The Road To Awe 2.0

by Tymetracyr on 06 June 2014

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (2)


Sorceries (2)

Instants (7)


Artifacts (1)


Enchantments (3)

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How to Play

Key Interactions:

Knight Examplar + Any Other Card
Riders of Gavony = Everything has protection from opponents creatures (theoretically)
Mentor of the Meek = Draw on every creature you play

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

560000

Card Legality

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

Deck discussion for The Road To Awe 2.0

Honor the pure makes your knights too big for mentor of the meek, so I would say take the mentors out in favor of those beautiful lenses in the side board. Next, some o-rings or some other kind of permanent control should be considered (however, if you're just planing to kill them before any of their permanents become a problem, don't worry about adding those). And finally, I feel like sejiri steppe is unnecessary here. They only help if you want to get a big attack in when you draw one, they can't protect you, and they slow you down. I would recommend in their place Emeria, the sky ruin, and or nykthos. Then, in my experience I've really loved whites access to beautiful enchantments, like spirit mantle and hyena umbra. You don't need those nessesarily, but look into some others. It may be fun to look into some graveyard recurs ion for a deck like this... Like immortal servitude.

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Posted 09 June 2014 at 06:36

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Oh, and last thing, you're weak against flying. You could get away with it, but there are solutions to that problem available.

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Posted 09 June 2014 at 06:39

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