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This deck has been heavily playtested and is all about the first strikers. This deck aims to put as much power on the board as possible in the form of first/double strikers as fast as possible. The higher the power of the first striker, the more of a board presence he has and the longer he lasts in combat and races against decks with low toughness creatures become a breeze. This was kept with the standard environment in mind, control, is largely gone and combat becomes the main focus. This deck is built to destroy the aggro mirror by establishing that "during combat your creatures die and mine don't ". This deck has both large and fast effects and the earliest I have killed someone with this deck around on turn 4. The "ideal" curve: Turn 1: Champion of the Parish Turn 2: Elite Inquisitor 2 dmg Turn 3: Silverblade Paladin no bonds 5 dmg / Equip Dagger to Elite inquisitor 7 dmg Turn 4: Odric, Master Tactician bonds w/ Silverblade Paladin no attacks / Silverblade Paladin bonds with Elite inquisitor 14 dmg Game Turn 5: Angelic Overseer 15 dmg Game The thing is, you never curve out perfectly, the independent goal with this deck is to make sure that you can come as close as possible to curving out perfectly and adapt to the actions of your opponent. Late game "Game ending" bombs/mana sinks: Rogue's Passage x3 Angelic Overseer x2 Odric, Master tactician x3 = 8 Removal: Bonds of Faith x4 Oblivion Ring x3 = 7 Creature Pumps: Rogue's Passage x3 Silver Inlaid-Dagger x4 Bonds of Faith x4 Mikaeus the Lunarch x1 = 12 total, of which are 9 "permanent" pumps Pro tips: -Putting power on non-first strikers is pointless because it doesn't protect them, unless they have evasion. -Pump your guys with bonds of faith only when your opponent has used up his removal for value. -When you bonds of faith, evaluate both sides of the board before choosing targets. -Use rogue's passage on the creature with the highest power or alternatively, use it on silverblade paladin for the extra 4 damage if they are playing zombies, werewolves, or vampires, seeing as they can't block Elite Inquisitor anyways. -Selesnya has little removal, so don't worry about pumping early game against them. -Side in ghost quarter to get rid of moorland haunts, townships, and wolfruns. -Side in Thalia against dedicated control decks, you won't regret it. -Village bell-ringer is a good combat trick against fast tempo based creature match-ups when you miss your 3 drop. It both untaps champion of the parish and puts another +1/+1 counter on it. -Never waste oblivion rings, seriously. -Knight of Glory is good against zombies and enables you to swing for 3 on turn 2. -Mikaeus should not replace first striking 2 drops. -Mulligan to 6 if nessecarry, and it's a good idea to do it if you are on the draw. -Always play first when you have the choice.
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