Creature — Human Soldier
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
Whenever Consul's Lieutenant attacks, it it's renowned, other attacking creatures you control get +1/+1 until end of turn.
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Consul's Lieutenant Discussion
2 weeks ago
Additions (trying to push boros. We can remove anything on this list, of course):
- Hellrider (very strong incentive to play red IMO)
- Lightning Bolt (Not sure why this isnt in here)
- Chain Lightning
- Forked Bolt
- Spectral Procession (works across archetypes)
- Midnight Haunting (works across archetypes)
- Dragon Fodder
- Krenko's Command
- Spear of Heliod
- Angel of Invention
- Call for Unity
- Consul's Lieutenant
- Crescendo of War
- Dictate of Heliod
- Eldrazi Monument
- Elspeth, Sun's Champion
- Gideon, Ally of Zendikar
- Glory of Warfare
- Goldnight Commander
- Jazal Goldmane
- Instigator Gang Flip
- Soltari Champion
- Sunhome Guildmage
- Grand Abolisher
- Charging Cinderhorn (this just seems fun. may be too shitty)
Things to consider for UW (not added, lets discuss):
- Thistledown Liege
- Thunderclap Wyvern
- Pride of the Clouds
- Sprite Noble
- Aerial Responder
- Darien, King of Kjeldor
- Selfless Spirit
- Dragonlord Ojutai
- Wingmate Roc
- Swans of Bryn Argoll
- Aven Mimeomancer
- Stratus Dancer
- Sphinx of Magosi
- Glen Elendra Archmage
- Kira, Great Glass-Spinner
- Windborn Muse
- Twilight Shepherd
- Archangel of Tithes
- Archangel Avacyn Flip
- Gisela, the Broken Blade
- Bruna, the Fading Light (Pretty nice if fliers has a lot of angels)
- Serendib Efreet (this seems dangerous with only 20 life)
- Sower of Temptation
- Notorious Throng
- Oona, Queen of the Fae
- Brago, King Eternal
- Consecrated Sphinx
- Angel of Jubilation
- Grand Arbiter Augustin IV
- Goblin Legionnaire
- Thassa, God of the Sea (doesnt drive an archetype, not good enough for good stuff)
Do we include sigets? I think it might be a good idea.
1 month ago
Hey, I think you have a lot of the right pieces and that the list is really well-budgeted! If I may, I'd like to offer you a few suggestions.
Mainboard:I'd add 4 Soldier of the Pantheon (solid 1 drop) and 2-3 of either Consul's Lieutenant or Precinct Captain (both good aggressive first strikers that your opponent will have to deal with quickly). My personal experience with these cards has been excellent. I'd cut 1 Brave the Elements (having 2 in hand feels rather bad), your Elite Vanguard (Soldier of the Pantheon is entirely better), your Mardue Woe-Reaper (although this one might be okay, but would prefer more warriors), and your Imposing Sovereigns (overall feels a bit slow, with redundant effects). Obviously I'd look into Path to Exile over Journey to Nowhere, but if you are running Journey to Nowhere due to budget constraints I entirely understand. I'd also look into adding 2-3 Ghost Quarters to have the ability to mess with your opponent's manabase. Helps a lot against Tron and manlands.
Sideboard:As it stands, you currently have no reason to run Sundering Growth over Disenchant. If you are able to though, I'd shoot for Stony Silence over both of them. As for graveyard hate, I'd recommend Rest in Peace. While it doesn't redraw like Relic, it is a constant effect. The only thing that Grafdigger's Cage does better than it is turn off effects like Collected Company. I'd also go with Ranger of Eos over Make a Stand and 1 other card (maybe one of your many pieces of gravehate?). While make a stand looks pretty good at first, it is very impractical to just hold up 3 mana constantly to protect against board wipes. Using Ranger of Eos to recover from a wipe can be an excellent way to get back into the game.
Hope I could help out a bit! If you ever have any questions or need anything else, let me know. Good luck on your brew!
1 month ago
This looks really good with the budget you've allotted to yourself! I play humans in modern as well (although I definitely didn't budget mine because I have no willpower), so I have a few suggestions for you. I understand that you want to keep the deck at around $100, so feel free to disregard any cards you may consider expensive. I'm going to mention them though in case you ever have the chance to trade up to them or you just want to save up towards them.
Kor Firewalker is the card to play instead of Lantern Scout against aggro and burn. Just about any aggressive deck you see will play red, and this can really seal the deal. If you like Ranger of Eos (a card I'll mention in a few moments), Burrenton Forge-Tender can also be good because it is tutorable, and can protect your team against red damage based wipes or trade with burn spells.
Mirran Crusader is really good sideboard tech for $2. Playing this against Jund is really solid.
Ranger of Eos is a solid way to recover on the board against wipes. I personally prefer this to Make a Stand in the sideboard because you don't need to constantly be holding up mana, you can just play it afterwards fetching two Champion of the Parish and get right back on track. The MM3 version is super cheap now compared to what the original was.
