Well I think you are spot on for the other game as well Nensou, you don't pull any punches on your comments but I do agree; the guy was fielding "crap" just for more card draw gimmick, I field equip with power & purpose while still getting a draw out of it, I don't fully agree that spot removal is a "must have" but it depends on your preferred method of control.
Equipping the smuggler's copter is lame anyway +7 power is much more significant on Sram. Obviously the opponent had no compunctions about using infect, so I see no reason not to have just tried commander-slapping him early
March 10, 2017 9:26 p.m.
NensouHiebara says... #4
I really like Unexpectedly Absent. It's a fantastic tempo play and has its moments when it works wonders. Instant-speed Planeswalker removal is also hard to come by in Mono-White.
It's also fun against Commanders! for "Return target Commander to the Command Zone" or the opponent losing a fresh card in their next draw is great.
No interest in Oblivion Ring. I'm not a huge fan of enchantment-based removal. I'm only using Grasp of Fate because it can hit multiple permanents.
Eiganjo Castle doesn't do enough. There's no reason to have a card that prevents only 2 damage to Sram when he's going to be suited up to always survive combat.
March 10, 2017 10:47 p.m.
Uh, ok and Mirran Crusader, trigger of swords are double
March 11, 2017 9:29 p.m.
NensouHiebara says... #7
Mirran Crusader - No interest. Out of all the available double strikers, Silverblade Paladin is the only one worth using. With Sram out, it's a Battle Mastery for him. If Sram is unavailable, it can pair with anything to have two double strikers to work with.
Double strikers in general aren't really needed when any creature equipped with Fireshrieker can perform the same task.
Thalia, Heretic Cathar - No interest. I've never had any decent results with effects like this. It's either I see them early enough for them to matter, or I draw them mid-late game when everyone's board is developed and are mostly ineffective. And this effect require multiple sources for consistency. This deck doesn't have the space for that.
March 12, 2017 12:24 a.m.
I'm going to assume being a voltron deck that double strike is really nice to have. While you already have Fireshrieker and Silverblade Paladin, would Battle Mastery and even Duelist's Heritage be of any interest even if just for redundancy's sake (even if not equipments)?
March 19, 2017 11:21 p.m.
And add Helm of Obedience to take advantage of Rest in Peace
March 21, 2017 10:59 a.m.
NensouHiebara says... #10
Battle Mastery - Like all Auras, it gets put into the graveyard when the enchanted creature dies, and this deck is low on enchantment recursion. Doesn't play well with an active Eight-and-a-Half-Tails or Sword of Light and Shadow.
Duelist's Heritage - Completely useless defensively. Can't tutor or recur it very well. Doesn't draw off of Sram.
Regardless, I don't want to have too many sources of double strike, as they don't stack and the extras would get stuck in the hand. The two I have is fine for now.
No interest in Helm of Obedience.
This isn't a combo deck. Adding combo wins would undermine the entire Voltron strategy.
March 21, 2017 3:23 p.m.
Chandelier says... #13
Good job lol I'm blind and boosted xPI like the deck. I have a Doran Voltron deck that is similar.
April 4, 2017 10:16 a.m.
NensouHiebara says... #15
Extraplanar Lens doesn't work well with a manabase with so many nonbasics.
I've done away with mana doublers in general, as they frequently end up as collateral damage from artifact hate directed at my Equipment.
April 4, 2017 4:20 p.m.
