FUCK THAT! RUG ramp using Deadeye to blow every single land in the game up with an acidic slime is so much more infuriating for your opponent than smashing them in the face with a large thing .vxicepickxv said:Soulbond is a pretty solid mechanic in sealed, and I can see some of it getting use in standard. Deadeye navigator is very interesting, but at 6 mana, I think most people would opt for a Titan.
I think I might share that mana slot. The ability to remove the lands in my deck within 2 turns of having a Primeval Titan hit the table the first time is pretty tempting.
Deck is a fun, themed one and more importantly cheap for those who can't get hold of the more powerful cards.Encaen said:Soulbond - The Buddy System
Building around the new Soulbond mechanic for Block Constructed.
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I got rocked during the pre-release by a [mtg_card=Revenge of the Hunted] on a [mtg_card=Nightshade Peddler], so that's definitely something I'll have to considered for this deck. I also like the interaction of Peddler with [mtg_card=Silverblade Paladin] for Doublestrike Deathtouch.2xDouble said:You might consider adding a Nightshade Peddler or two to that deck. When Soulbond-paired with the Pathbreaker Wurm, they both gain Trample and Deathtouch, letting you devote only a single point of damage to Pathbreaker's blocker and the rest to Trample. Throwing down Joint Assault lets the Peddler pull the same trick, and drop two more Trample damage.
Also, I built a terrifying Avacyn-blue "Mill" deck. Basically: Rotcrown Ghoul, Infinite Reflection, Dreadwaters, Stern Mentor/Galvanic Alchemist combo, and the nasty Control and drawing power blue offers (also Temporal Mastery if you manage to get one).
...pair it up with Black for a Killing Wave or Bone Splinters, etc., to let you kill your reflected Rotcrowns easily and quickly and toss down Homocidal Seclusion to beef up any creature you drop afterward or Exquisite Blood to bolster your defenses through offense.
... pair it with Red to get extra control and direct damage with creatures like Vexing Devil and Scalding Devil, or handy removal from Bonfire of the Damned and Pillar of Flame.
...pair it with white to drop down Bruna, Light of Alabaster to steal powerful Auras from your opponent and recover them from your graveyard (or to strip bad ones from "more important" creatures you may have out), while beefing up forces with the ever-popular Defang and Silverblade Paladin.
I like having both Champions here, definitely. Since I was looking to keep it in Block, I hadn't even considered the interaction between [mtg_card=Hero of Bladehold] and [mtg_card=Champion of Lambholt]. That's a little crazy and now I really want to build something that takes advantage of that. If only they were Humans for [mtg_card=Champion of the Parish]!TheGuy(wantstobe) said:Deck is a fun, themed one and more importantly cheap for those who can't get hold of the more powerful cards.
To change it up a bit while still maintaining a slight soulbond theme, let's stick G/W and add some power
Creature (27)
4x Avacyn's Pilgrim
4x Champion of the Parish
4x Loyal Cathar
2x Mirran Crusader
4x Silverblade Paladin
2x Champion of Lambholt
2x Hero of Bladehold
2x Wolfir Silverheart
2x Sigarda, Host of Herons
Land (24)
4x Sunpetal Grove
4x Razorverge Thicket
3x Cavern of Souls
2x Gavony Township
6x Forest
5x Plains
Instant (6)
4x Gather the Townsfolk
2x Entreat the Angels
Artifact
2x Sword of War and Peace
Sideboard (15)
2x Naturalize
4x Fiend Hunter
3x Nearheath Pilgrim
2x Grand Abolisher
2x Eaten by Spider
2x Corrosive Gale
This changes it by taking instead of making the soulbond the main focus of the deck it supports it make it work much better. The cathars, Gathers, Heroes and entreats all also build up the champion of lambholdt much faster than anything in the deck previously as they each give at least 2 activations per card and the way Hero works with it is that when you attack with both Champion and Bladehold you get an additional 3 power needed to be able to block before they get the chance to declare.
Of course though this is a much, much, much more expensive build than your one so I can definitely see why you didn't go this route earlier.
How incredibly convenient... I just pulled [mtg_card=Geralf's Mindcrusher] yesterday. He got my Blue-soaked schemes whirling as soon as I saw his abilities, but he's so darn expensive... Oh well, nice bomb if I draw it. Incidentally, I'm looking for a way to use [mtg_card=Arcane Melee]. It's a great boon sometimes, but usually ends up helping my opponents more than myself... do the old "tap to turn it off" rules still apply? Could I theoretically switch off Arcane Melee at the end of my turn and turn it back on during untap? any other suggestions?Encaen said:I got rocked during the pre-release by a [mtg_card=Revenge of the Hunted] on a [mtg_card=Nightshade Peddler], so that's definitely something I'll have to considered for this deck. I also like the interaction of Peddler with [mtg_card=Silverblade Paladin] for Doublestrike Deathtouch.
