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Battalion — Whenever Warmind Infantry and at least two other creatures attack, Warmind Infantry gets +2/+0 until end of turn.
This isn't my best work but I hope it is fun at the least. Man, full time jobs are great on the wallet and suck on the free-time.
(Also, on an unrelated note, whenever I make a R/W/U deck I consistently wish that they had actually done some cool 'Warmind Initiative' stuff in Return to Ravnica. See: 'Warmind Infantry ')
Warmind Infantry , Bomber Corps , and Wojek Halberdiers seem like the first to go. Trim Tajic back one. That should leave you with 12 battalion non hasters to 11 hasters. If you want, subbing in the Legion Loyalist for the boros elites would be good. Using the six free spaces, you could go full playset of Mugging and cttr. With one free space you could put in a final legion loyalist or put another burn spell in. Creature removal is never a bad thing. Or if you need that final two points of damage to do your opponent in. remove titan's strength and replace it for Magma Jet for removal and scry. Maybe even try dropping the Firemane Avenger to the sideboard and adding another Firefist Striker . Your CMC will be lower as a deck average and the striker is just a general cock blocking bad ass
Hello TJF - Here are my suggestions.
2) Take out Court Street Denizen , (3 mana for a 2/2 that occasionally taps cards, won't apply to your multicolored cards) Soulmender , (1 mana for a 1/1 that gives 1 life, this is virtually useless) and Warclamp Mastiff (Any competitive deck will easily take it out, the first strike rarely applies) which frees up 4 more spots, right now you're at 54 cards.
3) Add two more War Falcon because it is a 2/1 one mana in the air, early game flying is tough to come by, 1 more Wojek Halberdiers and 2 more Daring Skyjek for the same reasons as War Falcon. 59 Cards.
This may be a bit pricey but overall:1) Keep your totals to 60 cards2) Follow steps 1 and 23) The rest are optional4) The many curve at the moment is a bit high, your best cards won't see action until much later at the moment. (Turn 5-7, they won't always turn up)
Ok... so there were some issues. It took me longer than it should, but i realized that there is in general too much removal. Thus, most of the changes will are focused on making black and red more aggressive in their nature, and less focused on sitting back on 10+ removal spells and eventually landing 1 creature and killing with that.
So... lets begin.
1: In white
With the last update I had been trying to shift white to be focused on having lots of small creatures. Also through more testing there were some cards that were not played very often, and when they were, they weren't very good. The ones I'm replacing in this update are Darklit Gargoyle , Ajani's Sunstriker , and Feeling of Dread . All of these cards proved to be just filler slots that were undesirable or sub par. Replacing these cards are: Niblis of the Urn , which I think will allow white creature be held back by almost anything bigger than a 3/3 by giving even more tappers; Crusader of Odric is an experiment to offer white some larger creatures, hinging on the fact that they have stayed focus on the overall theme of the colour; and also Intangible Virtue is an experiment. It might be too good or downright unplayable I'm really not sure, but I think it is worth trying it out to see where it stands.
2: In blue
3: In black
Unlike blue, this is the most substantial change. As mentioned earlier, both black and red had way, way too much removal. As such, Last Kiss , Victim of Night , Tragic Slip , Doom Blade , and Executioner's Capsule are all being removed. This still leaves black with quite a bit (13 pieces) of removal, but no longer are more than the half the black cards removal. Four other cards are also being removed: Deadly Allure , Tormented Soul , Triumph of Cruelty , and Addle . Each of these cards were rather narrow, in order to change the possibilities for black, more cards needed to be cut. So, how am I changing black? My goal was to make black more aggressive, or to push the sacrifice side of black. So, for the aggressive side, Vampire Lacerator , Diregraf Ghoul , and Sarcomancy are all being added to up the aggressive one cost creatures. Just as some useful bodies Bloodhunter Bat and Vampire Outcasts should be able to work themselves into a multitude of different decks and strategies. For the sacrifice element of black Haunted Crossroads and Gravedigger are now included. The haunted crossroads are an experiment, as it may be too powerful. And finally as some general utility Sign in Blood and Duress have also been added.
In short: Executioner's Capsule , Last Kiss , Victim of Night , Tragic Slip , Doom Blade , Triumph of Cruelty , Tormented Soul , Addle , and Deadly Allure out. And Duress , Sign in Blood , Haunted Crossroads , Gravedigger , Vampire Outcasts , Bloodhunter Bat , Sarcomancy , Diregraf Ghoul , and Vampire Lacerator in.
4: In red
To follow that up, we have another large change. Similar to black, the amount of removal was an issue and needed to be tweaked. Furthermore, I really wanted to encourage the sacrifice deck, as it is both fun to play, and draft. As such, I think red should be valuing cards such as Pitchburn Devils which can act as removal in the right deck. So, Into the Maw of Hell , Street Spasm , Arc Trail , Turn to Slag , Flame Slash , and Magma Rift have all been removed. As mentioned cards like Pitchburn Devils are supposed to be strong in this cube. Thus, Gang of Devils and Goblin Arsonist , which follow a similar idea have been added. Additionally, to follow that idea of creatures into damage, Skirsdag Cultist is being added as well. 2 of the cards being replaced are centered on having a mass of creatures. Warmind Infantry and Krenko's Command are taking those spots, and the last piece of red removal is replaced by Stone Rain which could very easily be taken out, for being "unfun" but I dont think it is strong enough to see consistent play, but is strong in the sideboard against decks that have a challenging mana base.
