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 Post subject: Re: Orzhov Trials
PostPosted: Tue May 30, 2017 7:24 am 
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Posts: 2899
Location: Portugal
Current build has been doing very well, its gone something like 10-3.

Here it is:

Orzhov Tokens Aggro

Creature(17)
1x Kytheon, Hero of Akros (early beater and removal lightning rod)
3x Sacred Cat (pain in the butt to get rid of and lifegain is very useful, especially with a cartouche or angelic destiny)
2x Dread Wanderer (recurrable body and early beater, becomes much better with a cartouche)
2x Hanweir Militia Captain (You wouldn't believe how easy it is to flip, T4 is easy. Another removal lightning rod)
2x Selfless Spirit (sweeper protection and evasive beater)
2x Sram, Senior Edificer (better than you'd think. He's another removal lightning rod at worst and can be used as bait. A starting hand with sram and a cartouche is value)
1x Ayli, Eternal Pilgrim (hasn't really shown up. Could become a scrounger)
1x Ironclad Slayer (You just know that an aura will wind up in the bin... Great if you have a trial in play, great value)
2x Weaponcraft Enthusiast (Make 3 bodies, flip the abbey real quick)
1x Yahenni, Undying Partisan (the trick is to make her a 3/3, then the fun starts...)

Instant(3)
2x Fatal Push (this deck is made for triggering revolt)
1x Anguished Unmaking (the hit all removal spell, but the lifeloss hurts... PWalkers can be a problem though, especially when they all decide to show up at once... Maybe Never to return could be another option, but I tried to avoid double black)

Sorcery(3)
2x Angelic Purge (Hits everything but Pwalkers... And that's exactly what I'd like to hit all too often. Exile is very useful)
1x Sram's Expertise (No space for both copies, usually good when it shows up and you have the mana for it...)

Split(1)
1x Start (Another card that unfortunately there isn't enough room for more, because it is nearly always good)

Enchantment(11)
1x Dead Weight (Early removal to save your fatal pushes for copters and stuff like that. Can also make a fattie a little more manageable and you can re-use it with ironclad slayer later on)
2x Trial of Ambition (The best trial. Cheap enough to use early, that is, before using your cartouches and the effect is very useful against go tall strategies. Re-using it is awesome value)
2x Hidden Stockpile (Such a lovely grindy card. Even better in pairs)
1x Angelic Destiny (I have won so many games with this card. 5/5 lifelinking cats, 6/6 srams, 5/5 vigilante flying tokens, all good...)
1x Call for Unity (For those long grindy games, especially with a stockpile... Definitely tilts the scale in your favor)
4x Cartouche of Solidarity (The best cartouche, first strike makes you tokens and 1 drops much better and gives you an extra body...)

Planeswalker(1)
1x Gideon, Ally of Zendikar (Gideon has actually been underwhelming because everyone is used to having to kill him and have plenty of tricks for that)

Artifact(3)
2x Aethersphere Harvester (Some extra lifegain and a big ass in the sky. Very worth it. Sram approves)
1x Oketra's Monument (If it wasn't legendary, I'd run more of them. Even if it only lowers the cost on white creatures, the extra body is great for repopulating the board after a wipe or just to flood it with heaps of tokens)

Land(21)
2x Shambling Vent (lifelinking man-lands are the best)
5x Plains
4x Swamp
2x Forsaken Sanctuary
2x Isolated Chapel
4x Evolving Wilds (Revolt trigger + fixing)
2x Westvale Abbey (This deck is made to flip the Abbey. When you get to 6 land, you are usually in a position to do so too, as early as T6)


To view this deck go to: https://www.magicduelshelper.com/deckli ... d1e466419a

Created using Magic Duels Helper: http://www.magicduelshelper.com

This is becoming my favorite deck this season. Off-beat and flexible with lots of staying power. Can function well with very little land and that's why it only has 21, but doesn't mind drawing quite a few either. You do sometimes run out of cards, especially after multiple sweepers.
So far walker-control is the worst match-up.
Enjoy!

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