Sigarda's Aid has really cool abilities, however it is a card you really only want to draw once as other copies of Sigarda's Aid are literally dead draws, also it is a "do nothing card" as in it does nothing the turn you play it. In an aggro deck you can't really afford this. Sigarda's Aid might be good in a midrange or control deck built around auras and equipment since they have things to filter their hand and such and can afford to play slower cards.
September 20, 2016 3:48 p.m.
jtforkner is right that this card is not useful for this deck. While it can be used to make equipment cards harder to predict and plan around, the card risks becoming a dead draw after the 5th or 6th turn for an aggro deck. While the card can speed up the rush potential of these decks by a considerable amount pending on the equipment used; the current equipment in deck it seems very lack luster for this card as none of the equipment have high costs that need the enchantments ability to help equip or special abilities tied to them that would make you want to sneak them onto the battle field mid combat. I would only suggest that card for decks that wish to use equipment that cost more for costly equip triggers or decks that also make use of discard mechanics so you can try and make use of the extra copies of the enchantment you come across as you play.
September 20, 2016 4:59 p.m.
Zorynjaibro says... #6
I can agree about Sigarda's Aid. I figured there'd be some decent equipment in Kaladesh...
Needle Spires seems like a big hindrance to this deck, but I guess if it's a tapland might as well be a manland. Also, 5 lands to activate it seems a little heavy for an aggro deck.
How would this deck do against a lifegain or token deck?
September 20, 2016 7:43 p.m.
Menace and First Strike and creatures with more than 1 toughness are really good against tokens. We get to go wide as well so we can get to their token producers if we need to. Against life gain, while things are more difficult than tokens since life gain undoes our actions I think we are still fast enough to over come it. If there is anything I am afraid of it is Fumigate on the play and Radiant Flames if a three color red deck comes to fruition.
September 21, 2016 4:18 p.m.
Zorynjaibro I forgot to respond to your concern about Needle Spires. While it is a tap land it protects us from mana flood and gives us reach in games that go long. Also, with the clues we generate from Thraben Inspector we see more lands than one might expect.
Needle Spires also works great in conjunction with anthem effects, since double strike doubles the bonus effectively.
September 21, 2016 6:04 p.m.
Zorynjaibro says... #9
Stitcher's Graft seems like it could work well in this deck, especially with Always Watching .
September 21, 2016 8:02 p.m.
Stitcher's Graft is good combo with anything vigilant. Only concern is that if you get it and don't draw Always watching, because the deck has no creatures with vigilance by default. A creature that would be good to consider playing with that would be Aerial Responder, but sadly I am not sure if might be too slow for the deck as he is trying to run really fast with his 12 one drop creatures and very cheap equipment. Would be a nice addition creature wise as it gives him lots of useful keywords that give some extra benefit if equipped.
September 21, 2016 10 p.m.
Zorynjaibro Stitcher's Graft is a very powerful equipment if I have an Always Watching or extra Kor Ally Tokens laying around from Captain's Claws. The issue like razelfark said is it's only good if I draw those cards.
razelfark In regards to Aerial Responder the card is competing for the three drop slot with Always Watching and Firemantle Mage. If I were to add more three drops I would need to more to a more midrange plan most likely. At the moment the deck is built similarly to Modern Affinity with low costs and weak creatures that build off one another to become strong.
September 22, 2016 9:15 a.m.
Yeah, I figured as much. I was just saying a card idea to go with the Stitcher's Graft primarily then a suggestion to the deck outright. The creature like I said isn't bad option, but not what this deck is looking for with current build. I like the speed of your build, but just concerned about the number of 1 drops in the deck. I see how they play off each other and give you a lot strong synergy.
You may want to consider Ghirapur Orrery to help re-pop your hand since you can drop it so fast. I know its a bit of a double edge sword, but could be fun.
September 23, 2016 2:11 a.m.
tehpanda64 says... #13
I do think that there is a benefit to increasing lands by 2, will significantly lower chances of being mana screwed and the chance of being forced to mulligan. I know the average cmc is below 2 but the chance of having no lands is significant at 7 percent, increasing lands by 2 lowers that chance to under 5% and to only 3% by the time you have drawn your 8th card (thus letting you justify more zero land hands if they are good enough). for you to be playing at max speed you would want 3 lands out by turn 3 and you can live without having more than that. for those 3 lands by the time you are at 10 cards total you only gain a couple percent on top of the 18 lands (both over 1/3rd of the time) but the chance of getting a fourth land is increased by around 10% to be at 45% if you have 20 land. Not to mention over 1/5th of your lands are coming into play taped so for every land you have your average mana generated on the turn you play it is less than .8.
tl;dr I think you should strongly consider adding 2 lands, just drop some creature counts from 4 to 3, you don't want to be stuck with a bushwacker in your hand from your initial draw until you actually want to play it that badly anyway.
October 4, 2016 12:42 p.m.
tehpanda64 I had to run some tests before I made the change, but I made the change and I like it. Your numbers break down was helpful and I appreciated it. I'm just spoiled from having Knight of the White Orchid before rotation that card let me get away with a really low land count.
October 7, 2016 9:25 a.m.
White weenie decks have suffered a great loss from origins leaving because of how good he was. RIP Knight of the White Orchid.
October 7, 2016 1:26 p.m.
I can't see any discussion about Stoneforge Masterwork, which would have a LOT of synergy in this deck.
You might want to try running some tests with two copies, taking out one Bone Saw and one Captain's Claws.
