R/W Heroic budget turn 3 win against a blocker
Standard*
SCORE: 43 | 34 COMMENTS | 6780 VIEWS | IN 22 FOLDERS
@gjb1147 yea I was really looking at that card, I am just not sure what to take out. I took out the two Anax and Cymede and put in 2 Center Soul instead, I am not sure if there is anything to take out
March 25, 2015 2:42 a.m.
TheCeltic814 says... #3
Nice, I build a deck is similar to this. Boros Combat Tricks (DTK Standard). A couple cards that you should think about are Magmatic Chasm,Hammerhand,and Arena Athlete to get around blockers. Maybe cut the scry land? I played my version and learned that you have to be explosive out of the gate with enough protection to get damage through. If not you will come up short by 1-5 damage.
+1 =)
March 25, 2015 3:08 a.m.
TheCeltic814 says... #4
Also, the rebound spells are amazing because they allow you to keep enough gas in the tank. Maybe bump up them to 3x each? Since a couple of Center Soul is two Gods Willing.
March 25, 2015 3:12 a.m.
Cool deck! Seeing as you're going for speed and consistency, I'd up the Battlefield Forge to four-of and replace 2 Mountains and 2 Plains with 4 Sacred Foundry. Losing the health doesn't matter when you're smashing them to bits as quickly as possible.
March 25, 2015 8:08 a.m.
@TheCeltic814 yea I definitely agree you have to explosive really fast, I'm just not sure what to take out to put those cards in. I could possibly take out scrys but with yours do you draw land enough with 18 lands? As for rebounds perhaps I could remove the 2x Coordinated Assault for 1 more of each Artful Maneuver and Center Soul
@djakes Unfortunately Sacred Foundry isn't standard
March 25, 2015 9:30 a.m.
iloveslivers says... #8
Very death or glory. Definitely wins hard when it wins.
I thought about it for a while, and...what about reworking it like this?
4 Battlefield Forge 3 Wind-Scarred Crag 6 Mountain 6 Plains
4 Monastery Swiftspear 4 Favored Hoplite 4 Seeker of the Way 4 Fabled Hero
4 Gods Willing 1 Feat of Resistance 4 Center Soul
4 Coordinated Assault 4 Titan's Strength 4 Defiant Strike 4 Temur Battle Rage
If you want Artful Maneuver back, drop a coordinated assault, a titan's strength, a temur battle rage and/or the feat of resistance to run it.
The idea with this version is to go for the most color stability with the least land, and compensate for the slow lands with lifegain that doubles as offence mainboard and sideboard. I wouldn't scry lands to the bottom unless hand plus field equals five, both because you might need mana open for protection if your opponent loves removal and because defiant strike could draw a two-mana instant.
I dropped the Satyr Hoplite because he's not that good, and the Akroan Crusader because he doesn't quite go into your strategy, although he is good.
The monastery swiftspears and seekers of the way combined with the remaining heroic creatures are going to wreck shop. The name of the game is one-mana instants. That's why only one feat of resistance and why artful maneuver came out. Defiant strike gets you another card and coordinated assault can give two heroic triggers. Temur battle rage on a seeker, even if it doesn't kill them, will gain you so much life they'll have no options left.
Rather than building one creature really large, which leaves you vulnerable to removal, try to split the bonuses between everyone so that they can't wreck you with one spell. If you're going to make one guy huge as a finisher, either drop a rebounded center soul on him first, or if that's not an option keep a white open for gods willing.
Sideboard:
3 Feat of Resistance 4 Ordeal of Heliod 4 Banishing Light 4 Devouring Light
The sideboard is for saving your stuff, saving yourself, and sending their stuff somewhere where it won't bother you any more.
March 25, 2015 1:41 p.m.
@iloveslivers That is a good strat that I need to playtest more to judge since it is such a big change, I could just end up maybe making a new deck around that. However, one thing I am leaning towards is having no tapped lands at all. I am also still wary about Banishing Light in fast decks like this since it is a 3 drop with no Heroic trigger or buffing up (might work with the prowess tho)
@DarriusN7 I'm not so sure about that I think 4x Defiant Strike is a must for heroic aggro, the card draw is very very important. I would like to fit in some Feat of Resistance though
March 25, 2015 7:38 p.m.
Really good job for your first deck! I'm impressed! +1. Anyways, I really like heroics.
March 25, 2015 7:51 p.m.
I used to run R/W Hard aggro with just about the same decklist. It works.. sometimes. When it doesn't, you have no chance. I'd start working back up plans if your initial hits don't end it. Add more burn and up the Deflecting Palm to x4. Because the moment an opponent pulls out Polly/Rhino/Tasigur. You're stuck unless you have removal ready to go.
