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This is my test deck, that ive played in mws(magic workstation) and i must say its pretty good deck,) if u think that it needs more improvment,just let me know :)
This deck has been viewed 2,277 times.
id really like some advice on improving this deck if anyone can help..
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Rustedbucket has deleted this comment.
I would add another Argentum Armor cause you dont wanna screw yourself with just 1 cause if it gets destroyed then that would suck lol. Other then that looks awsome.
tnx for the suggestion :)
i would take out the quest for the holy relics and add in 2 more stone forge mystics, he tends to be better and faster (note: yes i did see the 0 ccs but honestly the chance that you are going to have enough to make a difference anywhere near as fast as stoneforge does is slim) also think about squadron hawk and gideon jura (not musts, just good cards to look at)
but stoneforge mystic sad that just put equipment card into the battlfield, and the holy relic can equip that card into the creature, so i think that the relic is more usefull than stoneforge???
give me a bit and I will get you the probabillities for your deck, Stoneforge mystic is pretty much always faster, but just double checking, its ok if i do the probabillites based on a turn 3 fetch right?
chances of having atleast 3 artifacts with 0 cmc by turn 3 to triggers: %7.71 chances of having a stoneforge mystic by turn 2: 44.48% if anyone want to double check my work, go right ahead, I am still pretty new to using this sort of probabillity stuff, but really its much more likely to have a stoneforge
err ok the stoneforge one is definitely right but I might have made a mistake on the 0 cmc artifacts >.< trying to figure that out now
Thanks for looking at my deck! As for this one, I would put in more equipment / equipment search - it seems with only 3 mystics and 4 pieces of equipment, your equipment-centered creatures won't be at their best a lot of games. And Puresteel Paladin just seems evil with a lot of equipment around >:D
Well, I could be wrong (since I don't usually play white) but I see a few flaws with this plan... First off, the point of the Memnites, Ornithopters, Glint Hawks and Skyfishers is to get counters on Quest for holy relic ASAP and to try and pull Argentum Armor on turn two (or, hypothetically with a perfect draw on turn one). Overall, that means that there should be around 24 cards in the deck are devoted to one singular tactic. Sadly, you need one card out to make this all work. i.e Quest. The odds of you pulling a quest on any draw are 3 in 60(and decreasing as you draw) as your deck now stands. In other words, you need more than one way to get that Argentum Armor out ASAP. Furthermore, since the entire point is speed to pull the AA out, the Veilstone Amulet is slowing you down because, presumably, you wait till turn three to pull AA out so it doesn't get shattered or crushed. Secondly, you have nine creature cards that benefit from equipment and only 3 pieces of equipment in the entire deck. That seems like a problem for synergy. Solution: Add more equipment. I also hesitate to point out that when the last three expansions are made mostly of artifacts, they also added ways to get rid of them and that since your Veilstone Amulet only activates in your turn (since you have no instants) it's not very useful. Next, the urn is not doing you any favors. In fact it is probably making things worse because you coul be putting a better card there. Lastly, your problem seems to be that you can't equip Argentum Armor onto creatures even if you use SF mystic to get it out. Answer: Brass Squires or Puresteel Paladins from new Phyrexia. Now, the way I see it, you can go one of two ways, (or, who knows? Both?). Either lose the 28 cards and add Stoneforge mystics and more equipment and probably add more things that allow the Kor to attack and do straight damage (i'd recommend ogre cleavers, quietus spikes or more of the new swords). If you want to raise the capabilities of your creatures, I'd recommend some enchantments, but that would be an almost entirely new deck. To continue with this tactic (which by the way is very very fast and has beaten me repeatedly before) I would do the following: +1 Quest +2 Argentum Armor -2 Plains (This tactic usually wins or loses pretty quick) -3 Mighty Leap (you need to find other ways that involve circumventing their defenses. Dispatch is spot on there and that is a really really good card for that) -1 Golden Urn -2 Amulets +4 Grappling Hooks +4 Puresteel paladins +(More equipment possibly) While I'm not experienced enough with white to tell you what to add back in, I hope this helps. This deck is very strong if done well and I've frequently lost to this on turn two to four. Good Luck :)
A friend runs a Quest for the Holy Relic Argentum Armor deck and it runs quite well, but he's running blue in his for a but of control / protection. He also uses Unsummon to bounce one of his creatures (normally one of th 0 costers) to play again and get more counters on Quest for the Holy Relic.
I like it. The only suggestion I would make is replacing the Kitesail Apprentices with Salvage Scouts allowing you to go to your graveyard and get some of that equipment back if it gets countered or spot removed.
thanks for the comment