The Hero who kills Gods

by Jessie on 07 September 2014

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (4)


Instants (6)

Artifacts (2)


Enchantments (3)

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

Trying to find new ways to play old cards?
Want to see something a little different?
What if you play stuff like Rancor and Elvish Fury on your opponent's creatures?

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Question: Why the hell would you want to play Elvish Fury or Rancor on one of your opponent's creatures?
Answer: Intrepid Hero.

Question: Who the hell ISN'T scared by Emrakul, the Aeons Torn?
Answer: Intrepid Hero.

Question: Who does Griselbrand have nightmares about?
Answer: Intrepid Hero.

Question: Who does Timmy players and Powercreep cards hate the most?
Answer: Yep, Intrepid Hero.

The Killer of Gods

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Main idea of the deck is:

Use Elvish Fury, Rancor, and Thran Weaponry successfully on BOTH myself and my opponent. Again, trying to show you guys something you might have not seen before.

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9/11/2014.

This deck has the most likes for any deck with Intrepid Hero in it.
Thanks for supporting the little guy!
He has silently been taking down huge creatures since 1998.

How to Play

***Think of this first, when playing this deck: Pump up your opponent's creatures power and then destroy them***

List of cards:

Swiftfoot boots, put it on your Intrepid Hero, allowing for hexproof and haste. He can kill the turn he comes into play. Plus, hexproof means he has a good chance at not being killed.

Thran Weaponry, gives all creatures +2/+2. That works for you in several ways. First, it makes all of your creatures stronger/do more damage. Second, it makes all of your opponent's creatures stronger too. If the +2/+2 puts them over 4 offense, then they will be dying by Intrepid Hero and Reprisal. Third, +2/+2 on a Wall of Glare, making him 2/7 and able to block any amount of creatures, that is huge stall potential!

Amrou Kithkin, can't be blocked by creatures with offense higher than 2.
So, pump up your opponent's creatures with Giant Growth/Rancor...and now Kithkin is unblockable.

Intrepid Hero, the King Killer. Tap him to kill a creature with power 4 or greater. Simply throw down a Rancor or Giant Growth on your opponent's creatures, and tap Hero to destroy them. He kills EVERY hit!

Mother of Runes, my favorite 1 mana white creature in all of Mtg. She is a Master of Protection. She has lost some of her power since the days of mono colored decks, but she is still amazing at keeping your Intrepid Hero alive and making your other creatures unblockable.

Sheltering Ancient, 5/5 for 2 mana. Nice. And he puts, every turn, a +1/+1 counter on one of my opponent's creatures. That is just pumping up my opponent's creatures so that Intrepid Hero can kill them. Win-win. I get a 5/5 game winning creature and my opponent gets more of his creatures as targets to my Intrepid Hero.

Wall of Glare, a white wall that can block any number of creatures. Pop him with a Rancor/Giant Growth, and block away. He gives you extra time and stalls your opponent. Thran Weaponry is very nice with Wall of Glare. So is Turn 1 Mother of Runes Turn 2 Wall of Glare.

Rancor, nasty since it keeps coming back to your hand. Your opponent has a 2/* creature. Play Rancor on it, tap Intrepid Hero to destroy the (now) 4/* creature, and Rancor returns back to your hand. Rancor/Intrepid Hero is a army killer. Thran Weaponry in play, Rancor and Intrepid Hero are truly unstoppable.

Elvish Fury, play it on your wall for creature blocking. Play it on one of your attacking creatures for an instant extra 2 damage. ALSO, pop it on one of your opponent's 2/1 or 2/2 creatures and tap Intrepid Hero to instantly kill it.

Reclaim. Gains back any card in your library. They nuke your Intrepid Hero, bring it back! Need your Giant Growth back to kill another opponent's creature or pump up one of your creatures, yep, just Reclaim it!

Reprisal. This is an instant version of Intrepid Hero's ability. Reprisal kills any creature with power 4 or greater. Giant Growth/Reprisal is a 3 mana creature killer. Reprisal works with Rancor/Giant Growth. Same as Intrepid Hero.

