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Hey there! CheeseMeistro here with a quick write up about my Blue/White Heroic Standard deck. Some of you may know me from Cockatrice but if you don’t, feel free to chat to me on Cockatrice. Sometimes I won’t be at the keyboard but most of the time I will. Time for a little bit about myself.
I am currently 20 years old and have actually only been playing Magic: The Gathering for around 3.5-4 months. Since I started I mostly focused on EDH and got really, really into the deck building side of it. When I started Standard a month ago the same thing happened and I got really into the deck building aspect of it. When I first started the decks were awful but when I got a hang of what cards were good in standard and what were bad I decided I started getting a bit better at it. After drafting Theros for a while I decided I wanted to build something based around Theros cards and thus this deck was born.
Why did I make this deck?
My very first physical Magic: The Gathering event
was about 3.5 weeks ago. I drafted Blue/White heroic. It was my first time
drafting and I went 3-0 and got first place. The next week I decided to test it
again if it was luck and went 3-1 and got second, just losing to a red/blue
burn deck. After that I decided I HAD to make this deck Standard legal as we
had a Standard event coming up!
Why U/W Heroic and not U/W/X, Y or Z?
I decided to make it a heroic deck after
some successful trials and deciding that I wanted a deck in these colours that
played the way I wanted and was effective. Many people have told me I should
ditch the heroic creatures and some other creatures and put X Y Z in to
basically turn it into U/W control. But heroic is an incredible
mechanic, and blue/white is probably the best colours for it, maybe tied with
red/white (Which I plan on making and maybe an article about soon!).
Why play this deck over any other deck?
Well, from my testing so far it has proved quite effective against a wide
variety of decks. The only major deck I haven’t had a chance of playing against
often so far has been RDW but I have a feeling I could still pull a win out.
Basically it’s a fairly cheap deck to build if you take out the Hallowed Fountains (Fiendslayer Paladins are required) being only approximately 50 dollars
without them and is very, very effective for the price.
The List:
Creature:
Instant:
3 Gods Willing
3 Gods Willing
Sorcery:
Enchantment:
Land:
3 Island
11 Plains
Sideboard:
2 Gainsay
2 Dispel
Budget options:
If you’re on a tight budget you can trade
out 4 Hallowed Fountains for 2 Island and 2 Plains, dropping the price of
the deck by 50 dollars. That leaves the only big expense being Fiendslayer Paladin. Unfortunately these can’t be removed or the deck just falls apart
against the huge amount of red burn and black removal. If they must be removed
(Due to major budget concerns) there isn’t really a good replacement so I would
put another Banisher Priest and either (Meta call here) 3 Wavecrash Triton or
3 Brave the Elements. If your meta has a lot more targeted removal take Brave the Elements but if they just like to play lots of big fatties (Or RDW with
Boros Reckoners) then Wavecrash Triton or something else that controls
creatures goes in this slot. Wavecrash is a meta call of mine as there is a lot
of people who play RDW or big fatties at my local game store while not having
the 4 damage burn spells to remove Wavecrash.
Mana Distribution and Converted Mana Cost:
Using deckstats.net we can see that our
Mana Distribution is 77% white and 23% blue while our Mana Source Distribution
is 63% white and 37% blue. This was done on purpose to ensure that we have blue
early game for Aqueous Form, Hidden Strings and counterspells. We will be
relying a lot on our dual lands and if you have to pay 2 for Hallowed Fountain it is ALWAYS the right call, we have a lot of life gain.
The average CMC of our deck, without
sideboarding, puts us at a 1.97. This is a very, very low mana curve and means
that in the worst case scenario where we only hit 3 lands for a number of
turns, we can still play all of our deck as the highest cost card (Before
sideboarding) is three. That means that we are less likely to be hit with mana
screw as we don’t need all that many lands to begin with.
