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Creature — Human Warrior
You may exert Glory-Bound Intiate as it attacks. When you do, it gets +1/+3 and gains lifelink until end of turn. (An exeted creature won't untap during your next untap step.)
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Glory-Bound Initiate Discussion
1 day ago
1 day ago
Well, for me Obzedat reanimator is the true esper midrange.
1 day ago
So I'm taking the plunge and investing in my first modern deck, Im in college so i have a $400 budget. Ive decided to go with an esper midrange built around Glory-Bound Initiate and Painful Truths (I know this isn't an original idea but its a blast to play, has plenty of room to brew and most importantly its the only 3 color mana base in my price range)
This is my current list Glory to Esper
The core spell package and mana base feel pretty solid but im struggling to decide on what creatures to play. I wish i could afford snap then the decision would be simple.
I haven't tested the current set up (I don't own the deck yet and mostly test on untap.in) i just want to hear the community's thoughts on it and the best set up to combat the current metta. Ill play moving to Atlanta in the fall so im not sure what metta will look like so I'll tune the sideboard as well when i get there.
As always thanks for any advice on the build!!!
4 days ago
You could run a Luxa River Shrine for some extra lifegain.
Good luck with the deck, looks awesome!
2 weeks ago
The first is a delver deck that plays very similar to a grixis delver. It tempos very well but does't have great reach without bolt and doesn't have amazing staying power without life game
The second uses Glory-Bound Initiate instead of delver and focuses more around hand control. This one is much more grindy and I feel like has better game against most decks
Both seem to plagued by bad hands and top decks, if you don't have all of the pieces the deck seems to have a hard time regaining momentum but if you start out in front they are very hard to throw off balance. They could just need more tuning but I think my initial concept is flawed. I normally have to mulligan to 5 or 6 to get a functioning hand and both struggle against aggro.
I really want to make sculler and queller work together so I'm also considering a taxes build using Wasteland Strangler to gain additional value. I'm worried that without either vial ( I have a $350 budget so vial is just out of reach) the deck just won't be up to par to keep up.
I would love any input's on the current lists or on the concept. I don't really want to play a true control shell and would rather play a more midrange or tempo build.
Thanks for any input!
Argy on SuperLegends
3 weeks ago
This deck wants to do things that it needs a long game to do, such as attach equipment that is expensive to attach (Blackblade Reforged), cast expensive Sorceries (Primevals' Glorious Rebirth), or eventually play expensive Creatures (Demonlord Belzenlok).
There are better Creatures for you to play, if you want to go for a long game.
Have a think about some of these:
Dire Fleet Poisoner
Fathom Fleet Captain (although you do need other Pirates to make this one work)
Glint-Sleeve Siphoner (far better draw option than your Dusk Legion Zealot)
Sram, Senior Edificer (this triggers two things for you, Legendary, and draw)
The Mox is often on the field not being triggered, and you would only use it to replace lands. Take it out for more effective Creatures.
(It really is aimed more at Commander, Modern, or "Artifacts matter" decks.)
Replace it with more Creatures as well.
You need more stuff that you can equip, and that your Opponent needs to deal with.
Walk the Plank is very weak removal, at the moment.
If you make some changes and want me to take another look, tag me in these Comments.
Hope that helped.
1 month ago
Wow, I haven't been on untap lately, but the arguments about this deck turned pretty interesting. I would like to state my opinion.
First off, HeavyR, Shapers' Sanctuary does work with Blossoming Defense. Your opponent casts say Lightning Strike on your creature, then the sanctuary trigger goes on the stack. You can respond to the trigger by casting Blossoming Defense on your creature. Now let's resolve the stack: first the Blossoming Defense grants the creature +2/+2 and hexproof, then you draw a card from Shapers' Sanctuary, then the Lightning Strike looks to see if it's targets are all still valid. They aren't since the creature has hexproof and thus it fizzles.
While we are at it, let's make another correction: FlabbyAbs said there are no Overruns in standard. We actually have exactly a powered down overrun in Overcome. Is this something you want in your deck? I don't know how your deck tends to play out when facing other standard decks, but if you often sit on 3-6 creatures but no window to attack, then sure. If you have trouble sticking more than 2 creatures on the board don't even consider it. I would also like to think Overcome is simply better than Engineered Might.
Personally I'm a huge fan of Heroic Intervention, but only as a 1 or 2-off. I was lucky enough to draft two of them in an Aether Revolt draft last year and I went undefeated. The strength of the card lies in it's ability to take care of a lot of problems your creatures might encounter: Blockers, Attackers, Removal and Wraths. I would include a copy mainboard, and maybe one in the sideboard as well. Blossoming Defense just keeps perfoming in the games i've seen it. In my opinion it's the only card worth splashing green for, and I would prolly run the full playset if you don't run Heroic Intervention. If you run heroic, I would run a 3-1 split between the two. Cut Sheltering Light, it's just a way shittier card than the two great green options.
Lifecrafter's Bestiary is a really good card, and in a slow control game it's totally insane. It's a sideboard card for sure, but a VERY good one. The scry is already great and the card advantage is completely stupid after drawing 4-10 cards. It also synergizes with Oketra's Monument. How? Well, both cards big weakness is Abrade. The way to counter a specific removal type is to run no targets for it or way too many targets to handle anyway. While we are on the topic of Oketra's Monument, i see no reason not to run 4. The only downside is the legendary tag, but I can't think of a case where you wouldn't want it. With bestiary it becomes "Whenever you play a creature, put a 1/1 warrior token onto the battlefield, then draw a card", since the discount and extra price counteract eachother. Good stuff.
