Heartless indestructibility

by Usafmunk on 19 August 2013

Main Deck (59 cards)

Sideboard (16 cards)

Creatures (3)


Sorceries (4)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

I set out to build a deck that is based around Heartless Summoning to allow you to get the big creatures out fast while being able make those creatures very difficult to get rid of. I left out O-Ring from my list of Enchantments because I feel that the biggest threat to this deck is heavy control and O-Ring does not help with counters or Supreme Verdict. I also left out some cards that might fit well such as Griselbrand because I do not have any and I did not want to spend the money on cards that will rotate in a month.

How to Play

Put down a Heartless Summoning on T:2 then proceed to lay out your big creatures.

Throw down a Palisade Giant and pop an Indestructibility on it and your all but golden for the game as long as you mind your step and don't take a Tragic Slip

Did Heartless Summoning's -1/-1 weaken your creatures too much to contend with your opponent? Ajani and Ethereal Armor can buff them back up.

All done with Heartless Summoning and want the -1/-1 to go away or still have a Pacifism that lost it's usefulness? Drop an Emancipation Angel and bring them back to your hand. *Thanks to Ciaranhorrex for this*

Not drawing the right cards or have already lost some important ones? Underworld Connections will help with card draw and Treasury Thrull can get your creatures or enchantments back.

Lost some life before you got your defenses up? Get some of it back with Lifesteal from Angelic Skirmisher or Vault of the Archangel.

If you are really lucky and have your 2 Heartless Summonings out, you can have your Avacyn, Angel of Hope out on turn 4.

Sideboard is mostly focused on defense for Control decks. Guardian of the Gateless can swap out Seraph of the Sword if your opponent is swarming you.

If I left something out or you have any ideas on how to improve the deck and make it viable please let me know. Thanks for taking a look.

Deck Tags

  • Indestructible
  • W/B
  • Midrange
  • Standard

Deck at a Glance

Social Stats

15
Likes

This deck has been viewed 3,842 times.

Mana Curve

Mana Symbol Occurrence

3502200

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Heartless indestructibility

Update: Removed 1 Planes and added 1 Indestructibility

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Posted 20 August 2013 at 14:15

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Update: Took out Frontline Medic in favor for Alms Beast

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Posted 20 August 2013 at 15:34

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I love the combo with Seraph of the Sword and Heartless Summoning. I'd add in one more of the Seraphs to take full advantage of it. Plus, maybe some cards to search your library for 'Avacyn, Angel of Hope' like Diabolic Tutor or something to guarantee a higher likelihood of having 'Indestructible' on your creatures as without it, it looks like you're missing a fundamental part of the deck.

Lastly, I know there are some angels which put permanents back in your hand when they hit the battlefield. This would be a great way of getting powerful creatures down cheap and then putting 'Heatless summoning' back in your hand removing the debuff.

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Posted 20 August 2013 at 17:34

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Oh forgot to mention, I don't know if you have the cards already. But unless you're willing to spend a lot of money - the Godless Shrine and Isolated Chapel are crazy expensive. Guildgates are nice and cheap though.

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Posted 20 August 2013 at 17:43

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I did not even think about bouncing Heartless Summoning back to my hand after getting the creatures out. I do like that idea! Though I purposely chose creatures with high stats to so they could stand to take a -1/-1 or even a -2/-2 hit, thus the Desecration Demons and Alms Beasts.

To take your idea into this deck, I could even think about Blood Baron of Vizkopa to complement Angelic Accord and if any Heartless Summonings are in play I could use Solemn Offering to remove and make a 4/4 at the same time.

This does kinda seem risky though. A lot of things need to be in place for those types of combos to work. The way it is set up now seems to be a bit safer to me: Have big enough creatures that a -1/-1 wont matter. I don't know, you've definitely given me some food for thought so thank you :)

As far as the duel land costs, I have the Godless Shrines but not the Isolated Chapels, though I hear they are really dropping in price the closer we get to rotation.

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Posted 20 August 2013 at 18:31

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The card he was thinking of was Emancipation Angel. It wouldn't die when it first comes out, and it would boost your creatures to only -1/-1 instead of -2/-2. Plus, you can keep that enchantment in your hand if you feel like putting it back out to play another big creature. It's also a lower drop, so if you couldn't get out Heartless Summonings then you could at least have a defense against whatever your opponent has out already.
I would also like to recommend a tutor of some sort or another, to help you search your library for things that you'd need. Your deck, your choice. Do what you feel is right.