BrandonMurrayBMM says... #16
Sorry but there is no reason not to run the 0 drop equipments. It makes your deck a 93 card deck and in a 99 deck format, that's relevant. Their effects are relevant in combat and certainly not useless at all or you must not have played enough Sram. Extra toughness and vigilance matter the most but drawing cards is good regardless. The deck isn't cheerios just because if you run them, you run them because they are good. They are also are broke with Golem-Skin Gauntlets and Puresteel, like most things are. Same with Flagstones of Trokair, Eiganjo Castle, and of course fetches. You run significantly worse land so there is no reason these shouldn't be in over them and yes fetches do help deck thin and do matter with Sun Titan. You should run them. The other 2 swords are still 100% good enough to run and space should be made for them. Flickering Ward is insane and I'd find room for it and Angelic Destiny as well, probably only other aura worthwhile. Skullclamp is broken and should be ran. Dispatch is arguable better than Path as you will almost always have metalcraft which is helped by the Ancient Den and Darksteel Citadel you "dismissed" and aren't running. With those, Mox Opal should be run as it's essentially Mox Pearl. I'd also suggest Mana Vault and Grim Monolith. And the land destruction like Armageddon and Ravages of War are needed and once again combos with Flagstones and Darksteel Citadel. They allow you to control the table and actually kill 3 other players with the time provided or secure your win in a 1v1. Nearly every card in your notable exclusions are great and 100% usable. They certainly should be run, but you come off arrogant when dismissing them for no good reason other than "I dont wanna play these cards because I can't evaluate cards", not to mention you are handicapping yourself while doing it.
April 5, 2017 10:19 p.m.
@NensouHiebara: Would you consider using Ancient Tomb? Just for another source of fast mana.
April 5, 2017 11:11 p.m.
NensouHiebara says... #18
Used Ancient Tomb before. At the time, I needed space for the cycling lands and I decided to keep Nykthos, Shrine to Nyx over it.
April 6, 2017 11:20 a.m.
Any thoughts on Darksteel Mutation? It's great for dealing with troublesome commanders. Also triggers Sram
April 11, 2017 7:10 p.m.
NensouHiebara says... #20
I don't like Aura-based 'removal'. They don't actually remove the targets from the battlefield, most don't stop static and triggered abilities, and the targets are completely fine when the Aura is removed. They're worse than Oblivion Ring-style removal.
Darksteel Mutation in particular has that weird thing of giving the enchanted creature indestructible. If a creature is causing me grief, I don't want to make it harder to kill, even if it's being reduced to a do-nothing 0/1.
Mono-White is swimming in powerful, efficient removal options. There's no need to use the suboptimal Aura stuff.
April 11, 2017 8:44 p.m.
Poptartz95 says... #22
Ah I remember this beauty with Eight-and-a-Half-Tails years ago glad to see it still owns, and is being updated!! Looks amazing still ;)
May 5, 2017 10:33 p.m.
king-saproling says... #23
I personally think Leering Emblem with Flickering Ward would be the coolest thing ever, and they're both useful on their own. The number of board wipes and indestructible guys you run might warrant giving Blade of the Bloodchief a second look, too. Other considerations include Empyrial Armor, Shielded by Faith, Open the Vaults, Captured by the Consulate, and Lightmine Field.
May 8, 2017 1:23 a.m.
NensouHiebara says... #24
Leering Emblem - Without Flickering Ward, it requires me to burn resources to make it not useless. Don't like the idea of it.
Blade of the Bloodchief - Needs too much work for +1/+1 counters and is a terrible late-game draw.
Empyrial Armor - I don't like how varied the P/T is offers is. I could easily have a rough game with Sram stuck in the Command Zone and be left with a dwindling hand like normal. I'm also more interested in effects that offer more than just P/T boosts.
Shielded by Faith - Not too interested in it. I mainly use indestructible as a way to survive combat. Outside of Sram or whatever back-up creature I'm using, most of my creatures stay out of combat. And Darksteel Plate is much easier to tutor for.
Open the Vaults - I don't like mass recursion that affect my opponents. I want my opponents' destroyed artifacts and enchantments to stay in the graveyard.
Captured by the Consulate - I don't like its third ability to redirect spells. Opponents can bank off the others not being able to remove their treats with targeted removal. Only stopping the enchanted creature from attacking also makes it comapre poorly to other effects, such as Arrest.
Lightmine Field - I stopped using defensive effects. If my opponents' creatures are becoming too much of a problem, I'll use a sweeper.
May 8, 2017 11:08 a.m.
If you dont mind me asking, why play Godsend in the deck? was curious when this was Eight-and-a-Half. :) thanks
Spoosky says... #1
maybe Unexpectedly Absent for Oblivion Ring
March 10, 2017 6:02 p.m.