- 4x Benevolent Bodyguard
- 2x Doomed Traveler
- 1x Hero of Bladehold
- 3x Loyal Cathar
- 4x Mother of Runes
- 4x Squadron Hawk
Seems like a beating. What's your game plan against Storm though? You could go with main Mana Tithe/Lapse of Certainty, as there will probably be many times where you have one mana open after casting critters on turn 2 or 3, or just beat on turn 3 while leaving mana open to counter their critical turn 3 spell.
April 17, 2012 1:46 p.m.
Good call on that, Guardian of the Guildpact is a monster and only a common, but Hero is already in my four slot and I was looking for something better and I had completely forgotten about counterspells. Unmake is pretty good as well but I think that i'll take both of them out for come counterspell protection. How do you feel about Dawn Charm?
April 17, 2012 2:29 p.m.
The thing about Dawn Charm and it's derivatives is that they're not catch-alls. The idea behind the two I listed is that you can drop some derps then counter whatever they play. If they have no blockers then those two are kind of like Time Walk, as you get a free turn to attack. The tempo boost you get from Lapse of Certainty is enough that you can probably win if you get it off after an aggressive start, especially if you move right into playing the Hero. More spot removal may actually be better in this format than the counters, but I think that you will probably have to give in a little to the fact that you're probably going to play Storm at some point unless you're just playing casually.
Also with all the tokens you have Bonesplitter may be a good choice - it makes your tokens much scarier. Although it's not that great if you can stick the Hero until you can get an attack off, as the Hero gives you more for less mana.
April 17, 2012 3:30 p.m.
I seriously don't know when I will ever play this format, but it is certainly interesting. Trying to get my other magic buddies to get into it right now ;)
The pseudo-Time Walk is a good point. With just one other creature out Hero of Bladehold wins in two turns. That extra turn can be crucial. As far as I can tell there's very little enchantment removal in this format, so Journey to Nowhere is pretty damn good. Going six and six for counterspells and creature removal seems about right.
April 17, 2012 7 p.m.
There's actually tons of quality enchantment removal at common and uncommon, and there are a lot of Nobles which are Art/Ench. Most people don't run that main though, it's usually discard, counters and spot removal. If you want your removal options to be a little more well-rounded against other potential decks, O-ring is a good choice in place of Journey as you'll pretty much be playing critters turns 1 & 2.
April 17, 2012 7:39 p.m.
Not running mainboard is what I meant hah. I'm pretty sure that Mother of Runes has the uncommon slot locked down. Aaand I just found out that O-ring used to be a common. Shows that I've only been playing for about a year.