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Posted 21 August 2013 at 04:31

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I hear what you are both saying and I may keep a sideboard of Emancipation Angel around to give it a shot. The one thing I am concerned of with this route is the effect on the tempo of the deck. Having the ability to play nearly any creature by turn 3 and all creatures by turn 4 and bring a 6/6 down to a 5/5 or 4/4 vs adding an extra turn to give a the creatures a +1/+1 and then possibly needing to play Heartless Summoning yet again to play a 6/8 drop creature. Both scenarios have their pros and cons.

If I were to include the Emancipation Angel what would you suggest I swap it out for?

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Posted 21 August 2013 at 14:08

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Unfortunately the Emancipation Angel is two white mana specific - but, still it's cheap and effectively does a very similar job as an Angelic Skirmisher with a Heartless Summoning out for half the mana cost. So it's a very good card for situations where you need a cheap creature and also useful for bumping up all creatures in a late game scenario.

Also, I can see where the below chap is coming from. Angelic Wall is in there I guess to act as cheap fodder in the initial stages but has almost no purpose if drawn at a late stage of the game. I wonder if there are other ways of upping defence with non-creature related enchants and the wonderful Sphere of Safety without diluting the deck with the walls.

I can think of Pacifism off the top of my head. Love that card.

edit/
Sorry, by non-creature related enchants I meant you're own creatures. As effectively I guess what you need is a way of delaying or stalling until you have Heartless Summoning.

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Posted 21 August 2013 at 18:01

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Yet another very useful clarification about the Angelic Walls. I can see many reasons why they are good for this deck in the first few hands, but I did not think of the negative impact they will have if drawn later in the game.

I thought about Banisher Priests or Fiendslayer Paladins for early game but the -1/-1's have a huge negative impact on their usefulness and so do not sync very well with this deck.

I could simply swap out the 4 walls for some Emancipation Angels, a 3/3 is assuredly more useful than a 0/4. The double white is a concern as well as the negative effect on the tempo as stated earlier.

Perhaps I can do some trimming down and include some O-Rings or Pacifism like you said. I really like the idea of using an O-Ring on an early threat and then, when I have built up some defenses, use Emancipation Angel to bring the O-Ring back to be able to use it on something else as the need arises.

Either way I am going to be taking a much closer look at some alternatives. Keep those suggestions coming!

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Posted 21 August 2013 at 18:19

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So here are the changes I am thinking of making in an I/O format:

I - 4 Pacifism (SB 4 Oblivion Ring)/ O- 4 Angelic Wall
+
I - 3 Emancipation Angel / O - Alms Beast

or

I - 4 Soul Tithe (SB 4 Oblivion Ring) / O - Angelic Wall
+
I - 3 Emancipation Angel / O - Alms Beast

EDIT: Decided on option 2

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Posted 21 August 2013 at 20:33

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Devour flesh, doom blade, and executioner's swing are all better than angelic wall for the 2 mana spot.

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Posted 21 August 2013 at 12:09

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I had tried to build some decks prior to this that focused on Black removal spells and though they work, I seemed to have a lot of problems vs the fast paced Gruul\Jund decks. I found i had to use removal a lot of early creatures when I did not draw any decent creatures of my own which left me open for the bigger creatures they had by turn 4 or 5. I really do love removal spells, but this deck cant have any creatures out until turn 4 unless I have a Heartless Summoning and then I can play one by turn 3.

Since this deck focuses on defense it just seemed like a safer choice. Though I am still kinda new to deck building so I may be way off here. Either way thanks for the input!

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Posted 21 August 2013 at 14:16

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I think you're relying a bit too much on Heartless Summoning. If someone removes/counters it you're screwed. I'd put Duress into your main deck just so you can cast it and take a look at what you're dealing with.

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Posted 21 August 2013 at 18:58

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Yeah, the biggest threat to this deck is control thus the sideboard is focused almost entirely to it. If I was to swap out for Duress, what would you take out for it?

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Posted 21 August 2013 at 20:04

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Hmmmm good question. Go down to 3 Desecration Demons. 3 Soul Tithe. 1 Ajani. Put in 3 Duress.

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Posted 21 August 2013 at 21:13

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May I suggest Ajani's Chosen, seeing as you've got so many enchantments.

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Posted 21 August 2013 at 22:17

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I had thought about Ajani's Chosen but if I happen to have 2 Heartless Summoning's out on the field the cat tokens would die as soon as they were made.

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Posted 22 August 2013 at 01:11

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This deck has changed a lot since I last saw it. From what I see now, I would drop Soul Tithe completely and add in Pacifism. With Soul Tithe, it'll stall them or they could simply not care that it died. With Pacifism, they really don't have a choice. I prefer that. The option of choice for an opponent bothers me greatly. I would throw in 3 Pacifism and 1 more Sphere of Safety.
Still recommending a tutor card of some sort to help you sort through your deck to find something you need right away.

