My Aggro deck - Mainboard
After playing the deck out of the old standard into the new, I've come to love the Archangel and its trigger. So I've decided to keep at it for now until something more appealing comes up.
Okay, here goes the long list of explanations for my choices.
Soldier of the Pantheon
- Good aggressive start, and helps trigger the angel when she comes down turn 4 or 5. Not as many gold cards being played right now, but I still get the trigger when it counts.
Sylvan Caryatid - An amazing mana dork. Sitting at 0/3 is pretty good in the deck. Not aggressive, but once the triggers start playing, it becomes a deadly blocker (biggest I've had it is a 7/10!)
Voice of Resurgence - An obvious choice for the deck. Not only aggressive, but it helps get past a wrath, stops instant speed removal being played on your turn and most of the time gets those Azorius Charms cycled on your opponents turn. It also works pretty well with
Renounce the Guilds
after game one. I can sacrifice it and get left with a token where most of the time, you come out at a loss.
Fleecemane Lion - Rawr. These guys haven't been my favourite card from Theros, buuuut... It's good. Once the Monstrosity hits, it's a beast, not just a cute little kitty. Good early aggro, being a 3/3 on turn 2, and follow that up turn 3 with either
Path of Bravery
or Spear of Heliod, and it gets big, and fast. Enjoyed playing them now, and I see how well they fit here.
Centaur Healer
- Well, I've met with a little bit of resistance against this card, most people saying "Why isn't this a Loxodon Smiter?" My answer is simple. I think in my deck, this works a little better. Picture this: Turn 12, in a stalemate. Would you rather a 4/4 body hit the field? Or would you rather a 3/3 hit the field, trigger the Archangel of Thune and become a 4/4 itself, pump the team and break the lock? It's happened a few times that way and that is why it has made the deck over the Smiter.
Fiendslayer Paladin
- First strike and lifelink. This makes the Angel and my damage output a little bit more awesome. After first strike damage, and I gain life, the rest of my team gets huge for normal combat damage. On top of that, it's quite difficult for my opponent to remove since of its "cant' be targeted by black or red spells" so they have difficulty with that.
Spice time! Bonescythe Sliver - the first of 5 spice cards, and this doesn't seem to do much here, but I love how quickly this guy gets big with +1/+1 counters. And not only this guy. It works with Mutavault, which is the main inclusion for this guy. As not many people expect this, it almost always catches people of guard and rarely fails to surprise. Maybe the first card to go if I have to take something out.
Archangel of Thune - And time for my favourite card in the deck. Seems pretty solid. Not all that much to say here.
Selesnya Charm - Great removal, great pump and even creates a 2/2. Very good here.
Garruk, Caller of Beasts - Hand reload. And emblem if it ever gets there. But hand reload. Running 27 creatures in the deck means I regularly hit 2-3 creatures on the reveal, once got 0, many times hit 5. It's devastating to any control deck who have spent their Verdicts on clearing your board already. The card gives so much comeback and advantage it's be ridiculous not to put it in here.
Spice alert! The next four cards are my personal spice includes and being a fan of one offs in the deck. They are all functional and do something; I want opinions though.
Selesnya Keyrune
- This card took me to the top 8 of a GPT back in INN-RTR standard, and I've never stopped loving the card. It's a great 3/3 dude, it avoids wraths and it ramps my mana occasionally. I love it.
Spear of Heliod - Once upon a time, I ran 3 of these. Then two. Now only one. How frustrating is it to draw the second one and be able to do nothing with it? I figure the next card compliments it just as well.
Path of Bravery
- Anthem if I keep my life total up (and let's be honest, with the amount of lifegain I have, I should be good!), and swinging pumps my team if the Angel is active, it's a no brainer, really.
Primeval Bounty
- When I make a
Soldier of the Pantheon
late game, sometimes it's just not enough. With a 3/3 Beast accompanying him, it gets better. And the Selesnya Charm that pumps and gives trample? Let's make it even bigger with three more +1/+1 counters! And finally, land pumping guys? Yes please.
Sideboard
Sideboard is a little up in the air at the moment. My maybe cards here are
Windstorm
and
Fade into Antiquity
. They're here purely for local meta calls at the moment, but they need to go, I'm just not sure what to put there.
Brave the Elements - Since most of my team is white (or white green!), it plays pretty well as either a combat trick or a win condition.
Mistcutter Hydra - A great anti blue card right now. And It's done its job thus. I did learn that playing it for 4 instead of 5 against Bant is a good idea. No surprise Selesnya charm, thank you!
Fade into Antiquity
- God control. Nothing more.
Ray of Dissolution
- Better against Detention Sphere and enchantments, and it gets an Angel trigger.
Windstorm
- My only actual defense against Stormbreath Dragon right now. The pro white is a bit of a pain, so game 2 and 3 should be better. Also good for that Angel deck that was in our local store. Could be an early one to drop from the board, however.
Renounce the Guilds
- It's this or
Celestial Flare
. I think this has more application in my deck right now. I don't do too well against the gold walkers. This seems to be my only out right now. This choice is up in the air.
Bow of Nylea - A test card, and a filler. But it's good fun. Need something much better than this.
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FNM Record
Fri-11 Oct - 3-1, 1st place.
Round 1, R/G aggro - Won 2-1.
Round 2, Bant control - Won 2-1.
Round 3, Naya Aggro - Lost 1-2 (Very close though!)
Round 4, RDW, Won1-0. My opponent dropped since he said he couldn't win against my deck... We've been testing a bit before hand.
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I would love some feedback here and some suggestions. Any +1's would be great too =D
Thanks guys, look out for updates!