THIS IS A ROUGH DRAFT. I came up with this off the top of my head. I obliviously do not want to have 24 lands in this deck with only 2x spells that cost 4 mana. Ideally I want 22-23 lands. Maybe throw in 2x Negate...who knows. You could also add green but I like U for the card draw and tempo.
Very similiar to what I'm running. I don't have access to hall of triumph, I use chasm skulker without the white restriction. I also didn't try Leonin snarecaster, I use time warp, baneslayer, attended knight - no good reason, just starting...
Joined: Nov 04, 2013 Posts: 391 Location: Chicago, IL
I would go with snag over snare, instant speed is important and the life loss is nice.
I agree up tempo looks like the strongest archetype, but I would change some of the card choices to make it a little faster and more consistent. It seems like your spending too many turns setting up.
This strategy is a copy of other I saw in this forum. I cannot give the due credit, because I don't remember the name. I just changed the focus a little and changed the deck to a 2 color strategy.
There are 2 main strategies to achieve a victory here. First one, overwhelm your opponents with tokens created by Talrand, Chasm Skulker, Brimaz or Raise the Alarm. Second one, sacrifice one token to create a instant fatty.
If you don't have either at your hand, stall until you can achieve of one of them. Your drawing power is incredible, so the chances are at your favor.
I haven't unlocked everything - and no premium yet - but this is working fine for me. Lots of stalling with the Void Snare, Voyage's End and Skymark Roc, some removal, some counter and the Chasm Skulker and Seraph of the Masses quickly turn into fatties. When unlocked, I see myself adding another Military Intelligence and Guard Gomazoa and removing Attended Knight. The deck is definitely 3-heavy, but even the less crucial cards like the Knights work so well with the Mentor of the Meek right now, which in turn work great with the Skulkers... I hesitate to take any of them out. Hey, I seem to be winning most of the time, so the deck can't be totally crap. Or then I'm plain lucky... Totally open to suggestions for improvements, of course!
Oh, is there a consensus against the Radiant Fountains? I'm running one to see, and I've never been in a situation where it's hindered me, but neither has the life gain tipped the balance...
This strategy is a copy of other I saw in this forum. I cannot give the due credit, because I don't remember the name. I just changed the focus a little and changed the deck to a 2 color strategy.
There are 2 main strategies to achieve a victory here. First one, overwhelm your opponents with tokens created by Talrand, Chasm Skulker, Brimaz or Raise the Alarm. Second one, sacrifice one token to create a instant fatty.
If you don't have either at your hand, stall until you can achieve of one of them. Your drawing power is incredible, so the chances are at your favor.
Joined: Nov 10, 2013 Posts: 555 Location: Tampa by way of Los Angeles
@Tako: I would advise against running Radiant Fountains unless you have a build designed to take advantage of the incidental lifegain. As of right now the best fit would be the B/W Lifegain deck. I wouldn't make a manabase worse unless the payoff was much higher than simply "gain 2 life".
Elite Vanguard & Loyal Pegasus~They're are a ton of 1/1 utility/token creatures in the format that turn aggressive X/1's into card disadvantage.
Raise the Alarm~Similar to the reason above, the plethora of 1/1 utility creatures have shut down the X/1's leaving the early field with mostly X/2's, X/3's X/4's making it difficult for the tokens to trade effectively. Although, if Mono Red Sligh picks up in popularity I might bring this back in.
Hero of Iroas~It was difficult to get him through and I couldn't devote enough card slots to make him good. That being said if someone wants to build around him with the full set of Gods Willing, Artful Dodge, and Fleeting Distraction I think he can be quite good.
Mentor of the Meek~I like the card, but I haven't had enough spare mana to devote to the draw engine in this deck and there are other options.
Artful Dodge~I ended switching to almost all flyers due to congested board stalls on the ground which got rid of my need for this and freed up space in the deck for other cards.
Chasm Skulker~It seemed to be a "Win More" card in this deck.
Voyage's End~Too Difficult to bounce and either hold open counter spell mana or further develop my board in the same turn.
Creatures Cloudfin Raptor~Even at only a 2/3 it trades with very little in the air and provides a good early pressure.
Quickling~It fills a very versatile role; blanks targeted removal spells/combat tricks. saves a chump blockers, and recycles other creatures with ETB effects.
Wall of Omens~Evolves Cloudfin Raptor to a 3/4, draws a card, blocks on the ground and pairs well with Quickling.
Baneslayer Angel~Surprisingly difficult to kill in this format especially outside of white.
Non Creatures Vapor Snag~Tempo All Star, the lifeloss has been relevant, the instant speed is necessary, and the mana cost is perfect. Plus the format has very few relevant non-creature/aura permanents, and both Military Intelligence and Bident of Thassa can be nerfed by bouncing creatures.
Military Intelligence~It usually comes down on turn 3/4 when I have 2+ creatures ready to attack followed by a 1-2 mana spell or guildgate , and it provides a manaless draw engine while I bounce my opponents creatures and further commit to the board.
Overall Impressions
My deck list isn't 100% optimized yet but imho this archetype is shaping up to be the AG of the format, at least until the expansion drops and the 3 color decks get some new tools. Already it seems to be at least 1/3 of the format
This strategy is a copy of other I saw in this forum. I cannot give the due credit, because I don't remember the name. I just changed the focus a little and changed the deck to a 2 color strategy.
There are 2 main strategies to achieve a victory here. First one, overwhelm your opponents with tokens created by Talrand, Chasm Skulker, Brimaz or Raise the Alarm. Second one, sacrifice one token to create a instant fatty.
If you don't have either at your hand, stall until you can achieve of one of them. Your drawing power is incredible, so the chances are at your favor.
I bit less control, but more draw-power and more win options...
pestermite can untap lands making it cost only 1U, has flash, can tap down blockers/attackers, can untap surprise blockers and flies. It does something powerful in a wide variety of game states. Skulker has nowhere near that versatility and when the game isn't going according to plan it is very slow.
The judge of card isn't how well it does when everything is going right it's how well it does when everything is going wrong.
pestermite can untap lands making it cost only 1U, has flash, can tap down blockers/attackers, can untap surprise blockers and flies. It does something powerful in a wide variety of game states. Skulker has nowhere near that versatility and when the game isn't going according to plan it is very slow.
The judge of card isn't how well it does when everything is going right it's how well it does when everything is going wrong.
Now if we only had Kiki-Jiki in this game so they could go infinite, hehe.
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