I guess I have to state my opinion on Shapers' Sanctuary and Authority of the Consuls. I don't agree with the point that bringing down the curve makes the deck more aggresive. When neither of the cards impact the board, it's a no-tempo play. Authority is great against mono-red but the purpose HeavyR presents is to delay every blocker your opponent plays by one turn. While I agree with HeavyR that you should have a way to deal with blockers, there are honestly tons of ways to do this. Angel of Sanctions removes a blocker twice, while also developing your own board. Surprisingly many decks don't play a lot of creatures early anyway. And you deal with counterattacks very well by having vigilance from Radiant Destiny and tokens form Oketra's Monument. I would say that blockers is not really your big concern with your current list. Shapers' Sanctuary is a little more tricky. Remember that it's only good if it draws 3+ card. Drawing one you might as well just play a card with cycling, and two cards for is fine but not really impressive. And this is if you draw it on turn one, wich you are unlikely to only do. Ask yourself: If I play this on turn six, can I still expect to draw at least 2 cards? If that's the case it's awesome. If not it's a lot worse than just running Dissenter's Deliverance or something like that.
I will move on to the maybeboard and some mainboard creatures now, since you asked for it. But first remember this is my opinion on your deck. Whether to run one creature or another comes down to three things: How much you should play it, how well it actually performs and how much you want to play it. If you are really competitive the last one doesn't apply but either way I can only supply you with the first one. Here are my thoughts either way ;)
Tocatli Honor Guard is amazing... If you were your opponent. But you are unlikely going to damage your opponent more than yourself. In fact, this is the kinda deck I would love to play Torpor Orb against, seems stupid to develop it yourself.
Maulfist Revolutionary is usually a surpricingly good card, and the 3/3 trample is pretty nice in itself. If you stack the triggers right you can even play it as a followup to a turn 2 Metallic Mimic to get a 5/5 trample. However, it seems very inconsistent especially with the . I would not play this.
Narnam Renegade fits into the same caterogy: pretty good when it works, but it doesn't so it's not good enough. You don't trigger revolt often enough to make it worth it, and your deck does not need a deathtoucher (no Pounce/Prey Upon/Nature's Way to abuse it).
I like the idea of Trueheart Duelist. It's a good blocker, but mostly it's a recurring creature and a token. If you include a playset you might wanna consider running a single Anointed Procession as well. By now you have enough good tokens to justify it.
Rhonas's Stalwart is a pretty cool idea, but the card is mediocre. If you want to play warriors, Bitterblade Warrior used to be a powerhouse in limited. You know what else used to be a limited powerhouse though? Gust Walker. It's sadly not a warrior but on every other level it's almost strictly better than Stalwart. This would be my choice for two-drops 9 and 10, after Metallic Mimic and Glory-Bound Initiate.
The reason to play Sunscourge Champion would be to gain life while playing creatures. Ask yourself: Why do I need 2-6 life? The answer would most likely be: I don't. There is another reason to play it, but that would require a different deck. However, if we for a moment pretend you already play 4x Oketra's Monument instead of two and also choose to play 4x Trueheart Duelist and 1-2x Anointed Procession it is very good. It helps avoid getting flooded with legendary Monuments, and it also has the potential to be doubled, wich is insane. This would be a big detour from your deck, so I'm not sure this is something you want. It's a great sideboard card though, because you might suddenly be in a spot where lifepoints are very dear to you.
Last note: some sideboard cards seem odd. Ahn-Crop Champion seems weak, even though it does help combat enchantment-removal by being a creature version of Radiant Destiny. Ashes of the Abhorrent is only good against Torrential Gearhulk since it also hurts your own angels. Engineered Might I already mention, and lastly Restoration Specialist seems bad. I get the idea, but you might as well just run some more of the enchantments you want back from the graveyard, and it's not a human nor a warrior.
The deck has improved greatly already, so great job! I hope my suggestions are less of an annoyance than a help, I know my comments tend to be on the long side ;)
2 months ago
You might want to consider playing Warrior tribal instead of Human tribal. Your key Glory-Bound Initiate, Devoted Crop-Mate and Metallic Mimic all still work as intended. The upside is that you can play Oketra's Monument and buff the tokens. The monument is probably one of the strongest cards for a deck like this, and giving the tokens +2/+2 or something would be insane. You also buff the tokens from Oketra the True.
Consider replacing Verdant Rebirth with Heroic Intervention and Blossoming Defense. Popular removal like Vraska's Contempt and Magma Spray does not get stopped by verdant rebirth. It also loses you a lot of tempo since you have to replay the cards. This deck can go very wide so protecting the entire board with one card feels amazing.
Lastly, you are running a lot of green sources. You have plenty of good dual lands and all of your creatures are white. Keep one forest in case of Settle the Wreckage (a card you should watch out for btw) or Field of Ruin. You don't have a single green creature so running Unclaimed Territory end up looking a little silly since it at best says : Add to your mana pool.
Cool deck overall, and I hope you have success with it. Please crush some of those grixis builds will ya? ;)