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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 weeks ago
Hyperalgialysis, If Brave the Sands is ever print in a masters set at common, it would be a huge buff to the deck. Not only would it add consitancy to the deck, it would allow us to play one of the be common exert creatures, Gust Walker more reliably. Though with all the pseudo-vigilance related things being suggested recently (Thanks by the way), how would the deck play without the warrior theme and instead, focusing more on other ways to untap the creatures? Personally, I believe that playing the one time effects won't help enough with consistency, and the Herald of Dromoka and Marshaling Crys are stronger overall, even of the cute exert untapping doesn't work every time.
3 weeks ago
that looks pretty solid, I'll probably switch the Gust Walkers for Combat Celebrants, and maybe the Soul-Scar Mages for some Cartouche of Zeals, they make it a lot more consistent with landing hits, and I don't think there are enough direct damage spells to justify the mage.I'm also gonna spice up the land base with some cycling deserts, and the Ramunap Ruins and Shefet Dunes
2 months ago
Brought this deck to my first FNM and went 2-1 (win vs. B/R control & mono-black zombies, loss vs. Temur Energy)! Made some mistakes, got lucky at times, but definitely felt like this deck had what it takes to compete against more expensive decks. Plus people aren't expecting a "White Weenies" deck right now!
1. Aethergeode Miner -- Without other energy cards to synergize with, this guy seemed too easy to take out with targeted removal before I could get in an attack with it. Also, its "evasion" didn't make it hard to block.
2. Glint-Sleeve Artisan -- This card performed better than the Miner, but didn't seem as good as the other three drops in the deck. The two bodies were nice, but often got stalled on the board until I drew a trial for an alpha strike. Although, it was pretty sick when I was able to go turn two Servo Exhibition into turn three Artisan into turn four Sram's Expertise (which dropped a free Artisan) and then follow up with a Trial of Solidarity on turn five!
1. Trial of Solidarity & Cartouche of Solidarity -- I felt that I underutilized the potential of a Cartouche as a standalone card, and instead I focused mostly on its ability to bounce back a trial. But as expected, pumps from a trial give this deck its power and main win condition (pumps from Shefet Dunes are nice too). Also, don't overlook the vigilance from a Trial, it can be quite good!
2. Sacred Cat & Trueheart Duelist -- These resilient creatures help us to always have a board presence to pump (embalm is dope!), and can serve as excellent chump blockers if the need arises. They are a big reason that this deck can hang in grindier games.
3. Servo Exhibition & Sram's Expertise -- Exhibition at times seemed to be the best card in the deck. Two mana for two bodies is really really nice (especially on turn two). The three bodies from Expertise definitely help us go wide, and the tempo from additionally playing a free three drop can be amazing.
1. Gust Walker -- I kind of added this guy in as an afterthought, but he performed really well! Being able to fly over blockers can be really valuable in board stalls, and it synergizes super well with Trial of Solidarity because vigilance allows Gust Walker to exert without a drawback.
2. Aerial Responder -- I expected this card to be good (which is why it takes the #2 spot), but it turned out to be very, very good. It pretty much single-handedly won me a game or two. It's really hard for opponents to deal with. It almost always attacks in for a four point life swing, and can still block if needed.
Potential Changes to the Main:
-2 Aethergeode Miner for +2 Gust Walker
-? Glint-Sleeve Artisan for +? Sunscourge Champion
Asked for some suggestions from other players about the deck, one of which was to switch these out. The life gain from Sunscourge seems nice, but what seems more exciting is being able to bring it back as a 4/4. Adds value and grindiness.
-? Glint-Sleeve Artisan for +? Solemn Recruit
Recruit seems like it could really pack a punch, especially if pumped by a trial.
The sideboard definitely needs work. I think Aetherstorm Roc could be a good addition that would give the deck more midrange power. I did like Oketra's Attendant, and think that Fragmentize (although I never boarded it in) is excellent in the sideboard. Not sure about the other cards.
3 months ago
Hey looks ok, i have the same comments as the other deck
3 months ago
Hey i saw your post on the other deck:
way to many creatures, also try to have 4X because that increases the consistenty of your deck
4x Oketra's Avenger 4x Glory-Bound Initiate best exert in the deck 4X Gust Walker remove the Bloodlust Inciter, i get why you want it but this is not a mono red aggro deck, you do not need the haste, your creatures push trough with exert.
Only 2x Combat Celebrant because the card in itself is very weak and prone to any removal
4 months ago
So, sometimes, regular MTG matches can take way too long and me + my friends thought of an idea for this. However, we still haven't decided on a name for this. :P
So, a deck in this "game mode" has 10 cards. The players start on 3 life and the starting hand is 3 cards (these details may change). Because of the reduced life and deck, some milling and damage cards are not allowed, such as compelling argument.
Also, about legality, cards are only allowed from the most recent block (currently amonkhet and hour of devastation).
EDIT: I also forgot to mention that decks may only contain 1 card of the same copy, including basic land
4 months ago
If you're looking for more haste options; I'd check out Cartouche of Zeal. With its low cost I often pair it with Gust Walker or Glory-Bound Initiate. Both Cartouche and Gust Walker are commons as well.
Looking for weak-links I'd say Aethersphere Harvester while flexible loses purpose when you don't really have any energy cards to back it up. Nef-Crop Entangler is a viable option if you're looking for a common red hitter; likewise if you're looking for maybe a surprise spell, the uncommon Onward / Victory is a fun play of mine, and a way to quickly hit opponents and have a doublestrike spell sitting in the grave when you need it.
Lastly if you pick up a Gideon Starter-Deck; it comes with Gideon, Martial Paragon as well as two Gideon's Resolve which are late game savers when it comes to having a deck with lower toughness creatures. Paragon can untap exerted creatures or pump them for additional power. Plus if you decide to run it with your Gideon of the Trials; the Emblem effect from Trials is still valid with Marshal Paragon on the field.