Harmonize. Simple. All of the cards in this deck are 4 mana or less. So, you need draw cards. Harmonize gets you a much needed 3 cards, whenever you are close to running out of cards.

Nantuko Monastery. Can be made into a 4/4 creature. Use Giant Growth/Charm/Rancor to pump him up and attack.

Treetop Village. Can also be made into a creature. Extra block potential and attack potential.

Deck Tags

  • hero
  • who
  • kills
  • Gods

Deck at a Glance

Social Stats

61
Likes

This deck has been viewed 6,423 times.

Mana Curve

Mana Symbol Occurrence

1900022

Card Legality

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

Deck discussion for The Hero who kills Gods

Tell me what you guys think
It is 25 dollars.
Casual.

I think it is a neat idea for a deck. :)

1
Posted 09 September 2014 at 17:36

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i like it but now im woundering how it would fare agenst my jinpocalips deck

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Posted 15 September 2014 at 10:13

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no one has commented on it so i dont really know what people think of it it is pretty OP

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Posted 15 September 2014 at 10:15

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I looked at it. I do not like to comment on decks that run so many cards of only 1 copy. It hurts my head to try to suggest cards. :) With that said, it is a deck with big creatures...and my deck is designed to kill big creatures. It would be an interesting match!

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Posted 15 September 2014 at 20:21

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damn my illegal hydras would die unless i had a brood master

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Posted 19 September 2014 at 04:31

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That is the idea.
A deck designed around killing huge creatures :)

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Posted 19 September 2014 at 12:15

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Still with brood master, I would have infinite ,infinite / infinite hydras on the table

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Posted 21 September 2014 at 07:23

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Post a link! :)
And yeah, Intrepid Hero is only one Hero, he can't kill infinite armies :(

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Posted 21 September 2014 at 16:26

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http://www.mtgvault.com/hydranianknighttamer/decks/blue-green-hydra-tribal/
This is a highly banned deck any way

0
Posted 22 September 2014 at 00:13

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http://www.mtgvault.com/hydranianknighttamer/decks/blue-green-hydra-tribal/
This highly banned though
Ok going to make a sultai deck

0
Posted 22 September 2014 at 00:15

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Jessie could you also look at this http://www.mtgvault.com/hydranianknighttamer/decks/æther-vorel-eldrazi/

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Posted 23 September 2014 at 10:47

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*checks out the cards of the deck*
Yeah... Pretty cool... Seems workable...
*reads the deck description*
*sigh*
*facepalm*
*hits +1 like button*

5
Posted 09 September 2014 at 19:38

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K, I sense that you need some long staying pumping power. For that I suggest Thran Weaponry. I'm trying to find better cards that pump all creatures, not just 1 at a time.

1
Posted 09 September 2014 at 20:30

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I found the same issue. I found one white card that gives all my creatures +2/+2. And there is Glorious Anthem.
But I haven't found much that gives all creatures +2/+2 or +3/+3.
But you are ABSOLUTELY right in that suggestion. It would reduce the need for some of my cards that pump...and would allow me to put more engine search and cards that protect Intrepid Hero into my deck. :)
PLEASE tell me if you find anything.

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Posted 09 September 2014 at 20:46

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But Thran Weaponry is looking to be the closest I see to being a constant pump.
But it does look to rock. It means any creature with a starting offense/power of 2 can be killed by Intrepid Hero!
What to take out?
And if putting Thran Weaponry in...being able to stall the opponent will be even more important. The Wall of Glare will be vital.
Maybe Might of Oaks? Take out a 1 shot 7 damage card for Thran Foundry, with constant small damage increase potential? Might of Oaks really doesn't go with the entire Intrepid Hero, "creature 4 or greater" theme as well as Giant Growth/Rancor.

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Posted 09 September 2014 at 20:59

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coat of arms might be effective if your opponent has a tribal deck and you need to have 2 Elspeth, sun's champions her +1 will give you chump blockers if needed and her -3 is destroy all creatures power 4 or greater

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Posted 11 September 2014 at 03:04

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I still think you should run Elspeth in here I know you don't really use planeswalkers but they are awesome

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Posted 12 September 2014 at 04:56

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you still don't want to use planeswalkers? I know you are into control and combo decks im more into aggressive and fast but I also play in multiplayer so longevity is useful. there are planeswalkers that are useful for any deck id like to see you use a few work on some combos with planeswalkers

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Posted 12 September 2014 at 07:02

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I might try to make a deck with Planeswalkers.