Strenghts & Weaknesses:
·
Strenghts:
Speed
This deck is fast. I
frequently get a turn 4 or 5 win and end up with over 35 life at the time. Even
if the deck doesn’t win that fast (It should about 40-50% of the time with the
right hand) we have a lot of stuff to deal with longer games such as the Fiendslayer Paladin, Fabled Hero, etc. Mostly you want to get your stuff down and
swing fast with it though, win before the opponent has a chance to react to it.
· Unblockable
One of the major things
about this deck is making our creatures not able to be blocked. The obvious
provider of this is the Aqueous Form but we also have two of the Cavalry
Pegasus for a reason. Every creature in the deck except for the Cavalry Pegasus is a Human. That means that the Cavalry Pegasus gives all of our creatures flying. Most of the time people won’t use a Shock/Lightning Strike/Doom
Blade on the Pegasus so we don’t even have to waste a Gods Willing keeping it
alive to get our flying attacks the next turn.
·
Strong Early Game:
The best thing about this
deck is its ability to keep a strong field early game even if the opponent has
removal. We have a lot of very low cost spells and the ability to get 4 things
down/cast by turn 2. We can then protect our creatures with Gods Willing to
keep our early game board state and cause the opponent to not set their board
state up because they are too busy focusing on removing our creatures.
Weaknesses
· Spot Removal
Probably the biggest
threat to this deck is spot removal in the form of Mizzium Mortars, Magma Jet,
Lightning Strike and any number of black removal spells. A good turn two play won’t
matter if you play second and they just bolt your Favored Hoplite when
you are tapped down or don’t have a Gods Willing in hand.
·
Protections
One of the biggest
problems I have run into is creatures that have protection from white.
Creatures that are protected from white completely stop us from swinging
through if we don’t have an Aqueous Form on our creatures or a Cavalry Pegasus on the field (Assuming they don’t have a flying protection from white) to get
us over the creatures. Unfortunately there isn’t a whole lot we can do about
these except sideboard in Voyage’s End to remove them.
· Slow starting hand
A slow starting hand can really mess our deck up.
If we don’t get some creatures down and start the train rolling early enough
our opponents will be able to set up their board state before we can do
anything to them. Also, if we lack a Fiendslayer Paladin or two against
black/red decks we won’t be able to keep our board state, buying them time to
get mana down for their big bomb spells.
Notable Interactions and Synergies:
This deck is all about synergies and
card interactions and here is a list of the main ones that will help you win
the game (hopefully).
If we can get our Fiendslayer/Fabled hero
to stick to the board with a Hidden Strings ciphered onto them AND managed to
swing through, we are in a great spot. This is because of how Cipher works with
first strike damage. After first strike damage our Cipher triggers occur
meaning that we can pump triggers onto Phalanx Leader or any other Heroic
creature to buff them up before normal damage occurs.
Heroic Creature + Ordeals:
All of our heroic creatures have the staple
that they get a +1/+1 counter when they are cast upon. This means that casting
an Ordeal on one of them then swinging nets us an immediate 2 counters. The
next turn? That turns to three and it pops. Bonus points if we manage to get
another ordeal onto the creature that turn giving us 3 counters, then 5 when we
swing triggering both and either refilling the hand or getting us loads of
life.
Gods Willing + Heroic Creature:
Super simple here, we get a Heroic trigger
giving us a +1/+1 counter, protecting from the colour of whatever we need to
protect against and scrying one. All for one W mana and one card. That is huge.
This is quite a minor interaction but basically
getting the heroic triggers on our Phalanx Leaders buffs our Banisher Priest up
making him more resilient to red burn spells. Ideally you want him at 5/5 to
prevent Mizzium Mortar kills. This also has the side effect of making him a
good blocker. It must be noted that this will occur very, very rarely and is
just noted here as a way you can save a Banisher Priest (exiling a Boros
Reckoner, Purphoros etc.) from a Shock or Magma Jet.
