|Commander / EDH||Legal|
Printings View all
|Rise of the Eldrazi||Rare|
Combos Browse all
Student of Warfare
Creature — Human Knight
Level up W (W: Put a level counter on this. Level up only as a sorcery.) [1/1]
Level 2-6 First strike [3/3]
level Double strike [4/4]
Price & Acquistion Set Price Alerts
Student of Warfare Discussion
1 week ago
I never sided in Angel of Jubilation so you know but sure I'll run through the other decks to give you an idea of what you faced.
I really have to chalk this one up to experience, I just play turns a lot and know how to play it. Grand Abolisher would slow me down but wouldn't hurt me, I could Fatal Push it or just Gigadrowse and Exhaustion main phase. The Eerie Interlude plan would work but resolving Thing in the Ice Flip isn't a huge deal as you blink and then can't attack and I combo off next turn. Your deck is definitely fast enough to beat turns but I just have a good understanding of how I want that deck to run against agro.
G/W Death & Taxes
List --> G/W Ramunap Death & Taxes
Death & Taxes, also known as Hatebears, is at its heart a white control deck that aims to "tax" it's opponent by making it difficult for them to play magic with cards like Thalia, Guardian of Thraben, Flickerwisp, Ramunap Excavator, Qasali Pridemage, and Leonin Arbiter. I play Collected Company for extra value in the deck. It is a versatile deck that mixes land destruction with all out agro and control.
List --> https://www.mtggoldfish.com/archetype/modern-titan-shift#online
Titan shift is a peculiar deck that aims to win through Valakut, the Molten Pinnacle triggers, basically they ramp to play Primeval Titan and fetch the lands they need and then Scapeshift to sac those lands and play mountains or additional Valakut's for a whole bunch of triggers killing their opponent in one turn. Seeing how Lightning Bolt can't kill Primeval Titan no it wouldn't be better, in fact removal is generally pretty bad against this deck until it tries to combo off and when it does that you are probably dead anyway.
Oath of Nissa Bant Superfriends
As someone who plays Superfriends I can say that your list is one of the lists I dread seing on the other end of the table, it generally means I have to move quickly which can be difficult, this was a good matchup for you, side out most removal and play more agro.
So my list is not on here but this list on the site has a similar idea --> Salt Sisters
That list goes very light on protection but uses the lifegain/drain engine that I find effective (though I feel it plays too many of those effects), I have more pillow fort stuff like Luminarch Ascension and Sphere of Safety as well as Selfless Spirit's in my list but if you want the engine that list does a better job explaining it than I ever could.
Mono White Flicker
Though very different from my test list this is a sample list --> https://www.mtggoldfish.com/archetype/modern-eldrazi-tron-26966#paper
"Tron" refers to the Urza lands, Urza's Tower, Urza's Mine, and Urza's Power Plant, which tap for a ton of mana together. Basically tron decks get these lands and then play big things that kill you quickly. Blood Moon is great against this deck, and to answer your question, Eldrazi Tron is a variant of the tron decks that have been around for a while, and it is the best of the bunch.
Here it kinda came down to a lack of interaction on Faeries part game 2 or else you likely would have lost. Once you have a big creature though like Champion of the Parish with a ton of buffs, Hanweir Garrison, or Student of Warfare this matchup is a bit easier as Faeries can't really afford to lose life all that much.
I agree with everything but the Authority of the Consuls, Merfolk moved quicker and I didn't have much removal in hand before it was too late.
Other Questions and Comments
I wouldn't add more land just redesign the mana base, really I never had mana trouble as one mana with a Student of Warfare is a keepable hand which is kinda scary.
Whenever I had Always Watching , Metallic Mimic, and Hanweir Garrison I rested easy as the got big and so did the tokens without one having to be sacrificed in the attack, sometimes I wanted the tokens to be buffed by Always Watching but you can't have everything, the Mimic did it's job.
Cards that under performed: Eerie Interlude, good against removal but when I play agro unless its a board wipe I don't really care (when I test against control this may change). Battlefield Forge it was just painful, not bad, but painful.
Honestly it is a great card, I had no cause in these matchups for it but against control it is great so if you have room for it play it.
Cards that didn't over performed but I was grateful to have: Boros Charm, not having to level up Student of Warfare to level 7 was nice as was the burn and protection. Path to Exile, solid removal. Lightning Bolt, same thing. Aurelia, the Warleader, flexible option in the side. Disenchant, never played it but was glad it was there.
