Minor Changes
Mandalore6311, 10 years ago
In a recent trade, I received another Boros Charm, another Hellrider, and another Aurelia Warleader!. The Charm was swapped in for the Judge's Familiar and the Hellrider for a Tajic, Blade of the Legion. The Aurelia is being kept in storage until the rotation; two is enough for now.Well Damn
echothread, 10 years ago
Serra Ascendant isn't legal...so I swapped it out for Strionic Resonator so I could drop 2 creatures per swing rather then one!xbaron_samedi, 10 years ago
yeah this was called Golgakdos because it started with a bunch of rakdos cards, but they're all gone now... not changing it though. deal with it.changes being considered
whaletaint666, 10 years ago
garruk for thundermaw hellkite??Deck Change
gallonman, 10 years ago
After a good run with this deck, I decided to add some red and make it into Aristocrats Act 3. It's more or less a lot of the same deck, but with an additional of red and reintroduction of Falkenwrath Aristocrat.Senyac, 10 years ago
Added Thundermaw Hellkite to the mainboard, since there aren't that many good finishers in black or blue atm and I already own copies of the card.More Changes
Blizzicane, 10 years ago
-2 Doors +2 Domri Rade
I found the Doors were to slow & I would never have time to put them down because i would be spam slivers most of the time.
Also name change (sinice i remove the door)
Removed Black
Saiyamoto, 10 years ago
Changing from Esper to Azorius. I decided Soul Ransom really isn't THAT great and wasn't worth the black splash. Also added Cyclonic Rift to the mix
Would also like some card draw... wondering if Divination is good enough or not. Can't really get a hold of Sphinx's Revelation right now.
WakingPhoenix, 10 years ago
Decided to get rid of the green and go full speed ahead on a orzhov lifegain deck that's built around Chalice of Life Flip.NewPlayer9001, 10 years ago
I've replaced 2x Epic Experiment with 1x Ratchet Bomb and 1x Rapid Hybridization.No more Raksha or plate
Fridayunited, 10 years ago
Way too long to get out, sits in the hand. Need ways to protect creatures on the board. -2 Raksha Golden Cub -4 darksteel Plate +4 Swiftfoot BootsKeeping it budget
icarusfalls, 10 years ago
One thing I really want to focus on with this deck is keeping it budget. I don't mind spending $15 on cards, but I'd rather not run out and buy a playset of Archangel of Thunes. Thanks!Ramp Fixing a little
JohnboyKGS, 10 years ago
-1 of each Truefire Paladin and Wojek Halberdiers to add 2 Goblin LoyalistsProtecting Puresteel
Fridayunited, 10 years ago
I need some good ways to protect puresteel paladin. Looking for maybe shroud or hexproof?TheMindSculpt3r, 10 years ago
So basically the idea here is to use your searches to find your ramp. once you have your ramp set up the idea is to drop alot of annoyingly big game winning creatures. From there you just feign weakness until you get your time warp effects. Taking 6-7 turns in a row on occasion. The win conditions are primarily Blightseel Colossus, Ulamog, Kozilek, Oona + tons of faerie's.Learning the deck the hard way, 8-12-13 results
Apoptosis, 10 years ago
I finally got out to my local gaming store and gave this deck a run and had less then stellar results, going 0-2-2 for the night. The deck preformed better then the results indicate and I could have easily done much better had I been a little more sharp in my game. Basically, I played too slow, and time left in the match frequently became an issue. I also played two questionable hands with only two lands and got screwed. The only difference to the actual list was that I swapped Rest in Peace for Purify the Grave in the sideboard.
Match 1: 1-1-1. Played against U/W/G midrange/control deck with things like Progenitor Mimic, Acidic Slime, and AEtherling. Opponent used Feeling of Dread as a way to control tempo. Game 1: won handedly with well timed Dissipate and Syncopate, and was able to use Ral Zarek ultimate then Syncopate to tap out my opponent, then safely get AEtherling into play with 3 extra turns to start the beat down. Game two Assemble the Legion and Jace, Architect of Thought came into the main (can't remember what I sided out or whether anything else went in). We both had Jace, Architect of Thought out at one point and were able to remove them (me with Warleader's Helix, him with AEtherling. We ran out of time 1/2 through Game 2 and ended up racing: his AEtherling versus my Assemble the Legion. He won the race. No time for game 3.
