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Fearless Halberdier
Creature — Human Warrior
PrismMTG on Soulless Winotas' Army
1 year ago
Alright, I'm going to try to do my best to split this in half, one half as more casual suggestions/overall sweeping changes to help the deck run better/more consistent and the other half more focused on specific cards, along with an explanation of my thought process behind the points that I'm making. I'll adjust the kinds of suggestions I make based on what constraints you have/want you want out of the deck, for instance, budget, playgroup, power level, etc.
The first thing I would look at, creature balance. Casual: You have a lot of humans to hit off of Winona's ability, but you only have 13 total cards that are non-humans. It may seem like a lot, but thats not all that many, especially when 5 of them are tied to other creatures triggering some kind of effect, thing etb, death trigger, etc. Winona, Joiner of Forces needs you to attack with a non-human creature in order for her to trigger, you have so many things to put onto the battlefield, but not very many creatures to trigger the effect in the first place. Focused: A few of your human creatures seem to be duds, for instance Snare Tactician, you don't have any cards with cycle in your list, so it effectively behaves as a vanilla 2/3. Or take Fearless Halberdier, another vanilla creature. Vanilla creatures usually aren't as good compared to creatures with effects, especially when those effects fit in a theme. So maybe consider, instead of Snare Tactician and Fearless Halberdier, what do you think about Loyal Apprentice and Goldnight Commander? Loyal Apprentice is both a human and will consistently make non humans, and Goldnight Commander seems to fit your theme well.
The next thing I would look at is perhaps creature upgrades. Casual: I would look for creatures that do thing better than what you currently have, whether it be a lesser mana cost, more useful ability, or just finding a theme and finding creatures that seem to fit into that plan you have. Focused: A few of your creatures have drawbacks that hamper them and stop them from reaching their full potential. This isn't necessarily a bad thing, but the cost for them to reach their full price needs to be worth it. Cards like Wojek Bodyguard, Novice Knight and Ghitu Lavarunner all have hoops to jump through before they can reach their full strength. Legion Warboss is the same CMC as Wojek Bodyguard, also has mentor, but while Bodyguard has another effect that holds it back, Warboss has another effect that gives you even more value. Instead of Novice Knight, a creature with a very useful ability that can easily catch your opponents off guard is Village Bell-Ringer. Ghitu Lavarunner is a fine card in the right deck, but you don't have very many instants/sorceries in your deck, which makes it hard to get to that 2/2 haste creature. Have you seen Ardoz, Cobbler of War? She is slightly more expensive, but she comes with haste automatically and has 2 abilities, one that buffs your creatures and the other makes a creature to trigger Winota, Joiner of Forces.
I'm going to stop there because I've already put down a lot, no need for me to write an entire essay yet.
Eager to hear your thoughts not just on the card suggestions, but also on the format of said suggestions
SquirrelPenguin on Quest for weirdness
4 years ago
Find a way to use Fearless Halberdier in vintage.
SquirrelPenguin on Bad cards challenge
4 years ago
So here's how this works: You think of the absolute worst card possible, such as Fearless Halberdier or Spined Wurm. But here's the challenging part: You have to choose a card that starts with the last letter of the card in the post above you. My card is Scornful Egotist.
Boza on need help!
4 years ago
Draft chaff is cards left over after a draft that cannot be used in constructed, like Fearless Halberdier, which is not even good in draft.
SquirrelPenguin on need help!
4 years ago
I was wondering about how competitive Fearless Halberdier is in pauper. does anyone know? because I happen to have five of Fearless Halberdier lying around doing absolutely nothing.
Countryegg2 on Chandras Fury
5 years ago
This is a pretty good start!
The biggest thing to fix here is how many different cards you have and how often they are included in the deck. Your deck should be focused on how to win, and possible counters to other deck styles, like burn spells, and removal.
Let's start with creatures: Get rid of Fearless Halberdier , Fire Elemental , Goblin Assailant , and Hellkite Whelp . Those cards, especially the first three, can be replaced with others that cost the same and do more, such as Goblin Chainwhirler , Charging Monstrosaur , Marauding Raptor , and Verix Bladewing respectively. Try to focus on how you want to win, and what creatures will get you there, if they don't, throw them out. Use full playsets (4 of a card) as much as possible. It seems like you're going for a quick kill haste kinda vibe, which is good, but make sure then that your creatures all have haste, or can be good answers to threats.
Spells: You can't have a deck called Chandra's Fury without using a lot of burn spells. Glad to see you're running 4 Shock s. If you include 4 Verix Bladewing s, you should also have 4 Spit Flame . 4 counts of Banefire should also be included. Additionally, add one or two more Chandra's Flame Wave (to get Chandra more often) and remove Sure Strike and Engulfing Eruption . Replace Act of Treason with Hijack , because it allows you to gain control of an artifact or a creature for the same cost.
Enchantments and Artifacts: Add 3 of Chandra's Regulator great when running a Chandra. I would also throw in a Sarkhan's Unsealing or two.
Throw in an extra Chandra, Flame's Fury and only use 20 mountains.
Try to keep your deck to 60 cards, that way you get the best cards most often, and your deck isn't drowned out by useless cards. Glad to help, let me know if you have any more questions!
frosthammer_eden on First Deck
5 years ago
Firstly think about what does your deck in general want to accomplish and how does it accomplish that. Then for each card think "What does it accomplish for my deck?" then "Does that fit my deck's goal?" and/or "does it help my deck play better?". This is a simple way to decide on cards. Of course you always have to think about how good a card is in general, since not anything that successfully passes those questions is worth it but knowledge of card strength just comes with time.
In personal view for example I feel like Passwall Adept doesn't fit well. Firstly a lot of your big creatures are going to be flying which already makes them hard to block. Secondly your deck would much rather use your burn spells to get rid of a dangerous enemy creature than ignore it. Also Fearless Halberdier is a creature for the sake of being a creature. Something your deck gains nothing out of as you are not in dire need of creatures and you don't have much creature buffing either so it does kind of nothing for you. Maximize Altitude is a card that is meant to get a big attack through to your opponents face. But every creature in your deck that has 3 power or more has either trample or flying already. So it doesn't do much.
There are some other cards that I personally think should be replaced but I want you to try to think through it yourself. Since learning how to make a good deck is ,in my opinion, more important than making this deck the best deck ever.
I hope it helped.
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