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Creature — Human Flagbearer
While choosing targets as part of casting a spell or activating an ability, your opponents must choose at least one Flagbearer on the battlefield if able.
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Standard Bearer Discussion
3 weeks ago
A few points:
Please use paragraphs and space out your description so it is easier to read. I'm no Grammar Natzi and don't mind reading through spelling mistakes but a wall of text is rather hard to read continuously.
"Target standard bearer it will do just that returning it back to my hand but in my kaalia deck I have cards that can give standard bearer protection from blue meaning it can Target it all it want but I will not have to return it to my hand lol."
Unfortunately this is not how this interaction works. After Standard Bearer gains protection from blue it is no longer able to be targeted by blue sources and since it's text says "...that COULD target.." the player with Venser is no longer obligated to target it because they can't. Sure the Venser player can't touch your creatures this turn but nothing is stopping them from bouncing all your other noncreature permanents like all of your lands and artifacts preventing you from paying for Glory to protect your remaining creatures.
This may not be prevalent in your meta but in mine there is a lot of spot removal and almost none of it simply destroys the target unless the card itself has a major abusable upside or is versatile. I see a lot of Swords to Plowshares, Anguished Unmaking, Crush Contraband, Chaos Warp, Song of the Dryads, Reality Shift, etc. Also graveyard hate is ever so present in the forms of Nihil Spellbomb, Bojuka Bog, and Relic of Progenitus so keep this in mind while I give you my suggestions.
I like that you identified the decks weakness and strengths but I can see your deck has very little interaction which can sometimes lead to major problems. If you have more spot removal (like some listed above) that are versatile and can remove any problem card your deck will become that much more resilient.
If you want to set up for some game busting turns like dropping Avacyn, then cycling Decree of Annihilation you're going to need a few things to get there: a way to get Avacyn into play, enough mana to cast an Armageddon, and probably a way to prevent your opponent from interacting with you you.
I feel like a strong reanimator strategy usually follows strong Kaalia decks. Sure her combat trigger lets you drop them in but if an opponent doesn't let you have her you should have a backup plan. Reanimate Dead, Strands of Night, Exhume, and Necromancy all let you put huge creatures into play sometimes faster than Kaalia will let you if you have one in hand and Entomb.
Mana is pretty tight in Mardu colours making mana rocks your only solution, or is it? Many people overlook the rituals these colours have access to: Mana Geyser, Dark Ritual, and Cabal Ritual all gives an extra few mana when you really need it.
I see you have Grand Abolisher to protect your plays and prevent counter spells but there are also other options: Silence is a one off effect but can deny a player a turn or be used to protect one of your plays if played beforehand. Equipoise is new white tech I just discovered that really makes the playing field fair against one opponent. It's strength lies in your ability to choose what phases out, primarily to hit that blue player's untapped islands, maybe an annoying creature that is preventing you from playing or keeping Kaalia in play, etc.
2 months ago
I really like the idea of things like Dense Foliage in this, especially played at the right time. If I wanted to follow that theme of control, I'd need to make sure I threw in some Ghostly Prison and other pillow forts to protect me from people's scary creature. I think that's the biggest worry with this deck, some sort of battlefield presence to stay alive.
I got a neat side idea for pulling ahead! I think the mass land searches that heavily favour me when Ob Nixilis, Unshackled is out could go great with the one card you recommended, Natural Balance... It'd be a strategy for a little later in the game if I have in my hand a couple cards like Weird Harvest or Collective Voyage that give everyone the option (to search themselves to death), I could play Natural Balance to cut everyone's land mass in half, then jump ahead in a huge way. The Ramunap Excavator or Crucible of Worlds also put me ahead. Ohhhh. Now I just need some extra ways to make use of that extra value I could have.
So - on your idea, hkhssweiss, what are some good instant or sorcery recursions to keep bringing them back? Eternal Witness is off the top of the head, but there must be some more good ones. Revive. hhmm
2 months ago
goldlion Glad I could have been of some help!
