I wanted to see what could be done using only cards from Amonkhet, as well as the cards in the starter packs, in order to get a feel for if one should recommend new players to get AKH, or if they should focus on something else. The main archetypes in AKH are -1/-1 counters, cycling, exert and zombies/embalm. For this deck, I'm going to focus on exert, since I feel that zombies are missing too many of the good cards from the older sets. Exert does miss out on
Always Watching though.
The list of starter cards can be found at
D Cards (thanks to Lord Rumfish for the list).
I decided to go Boros, since the exert mechanic is focused in W/R/G, and I felt that there really weren't that many interesting cards in G, except for perhaps
Samut, Voice of Dissent but I didn't feel that was worth splashing for. The aim of the deck is to get around the opponents defenses by use of exerted creatures, and effects that prevent the opponent from blocking.
Insert witty name here19
Creatures:
2 x
Glory-Bound Initiate3 x
Gust Walker2 x
Nef-Crop Entangler3 x
Honored Crop-Captain3 x
Ahn-Crop Crasher2 x
Tah-Crop Elite2 x
Glorybringer2 x
Trueheart Twins6
Instants:
4 x
Djeru's Resolve2 x
Prepare // Fight2
Sorceries:
2 x
Insult // Injury13
Enchantments:
2 x
Cartouche of Solidarity2 x
Cartouche of Zeal3 x
Trial of Solidarity3 x
Trial of Zeal3 x
Cast Out20
Lands:
2 x
Clifftop Retreat4 x
Stone Quarry8 x
Plains6 x
MountainsSome discussion about the deck, and what I've included or excluded, this is quite long, so I don't mind if some of you skip reading this
:
Creatures:
I feel the deck is currently a bit low on creatures, and quite heavy on other spells. The curve tops out at 5 CMC, but often times you want to cast more than one spell per turn, to get out a trial and still have mana open, so 20 lands are probably not enough, though I haven't tested enough to get a feel for the manabase.
A possible addition is
Makindi Patrol to enable vigilance. For it to be decent other allies would have to be included somehow though, and in the limited card pool I've decided to work with here, there's really not that much on the ally front.
Sparring Mummy could also be an alternative to untap the exerted creatures, but we have cheaper ways to do it, and a 3/3 zombie isn't really doing much for this deck.
Devoted Crop-Mate was skipped, the cards that could get hit by it is
Tah-Crop Elite,
Nef-Crop Entangler and
Gust Walker. Getting these back would be nice, but the 3 CMC slot was already pretty filled up.
Likewise
Rhet-Crop Spearmaster was also skipped, since the white creature slots were already somewhat crowded.
Battlefield Scavenger is a card I'm not sure if I want or not in this deck. It doesn't really do anything itself, and having to discard before drawing hurts. There's also a distinct lack of discard synergy in this deck. Still the deck could use some card advantage.
Emberhorn Minotaur was skipped. While a 5/4 menace creature is nice it's quite costly for this deck, and it dies quite easily. Also, in the current version of the deck, I already have red curve toppers in the form of
Trueheart Twins and
Glorybringer.
Renegade Wheelsmith is an alternative to
Ahn-Crop Crasher since they effectively serve the same function. Crasher fit the theme better, but I believe that Wheelsmith is the better card, even if it requires you to have both your colours open, and it lacks haste. Still, for the time being Wheelsmith is not in the deck.
Gideon of the trials really haven't impressed me in other decks I've run, so he's out for this.
Instants/
Sorcery/
Enchantments:
For enabling exert, the deck runs
Trial of Solidarity and both
Cartouche of Solidarity and
Cartouche of Zeal. During the limited playtesting I've done, red Cartouche has usually been better than white one, allowing for a surprise attack through blockers.
The removal cards in the card pool are really weak, the alternatives are
Reprisal,
Dusk // Dawn,
Blazing Volley,
Magma Spray,
Twin Bolt,
Cut,
Electrify[c] and [c]Boulder Salvo, as well as
Trial of Zeal. Since the deck already has a cartouche theme in order to enable
Trial of Solidarity, I decided to go with
Trial of Zeal, though not being instant speed is kind of bad. This deck does have some untap combat tricks though, which can lead to surprise blocks which kind of lessens the need for removal. Those are
Djeru's Resolve and
Prepare. As a final catch all removal, the deck runs
Cast out, one alternative could be to run
Compulsory Rest. I also run
Insult // Injury, since with an exert deck the goal is often to get in for one big final hit.