Selesnia Aggro | $20 G/W Butt-Kicking [THS-KTK]
Standard*
SCORE: 280 | 322 COMMENTS | 45139 VIEWS | IN 227 FOLDERS
DERPLINGSUPREME says... #4
holy shit........wow..... just...wow. congradulations! you.are. officialy. great.
January 5, 2015 10:29 p.m.
I'm not saying that Ainok Bond-Kin isn't good in the side. It would be great in certain matchups. But it has almost no finishing power. Token generation makes it almost useless. One more mana for evasion makes bond-kin seem useless in the long run though. This is all especially significant when you consider you are going to be pumping your creatures with all of your protections anyways. As far as Phalanx Leader goes... It's slow and doesn't work in the deck. I understand that it is in this specific deck as a 4 of... but in testing it doesn't hold up, and bond-kin wont make him any better. Proof is out there for anyone who actually wants to test it. Phalanx Leader loses more games than he wins. Double white is a death sentence when you need your white for all your spells.
January 6, 2015 3:52 p.m.
Ok. I'm done discussing this with you. You obviously do not know how this deck should work, and do not understand the true mechanics. It is a reaction based deck, and you for some reason think it is a pump and attack deck.
I have given you all the reasons why your suggestions wont work and why Phalanx Leader will not work. Double white slows down game play. Period. In a set of 3 matches, Phalanx Leader will cause you to lose at least once on average. Since you will average 3 creatures on board per game, Phalanx Leader is superfluous and it is often better to have other creatures on board (Heard of Seeker of the Way?).
If you believe this deck is fine how it is then take it to your FNM. You will lose for the reasons I've already stated. I have done all the play testing and all the card swaps as well as FNM outings. This deck concept is great for casual play, and wins by surprise a lot at FNM. But at the end of the day it is tier 2, even with the best configuration and side board. With Phalanx Leader it makes it worse than that. But you are welcome to your opinion, even if it's not factual.
January 7, 2015 5:59 a.m.
Let me just speak. If this deck were not budget, I would use 4 Temple of Plenty, 4 Windswept Heath, 3 Mana Confluence, 2 Forest, and 7 Plains. Why is this better? Because you guys are both right. The leader has actually been really challenging to cast, especially turn 2. However, when it does hit the board, it either eats a removal spell or kicks your opponent's ass. I think might cut one for another Lagonna-Band Trailblazer or a Tuskguard Captain.
Quadsimotto, what are your thoughts?
January 7, 2015 7:01 a.m.
Finally a good recommendation. Regardless of the dispute we a have over Phalanx Leader, Ranger's Guile would work in this deck. I likely would remove Reap What Is Sown before Ajani's Presence because it can protect against many damage effects for 1 mana, while Reap What Is Sown costs 3 and requires 3 creatures to really take advantage of the card (Nature's Panoply would be a better choice in my opinion if buffing is your aim). The deck requires a player to keep 1 or 2 creatures on the board at all costs. Targetted protection provides counters to every creature in the deck, and saves them. While play testing I have noticed that the games I usually win are hands full of protection spells. Ranger's Guile is just one more that can save your ass for one mana. One issue with the card is that it is basically useless against strictly agro decks. No targeting spells = no use. I don't think it should be in the sideboard though because most decks have some sort of removal. Another possible card to remove is Launch the Fleet. While it provides a few tokens, it does not have a huge effect on the game unless you combine it with Phalanx Leader and a couple targeting spells in the same turn. This as you know would cost at least 5 mana to be worth it. Even then only would provide around 9-16 extra damage since generally 3 creatures will be the max you will have on board in a game. And by turn 5 we can assume your opponent will have 3 creatures to block with. It would require 3 cards to do and would basically empty your hand unless defiant strike was used for the two spells. Not saying this isn't a good finisher, but protection would likely be a better choice since it's usable early game and the creatures must stay on board for you to have any chance of winning. Without other cards to bolster Launch the Fleet it becomes much less relevant.
