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Artifact — Equipment
Equipped creature gets +2/+0
As long as it's your turn, equipped creature has first strike.
Equip (: Attach to a target creature you control. Equip only as a sorcery.)
Jousting Lance Discussion
6 months ago
You're definitely leaning real hard into the +1/+1 counters and also Deathtouch thing here, which is awesome (I had two sets of these guys in the pre-release and they did work for my teammate and I).
I'm wondering if you could also dip into some First Strike or Trample tech? both interact really well with deathtouch. Horned Helm is outstanding 'cause you can move it at instant speed, and Rancor is Rancor. Jousting Lance has a steep equip cost but is pretty solid for you. Bladed Pinions isn't bad either.
9 months ago
Did the Sky Terror change work well? I had some other thoughts moving along with the build you were starting with.
It seems a bit overdone on the red mana since none of your red costs more than 1 red mana+(other), and most of your deck is white. I'd drop the 2 guildgates at a minimum and put in plains, and I'd also add another plains to your deck, as it looks a little mana light.
If you'd like the mentor thing to work out a bit better, you need to beef up your Aurelia and "possibly" Boros Challenger in order to get their buffs going for you. Consider dropping another mountain or two and adding a couple Guildmages' Forum for a free buff for Aurelia. I would consider Candlelight Vigil, or some easy cast equipment to help out... Jousting Lancegets first strike with that too, good for mentors who often have more power than toughness. Dowsing Dagger FlipForebear's Blade are other decent options.
I also think the History play is neat, but has it really been changing the game for you? If it is, keep it going, but if you want to tweek with the deck a bit, I think this is another good place to do it. Your saying it combos with your Legionnaire, but even if you had 2 out, that would only mean an extra 4 damage, nice, but I think you can make your deck more powerful with another combo using your mentors, or even just going straight red spell damage. Hopefully at that time you would have out one of your bigger fliers, or add another big one like Light of the Legion(also a mentor), or go for an earlier cheaper rout with some more buffering using Parhelion Patrol.
It really depends what to add depending how you are losing. If you are losing to a sweep of your smaller guys before they get bigger, you might need to go Tajic, Legion's Edge (another mentor as well as combo too getting buffs from the guildmage land) to prevent black and red spells killing your creatures. On the other hand, if you're getting behind early in games to a more aggro deck, the change in mana will likely help, but so will having your own quick damage to take out early trouble. Lightning Strike etc instead of the big spell casts like Intervention, but easy quick for early, and still a little helpful later on to finish off a blocking creature, planeswalker, player... They are getting out more creatures than you, and you have to leave your big fliers back to defend, Sigiled Sword of Valeron or Forebear's Blade, and put the Parhelion Patrol in for sure.
Once you have a good base, you can sideboard these different sets of cards depending what types of deck you're playing against. You will probably recognize some of the people, and if you don't, you will know which deck it is after the first game.
Keep playing around with it, and have fun. It looks like you have a fun deck that can really be tough to deal with. Please keep us posted if you get it running how you'd like, and what you did to make it happen. I had fun thinking through the possibilities. Best of luck
1 year ago
Thanks for your input WreckingHines! Last night, I gave this deck a try on Arena, and just like you said, blackblade was unimpressive. On one of the games, all it did was give a little boost to the Serra Disciples. My initial idea with it was to increase the power of my legendary mentors, and make it harder to make them leave de field by turn five or six. Maybe for that, Jousting Lance would be more consistent? Ideally, Captain's Hook could give the ground mentors evasion on turn 4 even, but with so many main deck artifact removals in the format, it's too easy to get 2 for one'd. Dub has the same problem, but now with creature removals. Maybe Switching Teshar for Shalai, Voice of Plenty would help?
Resplendent Angel is great, but I was trying to curve more aggressively, with all 3 drop creatures having haste (and it worked great in most matches). But I will try it in some games eventually.
1 year ago
würd empfehle(aus idee): Sigiled Sword of Valeron Gallant Cavalry Kinsbaile Cavalier Josu Vess, Lich Knight Fiendslayer Paladin History of Benalia Eastern Paladin Western Paladin Northern Paladin Southern Paladin Knight of Dawn Door of Destinies Stoneforge Masterwork Sword of the Animist Gideon, Ally of Zendikar Retribution of the Meek
1 year ago
I would suggest +2 Forebear's Blade -2 Jousting Lance. +2 Dauntless Bodyguard, Knight of Malice, and Knight of Grace. -2 Cabal Paladin. Getting rid of Powerstone Shard. You have a lot of colored mana symbols and your colorless mana would be wasted if not invested into (you would need to play cards that need colorless mana for it to work more consistently). -1 Gilded Lotus because having a 3/2 first striker will be in your favor more then a 5 mana tap for 3 (in your deck). -2 Jhoira's Familiar because it's not something you want multiple of in your hand at once (4-ofs) because it costs 4 mana and does less then it could, but still keep some. +1 Danitha or Josu Vess Whichever you see fit.
1 year ago
Hey thanks again for the input.
I may make a second deck and copy yours to try it out then change it to my playstyle a little. I will comment again with what I come up with. Your deck actually looks like it would play out really nice.
1 year ago
1 year ago
You don't need all four Valduk, Keeper of the Flames.
Jousting Lance as an alternate source of First Strike? Might be too high on your curve, though.
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