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Posted 22 August 2013 at 02:38

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I do like the Soul Tithe spell, it can greatly slow someone down - but, because Pacifism stays on the field it benefits Sphere of Saftey. I'd say run with Pacifism.

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Posted 22 August 2013 at 08:47

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@Ifonly & ciaranhorrex. Again, great points and thanks for the input.
I went with Soul Tithe because of A. It can be used on any non-land permanent and B. It can really slow down the enemy if they decide to pay the cost. Pacifism can only be used on creatures and it does not help with creatures like Guttersnipe, Elite Arcanist, ect... Also, If they do sacrifice the creature, I could get Soul Tithe back and use it again with Treasury Thrull.

That being said, you are both right about Pacifism being the better choice. It will benefit Sphere of Safety as well as Ethereal Armor. If Treasury Thrull was a bigger part of this deck I may still stick with Soul Tithe. I still think Soul Tithe is the better choice for Mid-End Game, but the idea was to replace Angelic Wall and have defense for the early game. Thanks again guys. +1 to both of you.

@ifonly. I hear what you are saying about the Tutor. What would you suggest I take out to make room for it and how many?

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Posted 22 August 2013 at 14:53

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Also, since I took out Alms Beast, Treasury Thrull is the only Multi-Color I have in the deck. Do you think I should look into Renounce the Guilds?

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Posted 22 August 2013 at 15:40

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if only shrivel did more, right? would curse of deaths hold be to slow?
liliana of the veil?

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Posted 22 August 2013 at 09:59

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I hear what your saying about Shrivel. Curse of Death would be a decent card if it was a lower cost, but as it sits now it just would not give enough by the time I could drop it.
One enchantment that I was really looking into was Triumph of Cruelty. Low cost and my ability to bring out creatures fast almost made the cut. The problem was the negative impact on the tempo of the deck. There are many things that I would hope to have in play by turn 3 and it does not take effect until the next turn. I did so want it to work though.

liliana of the veil is always a great choice, but alas, I do not own any. The card is still expensive and will be rotating out in a few weeks so I must leave it out.

Thanks for the suggestions though!

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Posted 22 August 2013 at 15:02

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I would drop Heartless Summoning down to 3 because only one third of your creatures interact well with it.

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Posted 22 August 2013 at 18:55

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Sorry but I do not understand what you mean. The only creature that does not really get a benefit from Heartless Summoning is Emancipation Angel and there are only 3 of them. That is is 1/9 of my creatures rather than 1/3.

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Posted 22 August 2013 at 19:50

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Sorry, I must correct myself, but not exactly how you said. 6+ mana cost creatures are what's really effective with heartless summoning, and less than half of your creatures go into hat category.

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Posted 22 August 2013 at 23:13

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I understand what you mean. This deck originally had a few Crypt Ghast when I first started to build it to have more mana ramp options than just Heartless Summoning. I took it out because they were not really effective without a Heartless Summoning in play already. I also had 2 Necropolis Reagent in there which I have always been wanting to put back in to help build threat if I could not get a Heartless Summoning out in the first couple of turns. Maybe I can find a spot for the Necropolis Reagent or maybe something like Lord of the Void to put in there to justify the 4 Heartless Summoning. Either that or maybe go down to 3 like you say and bring one more utility card up to 4.

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Posted 23 August 2013 at 14:19

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I would drop the summoning down to three and add one more Treasury Thrull. Getting multiple uses of Pacifism or anything for that matter is just really good.

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Posted 23 August 2013 at 17:10

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Update from FNM results: 0-2

I took this deck to FNM and only got to play it twice. It was a low turnout so it was only 4 rounds. My second round was a bye so was a default win and my fourth was were someone wanted to drop but did not let the shop know. So I could only play 2 rounds that night, and each one I went 0-2. I knew this deck's weakness was control and round 1 was Grixis removal and round 3 was American control\midrange. I used my side board for Duress in each game, but it was not enough to contend with the removal of the first game and the control\counter of the third. It seems that I will need to change this deck quite a bit in order for it to be able to respond to these types of decks...

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Posted 26 August 2013 at 14:19

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i love the idea of this deck, and you have done a great job with it, but from drawing sample hands, you need diabolic tutor in this deck, and possibly 2 more mana. when drawing sample i was getting mana screwed very very often. even though it has been said constantly the entire chat, needs more defenses against control. the tutor will help enormously mid-late game if you have set up your early game well. you can search for avacyn and all of your other big creatures.

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Posted 27 August 2013 at 18:22

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