Math: 3 creatures targeted with Launch the Fleet (3 mana and 3 +1/+1), if one is Phalanx Leader 2 more +1/+1 (total of 5 so far). Target Phalanx Leader with 2 cheap spells, I will assume Defiant Strike for ease (2 more mana and 12 more +1/+1). Assuming no buffs before this time and all creatures are 1/1 this gives a total of 25 damage with no blocks (2 5/5, 1 6/4, 3 3/3). This obviously nearly doubles with Hardened Scales to 44.
(This scenario is a best case type thing and can't be expected often, as you know, with 3-5 card combos)
January 9, 2015 12:30 a.m.
jiujitsuheyzues says... #12
and just imagine if one of those was fabled hero. just need hardened scales and defiant strike. and any spell that got dmg through. GAME OVERRRR. game 5-6 win easy with him or 4-5 if they dont remove him. i'd jerk fabled hero off if i could. put his man goo in a cup, keep it at room temp, and spread his seed like donuts at an office monday morning.
January 9, 2015 2:16 a.m.
I was only suggesting Nature's Panoply as a replacement for Reap What Is Sown. I think that neither belong in the deck. Solidarity of Heroes does enough work to make them pointless.
Ainok Bond-Kin does not fit in the main board. No matter how much you want him to, he just doesn't. The fact that he has to tap to buff himself makes him unreliable at a 1 toughness. Plus wasting protection on him would be terrible. And protection is the only thing that will save him. Long story short is that you WANT them to try to target your heroic creatures so you can protect and buff. Ainok Bond-Kin does not buff when you target, making him sub par. Plus you are saying you would add more creatures and take out more spells?? You obviously do not know how this deck plays if you would go over 18 creatures. Drawing more creatures mid game is the kiss of death for this deck. You need nothing but spells, spells, spells, after you get 2 creatures on the board. It's all about reaction buffing, and defense until you swing for the win.
Launch the Fleet is a 2 of at most. Honestly it would run better with none. While it does add creatures, as you said. They MUST attack, and your creatures MUST attack to create them. This forces unfavorable attacking unless you have 2 backup spells in hand to buff creatures and even then you need Phalanx Leader out to even make you not lose too much. Turn 4 Example: T1 Plains, Favored Hoplite. T2 Plains, Lagonna-Band Trailblazer (save plains for protection). T3 Plains, Phalanx Leader (save plains for protection), . T4 Plains, Launch the Fleet Strive 2 to target all. This scenario leaves 1 plains open tor a spell making all creatures able to get +1/+1 plus spell effect to Phalanx Leader. This gives 4 2/2s, 1 1/5, and 1 3/3 (prot whatever).This is a weak attack and you will lose important creatures. This is not a turn 4 capable scenario. It is turn 5 minimum to do any real damage, and then only if you actually have spells left after protecting your creatures for 4 turns! By turn 4 you have already played 8 cards minimum leaving 3 cards left. And with more than 18 creatures you more than likely will have at least one of those 3 cards be a creature. Not a hard stretch to see having no spells left in hand by turn 4. In any case, Launch the Fleet just doesn't work well and is much better replaced with protection spells. You obviously did not think it through, or you would realize that a turn 4 win is not possible with Launch the Fleet.
Also, taking out Ajani's Presence is good because it only protects against damage. Replacing with Ranger's Guile would work much better for protection Removing Solidarity of Heroes is a terrible idea. That card alone will win you games when you have Hardened Scales in play. 4 mana gets you two creatures doubled counters, or one double double. Example: Favored Hoplite no counters, Hardened Scales in play. Turn 5, protection from whatever for evasion and 2 +1/+1 counters. Target creature with first Solidarity of Heroes, heroic trigger for 2 more +1/+1, in response to heroic trigger cast second Solidarity of Heroes, 2 more +1/+1. That's 6 +1/+1s that are doubled to 12 and add one for Hardened Scales, 13. Then double again for second Solidarity of Heroes for 26 and add one again for 27. That is a 28/28 prot whatever that takes no damage. Can you see why Solidarity of Heroes is much better than Launch the Fleet? Can you also see why this deck doesn't need many creatures? There are many games this deck will play that it will win with one creature on board, in fact I prefer that to happen most the time as long as I have mana and spells. Either way, other than Ranger's Guile your suggestions aren't thought out very well. Back to the drawing board for you.
January 9, 2015 3:48 p.m.
