So, I have been playing this deck for the past couple of weeks at FNM and Standard Showdown and I went 2-1 in three tournaments and I keep changing the deck after every tourney and am looking at going 3-0 this week at FNM or SS.
Without further ado here is the deck in all its glory right now:
So, the only decks that I lost two in the past two weeks have been 1 mono-red deck and 2 R/G dinos decks. Because of that I have added the 2 settle the wreckage in the sideboard which should take care of the dinosaur decks very easily.
This deck plays as a pseudo aggro deck against midrange and control decks and it plays as a midrange deck against aggro decks where I play a lot of removal in the first 4-5 turns and then drop hazoret or glorybringer and beat their face in. It is a strategy that has been working well for me in the past few tourneys, and also I have noticed that this deck takes token decks apart including B/W tokens or W/U tokens.
It is good to drop a turn 2 path sometimes and kill their one token or even a 1/1 or 2/1 creature and then the path just sits there until I can attack with two creatures and flip it. Against aggro decks the paths come out since their creatures usually have haste or first strike so path doesn't do much against those decks but it's a beating against token decks.
Needless to say I have not lost any of the games in which I flipped path, being able to kill a creature a turn for 3 mana is very useful even if it it's a random choice it keeps the opp from attacking with only one creature or even with two, because I can burn the smaller one and then kill the leftover one with path.
Let me know what you think of this deck so far, I am looking to tune it further to the metagame and try to take it to the next big tourney coming up in two weeks at my LGS.
Kinjalli's Sunwing doesn't flip Path of Mettle, so it's probably a sideboard card. I think I would run Bomat Courier it's it's place.
I'd also probably move Magma Spray to the sideboard for more creatures. Probably Ahn-Crop Crasher.
Have you considered Dusk // Dawn against Dinos? It kills theirs without giving them a bunch of lands. Plus you have a few creatures that would survive it. I use it in my deck against Dinos, and it works great. I also have more creatures that slip under it, though.
Finally, you have a lot of 5 drops for 23 lands. I think, for 5 drops, you want to be at 25 lands. 24 lands at the minimum, and even that's pushing it.
Actually, Kinjalli's Sunwing is the MVP of this deck and it's one of the main reasons to run R/W as a deck choice instead of Mono Red or R/B. It is much better than ahn crop crasher in this deck for many reasons:
1. It doesn't die to magma spray or shock because it's a 2/3.
2. It gains tempo since the opp's creatures keep coming into play tapped so not only can they not block that turn but if they have haste they also cannot attack that turn.
3. It's a flier so you can attack with it for 2 damage every turn.
4. It's a must kill for the opp who has to use a removal spell on it because if it stays on the board more than a couple of turns you will probably win the game due to the tempo gain, so it's a target more than other creatures.
It doesn't need to help flip path because all the other 17 creatures in the deck can trigger path to flip, it's job is to gain tempo against the opp.
I don't want to use Dusk // Dawn because I am looking at an instant kill card so it's either Farm // Market or Settle the wreckage the latter which can kill more than one creature, also Dusk doesn't kill a lot of creatures in the dino decks all the 3/3 tokens would survive as would the 3/2 guys and the 3/4 guys, so it doesn't do much, not all dinos, are 4 power creatures. Also, sometimes Dinos have haste so I need an instant card to kill them, a sorcery card would be too late.
I don't have a lot of 5 drops, I have exactly four 5 casting cost cards and exactly five 4 casting cost cards (two which are cast out so they can cycle) so that's 10 cards out of 37 non-land cards which means if I have 3 mana I can cast the other 27 cards in the deck which is obviously most of the deck.
I have taken your advice and have upped the land count to 24 now. Remember that path also works as a pseudo land once it flips since it gives you a mana of any color so if I flip it on turn 4-5 then I'll have the 5th mana on turn 5 or 6 for sure.
Without any mana issues such as not having 2 white or not having 2 red by turn 4 or 5 this deck works like a charm and takes care of a variety of decks easily, as I said before I only lost to a mono-red deck due to my play mistake in game 3, I thought I had him and didn't block and then he burned me to death with lighting strike, and the other losses were to 2 R/G dinos again in games 3 they got the better of me with the bigger creatures, and now I have settle the wreckage in the sideboard to deal with those decks.
So, I have been playing this deck for the past couple of weeks at FNM and Standard Showdown and I went 2-1 in three tournaments and I keep changing the deck after every tourney and am looking at going 3-0 this week at FNM or SS.
