Hello! Thanks for checking out my deck list. The theme behind the deck is unity. The only way to win with this deck is for the creatures to work together and lift each other up. Alright. Let's get started. I wanted to build around
Swiftblade Vindicator
ever since the GRN pre-release. I'm just going to go down the list and explain each card.
Creatures
Right off the bat we have
Aurelia, Exemplar of Justice
. It's a pretty good card. This is our most powerful enabler. A 2/5 flyer with mentor for 4 mana? That's fair. It's not great. Its ability is what makes it viable. The idea is it makes something with mentor stronger, so it can mentor something else. It also gives our creatures vigilance or trample, but that's less important.
Here we have
Healer's Hawk
. It's amazing with this deck. Ideally, you play it turn one and get a little bit of early damage and life gain. Mentoring it up a few times makes it dangerous.
Legion Warboss
is here to provide extra bodies. It's ability to throw a goblin token on the battle field each turn is great for both attack and defense. You can create a goblin, then immediately turn it into a 2/2 if you attack with Warboss, or use it as an extra chump blocker. Having more than one on the board at once can give you a crazy amount of goblins.
Sunhome Stalwart
maybe our most valuble mentor. A 2/2 with first strike makes it powerful in the early game.
Swiftblade Vindicator
is the center piece in this deck. Once you start mentoring and pumping it, it becomes near unstoppable.
Tajic, Legion's Edge
provides a little extra protection for our creatures. It's not a terrible mentor either.
Enchantments
Dub
,
Knight's Pledge
, and
Radiant Destiny
all pump up our creatures.
Dub
and
Knight's Pledge
do almost the same thing. One costs an extra mana and makes one of our creatures a knight.
Radiant Destiny
is pretty good here. All of our creatures (sans
Aurelia, Exemplar of Justice
and
Healer's Hawk
) are soldiers.
Instants
Our only instant here is
Lightning Strike
. This thing is a staple in almost every aggro deck. Its great for early game removal or a little extra damage.
Sideboard
The entire sideboard is basically there in case we come across a giant stompy deck with creatures we can't get past. Each card does that in a different way, but the outcome is the same in the end.