Kor Army

by atrius on 14 May 2010

Main Deck (60 cards)

Sideboard (15 cards)


Artifacts (1)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Hm. This could be kinda fun.

Priced at $50, just so I know.

UPDATE: Thank you all so much for the input! We seem to have started a steady uprise in the amount of Kor decks being devised, woot!
As of 5/18, I took in all of your suggestions and this is what we have gotten out of it. I still need a tad more tweaking on the SB. Again, all help is greatly appreciated, thank you all so much for your help and nice ratings!

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

16
Likes

This deck has been viewed 2,563 times.

Mana Curve

Mana Symbol Occurrence

380000

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Kor Army

Kor ruleS!!!!!!!!!! my only bit of advice, drop the vindicator, he is way to slow in this deck. by the time he is leveled you could of played anything else in this deck all of which are better. you should consider martials anthem or martial coup instead. i can see this deck pwning though, i had one similar. ; ). please rate and comment one of my decks

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Posted 14 May 2010 at 03:17

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Yeah I thought the same thing about him.. Eh, an honor of the pure that can attack (way more expensive, albeit)
Marshal's Anthem - yes. shoulda thought of that!

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Posted 14 May 2010 at 03:20

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You need an answer to Malakir Bloodwitch

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Posted 14 May 2010 at 11:13

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Agreed. Suggestions?

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Posted 14 May 2010 at 11:16

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Day of Judgement

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Posted 14 May 2010 at 18:16

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Yeah, I knew that needed to be in there maybe. /Sigh I guess I'll have to drop the cash on a playset sooner or later.

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Posted 14 May 2010 at 18:32

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could somebody explain to me what oust is for? is it to reuse the kor's effects or something??

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Posted 14 May 2010 at 13:11

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That too. Kinda nice to cycle Stoneforge Mystic if you're stalling.
Also, it POTENTIALLY can help on defense... although probably not.

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Posted 14 May 2010 at 13:43

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i would suggest putting in kor skyfishers for cycling as opposed to oust. its the same thing just a 2/3 flyer (albeit for more mana)

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Posted 14 May 2010 at 19:26

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Good point, officially changed. The oust isn't THAT good, I'd rather have the skyfisher.

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Posted 14 May 2010 at 23:46

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it's a bit one dimensional, hence vulnerable to control, but once fully equipped ur creatures can probably pack a punch; either way I would probably replace Journey to Nowhere with Oblivion Ring cause it offers u more flexibility;

not sure I would go with Day of Judgment, since it kills ur own creatures, but it may work if u survive for 7 lands with Emeria

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Posted 15 May 2010 at 12:42

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I was thinking O-ring as well... I'll sideboard it for now.

Does anyone have thoughts on Brave the Elements?

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Posted 15 May 2010 at 12:44

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also, maybe add some lifegain.. (eg perimeter captain etc)

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Posted 15 May 2010 at 12:44

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basilisk collar doesn't work for that?

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Posted 15 May 2010 at 14:46

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Add Brave the Elements and Path to Exile (Sorry, I know Path isn't cheap, but it's really amazing). Brave is both offensive and defensive. If you're playing against mono, it completely destroys by making all your stuff unblockable, and it can protect your creatures from lethal damage and point destruction. Maybe sideboard Narrow Escape, so you can save your important guys from point destruction and at the very least, bounce a stoneforge to fetch another equipment.

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Posted 18 May 2010 at 07:45

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I know, I know.. path.. ugh. I'd really like to make this a "future T2 standard deck" as in, after Shards phases out. But it's good to know someone else favours Brave the Elements. I thought it more of a sideboard card at this point, maybe a good card to bring in against UW Control or UWr Planeswalkers (helps give the deck a tad more aggressive standards, IMO). What do you think of that?

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Posted 19 May 2010 at 00:38

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Honestly, it's great against control, yes, but it also helps against aggro. You won't lose your creatures to combat damage that way and when you start to outrun them you can swing (normally) unblockable for the win. Also, enough decks run direct kill spells, most of which are black. You'll need a way to deal with these so if you can give protection from black, that will save you from everything except lightning bolt and flame slash (Pretty much). The only decks that really run flame slash are mono red though, so no need to worry about that one, and with a master out, the armament masters and equipments will usually protect you from bolts. I'm just worried about the armament masters. I might add Honor of the Pure to this (Sorry, they aren't cheap either, but they're so good), to give your masters a boost in toughness (and everyone else a boost too), or add more toughness boosting equipments. Keep in mind, your masters may swing, but really they are there to make everyone else huge. Keeping them alive is a top priority, giving them a big power won't really make that much difference, as they normally won't be swinging (for fear of being killed).

