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Back to Naya! We got two Temple lands that work in this deck. I'm planning on purchasing the 7 Shocklands that I'm missing that hopefully picking up the Temple lands early on when Theros comes out to finish saving my mana-base and allow myself to remove the Abundant Growths from my deck since I probably won't need my mana fixing as much.
Bant Hexproof is dead as far as I'm concerned, they lost so much that it's almost pointless in trying to go down that route, instead replace U with R and you get a great aggressive deck. I've been winning consistently at my FNM against pre-rotation decks running far more expensive deck setups. I think this shows that this deck is showing real promise for Theros.
Lots of decent cards to bring in from Theros, although we got ZERO good enchantments from Theros which leaves us basically with only Unflinching Courage, Ethereal Armor, and Madcap Skills, and now I need to find another enchantment to use with Abundant Growth rotating.
Note: I'm thinking about dropping out the Fiendslayer Paladins for Fabled Hero they are basically a 1 mana more Fencing Ace that gives you an extra +1/+1 (on curve) and a Heroic trigger that can be MASSIVE.
If you get a Fabled Hero out on Turn 2 (possible with this deck) you can hit it with Madcap Skills and Bloodrush a Rampager on Turn 3 on it with double strike and swing for 22 on turn 3; arguably you would need a perfect hand to do that but you get the point.
Fabled Hero 2/2 + Madcap Skills = 3/3 + 3/0 = 6/3+ Bloodrush Ghor-Clan Rampager = 6/3 + 4/4 + 1/1 = 11/8 on turn 3.
Another card I'm looking at is Boon Satyr which is a +4/+2 Bestow Enchantment. I think it's honestly too risky with all the enchantment removal though. Paying 5 Mana? I think? For it is just too much for this deck, we need enchantments that work on turn 1-2-3.
Ordeal of Nylea is too slow for what we need it for, arguably, Ordeal of Heliod is a good possibility, we need more lifegain, and getting 3 +1/+1 counters and 10 life for 2 mana is pretty big if they let it sit on there.
Nylea's Presence is a worse version of Abundant Growth (nerf-bat to the face sadly) I don't think we are going to want to include it given they doubled the cost for the same effect.
Feral Invocation is interesting, flash +2/+2 for 3 isn't exactly terrible, it's arguably worse than Gift of Orzhova depending on how much lifegain the deck has.
Warrior's Lesson looks like great card advantage, but it's not an enchantment which is saddening.
Another FNM; Note - All of these matches I'm playing I only own 1 Stomping Ground and 4 Temple Gardens, my mana base is far worse than this proper decks is, I'm playing at a disadvantage consistently but I have so many combat tricks to pump through damage early I can close rounds out in 3-5 turns pretty often unless I'm against Aggro in which case I play safe with lifelink and win by knocking out their cards with combat tricks and stabilizing.
2-0 - Dimir Mill
2-0 - Delver of Secrets, he never even drew a Delver in either round, bad luck.
2-0 - Rakdos Aggro, good draws by me, swinging for 14 flying on turn 4 is too much when I get early ramping.
0-2 - The final match, the exact same guy who wrecked me last Friday was there again, and again, in the last round I get matched up against him and I got really close to beating him in the first round but he lucked out and pulled the perfect cards with 3 life left. Good news! His e-n-t-i-r-e deck is rotating come Theros, so I will have zero worries about dealing with whatever else he can conjure up after this, especially with my recent success.
So far this deck is looking even better come Theros, more enchantment removal, so I will have to pack more ways to deal with it, but I still don't think I'm going to have any trouble.
2-0 - Dimir Mill Deck 2-1 - R/B Unleash Aggro 1-2 - R/B Unleash Aggro
0-2 Some Weird Controlish-Enchantment Killer-Exiling-Bouncing Deck (I honestly have no clue, but he repeatedly bounced Acidic Slime and killed all my enchantments; But this was exasperated by the fact that I Round 1 I got creature screwed (mulliganed twice from lack of mana, kept 3rd hand with 3 mana 3 enchants, didn't draw a creature for 7 rounds) then mana screwed by Acidic Slime in Round 2 because he kept bouncing it and destroying my land that I only pulled 3 of in 6 turns).