Without further ado here is the deck in all its glory right now:
9 Mountain
5 Plains
4 Inspiring Vantage
3 Stone Quarry
3 Field of Ruin
Creatures(21)
4 Relentless Raptor
4 Kinjalli's Sunwing
4 Glorybringer
4 Earthshaker Khenra
3 Hazoret the fervent
2 Kari zev, skyship raider
4 Lightning Strike
4 Magma Spray
3 Abrade
Enchantments(5)
3 Path of mettle
2 cast out
1 skysovereign, consul flagship
1 hour of devastation
1 huatli, warrior poet
2 settle the wreckage
2 sweltering suns
2 chandra's defeat
2 Bishop of rebirth
2 aethersphere harvester
2 crook of condemnation
So, the only decks that I lost two in the past two weeks have been 1 mono-red deck and 2 R/G dinos decks. Because of that I have added the 2 settle the wreckage in the sideboard which should take care of the dinosaur decks very easily.
This deck plays as a pseudo aggro deck against midrange and control decks and it plays as a midrange deck against aggro decks where I play a lot of removal in the first 4-5 turns and then drop hazoret or glorybringer and beat their face in. It is a strategy that has been working well for me in the past few tourneys, and also I have noticed that this deck takes token decks apart including B/W tokens or W/U tokens.
It is good to drop a turn 2 path sometimes and kill their one token or even a 1/1 or 2/1 creature and then the path just sits there until I can attack with two creatures and flip it. Against aggro decks the paths come out since their creatures usually have haste or first strike so path doesn't do much against those decks but it's a beating against token decks.
Needless to say I have not lost any of the games in which I flipped path, being able to kill a creature a turn for 3 mana is very useful even if it it's a random choice it keeps the opp from attacking with only one creature or even with two, because I can burn the smaller one and then kill the leftover one with path.
Let me know what you think of this deck so far, I am looking to tune it further to the metagame and try to take it to the next big tourney coming up in two weeks at my LGS.
Thanks!
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I'd also probably move Magma Spray to the sideboard for more creatures. Probably Ahn-Crop Crasher.
Have you considered Dusk // Dawn against Dinos? It kills theirs without giving them a bunch of lands. Plus you have a few creatures that would survive it. I use it in my deck against Dinos, and it works great. I also have more creatures that slip under it, though.
Finally, you have a lot of 5 drops for 23 lands. I think, for 5 drops, you want to be at 25 lands. 24 lands at the minimum, and even that's pushing it.
1. It doesn't die to magma spray or shock because it's a 2/3.
2. It gains tempo since the opp's creatures keep coming into play tapped so not only can they not block that turn but if they have haste they also cannot attack that turn.
3. It's a flier so you can attack with it for 2 damage every turn.
4. It's a must kill for the opp who has to use a removal spell on it because if it stays on the board more than a couple of turns you will probably win the game due to the tempo gain, so it's a target more than other creatures.
It doesn't need to help flip path because all the other 17 creatures in the deck can trigger path to flip, it's job is to gain tempo against the opp.
I don't want to use Dusk // Dawn because I am looking at an instant kill card so it's either Farm // Market or Settle the wreckage the latter which can kill more than one creature, also Dusk doesn't kill a lot of creatures in the dino decks all the 3/3 tokens would survive as would the 3/2 guys and the 3/4 guys, so it doesn't do much, not all dinos, are 4 power creatures. Also, sometimes Dinos have haste so I need an instant card to kill them, a sorcery card would be too late.
I don't have a lot of 5 drops, I have exactly four 5 casting cost cards and exactly five 4 casting cost cards (two which are cast out so they can cycle) so that's 10 cards out of 37 non-land cards which means if I have 3 mana I can cast the other 27 cards in the deck which is obviously most of the deck.
I have taken your advice and have upped the land count to 24 now. Remember that path also works as a pseudo land once it flips since it gives you a mana of any color so if I flip it on turn 4-5 then I'll have the 5th mana on turn 5 or 6 for sure.
Without any mana issues such as not having 2 white or not having 2 red by turn 4 or 5 this deck works like a charm and takes care of a variety of decks easily, as I said before I only lost to a mono-red deck due to my play mistake in game 3, I thought I had him and didn't block and then he burned me to death with lighting strike, and the other losses were to 2 R/G dinos again in games 3 they got the better of me with the bigger creatures, and now I have settle the wreckage in the sideboard to deal with those decks.
Check out my Youtube channel where I upload MTG content videos twice a week!
Mtg Lifestyle