Thinking more on it, since we have a sac outlet on the field, we could possibly gain more value off of it. Say you have Ob Nixilis on the field (With protection of course) and have the tempts, if you have a way to recur them every turn your opponents have a choice whether to let you have more advantage in resources or taking one for the team and having them take 10 damage every time you tempt them. Once you have enough mana you can then force them to control their turn and since you make the decision for them...well you have just killed them LOL!
3 months ago
4 months ago
If you want monk themed Shu Yun, the Silent Tempest is a good choice that is somewhat like a mix of ishai and bruse. Soulfire Grand Master is a must to keep casting your spells repeatedly. Monastery Mentor for chump blockers. Spellskite and Standard Bearer to force bad plays. Aegis of Honor for another redirect. Gisela, Blade of Goldnight to lower opponent's damage (also super great with double strike)
6 months ago
I STRONGLY recommend a couple Standard Bearers in the side or even the main. Enchantment stacking is just asking to get you crushed by spot removal, and while stacking protection is nice, it's not a long-term solution, especially if your opponent is heavily control.
Speaking of protection, a couple Sejiri Steppe instead of Plains would be great for utility.
In a deck like this, I'd worry about running out of gas, so I think you could stand to add a couple Pentarch Wards to cantrip/replace.
Cool list! :D
7 months ago
This is where I really don't know what's best. I suggest experimenting for yourself / references other lists, but I can at least offer what I think would be best.
One option is to play some instant speed interaction, be it Vines of Vastwood or Mutagenic Growth. I've seen some people do it. Obviously you want to keep creature count as high as possible for Lead the Stampede, so numbers here are questionable.
If you want to move spinnerets in and simply need more sideboard slots, there are a TON of good options. Like seriously, there are a million good choices in your colors, just depends on which matchups you want to prepare most for. Standard Bearer is among the best sideboard cards in the format, because it forces your opponent to interact with it before they interact with your important creatures. Think of it as pauper Spellskite. It also steals auras from the Bogles deck, and that deck literally doesn't play removal for standard bearer, so if you get it in it's gg. They are kind of expensive online, but for good reason. If you don't want to play them starting out, that's understandable.
Sunlance is great as another removal spell outside of Journey to Nowhere. I've seen some people jam 4 of these in the board to fight against mono green stompy.
The instant speed interaction I mentioned earlier could also go in these slots. You have vines in there now, but mutagenic growth is a decent consideration in some of those slots as well, especially since Firebolt is a pretty common removal spell.
Life Goes On and Armadillo Cloak are the best ways to gain life against hyper aggressive decks / burn. Not really sure which one is better to run. Life goes on has less strings attached, but armadillo cloak helps you end the game.
Scattershot Archer is the bane of delver / faerie decks. Again, I've seen people jam 4, but who knows if that's best.
Holy Light destroys token decks or decks that play a ton of 1 toughness guys, like elves or something.
Relic of Progenitus is the best thing for removing graveyards, but there are noooot a lot of graveyard decks, honestly. The premier graveyard deck revolves around Tortured Existence, meaning that you would probably be fine just bringing in gleeful sabotage. Theres also decks that revolve heabily around returning spells with Mnemonic Wall, but I think you're better off trying to race those.
I... think that's most of the super good ones? There's always the circle cycle too, such as Circle of Protection: Red, but leaving mana open on your opponent's turn is generally not how you want to be playing the game. But yeah, maybe try putting the spinnerets in and tweaking your sideboard using some of these. Again, I would say it entirely depends on the kind of matchups you're expecting.
If you're not sure what to expect, I might start somewhere like this:
3-4 Gleeful Sabotage
3-4 Standard Bearer (they're just so versatile, they're good in a lot of matchups)
2-3 Sunlance / Journey to Nowhere (if you decide to leave them in the side)
1-2 Armadillo Cloak
1-2 Pay no Heed
3-4 Vines of Vastwood / Mutagenic Growth
That should give you good coverage of a lot of different archetypes. It'll just take some experimenting to find what you like best.
9 months ago
Your opponent doesn't have to target Standard Bearer with either one, as the "flagbearer ability" doesn't interact with triggered abilities. On older cards, the phrase "play an ability" meant what "activate an ability" does now. The current Oracle text has been updated to clarify this.