Naya version here.
The main goal behind this deck is to gain obscene amounts of life with Trostani, Selesnya's Voice and
Rhox Faithmender
. When the two are on the field at once, any creature that enters the battlefield on your side will net you some serious life gain.
This deck is a more midrange version of another deck I made. Which do you think is better?
The Deck Breakdown:
Avacyn's Pilgrim is a mana dude. That's about all needed to be said.
Centaur Healer
gains you life, and good target for Restoration Angel.
Drogskol Reaver is a bomb in this deck, because all the life gain also becomes a draw engine. Drogskol Reaver also has lifelink, so he swings for 12 with Faithmender out (while also drawing you two cards).
Restoration Angel has already been tounched up on, but she also has flash, which means playing her on an oppenent's turn in response to removal is really good.
Rhox Faithmender
is combo piece one of the deck. The whole platset is played because it get better the more you have out. He is big on toughness and has lifelink, so he can gain you a good amount of life on his own.
Thragtusk
is an obvious 4-of in the deck. He screams value, no question.
A singleton
Tree of Redemption
in the main for the sole reason of playing with Trostani out and gaining 13 life straight up. Later game, the Tree keep you alive (and if Rhox Faithmender is out, any change of life, in this case exchanging life total with Tree's toughness, counts as life gain or lose. This means that if you are at 10, and use the Tree's ability while Rhox Faithmender is out, this will count as gaining 3 life. You will instead go to 16 because of Rhox Faithmender. Think about using that same Tree's ability two more times. You would then go to 22.)
Last but not least for the creatures is Trostani, Selesnya's Voice; she is the meat of the deck (if Faithmender is the potatoes). It's brutal for an opponent if she sticks.
The land base is pretty clear, except for Alchemist's Refuge. Im testing it out to see how it fares.
Detention Sphere is a really powerful removal spell against decks that run multiples of most of its cards, like zombies and RDW. Otherwise, its still an Oblivion Ring.
Azorius Charm serves a purpose with all of its modes; lifegain is always a good thing with this deck, drawing cards is good when you need more to do, and it makes for a pretty decent removal when youre lacking other option to deal with an attacker.
Sphinx's Revelation is so good that I would run more if I had more.
Farseek is ramp, and good ramp since it fetches Temple Garden and Hallowed Fountain.
The Combos:
Trostani + Faithmender(Enters) = Gain 10 life.
Trostani + Faithmender + Centaur Healer(Enters) = Gain 12 life.
Trostani + Faithmender + Thragtusk = Gain 16 life.
Trostani + Faithmender + Tree of Redemption = Gain 26 life! (Even without Rhox Faithmender, Tree of Redemption will still give you 13 life!)
Faithmender + Drogskol Reaver(Attack) = Gain 12 life and draw 2 cards (Thats 14 life and 3 cards if you also attack with the Faithmender)
Trostani can populate your Beast tokens (and Wurm tokens when Armada Wurm comes in).
Multiple Faithmenders stack, so life gain is doubled for each; 2 Faithmenders = 4x amount life gained, 3 Faithmenders = 8x, and all 4 would be 16x times the amount of life gained!
Be careful with Drogskol Reaver and gaining too much life, it is not a may ability, so you can deck yourself out if not careful.
This is the Bant version of the deck. Trostani tries a Coke(Naya Version) is here.
The SB Breakdown:
Armada Wurm
can be sided in against control deck and midrange decks for more board presence.
More
Centaur Healer
s in the SB for Aggro strategies, especially against RDW and Zombies.
Tree of Redemption
comes in against Aggro decks(especially RDW, landing a Tree usually means that RDW has a turn to win, because going back to 13 on turn 5 against RDW hurts them hard).
An Oblivion Ring for extra removal, and it can answer other Detention Spheres, which yours cant.
Rest in Peace is for reanimator strategies and Zombies. It can also come in against Snapcaster Mage.
Purify the Grave
is for reanimator strategies mostly.
Sundering Growth destroys Detention Sphere, Oblivion Ring, Pikes, etc. (Also populates tokens from Thragtusk and Armada Wurm)
Tamiyo, the Moon Sage is an odd one here. She does really well against midrange decks to stop people from swinging with Olivia or Thragtusk, and also stops Nephalia Drownyard (with those coming up recently in control decklists).
Supreme Verdict is to slow down aggressive creature decks. And if you have board presence, you can hold onto it just in case that changes.
The sideboard is always up to change depending on meta, and if I had
Geist of Saint Traft
, I'd definitely fit them somewhere in here.