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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]
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Student of Warfare Discussion
3 days ago
What a neat concept. I love deckbuilding challenges like this. Just watch out for Void!
I'd strongly recommend you spring for Student of Warfare. Having a one-drop with the potential to be a 4/4 double striker would outshine any of the creatures in the deck currently for sheer size. Caravan Escort isn't nearly as good, but the potential for a 5/5 first striker could still be worth it. You might also like the touch of removal Icatian Javelineers can bring to the table.
I'd also definitely try and grab a copy of Tithe! Nothing quite like getting two lands for one mana. On that topic, though... are you sure you don't have too many lands? When everything is one mana, you're probably running at full capacity once you have, say, two mana. For that reason, I'd at least try and get Secluded Steppe and maybe Drifting Meadow.
2 weeks ago
1 month ago
You only have 22 targets for Collected Company. Someone did the math on this and concluded you'd want at least 26-27 targets for Collected Company to be reasonably played. Also, the only 1-drop you have is Path to Exile, which you never want to play on your first turn. Maybe you could look into playing some 1-CMC knights, such as Student of Warfare. I personally find Knight of the Holy Nimbus quite good on both offense and defense as well.
1 month ago
By running Dispatch you are hurting yourself even if it is a placeholder instead use Banishing Light, Cast Out, or Declaration in Stone as those don't require a ton of artifacts to be useful. In terms of the creatures I would remove everything but Champion of the Parish, Boros Elite, Thalia's Lieutenant, Hanweir Militia Captain Flip, Glory-Bound Initiate, and Knight of the White Orchid. everything else is really surplus to requirements and can be replaced by better cards that synergize better with your deck and agro plan, for example Thalia, Heretic Cathar is not agro she is control.
Personally I would run 4x Boros Elite, 4x Champion of the Parish, 4x Thalia's Lieutenant, 4x Hanweir Militia Captain Flip, 3x Glory-Bound Initiate, and 2x Knight of the White Orchid. The rest can be filled out be other creatures that work with the deck like Bygone Bishop, Student of Warfare, Gisela, the Broken Blade, Doomed Traveler, Frontline Medic, and maybe even a couple eldrazi.
1 month ago
The list feels way to spread out, my advice would be to focus down on a few core cards as that way the deck can be much more consistent, Glory-Bound Initiate, Thalia's Lieutenant, and Champion of the Parish are a good starting point.
You will need another one drop of which Student of Warfare, Doomed Traveler, or Boros Elite would be good choices, I would cut all the equipment as a starting point and go from there. Humans tends to be BW for more interaction but the mono-white agro can work. I'd like to continue to help if you want so let me know any specific areas you want help on.
2 months 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!
2 months 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 months 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.