Sideboarding:
What we’re using our sideboard for here is
certain specific situations. Sometimes we may come up against a deck that has a
lot of protection from red creatures that we can’t remove. What about that guy
playing big blue bombs and cheap counters on instant spells? Or the other guy
with heaps of tokens or counters on creatures, making them too big to remove
normally? This is what the sideboard was created for.
Gainsay is probably my favourite
counterspell in blue. We can sideboard this card in after one match when we
know the opponent is casting lots of spells with blue in them, making it
cheaper to remove these spells over the alternative Dissolve or Syncopate. Two
of these swapped in over Syncopate against mono U or predominantly blue decks.
Aetherize deals with so much so
easily for a measly four mana. This card can remove that huge token army that’s
swinging at you for lethal. It can remove that army with 5 +1/+1 counters on it
that’s about to kill you. It can do so much. Two of these swapped in over Cavalry
Pegasus against these types of decks.
Dispel: Going up against nothing but instant speed
removal from black and/or red and can’t deal with it after game one? This card
stops them completely for just one mana. Nice. Two of these in over Cavalry
Pegasus against instant speed removal decks that don’t use many creatures.
Render Silent is quite a powerful card. It
is two cards combined into one. Counterspell (UU) and Silence (W). Basically
this card lets you cast two spells spliced together for the same cost. It
didn’t make the main deck as sometimes you don’t need the silence effect.
Really shuts down RDW from dropping 4 creatures in a turn when you counter that
first Burning Tree Emissary or Boros Reckoner. Two of these in over Syncopate
against decks that like to cast lots of spells in one turn.
Glare of Heresy is actually a meta call on
my part. At my store approximately every person that isn’t me managed to pull
an Elspeth or Foil Elspeth (Some people got two foils and a non-foil…) so I
sideboard this to deal with that. It has the bonus effect of being able to
easily deal with Boros Reckoners or any other painful white creatures. Two of
these in over Cavalry Pegasus’s.
Voyage’s End lets us bounce any creature
the opponent controls unless they have protection from blue or hexproof. This
means that big fatty that cost most of their mana just got removed or we can
have it early game to disrupt their big creature play early (If they ramp). We
can also target remove creatures with counters on them if they aren’t swinging.
A good example of this is Gyre Sages who are being overloaded with tokens and
just used for mana. Two of these in over Cavalry Pegasus’s.
It must be noted that if you need multiple of these
sideboard cards against a certain deck you will have to judge yourself on what
to remove to put both in. Good targets are removing one Hidden Strings and one
Phalanx Leader (Or two Phalanx leaders if it is that bad) if you need the
Cavalry Pegasus’s to swing into the opponent.
Well, that's all for now. I hope you liked the deck. Comments and suggestions are welcome!
CheeseMeistro
Why don't you play Battlewise Hoplite? Has it proven bad in testing? Do you like it more than Phalanx Leader?
ReplyDeleteI thought the same thing, Battlewise hoplite seems perfect here. Not only does he get the same +1/+1 buffs from being targeted but the scrying can be just as important and get us to more threats.
ReplyDeleteBattlewise proved too unreliable in the deck. The forced blue and white meant that unless I got the right hand I couldn't reliably drop him on turn 2 and I was really never happy to see them. I have better stuff to be getting heroic triggers from and I can build up the Favored Hoplites much faster than the Battlewise due to them being down turn 1. I replaced four of them with the Favored Hoplites and they are far more reliable with a better heroic trigger and the same toughness.
ReplyDeleteFor Phalanx Leaders they are just an amazing card when used in conjunction with the amount of heroic triggering we are doing with hidden strings, the enchantments and gods willing. The card basically just lets us buff everything huge to the point where, regardless of the creatures, the opponent has to chump block (Assuming we aren't unblockable)
I'd stil have two Battlewise Hoplites over the two Pegasus. They might be good against midrange, but they suck against control and against red aggro.
ReplyDeleteI did have that for a while but decided that I still didn't like them in the deck. The Pegasus however give my attackers flying and if -they- draw a burn spell, that's a burn spell that isnt used on any of my other stuff.
ReplyDelete