Add the Bloodlust Inciter (link does not work) to the deck for faster actions on creatures when you play them. Also if you want to use the Metallic Mimics I would suggest the user of Collective Effort as it puts +1/+1 counters on all creatures target player controls.
April 23, 2017 11:59 p.m.
Is this supposed to be red white humans it dosnt have enough sinergy try and put in more sinergy cards. Also Harsh Mentor and insult to injury should be in it.
April 28, 2017 8:15 p.m.
Thank you for the Suggestion JJaz1. I think he is more suited to the side deck then main board, but he is definitely a strong card to have. Will think about adding two to the main deck but leaving in the side for now.
May 2, 2017 4:06 p.m.
Hi. Just a quick post to invite you to the "Humans" discussion we're having on MTG Salvation (http://www.mtgsalvation.com/forums/the-game/standard-type-2/established-standard/757829-humans?page=29). The thread is very active, and we're trying to design the best deck and SB for the Human tribe in Amonkhet's Standard. Just reading the last week's posts will take you some time, but will hopefully encourage you to join the club! :)
My 2 cents on your version of Boros Humans : A) drop Harsh Mentor altogether from the main deck and sideboard (it's too conditionnal, and Humans have far better cards to play than this one) ; B) 20 lands is waaaayyyyy too few for 16 cards that costs 3 and 4 cards that costs 5 (competitive Mardu Vehicles played 25 lands to main deck 2-3 Avacyn).
We play 22 lands and our curve stops at 3, and even then, no more than 8 to 10 3-drops. You will stumble on your mana a lot with such a high curve and a low land count...
May 2, 2017 5:51 p.m.
patbou Thanks for the invite to the forum. I will try to check it out when I get some spare time. Also Thanks for the suggestions and you are correct about me being greedy on my mana, but that was more because I was trying to get a quick list to stick that I could edit. I think I will sit the deck at 22, but I don't think I will go any higher then that. I know that I run a risk of coming up short lands with the few 5 costs that I am playing, but I really dislike running too many lands in a deck designed like this. I have some weird ability to flood out a lot if I go higher.
As for your suggestion to not use the Harsh Mentor, I want to take a chance to see how they play out since I already have a playset (got some lucky pulls) and wish to assess them myself. So far my little bit of testing says they are a good card to have in the side deck at least since it hurts mardu vehicles and energy snake deck. The card shows promise vs most energy based decks because they have to choose to now pay 2 life for a small bonus that is not always permanent. I know he can be killed by almost every kill spell in the standard format at the moment, but that doesn't make him any less valuable then other cards in the 2 cost slot since they are equally vulnerable (most are at least). Mostly singing its praise because it has won me games because my opponent couldn't afford to crew in a set and it kept a Walking Ballista in snake deck from walking all over me.
I am still poking around with the deck and will likely see changes to it over the course of the month as I figure out what the deck really needs for a good balance while keeping my own flair. Current deck list is what I am testing except the Glorybringer is currently Kari Zev, Skyship Raider, because I have not managed to get any copies of the dragon yet. (deck updated)
On a personal note, Bloodlust Inciter has been putting in some big time work that I wasn't truly expecting. Strong 1 drop option I must say to help make every turn that much faster. If you lose him to a kill spell it usually doesn't hurt much because that means they don't kill the creatures you want attacking faster. He can set up scary attacks by giving haste to Hanweir Garrison on turn three while you have Honored Crop-Captainfrom your second turn attacking with it for a total of 10 damage spread across 4 creatures. It also can make a surprise play from Combat Celebrant turn very lethal if there is no instant speed answers.
Feel free to ask me any questions if what I am doing doesn't make sense and I will try to see if I can explain it or admit I am making a mistake with my planning; likely me with planning at the moment since I have not been to invested in researching cards before throwing this list together haphazardly. All comments and suggestions are welcomed. I do my best not to ignore or dismiss comments without trying them to some extent. So if you feel you have some suggestion that is good, I will test it out if I am able and get back to you on it.
May 3, 2017 3:48 a.m.
We should continue this conversation on MTG Salvation. The community can benefit from your arguments and mine.
I'm seing Harsh Mentor under a new light, and may well try it out.
We're on the same side about Bloodlust Inciter : it's awesome! But watchout for instant speed removals. If opponent is not tapped out, and you played a good threat that opponent should remove, you're better attacking with Inciter and dealing 1 damage than tapping it to Haste a creature that's going to die anyway. Particularly true against Control and lots or removals post SB.
But I very strongly disagree with you about the number of lands. Pros everywhere play more lands with a curve like yours, and they certainly have experienced more mana flood than you. But flood with mana sinks (Needle Spires, Hanweir Battlements) is fine, and you can at least play 2 spells per turn or your bomb if you Top deck it.
