lifegain quest

by slothosaurus on 21 June 2011

Main Deck (60 cards)

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Deck Description

I saw a guy posting a quest deck that I thought looked extremely wrong. It ran like this:

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Artifacts
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2x Sword of Body and Mind
2x Sword of Feast and Famine
2x Sword of War and Peace
4x Memnite
4x Signal Pest
4x Ornithopter
Creatures
2x Indomitable Archangel
Enchantments
4x Quest for the Holy Relic
4x Tempered Steel
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Land
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20x Plains
4x Emeria, the Sky Ruin
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Spells
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4x Apostle's Blessing
4x Dispatch


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so i posted this:

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quest with no argentum armor / kor outfitter or even batterskull?!? :O the blashphemy!!!

here: i just threw this together... probably a better one that you've got there, imo...

http://www.mtgvault.com/ViewDeck.aspx?DeckID=199560

you can go into batterskull if you see a serra ascendent in your hand, which is awesome to make her a 6/6 flying LL, and with batterskull attached to an orthopter you'll be swinging with a 10/10 flying LL with vig, or if you put it on an othithopter you'll be good too.

also, to help out if you don't get your quest combo out, we've got some life gain in there with perimeter captain and other defenders to help out in that sense. not to mention all of this cheap as anything white things work awesome alongside shrine of loyal legions.

Argentum armor is also a very solid play, that you might want to grab any time you don't have a serra ascendant in hand, as the LL, Vig, and +4/+4 from batterskull kind of pales in comparsion to +6/+6 and whenever equipped creature attacks, destroy target permanent.

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Quest decks fail for a variety of reasons, but mostly because it's "janky" and an easy combo to beat, espeically these days with all the artifact and enchant hate out there, even if you do get out your argentum armor, someone will just destroy it or the creature it's attached to. Also, it's a combo deck with no search that is hard to get off - Kinda like K Red in the sense that it's explosive when it goes off, but is easily wrecked by a single card (K red has to deal with marrow shards, rofl, which not people actually play, and this has to deal with artifact / enchantment destruction which people do run MB /and/ SB

To solve the problem of easy answers, we have "silence" to stop them from casting anything that might wreck us (cast during the beginning of their upkeep.)
Also, to solve the problem of it only being able to be useful / viable from one angel, i've thrown in another combo that actually works nicely with this. defenders + lifegain into serra ascendant. It'll hold people off long enough to get off your quest for the holy relic, and will let us attack later on with lots of life overhead with a 6/6 lifelink.
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Anyone think that a quest deck like this could actually work at an FNM if people weren't expecting it and i didn't meet up against twin (though i could just play a bunch of anti - enchantment instant speed for that I guess? Valakut would be rough but i'd have to get quest off before they get off valakut, and if i did, i'd win every round... xD

Deck Tags

  • Combo

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Mana Curve

Mana Symbol Occurrence

240000

Card Legality

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

Deck discussion for lifegain quest

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