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Creature — Human Wizard
You may exert Gust Walker as it attacks. When you do, it gets +1/+1 and gains flying until end of turn. (An exerted creature won't untap during your next untap step.)
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Gust Walker Discussion
3 months 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 ;)
4 months ago
This is pretty sweet. You would definitely improve your low-level removal package by swapping the Trial of Zeal and Impeccable Timing for a playset of Lightning Strike, as the instant speed & cheaper cost of Strike trump the potential to return your Trial to hand. Cartouche of Zeal is also borderline; try replacing it with extra copies of Gust Walker and Ahn-Crop Crasher and give it a trial run.
4 months ago
Champion of Rhonas seems kinda bad. Your curve is simply not fit for it. Think about it: at best you attack exert and get basically 3-4 mana to cast only a creature. That is if your opponent does not have removal, and with a decent blocker he will be able to kill the champion and leave you with whatever you get. Look at it like a 4 mana spell that puts a creature from your hand into play, then creates a 3/3. But its all delayed quite a bit. If your curve is this low, you might as well play Sram's Expertise then. Still 3/3 stats, but you get the card instantly, and on top of that you dont get blown out by a removal spell.
Consider strong cards like Always Watching , Ahn-Crop Crasher, Prepare and Gust Walker. Also, if it fits in your budget Aurelia, the Warleader is the coolest card possible for an exert deck in my opinion.
4 months ago
4 months ago
Might suggest a player of Radiant Destiny naming humans is decent and once you have the city's blessing vigilance is very solid with your exert creatures. Also don't forget just how little enchantment hate is in the format most decks can't deal with it. I'd say Gust Walker would be solid as well here. 2 mana flyer with active radiant destiny suddenly beats as a 4/4. Might consider Baffling End as removal that gets you a step closer to your city's blessing.
4 months ago
You are probably right to keep the Standard Bearer in your meta.Thinking about it the Cavalry Pegasus would probably go into the deck instead of 2x Gust Walkerssince it provides Flying wich is redundant with Gust Walkers exert ability, but im not intirely sure if the Cavalry Pegasus is worth going down this great threat. However, if your meta has alot of Mono-B Control in it it could go in instead of Armadillo Cloak or Bonds of Faith since these beiing auras trade 1 for 2 vs a removal spell when used on an allied creature.Could be worth a try!
6 months ago
Seconding the thoughts that the deck right now is too all over the place. The cards I'd include as full playsets are:
- Glory-Bound Initiate
- Honored Crop-Captain
- Lightning Strike (you don't have them now, but you should)
- Gust Walker
- Ahn-Crop Crasher
- Cartouche of Solidarity (I like this better than the other one)
And then some number of:
- Oketra's Monument (really sweet in aggressive decks)
- Bloodlust Inciter
- Combat Celebrant
- Devoted Crop-Mate
- And not to forget your Gideons.
Hope this helps!
6 months ago
Your sideboard should be dependent on what your local meta consists of, however I can make some recommendations.
Solemnity is good for the energy/ +1+1 counters strategies.
Abrade can get rid of problematic artifacts but you should probably be running those mainboard since they're pretty versatile. Id say put in 3 of them over your Impeccable Timing and Electrify. By Force is a more budget option to deal with problematic artifacts if that's a concern. Also Lightning Strike is in standard and it might have a home in this deck.
The only other thing I could recommend is to focus more on cards you really want to play. You have alot of 1/2 ofs and that lowers the consistency of your deck. Stuff like Graceful Cat and Hyena Pack are ok, but the deck slots could be used for more Glory-Bound Initiates and Gust Walkers. That's just an example but I'm sure you get the idea. You can easily replace some cards to increase the raw power of your deck.
Overall the deck looks sweet and I wish you the best of luck tuning it!