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Posted 12 September 2014 at 14:03

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I am like that, too. It's not that I dislike planeswalkers - I truly think it's a great addition to Magic as long as we get only a few each block. But for some reason that I cannot pin down I always forget about them when building decks. Maybe thst's because they were introduced so late. Maybe it's because they have 3 or 4 abilities that are barely related, so it's not easy to remember what the do. But whatever it is, I forget about them regularily.

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Posted 12 September 2014 at 14:09

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From what I have noticed, too, is that they seem to cost 4-6 mana to use. THEN you have to pump them up. They are very powerful but feel very slow. By the time you play one of them...you should already have your main cards in play anyways. Maybe they are decent for a causal game where you are going to have 12 turns. Just don't seem too legit for a Turn 5 winning deck. They remind me of the old Avatar cards. Or the old Wind cards. Strong but slow. Game changing, but slow.

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Posted 15 September 2014 at 20:25

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I once built a deck like this, and you must put in sheltering ancient, You Must! :)

1
Posted 09 September 2014 at 23:27

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And here I was thinking I came up with something fairly different! And you beat me to the punch.
What would you take out for Sheltering Ancient? He can be my beat down creature. I am leaning toward Skulk...but he is my only lifegain card. I could take out the Dodger...but that leaves me no drops on turn 1. Which sucks.

1
Posted 10 September 2014 at 00:25

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Maybe I could take out Selesyna Charm, as she is kind of redundant since I have Giant Growth/Reprise/Intrepid Hero/Rancor. However, the more and more instants/sorcery cards I end up taking out...the less my threshold lands work. I might have to reconsider them. Maybe take out Charm for Sheltering Ancient, and take out the threshold lands for Urza Legacy Treetop Village/Forbidding Watchtower.

What are your thoughts?
I know you build really solid decks.
And Sheltering Ancient really does belong in the deck. AND all my creatures are white.

But what about Wall of Glare, should I replace it with Ancient?
The idea with Wall of Glare is it can block any number of creatures...and using it with something like Rancor makes it a beast killer! It stalls until I can get Intrepid Hero in play.

0
Posted 10 September 2014 at 00:36

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As is:
Cards that kill creatures power 4 or greater: 10 cards
Cards that pump creatures up to power 4: 16 cards

0
Posted 10 September 2014 at 00:38

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*Edited deck.* Those numbers are not the same.

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Posted 10 September 2014 at 02:01

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I would diffinately take out the amrou kithkin, they just are not good. :)

0
Posted 10 September 2014 at 20:57

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I do not like that they are double white mana...but being unblockable by big creatures, in this deck, goes with the theme. :)

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Posted 11 September 2014 at 03:09

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Okay, thinking of making this non-budget.

Cards I want to consider adding:
Mother of Runes
Lightning Greaves
Treetop Village

And need to find room for Sheltering Ancient!

What do you guys think?
What to take out?
Take the Goldmeadow Dodger out for Mother or Runes, right?
Take the Centaur Garden out for Treetop Village, right?
But what about Lightning Greaves and Sheltering Ancient, what do I take out there? Wall of Glare/Selesyna Charm/Skulk?

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Posted 10 September 2014 at 01:44

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Mistmeadow Skulk is a must in this deck
i really love the idea of those cards with Sheltering Ancient
Intrepid hero with it rocks!
Rancor is simply amazing

Those cards should be the core of the deck, try to make everything turn around that.
If you can use Serra's Blessing or something that give vigilance, use Meekstone (you can try Blind Obedience with Meekstone) to block the creatures of the opponent

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Posted 10 September 2014 at 02:57

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I took out Mistmeadow Skulk for Sheltering Ancient.
Originally had Skulk in my deck.
What do I take out for it?