Protection and heroic work best on 1-2 creatures. The only reason you'd want to go wide would be against something like Mardu, since you can't protect against Crackling Doom.
First strike can be good to have, but aren't you just as well off with Protection or Indestructible?
And taking out Solidarity of Heroes is a bad idea. Let's say you have a 4/5 Favored Hoplite going into turn 4, Hardened Scales, and your opponent is tapped out. Feat of Resistance for 4 counters, then Solidarity of Heroes for 12 more. You now have a 20/21 with protection from a color. GG
January 11, 2015 4:48 p.m.
What do you think about Battle Mastery and Phalanx Formation? Targeting for heroic, then giving double-strike? It seems a bit to be in the same boat as Solidarity of Heroes, but in white instead of green. And I think it ends up better than Solidarity if you don't have Hardened Scales out.
January 11, 2015 5:14 p.m.
Interesting thought. I don't like Battle Mastery because it is a single target at most and it can be dealt with though removal very easily. Now Phalanx Formationis an entire different situation. Being that it can be used to hit 2 creatures, it has a major upside. This deck has a tendency to swing once for game ending damage, so an instant that grants double strike would be devastating. It's unfortunate it doesn't add +1/+1 or a counter, but it is still a great ability that you can cast at instant speed (key for the deck!). I didn't really even think about Phalanx Formation, but it can definitely replace Solidarity of Heroes if you wanted to get rid of green for a more stable solo color since it can do a serious amount of damage on a large creature. Granted it maybe a little less damage than the potential of Solidarity of Heroes, but it has a nice upside in the way that it can do first strike and then normal damage which gives creature protection as well as a little extra damage (protection against deathtouch? Yes, please!). Either way, it would come as a choice in this deck. How you would want to run things for yourself. The UW heroic deck is really making some waves in standard right now. It is really good. I have been toying with the idea of making a mono white version of the deck with more aura cards, and Hero of Iroas obviously. Maybe even a small splash for Aqueous Form, or some other unblockable trick that would trigger heroic. But Phalanx Formation would definitely work in multiple versions of the deck, though how well would depend on when it was used.
January 11, 2015 5:58 p.m.
Downside to the card is that it costs 3 CMC and that can hurt when you need to cast protection on turn three and also want to cast the Phalanx Formation. Most spells in the deck cost 2 or less, which is a boon since by turn 4 you can cast multiple spells for explosive damage. 3 CMC hurts this strategy. Something to think about.
January 11, 2015 6:10 p.m.
@jdvanliew
Wow. You have no reason to play magic. Just quit now, you have no talent for the game.
If you do not leave one mana open on EVERY turn, you will lose a creature, and it will destroy your game. You will LOSE. You obviously have never played this deck before or you would know that. And just so you know your turn 3 example leaves NO mana for protection unless you have Ranger's Guile in your hand (which you wont have with all those Launch the Fleets!), since it's a green mana you played turn 2 (and this is WHY Phalanx Leader hurts the deck, as I have said many times), which you can not guarantee.
My reasoning is flawless, as it does not make random assumptions of what the opponent will play. You may win one game out of five with your Launch the Fleet possibility. And I even doubt that will happen. It just does not work as my math would show you. As I said, the card will only work at turn 5 or higher and that's ONLY if you have other spells in hand! Which you likely wont! In your scenario on turn 4 you would have a total of 11 cards drawn 7 of which you played on the board, one of which is Launch the Fleet, and another which is a Ranger's Guile (only protection you can play for one green). That leaves 2 cards. What are the chances that they are Gods Willing which you will need to protect? On top of that your math is wrong. Start of turn you have (in your statement) a 3/4, 2/6, 3/3 = 8, add Launch the Fleet for 6 more counters (2 on each) = 14. Plus three 1/1s makes 17 total, not 21. Granted if you do have a Gods Willing (only thing you can play with one white!) to target your Phalanx Leader it will add another 12 counters for 29. Your hand composition is VERY unlikely to happen as well. It requires every card you stated and the opponent to have only one piece of removal that you can block only with Ranger's Guile (two pieces makes your entire theory fail). This is why a white open every turn is a must, your creatures must stay on board in the first 3 turns or you lose. Then there is the likelihood that your opponent has blockers which will not allow you to win. You're entire turn theory requires your opponent to basically play nothing for 4 turns.