Mana short is always worst than flood. You can win with a bit too much mana, but you generally can't, at all, if you just don't have the mana to play your spells. And you'll lose with tons of good but dead cards in your hand.
Losing when mana short is not something we consciously remember. It happens fast, and it doesn't torment us for many turns as opponent will kill us in 2-3 turns and it's over. You more vividly remember the games you flooded out because these took longer to determine the winner, and it is suffering to play with the top deck. So you are flawed in your belief that it is better to play less lands : you subconsciously opt for a quick and painless death, than torture and die very slowly and painfully. But that is wrong : as long as you're alive, there's hope! Same is true for Magic! ;)
Emma Handy wrote an article about lands last week on Starcity Games. You should read it. It is very interesting and you should win more games when you'll learn to fit the right number of lands in your deck, considering the curve of your spells : 5-drops means 24-25 lands (or mana sources, if you have accelerators) ; 3-drops is ok at 20-22 lands, depending on how many you play, and if you have mana sinks or not. Tarkir's White Weenies were ok at 20 because they only played four Always Watching, but Amonkhet's Humans need 22 lands because they also feature the full playset of Hanweir Garrison.
And you shouldn't fall for the false belief that you tend to flood out more than the Pros with the same number of lands. Mathematics are universal and probabilities are the same for everyone.
Try it out without your big spells, or with more lands. Your results will be much better, I have no doubt about it. But don't stop at the First mana flood... Gather data and play many games, like twenty to thirty.
Learning that trick increased my overall satisfaction of the game, and you'll soon advocate more lands to your friends and fellow gamers, I'm sure!
May 3, 2017 11:33 a.m.
patbou Thanks for all the comments and suggestions. I do agree that your math makes sense and that you should definitely give play testing cards more then a few games to get a feel for how useful they can be; unless something is going obviously wrong too many times in a short period (short period still being at least 10 games).
As for your land suggestions I will give it a shot going up a few more but I have a general rule of thumb when it comes to a deck like this and that is to never use more then 24 lands. With decks like this, you start cutting things from your top end then adding more lands or you change your decks purpose.
Also thanks again for the link to that forum. Had a chance to browse it a little and like the comments I am seeing on how they break things down. Will likely go there with any questions/suggestions when I can.
May 3, 2017 12:57 p.m.
Gust Walker is a great low cost flyer for 2 mana that's a 3/3 when exerted
May 4, 2017 6:37 a.m.
sava629 Thank you for the suggestion. I played with the idea of using him because of the flying being a strong function to make use of and he is one of the few exert cards that has more then 1 base toughness. Overall I didn't use him because I found that he didn't feel fast enough without cutting something from my later game options. I like his potential, but I am just not sure what I would pull to make room for him besides the Glorybringer as they share a similar purpose. I would not discourage the use of the creature as it synergizes with all the support in the deck and can create a strong attacker if you play it curved into Always Watching as it becomes something that can't be blocked easily and would kill most early game blockers (Exception:Aethersphere Harvester). Problem with this creature is that you can never use it to defend from flying and is slow as an attacker for a flier if you don't have a way to keep him untapped.
I just think that if you want to use an early flier (and can afford them) you might want to use Selfless Spirit. While it is not a human, it does offer a lot of value for 2 mana as it can protect your creatures from wipers and is a good early aggressor.
I will still try playing the card out to see how well it functions. Who knows, he may end out making the cut just because I find that I need more then 1 toughness on my creatures when vs certain decks because of an early Lily or Ballista play that sometimes sets this deck back. (lots of snake decks at my local still)
May 4, 2017 1:56 p.m.
Seems like the you want to build both a human tribal deck but throw in a couple of exert creatures. My advice is to focus on one or the other.
May 5, 2017 4:54 p.m.
I sorta understand what you two are saying, but I am finding that the exert creatures I chose are working rather well with the human support cards. The only exert creature that is not human that I liked its function is the dragon Glorybringer. If you look at a lot of the r/w human decks people are making use of Glory-Bound Initiate and Combat Celebrant and sometimes have the dragon in the side deck.
The only exert creature I chose to use that I am not seeing often is the Devoted Crop-Mate which brings back 6 different types of creatures back from the grave when used. I find it combos rather well when you use it to bring back Thalia's Lieutenant for obvious reasons and can help you get an advantage over decks that are trading with your creatures or recovering creatures after they took a removal spell.
For the most part this is more a human tribal deck with exert support, because the cards to support the exert cards work well with the human tribe cards as well. If you say I should focus on one deck type or the other, then what would you suggest for being more human focused and what would you suggest for being more exert focused? Not trying to put you on the spot or anything but want to get a better idea of what you meant to get the deck a better balance of cards.
May 6, 2017 9:46 p.m.
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|Date added||1 month|
|Last updated||1 week|
This deck is Standard legal.
|Folders||Cool Standard Decks, Dino|