In short: Magma Rift , Flame Slash , Turn to Slag , Arc Trail , Street Spasm , and Into the Maw of Hell out. And Gang of Devils , Goblin Arsonist , Skirsdag Cultist , Krenko's Command , Warmind Infantry , and Stone Rain in.
5: In green
It had become abundantly evident that Tracker's Instincts , Commune with the Gods , and Mulch were completely unplayable in this cube with minimal direct graveyard interaction. Also because there's no real reason to go more than 2 colours maybe splashing another Abundant Growth was also less than optimal. Another issue that green had was that it didn't have any good way to close games. Because of this first issue Sentinel Spider and Territorial Baloth are now part of the micro cube. To help push the green white aggressive archetype Mtenda Lion has also been added. And finally, Wall of Roots now gets a spot serving as both a blocker and an accelerator for the bigger green decks.
6: Multicoloured and Colourless:
For the same reason Mulch and such cards were bad, Grisly Salvage was the exact same, and considering that the multicoloured cards are supposed to be more powerful, this needed to change. As such. Noxious Hatchling will take its place and serve as a big body with a relevant ability that truly does encourage golgari play. Now for the same reason Abundant Growth was unplayable, Kaleidostone and Chromatic Sphere were also underwhelming. To not entirely eliminate colourless mana fixing, Manalith is being put in. Filling the other spot Mortarpod is coming in as another creature to damage spell.
Yet again congrats on making it to the bottom :P and thank you for reading.
Red/White has a lot of potential and all of your potential with this deck is Aurelia, the Warleader . Her ability has the potential to be really powerful so lets explore our colors and what has the most use for it.
Boros colors have a really good ability to them this block because of Battalion. Card like Daring Skyjek , Boros Elite , and Tajic, Blade of the Legion all have mechanics that involve other creatures, and when those other creatures have battalion, shenanigans occur.
So lets wipe your creatures clean and just keep Aurelia. Boros Elite - 1/1 for W with battalion that becomes a 3/3 when other are attacking. Suntail Hawk - Another decent one drop. Has evasion so from T2 on you can hit them for one which adds up when it comes to playing Red AND White.
2 Drops Wojek Halberdiers - A staple in all of my Red/White builds. A 3/2 for WR with battalion that gives it first strike. Pop a Madcap Skills on it and it gets ridiculous very fast. Daring Skyjek - 3/1 for 2 with battalion that gives it flying. Evasion is always good, and its easy for beginners to pick out cards that are useful. Firefist Striker - 2/1 for 2 with battatlion that prevents a creature from blocking. immobilize their best blocker (or their only blocker sometimes) and get in with crucial damage.
3 Drops Warmind Infantry - 2/3 for 3 with battalion that gives it +2/+0. Its good filler and its a step above other budget cards because of the battalion mechanic.Go on the look out for other good three drops with Red and/ or White. Skyknight Legionnaire is a good one, a 2/2 for 3 with flying and haste. Check out card lists on the gatherer in the Gatecrash, Dragons Maze, and Theros sets.
4 Drops Tajic, Blade of the Legion - A 2/2 for 4. Sounds bad right? WRONG! With battalion, he becomes a 7/7 that is also indestructible. Its downside? It's a legendary creature so you can't have two of them on your side of the field at the same time. Ordruun Veteran - 3/1 for 4 with battalion that gives it double strike. Hits in for 6 and if its blocked it deals 6 before damage is assigned. Give it madcap skills or Volcanic Strength and stuff gets nuts.
Then it comes to your Aurelia, the Warleader as your 5 drop. Flesh out the deck with burn and creature assist spells or creature enchantments like Madcap Skills or Volcanic Strength . As for lands? For budgets get yourself 4x Boros Guildgate then maybe 11x Mountains and 9x Plains should work. If money is not an issue then do this. First find out how many lands you want (22 is a good number). Get 4x Sacred Foundry , 4x Temple of Triumph then fill the rest our with basic lands. If you dont want this deck standard legal, add 4x Clifftop Retreat and one or two Slayers' Stronghold , then fill out with basics.
Hope this helped you start to build a good deck. Feel free to PM me if you want more help.
If you want advice:Consider adding Vaporkin for something else to get the bonus from Master. Also, Molten Birth triggering Pyromancer = 3 elementals. Let's say late in the game you get 6 manna out there, Purphoros and Pyromancer. Molten Birth = 3 tokens = 6 Purphoros damage. Win the coin flip, do it again. For 6 manna you get 6 creatures that fit your theme and 12 direct damage. Maaaaybe take out the Hammer for Izzet Keyrune which doubles as a manna fix and an elemental dude. Also, Nivmagus Elemental is a great one drop for this deck. If you cast an instant/sorcery with pyromancer on the field you can get the trigger, then before it resolves exile it for the pump to nivmagus. Door of Destinies and Mutavault wouldn't hurt, and Mindsparker and Warmind Infantry would probably both be better 3 drops than Thassa, simply because a) they fit your theme and b) you will probably rarely have the occasion to make either of the gods a creature with the way your deck is running, so for an aggro deck it's gonna be Purphoros that gets the nod over Thassa.
Sorry that was a lot of opinions, but I recently built an elemental aggro deck on another site so I have had a lot of this stuff on my mind lately.
|Power / Toughness||2/3|
|Avg. draft pick||7.57|
|Avg. cube pick||11.66|
|Commander / EDH||Legal|