Sideboard

Land (1)

Enchantment (7)

Sorcery (4)


Maybeboard

Planeswalker (2)

Unknown (1)

  • 1x Selfless Soul

On the plane of innistrad, beyond the game trails, within the mountains and plains of gavony lies the fortified village of Hanweir. Its battlements manned by a garrison of militia, bolstered by stern constables, and lead by Captain's that command the fiery temper of their men with an immolating glare and a ferocity second only to the howl pack of Arlinn Kord. The Captain's are garbed in a master work of plate mail, grasping their swords in claws of hardened steel. The people of hanweir have taken an Oath, to make a collective effort to stand against the night and the madness consuming innistrad. This is a chronicle of their descent into madness, how isolation and the suspicious nature of the towns growing cult eventually consumed the people, until otherworldly influence warped their minds and bodies to create the massive eldrazi, known as the writhing township. Pray for those that stand before Hanweir, crushing all in its wake as it shambles across the wilderness of a plane driven to madness and despair.
T-1 Plains+ Stern Constable T2- Mountain+ Hanweir Militia Captain  T3+ Any land+ Hanweir GarrisonT4+ Mountain+ Captain' Claws equipped to Hanweir Garrison tap constable discard Fiery Temper hit them for 3, tap down a blocker swing in for 8 (11 damage total)T5 flip captain, swing for 18

Honestly this thing is evil. T5+ wins with tokens in standard, for a low budget of 110 dollars that can deal upwards of 25+ damage per swing.

The win con is obviously creature damage, so on to some winning combo's.

Arlin Kord + Gideon, Ally of Zendikar means free 4/4 vigilant haste creatures every turn.

Stern Constable is early game control but also a removal enabler with Fiery Temper

Captain's Claws flips militia captain in one swing attached to a garrison. It also synergises well with a flipped captain.

There are some many powerful combination here and I can see an argument for Westvale abbey etc.

rating: Favourable

result: 2:1 (mine)

Expose Evil , Spell Queller and Rattlechains were his star cards here which drew the game out until turn 9, but eventually i reached critial mass and crushed him under the weight of Hanweir Garrison + Captain's Claws ending the game with a huge 18 damage swing.

2:1(to him)

rating: winnable but difficult

His winning combo was Demonic Pact+ Harmless Offering

First game he could't assemble the cards he needed and was overrun pretty quickly. Read the Bones and Nahiri, the Harbinger were his friends here allowing im to filter to find the combo, and stopping him from being killed with his own Demonic Pact.

If they assemble the combo they win, but it takes them until turn 7ish at the earliest, so find pace with mulligans. Your ideal hand has a lot of token generators especially hard to remove ones like Arlinn Kord   and Gideon, Ally of Zendikar or Captain's Claws hit the quickly and move around their limited creatures, if you hit critical mass they can't answer the swarm without languish and by turn 4 it may already be too late for them to pull back in those instances.

those are my take homes for next time, if i face this type of deck again, i'll try out what i've suggested here and post a second match report, hopefully a 2-1 to me :)

result: 2:1( to him)

Rating: Difficult but a great and enjoyable game

this was a great game, the deck i played against went big on its mana and creatures with Kozilek, the Great Distortion, Ulamog, the Ceaseless Hunger, World Breaker and used Sylvan Advocate to great effect.

it took a long time for him to set up his plays which gave me a round against him as i just went wide and ran him over.

Early game he played a lot of Grasp of Darkness, Ultimate Price, Virulent Plague and Ruinous Path like spells to keep my board in check.

game 2 was his when he eventually resolved Ulamog, the Ceaseless Hunger, but i might have been able to squeeze him for the win if i had had Decloration in Stone or Dazzling Reflection during his swing which lead to the updated deck list including one of each.

game 3 was a grinder for us both, switching between life totals for a while, while my early aggro ate his health but he began to staiblise and when he cast Dark Petition into The Great Auroura with all the lands wizards has ever printed on his side of the board, when we set the game back up after the aurora i just didnt have the gas to stop his options, again i think Ulamog won him that.

Take homes: Declaration in Stone is now a mainboard card against this kind of deck and mirror matches. Also, with this kind of thing, you need to hit hard while they set up, if that have 1 advocate out, swing without mercy, you'll lose a guy but he'll likely lose the advocate, if they set up its anyones game in the chaos. After an Auroura my deck might have found the gas to get him, but it was unlikely, the sheer amount of options he had due to what seemed like every land he owned being on the board meant he drew into enough cards to find the exact threat he needed to kill me. Ulamog.

-SECONDARY TAKE HOME- EXILE THE CRAP OUT OF ULAMOG.

Result: 2:1( to me)

Rating: Favorable-even

This was another spirits deck that was more counter spell oriented than the previous one listed. It used Spell Queller, Lunar Force, Siguarda's Aid, Selfless Spirit, Rattlechains, Slayer's Plate and Take Inventory among other cards i can't seem to remember

Game 1 i had too much aggro, out grew and then over ran him. Easy enough win.