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Posted 10 September 2014 at 03:12

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nah forget what i told for the mistmeadow, i tought it was for power, but its for converted mana cost, so that sucks...

1
Posted 10 September 2014 at 04:15

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A deck based around pumping your opponents creatures... Man that rocks. I think indestructibility (or is it immortality?) Would Bea good aura

1
Posted 10 September 2014 at 03:17

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It does sorta rock.
It makes Giant Growth/Rancor dual purpose, for once.
You can use them either on yourself OR opponent.
Again, trying to be a little original here. :)
I am thinking the same thing as you and Hexo...the Lightning Greaves, when put on a creature, limits how I can interact with it. Shroud is iffy.

So, Indestructibility over Lightning Greaves?
That way I pop it on Intrepid Hero, I can still target my Hero with Mother of Runes/Giant Growth/Rancor.

1
Posted 10 September 2014 at 03:33

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not bad, but some cards don't sinergize to well...
lightning greaves and giant growth/rancor/mother of runes...
the idea is good, maybe a few more creatures?

1
Posted 10 September 2014 at 03:20

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Kalmah suggested putting back in Mistmeadow Skulk. What would you take out?
And you mean the Greaves, whomever I put it on, does not allow me to target them with Giant Growth/Rancor/Mother of Runes. True. Main idea was to try and protect Intrepid Hero. I realized, after talking to a few people, that Intrepid Hero would become public enemy number 1. You think Mother of Runes is decent enough to protect him?

If you mean to take out Lightning Greaves, what would you suggest to put in?
And what creatures would be decent to add?
I really, really want to make this deck work! :P

0
Posted 10 September 2014 at 03:29

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Changed out Greaves for Indestructibility, as suggested by Zaklax.
I figure, between Indestructibility and Mother of Runes...Intrepid Hero is pretty secure.

You guys think Asceticism or Ranger's Guile would be better over Indestructibility?

0
Posted 10 September 2014 at 03:36

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I really think this deck is starting to come together. Want to think the few people who have supported it...and suggested ideas.
Thanks guys!

0
Posted 10 September 2014 at 03:39

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-1 indestructibilty
+1 sheltering ancient
-1 harmonize
+1 Amrou Kithkin
-1 reclaim
+1 giant growth
that way you have 2 less 4cc card, and 18 creatures...
the sheltering ancient goes well with the intrepid, and is a great card alone too...
giant growth is important with intrepid and reprisal, allowing you to kill any 1/1 creature that suddenly becomes 4/4
if you want to protect intrepid without paying 4cc for indestructibility.. why not : Swiftfoot Boots
a little slower than greaves, but more versatility because of hexproof

1
Posted 10 September 2014 at 03:54

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It's late here, will look at all of these suggestions some time tomorrow. Thank you for looking into this deck! And spending the time on it.

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Posted 10 September 2014 at 04:42

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Decided to run the Boos over the Indestructibility. Figure using Intrepid the turn he comes into play, rocks.

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Posted 11 September 2014 at 00:32

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Very fun-looking casual deck, would certainly take your opponent by surprise!

1
Posted 10 September 2014 at 18:01

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ohhhhhhhhhhhhh..... nice

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Posted 10 September 2014 at 20:34

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Wish you had room for Deicide so you can say, oh it also kill gods outright. Awesome deck though, +1.

1
Posted 10 September 2014 at 20:49

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Did not know of Deicide!
Wow, it really is a God Killer!
Definitely at least needs to be in the sideboard!
Nice catch.

0
Posted 10 September 2014 at 21:32

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How About Side-Boarding Revoke Existence?
Granted it's sorcery, however it can get rid of artifacts as well, making it a little more versatile than Deicide.
I use it in a few of my decks to get rid of my friend's God Cards, or Indestructible or punishing artifact creatures, like Colossus of Akros or Scuttling Doom Engine.

0
Posted 12 September 2014 at 01:05

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Thanks for the comment and suggestion :)

1
Posted 12 September 2014 at 06:43

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No problema :)

0
Posted 12 September 2014 at 23:06

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Dude just play a rebel deck with 4 big game hunters

0
Posted 10 September 2014 at 22:36

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Big game hunter isn't as nice as Intrepid Hero :)
But I did think about running both in the deck.
Ended up with what you see here, though.
Thanks for the suggestion!