March 26, 2015 10:09 a.m.
@RonnieK I agree, I might try to do what was listed up above and make a prowess type of deck from this
March 26, 2015 8:34 p.m.
Prowess is definitely a strong mechanic. Mine played off Prowess and Heroic. It can work very, very quick, but you need that extra kick to get you over the hump. Good luck!
March 27, 2015 8:40 a.m.
FAMOUSWATERMELON says... #15
Yeah, the tap lands are probably a bit slow in this deck. Also, beautiful curve.
March 29, 2015 10:49 a.m.
I've seen a lot of these builds use Lagonna-Band Trailblazer instead of the more costly Fabled Hero. He might be worth a try.
March 29, 2015 11:22 a.m.
shinobigarth says... #18
get Seeker of the Way in here. in place of Akroan Crusader i'd say
March 29, 2015 11:36 a.m.
realmwalker says... #19
just saying you should take out Fabled Hero and replace it with Monastery Swiftspear then take out 4 lands and put in more Artful Maneuvers and more of something else. 18 lands would be 30% of your deck and that means 3 lands by turn 3 on average since it would be 3 of 10. and really that would be all you need for this deck. you could even stay at 19 lands if you wan but you really don't need more than that
March 29, 2015 11:58 a.m.
I like your deck because i like heroic decks in general and have some experience with it. When Theros came out i did build a heroic deck to test it at the game day because i thought heroic would be a fast mechanic which offers you quick kills. But the result was rather dissapointing. Like someone said before when it hits it hits hard but most of the time you get stuck. The main reason for it is that the cheap spells quickly empty your hand and when the opponent can get rid of your main threats right on time you may be left with an army of weenies. I tried some card draw which helped a bit but didn't bring the solution.
Anyway nice deck and for casual play it will be a dangeours beater.
I'd put some more lands into the deck - while playtesting it i often had problems with the mana base.
What about some cards which benefit from counters on other creatures?
E.g. High Sentinels of Arashin or Gleam of Authority. I know the High Sentinels of Arashin is not a popular Creature but i really wonder why. I a heroic deck it may easily be a 5/6 flyer for 4 Mana which is still growing.
I'd consider splashing some green cards because they have plenty of potential cards adding counters and/or trigger heroic. Reap What Is Sown is an amazing trigger making up to 3 heroic creatures grow at once - or just spend it on the Fabled Hero.
In any case i'd put in Mana Confluence to easily fix the mana.
So far my (more than) 2 Cents.
Greets Klataro
April 4, 2015 3:46 p.m.
Adam_Vriend says... #21
I would honestly drop Fabled Hero. Yeah, once you get it rolling it can win the game by itself, but that is super difficult. You can only star swinging by turn 4, which should be around the time you're already about to win. As well, every deck in standard has cheap removal, so you can only safely play him and not waste a whole turn by turn 5. So, -4 Fabled Hero. As well, I would get rid of the Feat of Resistances and the Valorous Stances in place of 4 Hammerhands. It provides some amazing cheap evasiveness and speed, which is exactly what you need. Finally, remove the Chained to the Rocks and Center Soul and Artful Maneuver for another Titan's Strength, two more Coordinated Assault, and some more creatures. I'm thinking Monastery Swiftspear and Seeker of the Way.
For reference, here's my R/W budget heroic
http://tappedout.net/mtg-decks/06-04-15-gotta-go-fast
April 6, 2015 1:50 a.m.
If you ever decide to switch this deck to Modern when some stuff rotates out, definitely add Madcap Skills. It is hilariously broken on Fabled Hero.
April 6, 2015 1:56 p.m.
guitargod2u says... #23
Check out heroic double strike similar build if your looking to swap something. I may add a removal or two to the main board in case I get tripped up a little on draws.
April 7, 2015 12:20 p.m.
keen_the_crazy says... #24
I have a deck somewhat like this one, but without the rebound. check it out on my profile page. +1 for the rebound idea!
April 7, 2015 11:32 p.m.