Game 2 this is where the game got enjoyable, he was controlling my board with Lunar Force making my plays difficult, coupled with Spell Queller and Rattle Chains he closed out a game with 10 life left.

Game 3 this game was awesome, Stern Constable , Fiery Temper, Outnumber and Dazzling Reflection were brilliant at controlling his board and saving my ass so i could reach critical mass.

This game went on until turn 7 and it was twists and turns all the way, a great and enjoyable game. eventually i was at 12 and he was at 14, he had Spell Queller with my Hanwier garrison in exile, Rattlechain and i think a Selfless Spirit. my side was Stern Constable , Hanwier Militia Captain + Captain's Claws and 1-2 tokens, but i had some aces up my sleeve.

he ground me down to 3 health with him being on 5( i think, it may have been), then i Fiery Temper'd his Spell Queller and got back my garrison, as i cast Outnumber out came another queller and saved his Rattlechains. i killed off his chains later but he still had Spell Queller and now at 3 life he attatched Slayer's Plate the game looked as though it was all his until Dazzling Reflection... disaster for him, with me back up at 11 life he was staring down the barrel of a 13/12 captain, a garrison a constable and tokens. I forget what the fatal swings damage amount was, but i sincerely hope he didnt feel robbed when i swung in the next turn. A great game, a great opponent and a really enjoyable match.

Result 2:1(to me)

Rating: even-favourable

this deck ran Declaration in Stone, Descent with Dragons, Needle Spires, Hanwier Militia Captain, Secure the Wastes, Nissa, Voice of Zendikar, Gideon, Ally of Zendikar and Mirrorwing Dragon i don't have the full deck list so there are some cards missing... i think.

So, game 1 i outpaced him by drawing all 4 of Hanweir Garrison killing his Gideon, Ally of Zendikar, swinging past his Mirrorwing Dragon and dragon token and he conceded on turn 6 on 3 life.

Game 2 he pulled it back as i couldn't find the token generators i needed eventually he closed the game out with Hanwier Militia Captain, Secure the Wastes and Descent of Dragons

Game 3, i found pace and removal, Fiery Temper, Stern Constable , and Outnumber controlled his board and killed off his planeswalkers while i used Captain's Claws and Oath of Gideon 's tokens to build an army and swing for lethal.

take homes: Declaration in stone is dangerous to my deck but it isn't game ending, against ''mirror'' decks i'll be able to find the pace to swing into them or the mass to favourably block them. The Removal i had was exceptional killing off any tokens he generated and controlling his board just as planned.

In the mirror, i think this should come out ahead.

So all of the previous match ups were sans sideboard. This update is my attempt at addressing some issue that came up in the previous playtests, notably:

1)Ramp decks get bigger than us so we have to kill them off quickly before Ulamog, the Ceaseless Hunger or some other such ''big bad'' resolves

2) Harmless Offering+Demonic Pact is usually in a powerful net deck, and should we kill off the enchantment they will probably lose.

3) this might sound strange but 24 maindeck token generators felt clunky and made the curve a little high, making token generation a little difficult, another impactful two drop creature was needed that synergised well with the idea of the deck.

1) Impact Tremors and Dragon Fodder speed up our clock against ''go large'' decks because Constable into Fodder into captain flips Hanweir Militia Captain   by turn 4, dropping Impact Tremors turns the lord cards like Hanweir Garrison and Hanweir Militia Captain   into incremental damage, whilst allowing chump blocks and making Dragon Fodder and Captain's Claws more effective.

2) Felidar Cub allows us an extra Enchantment Killer alongside Collective Effort that can also be used with Captain's Claws to offensivly generate tokens until it is needed, OR chump block smaller creatures in the early game.

3) Kor Bladewhirl + Captain's Claws creates another ''lord'' and yes while the initial mana investment is high the return of all creatures gaining offensive first strike is a good deterrant for chump blockers especially with Arlinn Kord   's mini over-run ability as it would essentially kill off their board and open them up to more damaging future turn cycles.

Thalia's Lieutenant is another good 2 drop option, in the right colour, that synergises well with both captain and garrison, which from a flavour point of view is a win.

Playtesting with both 2 drop options may prove one more useful than the other, or a combination of both to be effective. I'll update this when I know more.

If I was turning this into a modern deck ( which I will be doing as I honestly think it's powerful enough) i'd replace constable and fiery temper with Lightning Bolt and Rift Bolt and would throw in Intangible Virtue ahead of Immolating Glare which would lead me to throw in Battlefield Forge to help fix mana.

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Top Ranked
  • Achieved #32 position overall 8 years ago
Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

4 - 0 Mythic Rares

21 - 6 Rares

5 - 0 Uncommons

13 - 9 Commons

Cards 60
Avg. CMC 2.29
Tokens Clue, Emblem Arlinn Kord, Emblem Gideon, Ally of Zendikar, Goblin 1/1 R, Human 1/1 R, Human 2/2 G, Human Cleric 1/1 BW, Knight Ally 2/2 W, Kor Ally 1/1 W, Thopter 1/1 C, Wolf 2/2 G
Folders Competitive, Red white, e
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