0
Posted 11 September 2014 at 00:29

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Yay for Intrepid hero! I opened this guy in my first m13 booster, and just used him every single time I made a deck ( of course, I made sure to get a playset! :D)

Anyway, this deck is badass, and props for coming up with a way to maximize his potential! :)

1
Posted 10 September 2014 at 23:03

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Thanks :)
And what I was sorta proud of...more than anything...was i found a way to use Giant Growth/Rancor on my opponent. :)

0
Posted 11 September 2014 at 00:29

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And I have one single copy I opened up, forever ago, during Urza Saga.

0
Posted 11 September 2014 at 00:30

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I feel like Gaddock Teeg belongs in this deck. I also just find Reclaim incredibly gross, I'd rather run something like Eternal Witness because you get it right back to hand and it has a nice 2/1 body. Hope these suggestions are helpful.

1
Posted 11 September 2014 at 11:05

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I want the deck to stay under 50 bucks/dollars.
But yeah, Witness would be better!

1
Posted 11 September 2014 at 13:55

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Changed it out, though. Reclaim is out.

1
Posted 11 September 2014 at 13:57

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there is a phyrexian-mana card that returns cards to the top of your library, its nice because it only cost 2 life..

0
Posted 11 September 2014 at 14:41

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Noxious Revival. I have Eternal Witness, instead. :)

0
Posted 12 September 2014 at 03:04

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Hey, cool, looks like a deck I would build :) Nice job. This is what casual is about.

Erm ... Retribution of the Meek?
Or did you leave that out on purpose because it would make Interprid Hero unemployed?

Rancor comes back to your hand but Giant Growth is kinda waste. Try Elvish Fury instead.

I know that artifacts and enchantments aren't a big deal in your meta but if they become, I recommend Aura Shards in the sideboard instead of Naturalize.

1
Posted 12 September 2014 at 11:19

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Sideboarded Elvish Fury and Aura Shards.

The one reason that I have Giant Growth in the deck is that it gives +3/+3. And unless my opponent is playing Shield Sphere/Ornithopter/Phyrexian Walker...the +3/+3 will instantly kill ANY of my opponent's creatures with Intrepid Hero. With Elvish Fury, it is only going to kill a 2/1 or 2/2 creature. If the creature is 1/1 and I cast Elvish Fury on it, it will become a 3/3...and still can't be targeted by Intrepid Hero. However, with Thran Weaponry in the deck, I think I can make Fury work. His buyback is nice, too! I could cast Elvish Fury on one of my creatures...then when my opponent gets a 2/2 creature in play, I could buyback Fury and kill their 2/2 creature.

And Artifacts/Enchantments are huge in my meta...but i just got where I sold out and sideboard artifact/enchantment hate. I realized no one else, on MTGvault, runs them in their main deck. So, I followed suit. But the main deck i run against...the one or two times every few months I get to play anyone, is a Nihil Stone/Ensnaring Bridge deck. So, yeah, artifact/enchantment hate is very important to me.

As always, Puschkin, thanks for the solid advice.

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Posted 12 September 2014 at 16:32

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I will change out the Giant Growth when I have a chance to update my How to Play Section. I am so far behind in college...with my wife working two jobs, and me babysitting all day EVERY day, that I have little time for MTG.

0
Posted 12 September 2014 at 16:34

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Family comes first. :)

1
Posted 12 September 2014 at 16:36

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Then College.
Then keeping the house clean.
Then Magic.

1
Posted 12 September 2014 at 16:40

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The reasons most people have enchantment/artifact removal in the sideboard:

1) The deck is meant for tournament play which actually has sideboards and a rock/paper/scissors metagame
2) The deck is meant for casual but the meta has only Timmy the Powergamer types of decks with (huge) creatures.
3) The deck has never seen actual play and the author though is simply ignorant about this issue
4) The author is of the all-or-nothing mentality and enjoys games where he either steamrolls the opponent or dies fast, guns blazing.
5) The deck isn't meant to ever be played in multiplayer.

