Sideboard


Maybeboard


Human / Ally Tribe decked out with Equipment.

Both the Humans and Allies in this Tribe are important.

Along with the Equipment, they weave together parts that might seem very weak, and combine them into a deck with an amazing amount of strength and flexibility.

Add loads of removal to the mix and you have yourself a while lotta trouble for the Opposition.


This deck has achieved a Turn 5 win.

Turns

  1. Needle Spires
  2. Mountain + Captain's Claws
  3. Plains + Weapons Trainer equip with Captain's Claws
  4. Battlefield Forge Hit with Weapons Trainer 4 + Kor Ally 2 for
    6 damage. Cast Militant Inquisitor
  5. Plains + Hit with Militant Inquisitor 4 + Weapons Trainer 4 +
    2 Kor Allies 4 + Needle Spires 4 for 16 damage

Key Ideas

  • Humans buff each other.
  • First Strike in early Creatures gives tempo advantage.
  • Equipment gives further buffs, even if not attached to a Creature.
  • Lots of removal to clear Opponent threats out of the way.

How to Play

Early Game

  • Try to start with some removal in your opening hand, and at least one 2 drop Creature
  • You don't need Equipment in your opening hand as it will have time to drop into it later
  • Destroy / Exile early Creatures played by your Opponent
  • Play a Creature if it seems that you have a clear opportunity to make it stick, eg. Opponent all tapped out, mana screwed, or colour screwed
  • First Strike Creatures work well at this point of the game because they can kill early threats without having to trade

Mid Game

  • Play Thalia, Heretic Cathar as soon as you can, to slow down your Opponent and utilise her First Strike
  • Start to play Equipment and Creatures
  • Check for the most value at the start of each Main Phase that you can get by attaching Equipment to Creatures
  • Check the above point a LOT, as there are loads of hidden buffs that can be gained from Weapons Trainer, Stone Haven Outfitter, True-Faith Censer, and Stoneforge Masterwork
  • Remember that when a Kor Ally enters the field it can immediately be equipped with Stormrider Rig
  • Start attacking
  • Continue to play cards to remove blockers

Late Game

  • Don't forget that if an equipped Creature dies while Stone Haven Outfitter is on the field you will get to draw a card
  • You can exploit the draw ability mentioned above by equipping a Kor Ally then deliberately killing it by using it as a blocker
  • Start to really push damage through by hitting hard with Creatures who by now should be as large as 8/6
  • Use First Strike to win face offs with Opponent Creatures
  • Turn Needle Spires into a Creature when you can and equip it if that will provide benefit
  • Note that Equipment will fall off Needle Spires as soon as it ceases to be a Creature
  • Look for a chance to finish the game quickly with Burn from Within

Enjoy your bloody self !


+1 is appreciated if you like this deck.


Comments are welcome if you have playtested this deck, see some obvious flaws, and can suggest ways to fix them.

That includes indicating which cards to take out to accommodate other ones.

Cheers.

Suggestions

Updates Add

2-2 at FNM

8th position for me this week.

0-2 to Mill
This player won the night.

2-0 against
Hard to tell what type the deck was, because I beat him before he played much.

2-0 against Control
Game 1 was a Turn 5 win.
He wanted to play a third game. I won that too. He was not happy, Jan.

0-2 to Vampires
I lost to this deck last week as well.

I need to have a think about now to Sideboard better against the Madness Vampires, as that is proving to be my toughest match up.


For reference, the following cards have already been considered and dismissed. Check the previous Comments to see why.

Avacynian Missionaries  Flip
Burning Earth
Cultist's Staff
Dragonmaster Outcast
Expedition Envoy
Exquisite Firecraft
Fiery Impulse
Firemantle Mage
Ghirapur AEther Grid
Gideon, Ally of Zendikar
Goblin Bushwhacker
Hanweir Militia Captain  Flip
Harvest Hand  Flip
Hidden Dragonslayer
Iroas's Champion
Knight of the White Orchid
Kytheon's Irregulars
Lantern Scout
Lightwalker
Magmatic Chasm
Makindi Patrol
Nahiri, the Harbinger
Odric, Lunarch Marshal
Open the Armory
Pia and Kiran Nalaar
Relic Seeker
Rush of Adrenaline
Sigarda's Aid
Skeleton Key
Slayer's Plate
Smash to Smithereens
Spidersilk Net
Stasis Snare
Strength of Arms
Sword of the Animist
Thalia's Lieutenant
Thraben Inspector
Town Gossipmonger  Flip
Uncaged Fury

Comments View Archive

Revision 12 See all

(1 year ago)

+4 Choking Fumes main
+4 Enlightened Tutor side
-1 Mountain main
-4 Needle Spires main
+4 Path to Exile main
-2 Plains main
+3 Rogue's Passage main
+4 Sacred Foundryfoil main
+4 Stoneforge Mystic main
+4 Sunforger main
Top Ranked
  • Achieved #3 position overall 8 years ago
Date added 8 years
Last updated 1 year
Legality

This deck is not Modern legal.

Rarity (main - side)

0 - 3 Mythic Rares

28 - 4 Rares

15 - 4 Uncommons

4 - 4 Commons

Cards 60
Avg. CMC 2.22
Folders Deck ideas?, Study, Standard Decks to Playtest, Gotta have standards, idea from others, fun modern decks, Decks, Favorites, Std AMpos, interested in.
Votes
Ignored suggestions
Shared with
Based on
Views