October 11, 2016 8:38 a.m.
As someone who tried to force Stoneforge Masterwork when it was first released, let me tell you why it belongs nowhere near this deck, or in any deck you are taking to competitive level events (PPTQ, RPTQ, SCG Open, SCG Regionals, Grand Prix, etc). There are a lot of problems with it so Ill go into some detail on a few problems it has. This isnt an attempt to be mean, but rather to explain thoroughly what issues the card has with it.
First off, testing has shown it to be a Win-More if it's doing something significant for you, you are already winning, and otherwise it's a dead equipment. If Stoneforge Masterwork is giving a creature a significant bonus you have enough creatures on board that you can just swarm your opponent anyways and you will probably get more of a payoff from a card like Always Watching . If you are behind on board the bonus it gives isnt enough to change much as they can just chump block your big guy, or if you arent holding back your creatures they can just trade some of their guys for yours and shrink your big guy, who might die now if he was blocked. If you had a reliable way to trample this would be less of an issue.
My second issue is its too fragile, most of the creatures in this deck have 1-2 toughness (not counting anthems). Lets say you have 10 creatures out with matching creature types and one of them has a Stoneforge Masterwork equip. That sounds really impressive he has +9/+9, well as you attack your opponent casts Flaying Tendrils, Radiant Flames, or any other damage based sweeper; all of your creatures die so your equip creature drops its toughness back down to 1 or 2 and dies as well. While most equipment suffers from being dead on field without a creature, Stoneforge Masterwork requires an army to do anything.
Third, while it might not sound like much two to equip is expensive in an agro deck looking to swarm the board and doesnt curve out well. If you play it on turn one you have no creatures to equip it to on turn two, if you play it on turn two you cant play your two drop, so you have to play no earlier than on turn three at which you have only two creatures out so you are paying three mana to play and equip this thing that only gives one of your guys +1/+1 at the moment, or play another two drop instead of dropping down an Always Watching , or Firemantle Mage.
The forth problem with the card is that it is too slow. You want to win as fast as possible an agro deck and it doesnt generate significant advantage until later in the game. Lets say that at +3/+3 you are happy with the advantage it gives you. That requires you to have played four creatures so, you cant take advantage of it till turn four, and there are better things we can be doing on turn four to win the game.
While some of the cards in this deck face one of these problems no card in this deck faces all of these problems. Captain's Claws just needs one creature to start building advantage. Bone Saw turns on over half the creatures in the deck for 0 mana. Always Watching gives you a chance to survive damage based sweepers and attack while being able to block the next turn. Firemantle Mage allows you to get past blockers and close the game out.
October 12, 2016 9:52 a.m.
jtforkner I think those are some very well thought and explained reasons. Another reason you could have used was that some creatures share types with only a few of the other cards making the card have less chance of giving the bonus you want. Example: Toolcraft Exemplar is a Dwarf Artificer meaning it only pairs with Inventor's Apprentice, which neither have in common with Reckless Bushwhacker.
That equipment Stoneforge Masterwork can be fun to use, but only in the right deck types.
October 12, 2016 10:51 a.m.
I'm surprised I don't see Stone Haven Outfitter in here or recommended. The card draw is a beast in a deck like this, especially when combined with Captain's Claws. Once you get a few tokens out, you can equip them and attack, and keep drawing cards. Just a thought.
December 15, 2016 5:48 p.m.
Basically Stone Haven Outfitter rewards going big, and my deck is more focused on going wide. It's why I run anthems like Weapon Trainer and Firemantle Mage for menace instead.
December 19, 2016 12:26 p.m.
If you're playing the deck you will know better, but whenever I try equipment decks I find that I'm always starving for card draw. Because you need creatures AND equipment to have the board presence you want. But it's always best to see it in action. I just love blocking with an equipped token and getting to draw a card.
December 19, 2016 2:03 p.m.
That brings up another issue with the card. More often than not if Stone Haven Outfitter isn't equip with something it's the first thing people will remove. Which on one hand, they blew a removal spell, but on the other you just lost a pump and card draw you were counting on. Thraben Inspector does provide some card draw through clues and while I'd love to find more room for card draw, I was never happy with Stone Haven Outfitter when I first tested it (back in Oath Standard)
December 19, 2016 2:15 p.m.
All good points. If I cycle back to trying equipment again I think I would be tempted to try it with four Inventor's Goggles and see. If you get the goggles on turn 1, into artificer on turn 2, that gives you a 4/5 with card draw if it's removed. But I definitely see what you're saying, I never got it to work well either.
December 19, 2016 2:26 p.m.
I do not understand the goal of Metallic Mimic. The card states "enter battlefield with ADDITIONAL +1/+1 counter." If I am reading this right, doesn't this mean your creature need to enter with at least 1 counter to cause the card to trigger?
January 9, 2017 11:04 p.m.
No. if a creature enters with 0 +1/+1 counters then the additional counter means it enters with 1. I wondered the same thing when I read the card.
jtforkner says... #1
I have thought about it, the problem is that as long as the "best deck" (read that as most popular) in the format runs Reflector Mage I fear the meld pair are too slow. After all having a three drop and a land bounced back to your hand in a low land count deck after paying three mana for the creature and six mana for the meld (the land and another for the mana-cost) is back breaking. In regards to what happens when Dragons and Origins rotates out, I'm not sure to be honest. It depends on the cards we get from Kaladesh ultimately.
August 23, 2016 11:39 a.m.