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(1 replies, posted in Decks and Deckbuilding)

OK so I did the typical n00b mistake and traded for a bunch of overpowered awesome angels the CMCs so high they never see any action. 2 out of 3 are in Boros colors, but they really don't seem to fit in with the standard Boros Aggro deck. I've been trying to figure out what, hypothetically, one would do with these kinds of cards (I'm still quite new to the game.) Hypothetically, would something like the deck below be a good way to use these cards?

http://deckbox.org/sets/405418

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(10 replies, posted in Decks and Deckbuilding)

Sounds good. That angel should protect against milling, board wipes, and work really well with Cathars' Crusade too.

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(10 replies, posted in Decks and Deckbuilding)

Thanks for all the advice and help everybody! I'll have to try out this Forge software, it sounds like a good way to experiment with these suggestions. It's a shame about needing the fancy dual-lands, seeing how much they cost, but I can see why I'd be at too much of a disadvantage without them. I like the idea of adding Burning Tree Emissary. I was trying to use Battle Hymn for some acceleration, but it just wasn't working out. Before that I tried splashing green for manna accel with disastrous results. BTE looks much better than either of these.

As far as mill goes, I've got an Immortal Servitude. Seeing how many of these creatures are 1, 2, or 3 manna, that might work well. I like a lot of the other anti-mill ideas put forth here too. Defy Death might also make the opponent regret milling away an angel.

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(10 replies, posted in Decks and Deckbuilding)

http://deckbox.org/sets/327377

This is my third attempt at a Standard Deck. I turned to a 2-color deck from a 3-color deck for more consistent performance. I removed green, and compensated for the lack of manna acceleration by using stronger low-cost creatures.

Early in the game I want to play cards like Champion of the Parish, Wojek Halberdiers, and Truefire Paladin, to get relatively powerful creatures out as fast as possible. These are soon followed by Frontline Medic and Crusader of Odric, to add invulnerability and extra power. Gather the Townsfolk help Champion of the Parish and Crusader of Odric build up strength, and allow Wojek Halberdiers, Frontline Medic, Odric, Master Tactician, and Firemane Avenger to get their battalion (or battalion-like) abilities going sooner and more often.

Bonds of Faith and Intrepid Hero help keep opponent's creatures in check, while Oblivion Ring can help out with problematic enchantments as well. Since my creatures will be very aggressive in this deck, I have Boros Charm and Frontline Medic to protect them as they attack. Boros Charm, Aurelia's Fury and Glaring Spotlight can help with all-out attacks.

I also have Five-Alarm Fire to build up extra damage mid-game, which can be used for creature removal or player damage. Cathars' Crusade works well with Gather the Townsfolk and other cheap creatures in the mid/late-game. Extremely powerful angels help keep the army competitive if things get into the late-game.

If I wanted to spend more on the deck, I would replace the both Crusader of Odric with Silverblade Paladin, and replace some land with Sacred Foundry. I don't have a lot of burn going on, because I typically prefer removing problematic cards. I haven't had any opportunity to test this deck out yet, since many of the cards are still on their way. In addition to general feedback about overall balance and tactics, I also have a few specific questions.

1) I was thinking about how awesome Cathars' Crusade and Assemble the Legion would be together, but I'm not sure I have room for Assemble the Legion, since it is a bit slow, and on its own not quite as good as Cathars' Crusade. Maybe use one of each, so that either on its own is fine, but on the off-chance I get them together, it's really good? I was also wondering about using the enchantment Fervor instead of one or more of the enchantments I currently have.

2) I wonder if I should have one more massive late-game power angel, or if that would be one too many. I have an Avacyn, Angel of Hope who could fit that role, and work really well with the whole indestructible theme. I also wonder if I should use another Angelic Overseer too, maybe replacing the Firemane Avenger.

3) What kind of deck would this deck be most vulnerable to? Control? Mid-range? This would help me determine my sideboard.

Thanks for your time. I'm still pretty new to the game, so advice pertaining to any these questions, or any other aspect of this deck, would be very helpful.

New Version: http://deckbox.org/sets/323072

In summary I added the elvish land and card accelerators, and added an Ambush Viper and a Prey Upon for more creature removal. I replaced both Bonds of Faith cards with Pacifism. I added a Deadly Recluse to serve as a defender and a Wolfir Avenger to serve as a general purpose fighter. I removed mostly humans and buff enchantments. Finally I added a sideboard with a lot of specific removal cards.

I tried several "thought experiments" in which I would draw cards as if in a match to get a sense of how the deck worked. I didn't find the extortionist cards to pay off the way this deck was set up, since I often didn't have enough white manna to use the effect. Ranger's Path was too slow, and I already have enough land acceleration with the extra Arbor Elf. However, the increase in removal cards looked like it'd be helpful, and I wonder if I should replace another card with removal. I also was thinking of adding one more big expensive guy like Duskdale Wurm to increase the chance that I have something useful to do with all the manna generated later in the game, although I don't have an idea who I'd replace.

Thank you for helping me refine my deck, and for summing up the basic strategies I should be thinking about with a deck like this.


