Protect Me, Squire!

by TheArch1898 on 20 May 2013

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

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Deck at a Glance

Social Stats

2
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This deck has been viewed 1,243 times.

Mana Curve

Mana Symbol Occurrence

1971108

Card Legality

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

Deck discussion for Protect Me, Squire!

Read as "protect me, squirrel!", disappointed by lack of squirrels.



What I'm saying is that your deck needs more squirrels.

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Posted 20 May 2013 at 09:29

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I appreciate the feedback. I agree, squirrels may be a much more affective strategy.

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Posted 20 May 2013 at 09:43

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Why no Hold the Gates? If you are putting in all those Gates lets get some benefit from them. What is the main point of this deck? Your creature base is too varied, and you lack elimination. Seems like you are picking random good cards and throwing them together because you have them. Best of Luck.

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Posted 21 May 2013 at 04:56

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Firstly, I took your suggestion of Hold the Gates because I completely forgot about the card.

Second, the creatures all have Protection of some sort, other than Saruli Gatekeepers, which are there for what I assume would need no explanation, as 7 health every time I play one is absurdly good. The deck has a lot of stall, instead of burn, and no creatures are below 2 power.

There are a few nifty mechanics to exploit, the first, being Maze's End, which, if the stall is pulled off correctly, will be successful in ending the game by itself, or at the very least, ramping my mana significantly, and being that it's a land-based win-con, I can continue to run it without worrying about it being stopped, unless there's a brand new deck strategy other than Liliana of the Veil's ultimate that's geared toward land destruction.

The second mechanic is Lavinia's detain, which will effectively allow me to swing with a host of creatures that are most likely still alive. Blind Obedience allows for slower opponents, and Extort, which adds up once I have a lot of mana and low cost spells to cast. That swing alone may be the win.

The third is Blood Baron and Exalted from the Knight cards. Blood Baron may in fact be capable of finishing the game, with Extort and Saruli Gatekeepers pumping life, and the damage from the little guys.

Then we have our big guys, and there are only one copy of each, because I don't want to draw them in an opening hand, but they'd be lovely to draw at any other time because they would ensure a victory: Teysa and Akroma's Memorial. Effectively, Teysa gives the PLAYER Deathtouch, and creates tokens. She also has Protection from Creatures and Vigilance innately. Akroma's is just the end of the game. If I play it, everything is over and I've won.

In terms of what must look like I'm only playing with what I have, the land base is very specifically designed, as I took only one of the Gates that utilize Red mana, four Maze's End because I want to be able to start that strategy and give the opponent something to worry about while everything else is occurring. All of the Guilds that I actually represent in this deck received an immediate two land slot, and then once I saw the amount that remained, I put in the one Forest, because of the low-drop Green creatures that I may need that specific mana untapped for, and then the two Plains, because White is the most prominent color in the deck and it's the color of all of my low-drop Enchantments. I also want solid colored mana to pay for Maze's End early, because then I can bring out the single copies of each Gate that I have in the deck to fix my curve.

I assure you that the deck is well thought out, and among other things, it costs $65, meaning I'm simply playing around with how many Protection cards we have available in Standard right now, while excluding Red, because I didn't want to go five-color.

I hope this cleared up my rationale. Play test is on TappedOut if you'd like. It's honestly a lot of fun. Check out my other decks as well.

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Posted 21 May 2013 at 05:50

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Thanks - will test it out sometime. I have been working on a Maze deck playing two types - one passive using walls and board clearing effects, and another using a more agressive approach with creature attacks and Crackling Perimeter. The passive deck pull off Door to Nothingness more often than a Maze win and is still too slow when playing tier one Standard decks.

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Posted 28 May 2013 at 02:59

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