For your Mill deck, if you don't mind reaching into Dark Ascension, [mtg_card=Geralf's Mindcrusher] with [mtg_card=Deadeye Navigator] is pretty hilarious. He works well with [mtg_card=Infinite Reflection] as well, causing every creature you cast to mill them for five, plus undying and a bigger body for blocking. It sounds like you've got it pretty much nailed down for AVR, though.
I have been toying with an overhaul of RW Humans in block featuring [mtg_card=Dual Casting]. It is terrible against removal for obvious reasons, but when it works, it can be pretty sweet. Copying [mtg_card=Gather the Townsfolk] with a Champion in play is amazing. Also, copying a morbid [mtg_card=Brimstone Volley] or [mtg_card=Thunderous Wrath] with Miracle is pretty easy to make happen, and usually ends the game immediately.
By the way, if anybody's interested, you can do mouse-over card images now with [ mtg_card=Card Name] (minus the space at the beginning, of course.)
I've been considering U/R for much the same reason. I was going to use the stalker as the host for the enchants so it can protect them while I do my thing.Encaen said:I have been toying with an overhaul of RW Humans in block featuring [mtg_card=Dual Casting]. It is terrible against removal for obvious reasons.
Block constructed. It's a thing.godofallu said:Snip.
Thanks for the feedback! Here I was going for Block Constructed, however, which is why the mana looks a little shaky. Between [mtg_card=Avacyn's Pilgrim] and [mtg_card=Dawntreader Elk], though, I feel like it is reliable enough to play with. Unfortunately, in Block we don't have access to [mtg_card=Birds of Paradise], which is one of my favorite cards ever, so I would never give up an opportunity to play with them.godofallu said:I feel like the deck you listed runs a lot of bad cards. Mainly just because they have spellbound and you're doing a spellbound theme.
A spellbound theme makes as much sense as a first strike themed deck.
Dawntreader elk is a bad card because it requires mana to sac it, meaning it can't be saced second turn. Which is when rampant growth effects (which are allready worse than Birds in this deck) need to happen. Now you lost turn 2 playing it, and 1/3 of t3 sacing it.
Pathbreaker Wurm is bad. For 6cc you should be winning the game not dropping a vanilla 6/4.
Righteous blow is ok, but not good.
Your sideboad has lands in it + 0 celestial purge. Why even include the SB?
Sunpetal Grove and razorverge thicket should be added assuming you want the readers to have the best land base possible.
I think [mtg_card=Arcane Melee] can best be utilized in a [mtg_card=Burning Vengeance] or other Flashback centered deck, since it makes your graveyard much more affordable to play from.2xDouble said:How incredibly convenient... I just pulled [mtg_card=Geralf's Mindcrusher] yesterday. He got my Blue-soaked schemes whirling as soon as I saw his abilities, but he's so darn expensive... Oh well, nice bomb if I draw it. Incidentally, I'm looking for a way to use [mtg_card=Arcane Melee]. It's a great boon sometimes, but usually ends up helping my opponents more than myself... do the old "tap to turn it off" rules still apply? Could I theoretically switch off Arcane Melee at the end of my turn and turn it back on during untap? any other suggestions?
RW is also pretty sweet, as is Dual Casting. I was able to use them to great effect in a Draft tournament recently with the incredibly handy [mtg_card=Thatcher Revolt] and some ridiculous (...ly lucky) boosting combos using [mtg_card=Cathars' Crusade] and [mtg_card=Goldnight Commander]. Imagine: turn 6, suddenly 6 13/13 Haste attackers for four mana. bwahahaha!! (I did actually manage to pull that off once... and only once.) I've also found [mtg_card=Herald of War] could be quite handy in a Human deck if you can pull her out (or graveyard-summon her with [mtg_card=Defy Death], if you have the space/resources for that). She's expensive, but you might be able to make use of [mtg_card=Voice of the Provinces] as well for some "free" Humans (especially if you're holding back some [mtg_card=Cloudshift]s). Those should give your [mtg_card=Champion of the Parish] dudes a big, fat boost.
Thanks for the tip, by the way, and the chance to practice it. lol