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Posted 19 May 2010 at 10:03

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Eldrazi Conscription was practically made for Stoneforge Mystic and also this deck needs a planeswalker; I'd definitely reccomend Gideon Jura.

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Posted 18 May 2010 at 10:31

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Eldrazi Conscription is an enchantment, I believe, Stoneforge Mystic only fetches *equipment*. I thought the same thing... :/

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Posted 19 May 2010 at 00:38

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conscription was made for sovereigns of lost alara though...

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Posted 25 May 2010 at 11:42

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Hi.Your Goblinguide reporting in. Took second in a Weekly Standard tourney with my Kor March deck. Looked at your deck. First, drop the spells. With only 22 mana you will not be alive long enough to cast them. White Weenie/tribal needs to win fast. Someone brought up a good concern - Malakir Bloodwitch. With all the non-basic lands being used my deck was built around 4x Trailblazer's Boots! Kitesail Apprentice and Kor Duelist inflicted damage early with the boots, even if a Bloodwitch comes into play. Kor Outfitter allows me to equip free to any Kor. So I like to drop Armament Master followed by Kor Outfitter. Hint: You can put multiple equipment on Armament Master to make your soldiers march faster! Kor Duelist can inflict 10 points of damage alone on turn 3 with double strike. The second choice is which other equipment to use, besides Boots. While pondering that you need to main deck Kor Firewalker or Devout Lightcaster. I prefer firewalker due to speed (casting cost) and S.B. in the Lightcaster. Because blue mages like to change a Plains into an Island you may not get Lightcaster out since it cost 3 white mana and you have to consider the meta game. As a sideboard card Lightcaster is awesome because she is played two turns earlier than a Bloodwitch. Also, the Bloodwitch can't block her and you can't block the Boodwitch. Your early march damage should put you ahead in the damage race. Lone Missionary is a great S.B. card to offset life loss while your army slips through with the Boots or flys over with Kor Skyfisher - which returns a Missionary to give you more life - just what God is for! Skyfisher is amazing because he can return a land that has been enchanted by your opponent or allow you to replay a Sejiri Steppe. I haven't forgotten the other equipment, so keep pondering. Brave the Elements is an amazing instant for one white mana. Read it carefully. White creatures you control is the text rather than target creature is the text. All your white Kor soldiers, not just a single target, get protection from a color. Use it to finish an opponent or to protect Armament Master. Always keep one white mana available. A Sejiri Steppe can make sure your largest creature damages your opponent, especially when combined with Brave the Elements in case they have two colors. Kor Skyfisher also allows you to return a creature to your hand after it has attacked so you can recast it untapped and defend if need be. It is great if your opponent uses Planeswalkers to tap your creatures. So play your other Kor Soldiers before playing a Skyfisher if possible. An amazing instant to keep in your S.B. for the right matchups is Celestial Purge. It can remove pesky blue/black unblockable land creatures (becomes a black permanent) when they attack, then Surprise! And Celestial Purge removes Bloodghast and other permaments from the game so it can't return to play with the Landfall mechanic! Or it can also removes certain Planeswalkers. Sorry, but Oblivion Ring has to remove a blue Planeswalker. So now that your army has some resources it needs additional equipment. Magebane Armor is a tad slow, but is great against red burn which is noncombat damage. In combat the 2/4 bonus makes it had to kill your Kor soldier. It is ideal on Armament Master as your other Kor get bonuses and it takes two lightening bolts to kill a Kor soldier which is a kind of card advantage. Three copies are plenty since it cost three to play. Add in two Trusty Machete and your Kor soldiers will have Boots, Armor, and a Machete. Makes me want to join a Goblin army. Are they as equipped as well? So this is a well equipped army. One last Army secret to share. Main deck one Lapse of Certainty. This card is amazing if played on the correct turn because it acts like a Time Walk - you get another turn and your opponent has to draw the same card on their next turn. It stops Wrath of God (it might as well be called that - Day of Judgement) , a Planeswalker, or whatever for that extra turn needed to finish an opponent. So keep three mana open before your opponent drops their fourth land if playing against Blue/White, or since most Planeswalkers cost 5 mana have your spell ready to counter before they play a fifth land. The extra turn is the difference in many a game. When I was a Goblin Lackey the Goblin King sent me for punishment. The Goblin Marshall showed compassion. He asked me if I would like to be boiled today while the water wasn't as hot or to be boiled tomorrow. Fortunately, it rained the next day. It always helps to get another turn and another card so think of Lapse of Certainty that way. I hope that helps. Oh, one other card I had in my S.B. (I had to S.B. all 15 cards against a red/black Vampire Deck) was Repel the Darkness. It taps up to two target creatures and you draw a card! Against control decks then tap your own creatures at the end of their turn if you need to draw a card, or wait to use it tap a land that becomes a creature so it can't attack. The Kor Army kicked me out since I'm a Goblin and can't keep step. (Hup two, three......I can't remember what comes after three). My Kor March deck has nothing over three mana because they need to march light and fast to strike before the dawn!
Top Secret: I over heard the Kor soldiers discuss using Blazing Torches against the Bloodwitch, but that is a lot of weight (torches need fuel) and so they left the Blazing Torch out of the sideboard since it has only a singular purpose, better to have good Boots they decided..