Witchstalker should be mainboard. As someone that runs Gruul Hexproof as of current. Fencing Ace is great, but its just so easy to answer and deal with. Gruul War Chant and Madcap Skills are synonymous. War Chant makes Madcap useless, and vice versa, but Madcap gives more power. From how I've experimented with them, War Chant is regrettably useless. Indestructibility is a better replacement for it.
My idea behind putting Witchstalker on the sideboard instead of MB is that currently at my LGS meta, many people are playing red-based decks, this means that Fiendslayer Paladin is going to do me far more wonders in my mainboard as compared to Witchstalker. Although it's not entirely Hexproof like Witchstalker, it comes with linklink and first already in place, this means with just a madcap skills and unflinching courage, you have a 7/4 creature with trample, first strike, and lifelink. I feel Witchstalkers passive benefits are far more niche and would be better suited to being swapped in if I happen to be against any deck running blue or black instants, or any removal that isn't red or black.
Fencing Ace IS amazing definitely; I figured Gruul / Madcap would overlap, I might swap the two Gruul War Chants out for either more instant charms - or I can place more Ghor-Clan Rampagers (AMAZING Bloodlust feature, or you can drop it as a creature if they don't have removal) I'd rather MB more Boros Charms before I drop Indestructibilty in my deck (given more creatures can't be targeted and that most board clears won't be played on your turn, when an enchantment would help you).
If thats the case... then you may want to abuse Goblin Diplomats
, you jump up in about 4 weeks of strategy. Use him to force attacks into your first strikers and Lifelink on their turn. Then proceed to attack and ya know... win, but you'll have to know when to attack and when not to.
Unfortunately it doesn't do much against control... Indestructibility and Boros Charm still do though.
I would think of running Fabled Hero (Theros card) once the time comes, 2/2 doublestrike for 3 that has a heroic that gives it +1/+1 every time you cast a spell targeting him. If built up, it will get double the power through doublestrike from all those enchantments as well as the heroic bonuses.
Yes I'm planning on possibly swapping out the Fencing Aces I'm curently running for Fabled Heroes (It really depends, do I want to trade Fiendslayer Paladins benefits for double strike and the Heroic effect? I can see dropping just a Madcap Skills on him and swinging for 10 on turn 3 which is quite honestly massive at that point in the game. The issue is he's a bigger target for removal as compared to something like Fencing Ace (who is just a two drop). It's really just dependent on how much removal is around and what decks I'm playing against.
Aurelia is definitely a good card, and it definitely can finish a game. The issue is that it comes down pretty late in the game, if I was going to use Aurelia it would be in a mid-range control deck where you can ensure she sticks to the board, if they just use a Cancel you basically wasted all your mana on a card that isn't going to stick. Same thing with Trostani.
Aakroma's Memorial isn't in Standard anymore so there's not much point in including it in a "standard" deck.
Why would I use Alpha Authority? It doesn't give any boost to my creatures other than it can't be chain-blocked. You don't drop enchantments on non-hexproof creatures unless you're having to race someone (this means the Gladecover/Witchstalker/Fleecemane). Ghor-Clans are for bloodrushing, and Loxodon Smiters are for pressure that can't be stopped from landing on the battlefield.
Hopeful Eidolon and Leafcrown Dryad are enchantments. 1/1 Lifelink for 1 CMC and a 2/2 with Reach for 2 CMC are quite respectable. They both add to your enchantment count for Ethereal Armor even as creatures and they have the upside of being auras (that return as creatures after wrath effects) as well. Leafcrown would be good at least to sideboard since you have very little protection against fliers. Also Ranger's Guile would be good for saving those non-hexproof guys.