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  • posted a message on Snow White
    Snow Snow Snow Snow Snow Snow Snow Snow Snow Snow Snow Snow Snow Snow Snow White Snow Snow Snow Snow Snow Snow Snow Snow Snow Snow Snow Snow Snow Snow





    You like drawing cards, scrying, turning dudes sideways and a value oriented gameplay? And that in MONO WHITE & WITHOUT spending too many $$$ !?! Then I've made a deck you might like Snow Snow White Snow






    Gameplan:
    Play your Arcum's Astrolabes/Sentinel Totems & pick them up over and over again with Glint Hawks & Kor Skyfishers. Apply pressure through out the game with them. Add the Mentor in that mix to make some Monks & pump their prowess mid to late game. Play it save with the Mentors they are quite valuable. 1 good swing with him and his Monk buddies can end the game.

    28 out of 60 cards are Snow so Scrying Sheets becomes really good alongside the draw, scry, topdeck information/upkeep draws from Arcum's Astrolabes/Sentinel Totems/Mishra's Bauble. It helps you to shape your draws and cumulate card advantage. Because most non-land cards are undercosted you can start activating Sheets midgame. Lategame 1-4 activations of different sheets help you in longer games giving you a quite powerfull strategie against midrange & controle decks, that help you to never really run out of gas.



    Some more infos about the card choices and explanations:

    Bonespitters can be picked up if you have to get Hawk, Skyfisher out really bad or if you need it for Mentor triggers. The main plan for Bonesplitters is upgrading our underpowered more evasive threats to speed up our clock.

    Lightning Greaves are mainly in there to protect the Mentor but they obviously help protecting the other ones too. When the game goes long and you get hit with Wrathes time and time again they help to haste up your creatures so you can keep up the pressure.

    Giver also protects (and equipping Greaves to a Giver makes her really powerfull) and can help to push the last points of dmg through by making a creature unblockable. Giver carrying a Bonesplitter can be a decent threat too. With more than 1 Bonesplitter even she can close out games on an empty board quite fast.

    Icehide is not as evasive as Hawk or Skyfisher but it's an artifact, a decent clock & a snow permanent so it's not the worst card especially early.

    We opt for On thin Ice main deck instead of Path's because grabbing it with Sheets is good and picking it up with Skyfisher to change it's target can be usefull too. Additionally playing it turn 1 on a Bird can really slow a green deck down.

    Obviously Arcum's Astrolabes are our main engine and best way to go off with Mentor. Being able to get it with Sheets is a nice upside too.

    Sentinel Totems are weaker than Labes BUT playing incedential maindeck graveyard hate can win you games here and there too. If you ever have a Labe on the battlefield fiering the Totem off even just to stop a Snapcaster feels rewarding.

    Needles can be replayed if a better target shows up so taking a wrong guess early in game 1 is not a feel bad either so we can maindeck at least 2.

    Baubles filter, help out with fast Hawks/Skyfishers & can give you those more explosive Mentor turns. So it can be ok to sit on them too from time to time to prepare to make good use of Mentor/the Monks.

    Sadly Opals were banned so I added 2 Springleaf Drums and a Plains. (Before the deck was ... lets say even better). If you have the Drum in play and the bounce trigger from Hawk/Skyfisher goes on the stack just tap Drum + Hawk/Skyfisher before bouncing it. You use that mana to replay Drum or maybe something different that's in your hand ... just waiting to be played.

    + Maindecking 1 Mana Tithe is not just a joke (even though getting an opponent with it is really funny). Nobody expects the Tithe and it regularly trades quite a bit up (if you don't sit on it until the veeeeery late game). We play just 1 because it messes with our opponent. Some games you have it most games you don't. When you do use it the opponent will want to play around it going forward if possible. That can slow the opponent down or lead to suboptimal plays. Maybe you sideboard it out game 2, maybe you bring it back into the maindeck game 3, maybe you never see it in 3 games ... who knows? Definetly not your opponent.






    Winning or loosing - games are a blast with the deck both for you and the opponent. Many decisions are to be made and often you feel like the win/loss depends on your own skill. So no "boring" autopilot here. Try it! Is's cheap, fun and already quite powerfull.

    If people like the deck I might add to the primer later.
    Feedback to improve the deck further would be great since testing on your own only can get you so far. +1/-1 of this or that card, swapping Drums for Everflown Chalices, ... many difficult decisions are still ahead of the deck before true optimization is reached for it to play at full capacity.
    Posted in: Deck Creation (Modern)
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