Usually a combination of these.

From my experience joining a multiplayer session with decks that doesn't run removal beyond creature removal is a suicide mission. At best you are at the good will of other players that are able to remove stuff that ruin your play. At worst you simply die or spend the evening being locked out from play. Typically, decks not taking care of non-creature threats are the simple minded aggro and Timmy decks. So, if someone plays a permanent that is a gamebreaker for you, like Gravepact for example, all you can do is to throw everything you have against this player (if you take the player out that controls the Gravepact, the Gravepact will go with him). And that puts both of you in a bad position where you are wasting resources while everybody else that has enchantment removal can sit back, watch the show and step in whenever it is convenient for him.

Otoh, while all of this is basic stuff for me, I tend to forget that most players don't have 20 years of multiplayer experience, so what works and doesn't work in my environment doesn't have to hold true for yours or HokeyPokey Knights :)

0
Posted 12 September 2014 at 17:01

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for us who do not play multiplayer, and just go to FNM and tourneys (i have no friends who play here, its a new area for me) we would not run artifact/enchantment removal mainboard unless it has another purpose, like abrupt decay. there is just too many time you would draw it and have it be a dead card. in modern where turn 4 is a win turn, you just cannot afford a dead card top-deck

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Posted 12 September 2014 at 18:40

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With all of that said...in real life..outside of MtgVault, I have artifact/enchantment hate in almost every deck I make. The idea is this, "If i were to go play some new person and their new deck, I want my deck to be all around solid and have a chance to win."

Once you have faced a Propaganda or Ensnaring Bridge...and mostly play Vintage/Legacy games, it doesn't take you long to realize how amazing some of the older Artifacts/Enchantments are. :)

So yeah, I run Artifact/Enchantment hate.
Just got where I sideboard them for these Mtgvault decks. :)

1
Posted 12 September 2014 at 18:56

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perfectly reasonable.
i mean i see people in casual run mainboard plummet, simply because it sucks to lose to a single flier

0
Posted 12 September 2014 at 19:20

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off topic jessie but you have been on here awhile, some guy Fox_dracon didnt like a comment i posted on his deck, got very rude in his response, i told him to stop being immature. he deleted all the comments, then reposted that i was harrasing him and he will call the police...


does that sound odd? lol im usually pretty polite.... maybe he is just crazy...

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Posted 15 September 2014 at 15:11

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He is a fruit loop.
Fuck him! :)

Another guy on here, a few months back, stated he was going to try and sue Magic Vault because he couldn't delete his account. And it was wrong because he knew the owners of Magic Vault was making money, by advertizing, based on the number of members on Magic Vault.

Just people being petty and immature.

1
Posted 15 September 2014 at 20:30

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If you are honestly concerned, hit up:

surewhynot

He is the monitor on this site. He knows, apparently, the people who made Magic Vault, Gary and Ian, I think are their names.

Surewhynot should have a Hot Deck, somewhere on the Hot Pages. If you need to find him.

1
Posted 15 September 2014 at 20:31

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thanks, just thought that was weird. i mean i can be sarcastic, but i really try to keep my comments friendly and constructive, its all about getting better and supporting the community

1
Posted 15 September 2014 at 20:46

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Really cool idea and looks fun to play kudos! +1

0
Posted 12 September 2014 at 20:39

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Thank you. :)

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Posted 12 September 2014 at 20:50

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Solid deck, +1. Like any deck, the hero is susceptible to removal. Paths, doom blades, sacs, etc. Plus of course, you have to draw him. For the time being, I'd suggest putting in Apostle's Blessing to protect him once he's out (since he'll have to wait at least 1 turn to ping people). Very nice deck though!

0
Posted 13 September 2014 at 16:44

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I have the Boots for him :) With Boots he can be used the turn he comes out, and he has protection.
Thanks for the compliment, as always!

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Posted 13 September 2014 at 18:47

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Oops! Didn't notice the swiftfoot boots! Great! Lightning Greaves can also be used. Slightly more expensive and it has shroud instead of hexproof, but I don't see you targeting the hero. Plus it has a zero equip cost...