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Posted 18 May 2010 at 18:21

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Very much appreciated input sir/madam. I hadn't thought much of trailblazer's boots, but it works better than grappling hook, imo, especially in today's metagame.

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Posted 19 May 2010 at 00:46

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Big wall of text crits for over 9000

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Posted 18 May 2010 at 21:36

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Lol, right?

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Posted 19 May 2010 at 00:46

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HAHA! Love it!

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Posted 24 May 2010 at 21:01

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Have you thort about putting in some Eldrazi Monument ? and maby coate of arms? it could help.

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Posted 19 May 2010 at 03:55

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Eldrazi monument and coat of arms have an awfully high mana cost for this deck. I guess my aim would be to already be smashing enough face by turn five, to not need either.
Plus, eldrazi monument forces me to sac creatures, not something I'd like to deal with.

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Posted 19 May 2010 at 21:38

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Have you thort about putting in some Eldrazi Monument ? and maby coate of arms? it could help.

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Posted 19 May 2010 at 04:06

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Can anyone comment on my decks? I would like some opinions.

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Posted 19 May 2010 at 07:01

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Some good changes. Have you had a chance to play test it? I think that it might be wise to get rid of the Nomads Assembly - even if you get 6 mana on the table most of your creatures will be gone by then. I'd add the other Kor Outfitter (can win the game almost on turn 3 because of him) and Brave the Elements or 1 Lapse of Certainty - an extra turn without a Planeswalker on the table can be "Huge"!
If you test and notice that you get just a tad bit more equipment in hand then you can equip think about removing one and adding another skyfisher because she is so versatile. You need enough creatures in a weenie deck and the right amount of equipment. A ratio of 3 creature to every 1 equipment is about right. remember equipment gives you card advantage because it stays when a Kor soldier dies and another soldier can pick it up - at least i don't think it is bad luck. Heck that is how most of us Goblins get our knives - we take them out of other dead Goblins!

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Posted 20 May 2010 at 01:34

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I always wanted to play a deck like this...

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Posted 23 May 2010 at 13:20

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I would just like to point out 2 problems:

1) Burn spells. These tend to do significant damage very early on and can destroy creatures as fast as you can put them out. I'm a noob, so my knowledge of cards is quite limited and I can't give too many suggestions as to how to solve this problem, except with Emeria, Sky Ruin which is a bit slow for this deck.

2) Akroma's Vengeance. This sort of breaks everything this deck is built around. It costs 6 but if coupled with Wrath of God and some burn/creature destruction/bounce/counterspells, it can be quite devastating since you won't be able to deal lethal damage quickly enough. Again, I don't really have any solutions to this problem. Sorry :(

I have built a burn deck using these ideas which I have used many times against creature-based decks with the same result everytime - a clean board and a win. Here is a copy of it with the whimsical modification of replacing the Exalted Angels and Battlegrace Angels with Baneslayer:

http://www.mtgvault.com/ViewDeck.aspx?DeckID=62132

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Posted 23 May 2010 at 15:47

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First of all I'd like to point out this is a type 2 deck.
RDW is fast, and this would potentially be alright against it "brave the elements and such". It's where kor firewalker and celestial purge would come in from the sideboard, also one additional brave the elements.
Hypothetically, this deck could swing for 12 pro name-your-color on turn 3. Kor isn't perfect, probably won't win any PTQs or GPs, but for FNM, it's great.

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Posted 25 May 2010 at 03:07

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goblinguide wins for longest comment ive ever seen anywhere:) i like the deck

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Posted 25 May 2010 at 14:31

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sfvalors2k has deleted this comment.

Posted 10 June 2010 at 03:39

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comment on my decks plz

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Posted 21 June 2010 at 19:32

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I suggest having journey to knowhere and day of judgement it works wonders in my kor deck also you need consistancy with your equipment that will free up space for more control cards. For instance:

Infiltration lens= early grab with mystic

Sword of Vengeance=Late grab with mystic

and 4 trusty machetes your bound to end up with them

Compare yours with mine heres the deck link:

http://www.mtgvault.com/ViewDeck.aspx?DeckID=161350

Hope you like it I do :)

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Posted 26 March 2011 at 15:03

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