Can anyone playtest my deck and comment the results?
Deck Help forum
Posted on Feb. 10, 2014, 1:08 a.m. by BlackyMTG
I need some people to play test cuz I'm a nerd in my family as I'm the only who plays, so I need suggestions generally cheap ones too! Thx Tons! http://tappedout.net/mtg-decks/cheap-budgeted-uw-heroic/#c1193469
Cheap Budgeted U/W Heroic; Discipline
Cut down to 60 cards and run at least 22 lands. I'd write more, but I'm tired and cranky.
February 10, 2014 1:13 a.m.
You can run this deck with one blue and two plains or one plains and two islands the land base is fine and why give up the two card slots?
February 10, 2014 1:15 a.m.
There are various mathematical arguments that can be made about consistency, but it basically boils down to this: you always have a worst card in your deck, a card that adds the least to your success. Cutting down to the bare minimum means you are running as few of the worst cards as possible.
February 10, 2014 1:20 a.m.
Any card could be the worst at anytime so I could increase the chances of getting a card worth the time by having 62...Sorry to question your advice no offense meant by these...
February 10, 2014 1:23 a.m.
Don't worry, it's worth questioning until you understand. Unfortunately, it is late where I am and I have not had a good day, so I'm not really in a good place to explain. Hopefully someone who is in a better mood can come along and explain why 60 cards is generally better.
February 10, 2014 1:28 a.m.
I see what you're saying, but this is just for FNM and/or cockatrice and I'm sure if you playtest it you'll see how it works just fine I just wanted someone else's fare opinion and cards to play in my sideboard and what not and not the actual number of cards...sorry I've only been playing for a couple months and have grown to love the game very much do you think this deck is placeable out of 14-26 people?
February 10, 2014 1:31 a.m.
The Doctor says... #9
Just get rid of Fireshrieker and Dauntless Onslaught .
February 10, 2014 2:04 a.m.
Kiora_Fan-01 I will second raithe000. You always want to run the minimum number of cards in the format, baring some extremely specific cases. The issue isn't whether or not a card could be good or bad in a certain situation, that's outside of your control. What you can control though is the consistency of the deck. There's always going to be cards that don't fit the gameplan of the deck as well as the other. It might not be easy to see at first, but something can go and the deck is overall stronger because of it.
For instance, Medomai the Ageless can easily get cut. On 20 lands you're not going to to reach 6 mana until around Turn 10-12. While it's tempting to have a big splashy out when you get flooded, this card doesn't help your gameplan otherwise. It rots in your hand when you don't have the mana to cast it, and if the game goes long enough that you can you're stuck with a deck with 59 other cards that aren't good in the late game. It's better to execute on the consistent plan of being an aggressive UW heroic deck. While not great Azorius Guildgate , it's better to cast spells slower than not at all.
Based on a few playtests and some understanding of the math. I think the decks biggest problem currently is the mana base. 9 sources of white and 11 sources of blue is simply insufficient to cast the cards you've chose when you need to. If you're on a budget and can't afford the Hallowed Fountain and Temple of Enlightenment , then I would highly recommend shifting the deck to be a majority of one of the other color. Otherwise you're going to constantly get cards like Phalanx Leader , Fabled Hero and Dissolve stuck in hand. When it comes to double colors, you actually want 19-20 sources of just that color in order to be able to cast those cards on time, which is pretty important for an aggro deck.
If it hasn't become apparent yet, consistency is king when it comes to magic especially if you're talking about taking this to events. A tournament isn't a single game where you can afford to hedge your bets and get lucky, it's multiple games where you need to have the deck perform the same over and over.
As for sideboard: that depends a lot on what your local meta is like. Gainsay and Glare of Heresy are both good to have. Other good considerations are Banisher Priest against other aggressive decks with little removal. Revoke Existence solves a number of problem cards. The 4th Gods Willing would be good for spot removal heavy match-ups. Rootborn Defenses to survive board wipes. Negate has pretty wide uses. Personally, I think that Stratus Walk could be a 4-of in the mainboard in a budget UW deck. A cycling(replaces itself with a new card) heroic enabler that gives evasion is pretty good.
February 10, 2014 2:06 a.m.
Huh, somehow that "While not great Azorius Guildgate , it's better to cast spells slower than not at all." sentence got moved up a paragraph. That should be down with the land section. Sorry if that was confusing.
February 10, 2014 2:08 a.m.
However with Medomai I can swing gain my turn 2nd main phase enchant artisan copy Medomai and sack the one you swung with and swing again. So many times on cockatrice has Medomai saved my ass. I will take out Dauntless Onslaught and Fireshrieker and even out my mana base...Thx tons!
February 10, 2014 2:14 a.m.
Np, you can't. Medomai and copies of Medomai can't attack during any extra turns, regardless of what generated them.
February 10, 2014 2:17 a.m.
Really? Because I've done this many times on cockatrice and you're the first to say anything about it?
February 10, 2014 2:19 a.m.
Heh, well Cockatrice is hardly a bastion of competent players. You kind of get what you pay for. queue the joke drum roll
Medomai the Ageless says that it can't attack in extra turns. That statement doesn't care about how, when or who created the extra turn. If it's currently an extra turn, Medomai the Ageless , or a copy of one, simply can't attack. It makes more sense when you think about it as a separate ability on the card by itself.
February 10, 2014 2:30 a.m.
He's right. Medomai can't attack during EXTRA TURNS, not "he cant attack during the extra turn he gained just now". Basically, it doesn't matter who or what creates extra turns, he still cant attack. Even on a card like Ral Zarek , medomai can't attack during the turns from his ultimate. Understand?
February 10, 2014 2:31 a.m.
Yeah well now what should I replace him with? Go up to 61 and get two Soldier of the Pantheons?
February 10, 2014 2:41 a.m.
I'll get back to you tomorrow, just reply here so I see a notification and remember. Also, do you mind looking at my deck? Oh look, I'm tappedout, BUT WAIT! (Please Feedback. But yeah I'll get back to you
February 10, 2014 2:47 a.m.
Ooh how about I take out Medomai and immortality and put in two gift of orzhava!
BlackyMTG says... #2
New URL sorry http://tappedout.net/mtg-decks/cheap-budgeted-uw-heroic-discipline/
February 10, 2014 1:12 a.m.