0
Posted 13 September 2014 at 20:22

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Um, jessie, did you mean to put 6 elvish fury in the side board? :)

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Posted 14 September 2014 at 22:59

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Nope, of course not!
Silly MTGvault. I blame a website, not me!
Will fix it.
Thanks for catching that.

1
Posted 15 September 2014 at 01:23

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yeah, Once I had like 12 lightning bolts in my deck and I looked at how many cards that were in the deck and I was like What! :)

1
Posted 15 September 2014 at 03:43

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Surprised no one caught on to that!
"Wait, how many lightning bolts are in your graveyard, Julian?!" lol

0
Posted 15 September 2014 at 20:32

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I accidentally put 148 islands in a deck before. Meant to be 14. Kept wondering why I had all land hands!

1
Posted 19 September 2014 at 14:18

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hey, manlands for the win, cool deck

0
Posted 15 September 2014 at 14:55

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Thank you. Glad you like it :)

1
Posted 15 September 2014 at 16:49

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Every once in awhile, I plug someone's deck.
Either I find the deck to be very neat/interesting and deserving of views and/or the person has really helped me out in the past...and I feel he needs the help/favor in return.

Puschkin is always around to give people honest, decent advice. He rarely asks for help in return. So, show him some love!

Check this deck out, ladies and gentlemen!

http://www.mtgvault.com/puschkin/decks/obscure-card-challenge-occ/

2
Posted 15 September 2014 at 16:52

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Thx, appreciated a lot.

1
Posted 15 September 2014 at 18:02

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It is called a community, for a reason! :) No thanks needed.

0
Posted 15 September 2014 at 20:18

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This is very clever! I love seeing old cards recycled put to good use!
Giant Growth and Rancor do unexpected and marvelous work here!
I like the interaction of Wall of Glare and Mother of Runes.

Off the top of my head, the only suggestion I would have is Behemoth Sledge. Its a Loxodon Warhammer for green and white and could help your Amrou Kithkin swing for the fences (like the playoff-bound Orioles). Actually, Loxodon Warhammer would work even better, +3 being a better power upgrade than +2. With LW, the life differential would be 8 per swing.

This would be an absolute blast to play!
Very impressive synergy.
Like+1

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Posted 17 September 2014 at 07:49

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Yep, Rancor is a beast in this deck. Enchant, tap, kill, enchant, tap, kill. Vicious Cycle.

And Mother of Runes is my favorite one mana white creature. Hell, probably my favorite one mana drop period. Even in today, the land of mana colors, she is still good! She can make your Kithin become unblockable! She can save your Intrepid Hero from something like Lighting Bolt. She can protect Wall of Glare allowing him to block forever.

Will sideboard the mentioned cards, for consideration. :)

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Posted 17 September 2014 at 07:55

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rancor and mother of runes are great cards i love them both and consider them staples for use in any mono deck of there colors and legality

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Posted 17 September 2014 at 07:58

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One more quick thought...
You might get better mileage for less mana from Hunter's Insight instead of Harmonize.
Picture your trampling Sheltering Big-Daddy Ancient rolling over the meager defense (since all 4+ powers are dead)
or he has protection from defender's color... He wields in his gnarled branches a behemoth sledge, a hunter's insight and a bite worse than his bark (get it?...bark?)
You draw a full new hand of 7 cards (or close to it).

Just a thought.

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Posted 17 September 2014 at 08:25

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You could try Coat of Arms for more creature buff. I love the idea about the Sheltering Ancient. Just be careful, hexproof or shroud guys can still have counters put on them but cannot be targeted by sir Intrepid. Also, don't throw Sheltering too early. If they have no creatures for you to pay the Cumulative upkeep with, you lose it. Other than that, awesome looking deck. Since you said you want to target your opponents creatures with Rancor and stuff, perhaps put in Lightning Greaves instead of Swiftfoot Boots. Strictly better if you don't mind have shroud.

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Posted 17 September 2014 at 13:48

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Originally had Lighting Greaves. Might put it back in there. Thanks for the suggestions and advice!

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Posted 17 September 2014 at 16:43

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Have you considered Infinite Hourglass?

