[JOU] Hexprooficus

by foochow on 13 May 2014

Main Deck (60 cards)

Sideboard (15 cards)

Artifacts (1)


Enchantments (3)

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Deck Description

Bant!

Thought it was time to make a fun hexproof deck. Getting that feeling that I want to play Aura cards, but couldnt... Until Now!

How to Play

Bring out hexproof dudes. Make them awesome. Destroy.

Deck Tags

  • Bant
  • Standard
  • Hexproof

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 1,048 times.

Mana Curve

Mana Symbol Occurrence

11120030

Card Legality

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

Deck discussion for [JOU] Hexprooficus

Looks like i need to invest in some Sphinx's Revaltion

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Posted 13 May 2014 at 23:45

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I feel like the problem with true hexproof is its inability to put a relevant threat on the table reliably by turn 2, or doesn't actually have a stance really until turn 4. Sure, you can hit your Caryatid turn 2 and hold the fort against some weenie threats, but is it relevant against burn, control or midrange really? I suggest the motion to increase your ability to apply pressure in the form of less conventional one drops, namely Spire Tracer... it might get hit by a Hero's Downfall, a stress source for sure, but it's evasive and will carry a payload through aggro's line 90% of the time, and put relevant attrition value to midrange and control before you get out an Ascended Lawmage or the like. Really it's just a way to develop an offensive presence early, and I suggest it. Sure, you have the scouts, but 4/60 is a bit weak to ensure good early plays, and strong relevant enchantment targets later.

1
Posted 05 June 2014 at 00:51

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Maybe try moving the archers into the main.

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Posted 05 June 2014 at 02:04

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Thanks for the in depth review. Took the deck to an event last night and went 2-1-1 with the loss in the final round. I can agree that really quick decks can be a weakness. You are correct in saying that there really is not much of a presence until turn 3 or 4. I like the idea of the Spire Tracer.

Control really was not an issue. Almost always win game one in that match up due to the hexproof.

I have considered dropping one or two of the Ascended Lawmage.

Final note, I actually had the archers main last night, I took them off main now due to not having all of the shock lands yet, so once or twice I had situations with only one green mana turn 2.

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Posted 05 June 2014 at 03:09

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Kalonian Behemoth is a fat shroud creature if that works- 7 for a 9/9 with shroud

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Posted 19 August 2014 at 21:49

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