Ok so from playtesting a little I have replies ready:
Akroan Crusader did not fit well with the deck and I took him out, I asked TheMeadery on stream and his advice was to focus on pumping up 1-2 creature very hard and focusing solely on pumping them up and protecting them. That's the way I have been playing and it works very well
Scry lands were indeed too slow (FAMOUSWATERMELON), took them out
@RonnieK Unfortunately just don't have room for burn, not the deck's focus
@Klataro High Sentinels of Arashin is too expensive and neither that nor Gleam of Authority will do much since I usually only have 2 creatures out on the field. I am planning on making a G/W heroic but I'm not sure 3 color would be wise for heroic, it is extremely important that you draw the right cards when you trying to end this fast, trying to get 3 different colors of land and on top of them trying to draw an additional color of the right instants would not treat me well I think
Not sure if I need Mana Confluence (Scorprix, Klataro), might not hurt though... Although I have done lots of damage to myself before with bad land draws and being stuck with Battlefield Forges
@Mongol Lagonna-Band Trailblazer would be nice for the sole reason that it would come onto the field without dying to Lightning Strikes but other than that the power sacrifice isn't worth it, might be worth a playtest
Like realmwalker and Adam_Vriend said Fabled Hero is kind of slow for this deck. I am thinking about still keeping 2 in there because if you can safely get one out, it's pretty much a win con. It also forces the opponent to have to choose between him and your probably-already-pumped-up guy to kill, and either way you come out on top on that decision because Fabled Hero gets pumped stupid fast
Like the comments suggested (RonnieK), I put in 4x Monastery Swiftspear and the deck plays 200% better with them in. A little bit of prowess complements heroic perfectly (as long as there is more heroic than prowess, so that you can always have a heroic target that also triggers your prowess), and the fact that she has haste and is a 1 drop is great in a super fast deck like this, super good card as I'm sure everyone knows already
Adam_Vriend suggested to remove the Valorous Stances and Feat of Resistances but I am going to hesitate on that, those cards have saved me more times than I can count. From what I've seen so far this deck is extremely susceptible to bad draw and while quick ends, Defiant Strikes, and general synergy alleviate that a bit, removal works wonders when you get screwed and it's best to prepare for bad situations. The problem is that you don't have room in the deck for removal, really, which is why Valorous Stance is (like most cards that give you options) very good because it gives you options. Feat of Resistance is great because it gives 2 permanent counters + protection for 2 mana, might consider switching it for Ajani's Presence though. At any rate the protection is very important especially against burn decks, Favored Hoplite doesn't have much to worry about but of course I don't want to rely on a single playset of creatures
I did remove the Chained to the Rocks and the deck has been working fine without them
I am also going to hesitate on removing Artful Maneuver, it has won me games in the short amount of time I've used it. If you have that and a Feat of Resistance/Gods Willing and Valorous Stance in your hand, you can react to just about anything they do. They won't kill your guy, you can kill their guy, and if they don't touch creatures, Artful Maneuver on the end of their turn for an instant 2 heroic triggers (since you immediately get the second on one your upkeep) and then another +2/+2 for the turn... And you still have full mana on the start of your turn. If you have Temur Battle Rage and another buff that's a potential win right there
What I do want to do is have 4xTitan's Strength, after playtesting more I realized how ridiculously strong that card is in a heroic deck. Lots (most?) of your early wins come from huge single-turn buffs like that combined with Temur Battle Rage or just consistent hitting. I am seriously considering Hammerhand as I was looking for a way to get more trample but it does essentially the same thing I'm looking for, again I have to try to find a way to fit them in. Messenger's Speed might also be worth a look but I doubt it. Also Arena Athlete is nice but I don't think I can afford to fit any creatures in that don't have heroic or prowess, I might as well achieve the same effect from Hammerhand or Temur Battle Rage
I am not crazy about Coordinated Assault, like TheMeadery told me you usually focus on 1 or 2 dudes, getting two heroic triggers at once is great but the +1 for one turn only is just not very strong, I'd rather fit in Hammerhand and/or more Titan's Strength while keeping my protection spells
@shinobigarth @Adam_Vriend I am considering Seeker of the Way, but I'm not sure. I have 16 creatures and don't want to draw any more I have 2 on the field and 1 in my hand. The lifelink is good but I don't think that I need it in a deck like this. If I think I need more creatures I may put him in just because he may be the best option available among the remaining prowess and heroic choices
The biggest things I have been having trouble with is having to mulligan because of a wrong land colors or wrong lands. I am not sure if a Monastery Swiftspear but no heroic creatures is worth a mulligan. I am on the fence about the lands because once you get like 2 of each color you're usually good, maybe an extra Battlefield Forge and you're golden... So you don't need that many. However, if you don't draw them, you lose the game (I actually drew too many lands a couple of times, so I may be good on them).
The second biggest thing I have been having trouble with is having 16 creatures, same problem as above really since like I said I really only need 1-3 on the field and maybe 1 in my hand, after that I just want instants instants instants, but if I don't draw more creatures I'm dead
gjb1147 says... #1
Feat of Resistance it is an amazing card in herioc as i ran U/W heroic for a while and this is just a great card as it can turn a Fabled Hero from four damage to eight.
March 25, 2015 2:37 a.m.