Brave the Elements is absolutely insane, and I personally believe it is an auto-include in any white weenie build. Allowing your guys to dodge removal, damage based wipes, or just become unblockable by a color is super great for 1. It also gives you outs when your opponent has built up a large boardstate that you don't have much hope of getting through.
Path to Exile is a bit more expensive, so maybe this would be something you could work towards. The new version is about $6 each right now, which is pretty solid for arguably the best removal spell in modern. Having removal will really help you to interact with other decks and remove blockers, so I'd seriously consider this if you can.
Thraben Inspector is no slouch. You should consider this card as a 3-4 of if you have trouble with midrange or control in your meta. The extra draw also helps your to get to your sideboard cards a little faster, and helps you to have ample gas to go into longer games. One other thing to note is it helps you so that you get less blown out by mass damage effects like Zealous Persecution and if pumped Pyroclasm/Kozilek's Return that will occasionally come in against you games 2 and 3.
Precinct Captain is pretty good and could either replace Hanweir Militia Captain Flips or Consul's Lieutenants. The reason this might be a bit better is because it is a bit better against targeted removal assuming it can get a hit in. I wouldn't say it is strictly better than the above mentioned cards I think you could replace with it, but if you find that you struggle against that sort of thing, I'd look into him. Helps that he is less than $.50 each.
If there is anything else I can help you with let me know! I'd love to talk in further detail or answer any questions you might have. Good luck with the brew!
2 months ago
Thanks for the replies, everyone.
@HerculesMorse: Great suggestions! Phalanx Leader is essentially the deck's backbone and I activate it's ability in every game. Same goes for Favored Hoplite who is fairly good sub for when I don't draw into Leader, allowing me to go tall while dodging some burn or damage off of it's heroics. The deck runs 20 targeted spells so heroic triggers are common.
Right now, Precinct Captain is my flex spot and any of your suggestions would fit in nicely. Field Marshal is out mostly for budget reason, but he'll eventually make it to the list. I really like Consul's Lieutenant as a swinging anthem. I will give it a shot instead PC.
What do you guys think of Veteran's Armaments?
2 months ago
Do you get to activate Phalanx Leader's and Favored Hoplite's abilities much?
Also, I realize you want to keep your average CMC down (understandably) but have considered Field Marshal. There is also Thraben Inspector for potential card draw (or Infiltration Lens, though not a creature) and cool dudes like Consul's Lieutenant. Intrepid Hero might be cool as a sideboard option too...maybe.
3 months ago
When you are only running basics, I'd definitely recommend taking advantage of your being able to cast WW creatures such as Consul's Lieutenant (I see you already have this in the maybeboard) and Precinct Captain. I'd personally try these over the Akroan Skyguards, as the list you currently run has no way to pump them (equipping it doesn't trigger heroic because it doesn't target the creature upon cast, in case there was any confusion) and they just aren't too crazy unless you focus on abusing them.
I would consider cutting the Grand Abolishers, as while they prevent your opponent from doing some stuff, they really aren't too aggressive and aren't soldiers to boot. I'd say go for an aggressive card, because the way you'll usually win is through tempo.
Aegis of the Gods: a very interesting card, but not remarkable considering that your opponent's can remove it fairly easily. Hand disruption can take it from your hand in the early turns, and it is much easier to get rid of it than an enchantment with a similar effect. Sometimes it won't actually be anything but a 2/1, which you could do better statwise on your two drop slot.
I'm a huge fan of Thalia, Guardian of Thraben and is well worth building your deck with her in mind if you are okay with going light on spells. She screws up a lot of otherwise poor match ups. If you don't want to go with Thalia, that's okay: white weenie has a few strong noncreature cards to slot in, the chief of which being Honor of the Pure. I personally don't like this card in conjunction with Thalia, which is why my list is different from just about every other, but this is still considered playable with Thalia by many. But if you aren't running Thalia, this is definitely the way to go, full 4 of, no questions asked.
On the Silence vs. Gather the Townsfolk dilemma, Gather the Townsfolk is pretty nuts, and only gets better with Honor of the Pure. You do have to consider if it is worth it even when Field Marshal can't pump them (and I don't recommend Raise the Alarm over them which has less synergy with the deck, even at instant speed). So I'd try them out and see how they work (or don't work) for you. Silence is a cool card, but generally doesn't do what it needs to do with many decks just using the missed opportunity to play something proactive to do something during your turn (I will admit it is fairly interesting with Grand Abolisher, never realized that before until writing this). Overall, I'd abstain from playing Silence because while it may seem like it buys you a turn, it can just be lost card advantage overall.
Infiltration Lens is pretty cool looking, I'd love to know how it works for you!
After that, just finding what's right for your sideboard should help you better understand what you should have in your mainboard. I think what you are able to run in the side should definitely affect the way you look at the mainboard and vice versa. I'd be happy to help you create a general sideboard for white weenie if you'd like.
Thank you for the checking out my deck, good luck on the brew!