Match 2: 1-2 A R/G/U weird aggro/ enchantments deck. It ran Gladecover Scout, Nivix Cyclops, Invisible Stalker and Young Pyromancer as it's only creatures, with Phytoburst and Armed / Dangerous for big punches. Game one he was able to get a T1 Gladecover Scout with Madcap Skills that just slowly beat me down as I couldn't get a wrath. I made two crucial mistakes: first I cast an Augur of Bolas one turn too early that revealed Terminus and 2x Sphinx's Revelation, which meant that my miracle Terminus ended up in my hand instead and two Sphinx's Revelation at the bottom of my library. My second mistake was forgetting that Madcap Skills requires more then 1 blocker, so I didn't flash in a Snapcaster Mage that would have been necessary back up my AEtherling. Game 2 I brought in Boros Reckoner. Maybe Assemble the Legion over Warleader's Helix (because of the hexproof), I can't remember exactly. After the match he told me he sided in some counter magic. I won game 2 after neutralizing threats. Late game he had a Nivix Cyclops with like three enchantments on it and was swinging for a ton. After blocking with two Augur of Bolas he used Kessig Wolf Run to give it trample and tapped out, which made it safe for me to use my last two mana to cast Azorius Charm and bounce the cyclops so that AEtherling gave me the win next turn. Game 3 was a little shitty, at 14 life on his turn he had Young Pyromancer out with one token. On his turn he cast Phytoburst pointing it at the pyromancer, but not specifically stating that was the intended target (which I assumed), in response I cast burn from Turn / Burn to kill the pyromancer, at which point he specifies that he was targeting the elemental token, that I didn't give him time to name the target, and that he was also casting "armed' (Armed / Dangerous) to swing for 14 and the win. I think I could have made a legitimate argument against what he did, but at the time I decided I didn't give a shit and didn't push the point. It was only later that night lying in bed that it really bugged the crap out of me that I didn't push the issue.
Match 3, 0-2 Played against one of the regulars at my LGS that I know reasonably well and often chat with. He was testing out a new G/B homebrew that ramps super hard using no creatures (Farseek, Ranger's Path, I think Lay of the Land, and definitely Boundless Realms)), then tutors like crazy to get Corrupt for lethal. Supports it with a ton of creature removal and Abrupt Decay. Said he had Vraska the Unseen too. Game 1. I kept a questionable two land hand (one was Cavern of Souls), but had Think Twice and played it. I got off to an incredibly slow start, but was able to get a 2nd blue source out and was just sitting on a Dissipate, he had out like almost all of his land and I was trying to figure out what he was up to (I haven't bought any M14 yet, so I'm still not real familiar with the card list), when Corrupt hit for near lethal. I was able to Dissipate the second one, but the 3rd shot was lethal (Syncopate for 7 wouldn't come close to helping). Game 2: I sided out all my wraths for 2x Assemble the Legion and Jace, Architect of Thought, and I think I brought it Rest in Peace because one of his tutors had flashback. With 5 lands out and two Dissipate in hand, he had just blasted out a lot of lands. I figured that I could survive one Corrupt and tapped out to cast Jace, Architect of Thought to mill him out. He was holding 2x Corrupt and hit for lethal. Miscalculation on my part, it would have been better to do nothing and wait for the Corrupt, to Dissipate, then cast jace but I was worried about discard out of the side (which he had, I saw Duress in the mill). Oh well, live and learn. The lesson i: when your opponent has all of his land on the battlefield and cards in hand, never tap out when you are holding a hard counter.
Match 4 1-1-1 Played against a W/G/B enchantments deck. It ran Gladecover Scout, Silverblade Paladin, Fiendslayer Paladin, Geist of Saint Traft, and Voice of Resurgence. Game one was out aggro before I could stabilize. Game 2 Boros Reckoner Assemble the Legion came in and I think Warleader's Helix and Ral Zarek went out. Boros Reckoner provided early beatdown, after he stabilized with Geist of Saint Traft a Supreme Verdict swung it back in my favor. Azorius Charm removed the last threat and Assemble the Legion marched to victory. Game 3 we called a draw and both scooped, neither of us had eaten nor could win anything and I wanted to get home in time to kiss my kids goodnight.
Thoughts: Assemble the Legion probably deserves to be mainboard 2x. Was a fun night despite the mistakes. I think the deck is really solid and if I could play more often, it would do really well.
After Testing...
MikeLaserbeam, 10 years ago
I'm actually very pleased with the results of this deck so far.
Sure, it is quite unreliable, but it's a lot of fun!
I made a few changes to make it a bit more consistent (I only wish I could afford dual lands...) and I'm mostly happy with how this plays!
One thing I think I'd like to add is 3 (possibly a playset) of Ratchet Bomb. It's pretty much the closest R/B get to enchantment removal, which I want to get rid of Heartless Summoning late game to give my creatures that extra pump. Also, the fact that I have no permanents apart from that with CMC less than 3 means that the first 2 levels of Ratchet Bomb won't touch me!
Please, I need advice on this to make it as awesome as possible! Thanks in advance guys!