I still want to do more testing against some other matchups, I'm working on testing my turns against a G/R Vengevine deck as that seems to be getting some hype, I'll test yours out to if that happens!
1 week ago
Okay so I just finished my first round of matches (there are a couple matchups I have yet to test against for various reasons but I'll try to get to those as well) and so far this is how the deck has performed.
- vs. U/B Turns 0-2
(Preface: this is a personal deck of mine and one I have been fine-tuning for quite some time for competitive play, so experience was likely a factor) First game turns had a nut draw where it was able to combo off and take 7 consecutive turns starting turn 5, well timed Gigadrowse and Cryptic Command before that ensured your deck couldn't do much. Game 2 was equally not close, turns was able to flip a Thing in the Ice Flip and combo off the next turn. (Also I have been really testing my turns deck against shadow so you know, and you ran into the hate I have in place for that deck.)
- vs. G/W Death & Taxes 0-2
(Another one of my personal decks and a deck I have tons of experience with) Game one D&T had two operating Aether Vial, simply got out ran. Game two was long and grinding going 20 turns. Eventually lost to Ramunap Excavator and Ghost Quarter lock and simply didn't have enough blockers to withstand a full swing.
- vs. Titan Shift 2-1
This result surprised me. I expected that Titan Shift would set up its combo quick enough to beat the agro but I was wrong. Game one a Scapeshift with three active Valakut, the Molten Pinnacle killed your deck easily. Sided in some removal and Aurelia, the Warleader and was able to kill quickly both times before Titan Shift had a chance to combo.
- vs. Grixis Shadow 0-2
(Preface: Though I hate the Death's Shadow deck I have play tested it a lot and I am pretty experienced with it due to its place in the meta and me having to know my matchups) Not much to say here, simply wasn't able to out agro the best agro deck in the format. Shadow held onto its counters for burn spells and won with Snapcaster Mage and Death's Shadow beats.
- vs. Oath of Nissa Bant Superfriends 2-0
This is another one of my personal decks but from the moment the match started it felt a turn behind. Game one Superfriends started out mana screwed but just as the Superfriends deck was setting up its lock and stabilizing a well timed Always Watching was able to pump some tokens and get in for exact damage (if this didn't happen the deck would have lost so you know). Game two Superfriends was mana flooded, won without difficulty.
- vs. 4-color Aikido 0-2
Another personal deck of mine. Aikido is a lifegain deck that punishes you for having creatures, both games simply couldn't keep up with the lifegain.
- vs. Mono-White Flicker 2-1
Mono-white flicker is a comb deck that aims to go infinite in a number of ways using Felidar Guardian and Panharmonicon. Game one was quick enough and won before Flicker was able to set up its combo. Game two lost to infinite life combo, conceded on the spot as the flicker deck would have created infinite tokens next turn. Game three well timed removal on combo pieces was able to outpace the flicker deck.
- vs. Infect 2-1
Not much to say here, game one got caught without removal in hand Path to Exile, that didn't happen again.
- vs. Eldrazi Tron 1-2
Won game one by the virtue of bad topdecks from the Tron deck, it had assembled tron but had no threats to play with its mana. Game two lost to turn two Thought-Knot Seer, followed on curve by Reality Smasher and Endbringer. Game three lost to a Karn Liberated in combination with Reality Smasher, All Is Dust, and Walking Ballista.
- vs. U/B Faeries 2-1
A personal favorite deck of mine but a deck that has gone years without a serious upgrade. Game one a very large Champion of the Parish was able to beat down. Game two lost to double Bitterblossom followed with a Scion of Oona, and Cryptic Command's aimed at tapping down attackers. Game three was able to land a Hanweir Garrison on the play (if I hadn't been on the play Spellstutter Sprite would have countered it). The tokens generated this way were able to win the game with Always Watching , even when faeries had Bitterblossom (this match was close the final game final life total was 5).
- vs. Merfolk Aggro 0-2
Arguably the third or even second best agro deck in the format (Shadow and Affinity are genrally considered the best), the islandwalk and Merrow Reejerey really hurt both games as did a flashed in Harbinger of the Tides returning a large Student of Warfare to my hand before swinging for game. This matchup felt winnable just got unlucky with Merfolk's draws.
