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Already looks a LOT better!
I forgot to mention Leyline Prowler -- there's a 3-mana creature that's certainly worth running 3 or 4 of...help crank out some of your other big drops in the process too.
March 28, 2020 10:48 p.m.
I also think you need to add in more lands if you're going to run so many high mana-cost cards. You've only got one 1-mana creature and two 2-mana creatures. A creature with mana cost of 3+ isn't going to give you any advantages early-on, and you have very few available targets for any enchantment.
Take for example, Lure. It's a fantastic card to combo with Deathtouch, but unless you have cheap creature options for it, it's going to be at least turn 4 or 5 before you can do anything with it (giving opponents way too much time to destroy it or the creature).
I'd look at low-mana Deathtouch creatures and maybe work with the Lure mechanic by adding in a couple more copies. That should be a 4x w/o a doubt.
March 28, 2020 9:08 p.m.
Interesting build; lots of cards in here that I haven't seen in a while. +1
For input it's hard to say without playing it a few times and really seeing what works, but one thing that stands out you might try would be something like Rancor to help beef up your creatures a bit. It's especially nice to be able to ramp them up with something like First Strike going on (the only 'creature-pump' spell I see in your current build is 2x Forced Adaptation.
Rancor makes for a good choice because then even if you end up losing a Deathtouch creature to a big attacker, you can just re-cast it on someone else.
March 28, 2020 9 p.m.
Since I see you have a green splash there Rancor might be another one to make use of with all of your creature tokens and sac creatures (since it'll return to hand and can be replayed)
March 28, 2020 12:04 a.m.
Those Urza block sets are a treasure trove of awesome commons for Pauper builds.
March 27, 2020 11:59 p.m.
Thanks for the comment!
I'm avoiding adding anything with mana cost 3 or higher (unless it has a mechanic to reduce its cost) because with a low land count they make it difficult to cast multiple spells per turn (as well as use up all mana).
I'm still on the fence with Wintermoor Commander because his only real function with this deck build would be his Indestructible granting ability -- and even that isn't useful as much as you'd think since I can usually get quite a horde of creatures swinging very early on and then just use Bone Splinters or Conclave Tribunal to remove any real blocking threats. Originally I thought the Indestructible ability would at least come in handy vs. direct damage decks, but it doesn't seem to make a huge difference even there since using him you have to declare your target(s) first making it minimal protection at best.
Generally speaking (based on my observations playtesting) any deck that can have enough creatures on the board to really be able to do serious blocking against a good initial hand-draw has very weak/cheap creatures and one removal spell is all that's really needed. Indestructible just isn't serving a huge function, or if it is, it's pretty sporadic based on most of the deck types I've run up against playing Standard format.
On some of your other suggestions, I'd thought about Blacklance Paragon but I'm a bit torn as to what I'd drop to add him in. The only reason he was left out of the original build is that the deck is set up to use up all available mana each turn to keep the pressure on, so the Flash thing isn't really an option for defense. I guess he could still bring some surprise Deathtouch while attacking, but since I can't make full use of his abilities very much I took a pass. Maybe I'll play around with him once I sort things with Wintermoor and give him another look.
My issue with Stormfist Crusader is that I don't like giving my opponent extra cards. In general, unless a deck has some kind of additional mechanic or synergy utilizing card draw in some way; I've found giving the opponent card draws to be a fairly poor idea at any cost. I've also only got Smitten Swordmaster for lifegain myself so force-losing life per turn could be bad (especially since with this build I'm generally paying the 2 life on Shock Lands when they enter play). Having one in play might be manageable but games with multiples in play would almost certainly get too crazy.
As for Syr Gwyn, I'd have to completely rebuild the deck to include equipment and play to his mechanic. The card draw off of him is nice, but by the time a 6-mana drop enters play there won't be a ton of creatures in-hand to really make much use of it beyond occasionally topdecking a creature draw for an extra card or two. So far it's been doing incredibly well as a Speed Deck as-is so I'm going to have to pass on that one. Most games I can win finish with only 3 or 4 mana in play.
March 27, 2020 6:04 a.m.
Hey, I did up my own Mardu Knight build and then started searching for others for some ideas. I like some key differences in our builds, though both seem very quick and reliable.
I'm curious about Murderous Rider whom you brought up in the description. I've been plugging away at packs of Throne on Arena trying to snag a copy to Wildcard, but 100+ packs have still left me wanting so I've had to find workarounds as well.
My deck relies heavily on Worthy Knight and the subsequent token generation to speed-play Convoke-mechanic cards (Venerated Loxodon and Conclave Tribunal). I'm wondering if Tribunal would fit in your build as well rather than having to rely on Sideboard swaps (and probable losses prior to doing that if playing multiple games against the same deck)??? It seems like you'd be able to swing it with this build even not having token-generation to help out. Just a thought.
In any case, +1 for a nice build. You're not obligated, but I'd be interested to hear your thoughts on my take on Mardu Knights as well. Mardu Speed Knights (MTG Arena Build)
March 26, 2020 11:27 a.m.
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|Playing since||Revised Edition|
|Avg. deck rating||7.50|
|Favorite formats||Legacy, Casual|
|Good Card Suggestions||47|
|Last activity||18 hours|