Ad-Hoc White/Green Human in IS..

by devmage on 09 January 2012

Main Deck (66 cards)

Sideboard (0 cards)

No sideboard found.

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Deck Description

A deck I'm currently tweaking for casual Standard Format/ISD block play. This is built from cards I currently possess, so it is by no means a perfect deck (hence the "ad-hoc" in the title).

Deck Tags

  • Weenie

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

3000016

Card Legality

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

Deck discussion for Ad-Hoc White/Green Human in ISD

The strategy behind this deck is a little dated, from what I'm told. I've been out of the MTG scene for over ten years (for instance, I missed the shift from 20 to 40 life; mana burn is a thing of the past; the new card designs kind of annoy me). My last regular deck was a white weenie rebel deck based around Lin Sivvi play, if that dates me at all.

The idea is to get out a slew of relatively cheap creatures, mostly white, and then to use the buffing abilities in the handful of green creatures and spells to bring the pain. Between the Hamlet Captains, Titanic Growths, and the lucky Overrun, I've been able to one-shot an otherwise full-life opponent. The infinitely growing Mob and Champion are also nice.

Creature control is another aspect of this design. The Smites, Rebukes, Spares, Slayer and Fiend Hunter all serve to keep creatures off the field. Bonds, Celestial Purge, and the ability on the Avacynian Priests and Lawkeeper also help to rein things in. I wish I had more of all of these, so that I could engineer a more consistent control pattern.

Some of the cards here are just sugar. For instance, I could lose Trollhide, although it gives me an avenue by which to keep my infinite growers alive and powered. The Village Bell-Ringer and Mentor of the Meek are also just flow changers, though I do wish for more Mentors to be able to draw faster. The real heart of this deck is just throwing down small creatures, and then progressively turning them into larger creatures.

And apparently no one plays that way anymore!

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Posted 09 January 2012 at 12:21

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Additionally, there are several weaknesses here. Obviously with a slew of weak creatures on the field, they are all fairly susceptible to direct damage, and they also don't make for the longest-lasting defenders. Some of the control cards, e.g. the Spares, can buy an extra turn or so, but this deck kind of banks on being the faster deck in the battle.

There also isn't really anything in here that can deal with hostile enchantments or artifacts. I came very close to being drawn out in a game against a milling deck, simply because I couldn't shake the enchantments on me. I also ran up against an artifact-heavy deck, which produced a stack of equipped weapons that was very difficult to deal with - a creature with both Deathtouch and First Strike is a quick way to lose your army. These are severe weaknesses of this deck, and I just don't own anything that could get past these play styles. Perhaps for the next version.

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Posted 09 January 2012 at 12:27

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