So after you spend your wad and they block and possibly kill some of your creatures, what do you have held back in reserve? Oh right, nothing. So if they board wipe, you will lose? Yea, that's what will happen. Maybe against a heavy aggro deck this will win... But even then you likely wont since you would have lost at least one creature before turn 4. Maybe you play in really weak circles... I really don't know. But this doesn't work, period.
And wait... where does Ainok Bond-Kin fit into your turn theory?? No where. That's right! I did say that before! DOES. NOT. FIT. Final answer. I win. You lose.
Basically the end of the conversation is this... You have bad math and bad reasoning. You have no clue how to play this deck and I must assume magic in general. Go play your tier 3 decks with your friends and leave the deck theory to those who are not so idiotic as to make all these ridiculous statements and claims. Stop trolling. Seriously.
January 30, 2015 10:42 p.m.
@jdvanliew
Just read back your comments over the weeks. I've never been so certain of someone's wrongness. You keep spouting all this nonsense about certain cards being SO GOOD, and the cards don't see competitive play. Why is that? Because they don't work. This is NOT a pump and swing deck. It is a reaction based deck that gets stronger as it protects. If you play this as a straight pump deck you will LOSE. No card draw is basically the reason. Not enough power for each card played. So more cards are needed, which you wont have.
This deck is tier 2, and lower with the cards you like. With the proper build this deck can win a lot of games at FNM. But in general can not beat the top decks in any situation. People may purchase this deck because it's budget. But at the end of the day it's just a fun deck to play. It is a wild card deck that surprises people with a quick win. If you tell me that all the things you say are for casual play, then I will say you are right. But competitive? Nope. You are dead wrong. Super wrong. And grand supreme dumbass of the forum. Which title do you prefer? Grand Dummy? Or Supreme Ass?
January 30, 2015 11 p.m.
i just wnat to say that a funny combo i added to this was End Hostilities combobed with Ajani's Presence makes for a sill board state where i have all of my big hitters and they have nothing
February 1, 2015 9:53 a.m.
I like this deck. Not doing great with it but winning more than I'm losing. One thing I would sideboard if I were you is Oppressive Rays
Been great help when facing off against other agro decks. Seen a lot of similar decks a red prowess decks coming the other way at me and it needed something to slow them down.
February 1, 2015 5:32 p.m.
I am a stand up person and can admit a fault. I didn't take into account the Hardened Scales on the other two creatures for the second set of counters. So yes you have 21 total. But even that withstanding, thinking that this is a winning combination on turn 4 is laughable. It falls apart with two pieces of removal targeted on you since you have no protection available in the first 3 turns unless you have a Ranger's Guile which really there is no room for with all the Launch the Fleet. Either way, your scenario is laughable all the way around since it is a "perfect case" scenario that will not work most the time even when you do get it because it is defeated by ANY sort of disruption and leaves you basically defenseless after you are stopped.
I am not sure why you are thinking I am calling you names. I am simply trying to figure out which title I should address you as since you have earned that rank. I give respect where it is due. And buddy, you definitely earned this honor.
On the other comment... If you know this deck is not top tier competitive then why do you talk it up like it is? With your deck tech I completely agree with you that it isn't on the top tier level. Though my deck tech allows it to beat top tier decks regularly if not consistently. The reason I abandoned the deck type is the realization that the deck is never going to become more than tier 2 without some real good cards in coming sets. I play decks to win. I am not sure what you play them for. My deck tech is concentrated around winning, which my decks do. Yours may win sometimes, but really... are pretty lame. I feel sorry for you that you really and truly believe that your ideas are the be all end all. If you truly believe that they are all great, then I invite you to test out your ideas against my version which I have posted. We can play on cockatrice. When I show you that your deck tech is pathetic, I expect you to apologize and stop your idiotic rambling about how good your ideas are. Feel free to refuse and show everyone that I am right without having to prove it. I await your response, but pretty much know what the answer is.
nutellaisgreaterthanlife says... #1
Think about Ainok Bond-Kin. It doesn't seem that great, but its great in the sideboard against things like Hornet Queen.
January 5, 2015 5:53 p.m.