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Posted 18 September 2014 at 22:18

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Too slow.
I have Thran Weaponry in the deck. :)
It works, I think, better than Hourglass would.

But thank you for taking interesting and taking time to look at my deck.

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Posted 18 September 2014 at 22:26

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It's definitely better, though I thought it was at least worth mentioning.

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Posted 18 September 2014 at 22:31

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http://www.mtgvault.com/jessie/decks/disciples-of-fiends/

http://www.mtgvault.com/jessie/decks/self-mill-yeah-it-works/

http://www.mtgvault.com/jessie/decks/the-nightmare-of-others/

My 3 newest decks. If you care to check them out. :)

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Posted 18 September 2014 at 23:03

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First of all I love the idea of ??this deck...it is original and I would love to have the same talent to develop deck like this. However, maybe the point has already been brought above but a little something bothering me in the deck: With all these ways to make creatures enemies have a power of 4 or greater we can unfortunately tap only intrepid once per turn ... so we're just killing an enemy creature per turn unless we have more than one intrepid on the battlefield ... a solution for this problem? ( srry for my english Im french canadian )

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Posted 04 November 2014 at 23:41

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I also have 3 Reprisals in the deck.
I also have 3 Eternal Witness, that can bring back the Reprisals and Hero from the graveyard.

But maybe you are right...some sort of spell is a global version of Reprisal.
Will look into it.

And don't down yourself, I am sure you make good decks!
And your English is much better than a lot of Americans I know!

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Posted 05 November 2014 at 00:46

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Will add Retribution of the Meek to the sideboard, thanks exoflame.

Any decks, of yours, that you want me to check out?

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Posted 05 November 2014 at 00:50

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Hmmm maybe this one :

http://www.mtgvault.com/exoflame/decks/legal-modern-discard-can-hurt/

I tried it few times and I think it work well but I want it to be modern competitive and I don't know if its the best I can do and I need sideboard ideas too...I'm almost sure that some ppl will play fast infect deck in my next modern event at the mtg store I go. Pyroclasm will help me and let my lavaborn alive. Proportion of discarding cards and other cards are ok ? Well yes I think I need your help I'm confuse hahaha

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Posted 05 November 2014 at 00:57

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Also Im not sure about the relevance of Bloodchief Ascension...Im rarely able to put the 3 quest couter needed on it before the game end.

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Posted 05 November 2014 at 01:01

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So ? ^^ Can you help me ?

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Posted 06 November 2014 at 03:04

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Jessie, I know you don't play with Planeswalkers often, (Or ever. Not Sure) But Elspeth, Sun's Champion would be a good Addition to your deck. After entering the Battlefield, you either get to wipe the board of everything Power 4 or greater, or make 3 1/1 soldiers to throw under the bus. The ultimate gives you an emblem of all your creatures get +2/+2 and Flying. So you get to make an insurmountable army, wipe out a big army, or eventually buff your army for a win. Just a thought, and it fits with the theme of the deck.

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Posted 06 November 2014 at 14:50

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elephant guide

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Posted 20 April 2015 at 18:40

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bruh this deck is nasty as hell, but what if your opponent finds a way to give creatures indestructible, hex-proof / shroud

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Posted 13 February 2017 at 19:58

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I'd suggest Elspeth, Sun's Champion. She's Intrepid Hero on Steroids.

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Posted 13 February 2017 at 21:13

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He can't kill actual Mtg gods, though. They have indestructible.

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Posted 13 February 2017 at 22:03

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Zoakselot has deleted this comment.

Posted 13 February 2017 at 22:04

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Double Post

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Posted 13 February 2017 at 22:05

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Crap, sorry. My computer lags, so stuff happens twice sometimes.

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Posted 13 February 2017 at 23:14

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stormtide has deleted this comment.

Posted 14 February 2017 at 01:10

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I like mtgvault's new system. I liked a deck I found from 2014, and now it's seen a lot of activity in the last few hours

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Posted 14 February 2017 at 01:10

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Double Post

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Posted 14 February 2017 at 01:38

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Awesome build

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Posted 14 February 2017 at 05:17

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