke at them for a good 6-10 health before it get's interesting, or well sometimes just overwhelm them with creatures and push the win early. Overall it's a good deck I just think that Hidden strings and GIft of Orzhova would make a good addition, as well as maybe a little less Non-Creature spells and more creatures to help you push thru early game.I know this is long but I like to explain my theories lol, as I have only played a few months now I am still learning so Maybe my thoughts are not as sound as some, but I find it has worked for me against a lot of my towns veterans.
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