So that is what I have tested so far, I still want to test the deck against Knightfall, Burn, Affinity, and Control, hopefully Friday some of the players I know who play those decks will be there and I can test for you. Overall though the deck did well, the mana base was honestly a little painful, I really think you want Inspiring Vantage in the deck, it is just a great land and Mikokoro, Center of the Sea was completely a dead card; it was never needed. I would replace it with something like Needle Spires as creatures are always nice, or Ghost Quarter (sometimes I just wished I had it in the deck but that is just me).
2 weeks ago
It's too bad you have so many noncreature spells so you cant run Thalia, Guardian of Thraben effectively. I think she a great piece of disruption against spell heavy decks.
If you can afford it, a full playset of Path or Fatal Push is optimal over Dismember or anything else.
2 weeks ago
This was pretty much my next big deck build....very nice!! I had written it all out and here it is!!! lol albeit I had some different creature choices the main one being Kytheon, Hero of Akros Flip in lieu of Student of Warfare plus the inclusion of the anthem spells Honor of the Pure @ 4 and the additional Always Watching @ 2.
Problem with that is I've left myself no room for the Vials or the DT Spheres OR the Sphinx's Revelation by doing that. I'm curious if you have tested that route and just plain found it to be slow and ultimately not good by comparison to your choices?
So many other humans I wanted to incorporate as well. Just wanted to understand your thinking behind their exclusion:
-Doomed Traveler the pro seems to be the spirit he leaves behind
-Boros Elite gets pretty beefy too the more humans that follow the charge!
-Consul's Lieutenant more beef upon active renown
-Deft Duelist shroud/evasive
-Knight of the White Orchid land!/first strike!
-Abzan Falconer the weaker of the choices I had in mind...flying I guess
-Frontline Medic boardwipe insurance for the army that fights together!!!
-Mentor of the Meek draw....but you got that covered
-Archangel of Tithes make things cost more for your opponent and forces hard choices
The last one understandably is not tribal but her abilities to slow down opponents are valuable my only counter to it right now is it has a demanding 4-cast expense on a curve that tops off very efficiently at 3.
I'm passionate about this deck type and really love humans in these colours. White and blue has always been my favourite colour combo and I use it frequently with either green or red to make jeskai or Bant.
Sorry for the word-y post getting to the bottom line of the preamble now with saying I definitely +1 this deck and if I could, +2 for humans and this deck design I so would!!!
- An extremely heartfelt thank-you for building this and reading this!
3 weeks ago
When you level up one of them from 2-6 to the 7+, they lose the keyword ability from the 2-6 range, which is why most levelers final level is just strictly better than their second level. This is shown on Student of Warfare, and it worked well with the Student of Evasion. However, I feel in gameplay, with for example Student of Recklessness, I draw him in the late game and pump him up to the 4/1 haste, but I can't go for the 7/1 Menace if I want to attack this turn. The same is true for Student of Exctinction, where sometimes I'd rather have Wither and sometimes I'd rather have Deathtouch. I do like dbpunk's idea for the green one. The Lone Wolf style ability isn't always better than Trample, but it feels a bit like a leveled up trample. For Student of Extinction, Wither could upgrade to Infect, for Student of Recklessness you could have Menace upgrade into "can't be blocked except by three or more creatures" ala Guile.
3 weeks ago
Hey, I'm working on a custom set, and I'm including a cycle of levelers a la Student of Warfare. I'm looking for input on the cards themselves, but mostly artwork.
Just a reprint here
Feel like the name could be better here. Also maybe the 2-6 mode is a bit strong.
This is probably my favorite of the new ones.
Obviously needs some art, but otherwise I like it.
The 2-6 ability doesn't really go with the 7+ ability...
3 weeks ago
Student of Warfare is better than Lionheart Maverick, Thraben Inspector is a good value one drop, i think the honor the pure makes up for the lack of +1/+1 lords, I don't like the brave the sands(need room for more creatures) or eland umbra(too high a mana cost), i think Mirran Crusader is better than Dawnstrike Paladin
4 weeks ago
Great card but I'm unsure of how it fits. For it to work you can only be attacking with one creature and I don't see this deck doing that too often. It does work well with Hanweir Garrison however as it makes it more durable and if you stack the triggers correctly you get the benefit from Garrison and Sublime Archangel. The one problem it has is that yo go pretty wide and attacking with one creature is rarely in your best interest unless you have a big flier out or a double strike Student of Warfare. I can see it as a one-of but not much more as it needs tons of creatures to be worth it in the deck and even then you may not want the exalted trigger unless your opponent can't deal with some of your evasion.