List of Changes (to main deck):

Added 1 Elvish Visionary, 1 Arbor Elf, 1 Ambush Viper, 1 Deadly Recluse, 1 Prey Upon, 1 Wolfir Avenger, 2 Pacifism

Removed 1 Hamlet Captain, 1 Attended Knight, 1 Elder Cathar, 1 Skyknight Legionnaire, 1 Seraph of Dawn, 2 Bonds of Faith, 1 Call to Serve

Thanks for the advice! I like your suggestions a lot actually. They all seem to help bring out the best in the deck by by letting me survive while building resources faster than my opponent. Dropping the explicit human theme makes sense; since there's not enough teamwork going on between them I might as well use the same manna to cast stronger individual creatures.

I was hoping to keep my instants and sorceries to a minimum, so if Charmbreaker Devils comes into play he'll be constantly reviving only the best possible spells. But I see that that's an infrequent scenario, whereas having more ways to deal with the opponent's cards will help me every game.

Thanks again for the help. I'll post the updated version of the deck when it's done.

While it's true that Descendents' Path is probably too slow, just in terms of basic probability it makes you no less likely to draw enchantments or sorceries than not playing it. If all the card did was take the top card of your deck and put it on the bottom, without revealing it or allowing you to play it, you wouldn't think that it was depriving you of lands or whatever; it would just be a reordering of your deck, and if your deck is properly shuffled it wouldn't matter. It wouldn't increase or decrease your odds of drawing anything. The fact that it reveals the card and can play creatures for free doesn't change your odds either.

That being said, your odds of drawing a creature in a typical deck would be a little under 1 in 3. If you play Descendents' Path on turn 3, you're probably only going to get a creature every 3 turns, so maybe one on turn 5, one on turn 9, one on turn 10... Potentially powerful in longer games, but also pretty unreliable. I was thinking the other day of a hypothetical deck with massive land ramp followed by 4 Descendants' Paths. It was an entertaining idea, and could theoretically be extremely powerful, but it might also probably be too slow or improbable at getting started in the first place. Draining your deck of lands would increase your odds of drawing creatures and more Paths though. I'd be interested in doing the math on that deck... later.

But yeah, sorry I got sidetracked. No, in general throwing in a Descendants' Path is not going to automatically make your deck an unstoppable monster generator. Primal Surge could though. But as far as this deck is concerned, it's already way too slow, so that wouldn't help you at all with its high cost - you'll already have lost by then. Maybe add some cheaper cards that help you draw more land or extra cards, and some removal so you can hope to make it to later in the game.

Here is my current main deck: http://deckbox.org/sets/322272. It's a WRG deck primarily featuring Humans and Angels. I don't have enough cards to make a truly competitive constructed deck, but I still want to make the best constructed standard deck I can with my current inventory.

My first attempt at a human angel deck was pretty flawed. I think this one's better, but it would be very helpful to get some feedback on it, as I'm still quite new to the game. Specifically I was considering adding more of my Elvish Visionary and Arbor Elf to get the best cards going as fast as possible, but I wasn't sure which cards to replace. Any suggestions on this or any other issue with this deck would be greatly appreciated.

Whoa I just reread that Call to the Kindred card. That's way better. The color doesn't seem to fit with my current deck though. Maybe a blue/green deck would make more sense if I'm basing it around casting expensive creatures for free.

Thanks! Don't worry about bringing bad news; as long as the feedback's useful, I'm glad to hear it.

I do have 3 Avacyn's Pilgrim in there already, but I guess a 4th would still be helpful, so I dropped it in. Brings the "ideal" deck to 6 one cost creatures, same number as the one you linked to. Somberwald Sage and Herald of War both look pretty useful, and I'll think about replacing them in later.

Hi, so I'm pretty new to to this game. I got a foil Descendant's Path and it looked so cool I decided to make a deck around it. But then I figured "why stop at one?" So I've created a white/green deck to try to maximize the potential of this card in Standard format. The basic idea was to get lots of good, synergistic, expensive cards out early and often. To do that, I focused on speeding up both my rate of manna drawing and card drawing.

To help with manna acceleration I added Borderland Rangers, Farseek, and Boundless Realms to get all my land out of my deck and onto the field. I also have lots of Avacyn's Pilgrims to get more manna for some of these angels (and for Boundless Realms), even though they don't remove land from my library.

Scroll of Avacyn helps with general speeding up of the deck, while having 4 Descendant's Path would build me an army pretty quickly and cost effectively, especially since my deck is mostly angels and human creatures anyway. I also have 2 Call to Serve to help cheat Descendant's Path into playing angels from my deck before I can afford to play one from my hand.

The humans and angels play well with each other, but that's pretty straight forward and well established.

Here is the ideal version: http://deckbox.org/sets/321123?s=t&o=a
And here is the version made from the limited number of cards I own: http://deckbox.org/sets/320062

I haven't been able to test out the current version yet, though not having a ton of cads to work with I doubt it would get very far, and I would need to drop some $40 to make the ideal version into a reality. Nevertheless, if any of you have any feedback on this deck idea I'd appreciate hearing it. Is it viable and sound? Are there any specific changes you would make? Thanks for your time.