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I played U/W Heroic before Khans came out and when Tom Ross really made the deck stand out. So now I want to bring it back after seeing the Bant Heroic being played. I do not like Bant Heroic even if Tom Ross my favorite player uses it. I still believe U/W is better. Better as far as early game or late game depending on player skill. U/W does a good job at card advantage. Watching SCG Richmond. Bant has a hard time getting early card advantage do to needing cards in the graveyard and hoping for a Treasure Cruise. Even then Chris Van in video number 4 almost lost the game do to no heroic triggers or spells to cause heroic triggers. Which that is the purpose of the deck.
DECK TECH! (This is my opinion)
U/W Heroic is an aggro deck built to over whelm your opponent with early heroic triggers that not only make them stronger, but also gives you card advantage or some type of advantage at one time when casting a spell. For example! Take Battlewise Hoplite; not only does it get a +1-+1 counter. It also allows you to scry all in one turn. So If I protected my Battlewise with Gods willing. Not only does the opponent lose a card, but you get a +1 and two scry actions. Now I've noticed in longer games with control. The deck becomes a little pointless because it is hard for your creatures to get through larger ones. That is why main board Valorous Stance comes into play. If you noticed I play Artificers Epiphany. This with scry action and Ordeal of Thassa gives you huge card drawing advantage that Bant Heroic doesn't. So with the U/W heroic you want to play using heroic trigger to the up most importance with every spell not going to waste. So you need to play tight and smart of course with any deck. Any way you get the point I hope. Let me talk about the cards I've chosen and why.
CARDS!
Of course Favored Hoplite is the got to card turn one, but if that is not in your hand. You could always open with a Myth Realized. I placed this in the deck because it throws the opponent off. No one uses this card and a turn one Hoplite always gives it away. In the later game if not destroyed Myth Realized can get pretty big with all your spells. Everything else is pretty basic, but then you have darksteel and Artificers Epiphany. At times playing the deck I've been mana screwed alot, but I believe with this land and spell combo. You could always find the land and spells you need.
Any way that is it really.
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» | Revision 2 | August 23, 2015 | Infectionfan | |||
Revision 1 | August 23, 2015 | Infectionfan |