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What is the decks concept?
The construction of the deck is to abuse Militia Bugler as much as possible. The deck plays 28 creatures that Bugler can grab. These creatures fall into several categories: creatures that are bigger than starting power, card draw, pump/anthem, and removal.
The utility cards in the main board are toolbox type cards that are designed to be a dead draw as little as possible.
*The deck plays an aggressive style as it curves out nicely and packs much bigger swings then a deck that centers around 2 power creatures should.
Militia Bugler targets:
a) Militia Bugler
*never a bad thing to chain them together.
b) Aurelia, Exemplar of Justice
the pure power card in the deck. Much more than 2 power.
gives the deck so many options entering combat whether it be where to place the pump or what creature to mentor.
c) Bishop of Binding
removal on a stick that can target a ton of threats that are problems.
usually will be a pretty big body to attack with.
d) Beast Whisperer
*the perfect card draw engine in this deck.
e) Trostani Discordant
*anthem that comes with bodies, in this deck the one power is a positive.
f) Knight of Autumn
so much utility
much like Aurelia, far stronger than the 2 power.
g) Mentor of the Meek
*a major payoff card for the synergies that can draw multiple cards.
h) Knight of Grace
possible 3 power.
love first strike in combat.
j) Dire Fleet Daredevil
first strike is great, makes it turn 2 playable.
I count these as removal, but it has other utility as well.
Utility cards:
*The deck has only so many utility slots to go around and there is a lot you want to accomplish. The utility cards should draw cards, remove creatures, help reduce mana count, and protect the decks creatures. Here is what I came up with:
a) Response // Resurgence
Response answers threats pretty high up the chain.
Resurgence is not an anthem, but doubling up your attack step is devastating also.
b) Flower // Flourish
reduces the land count nicely.
late game anthem effect.
c) Shalai, Voice of Plenty
excellent protection for our creatures.
often forgotten is the anthem pump ability.
d) Vivien Reid
fantastic card draw
serves as removal in a pinch.
*is protection against white as it can blast away Conclave Tribunal and similar white removal spells to get your creature back (perhaps ETB triggers again).
The sideboard plan:
a) Assure // Assemble
Assure protects our midrange creatures from spot removal.
Assemble is difficult for midrange decks to deal with as spot removal will struggle to answer 3 bodies.
b) Settle the Wreckage
*I want to have access to a panic switch.
c) Justice Strike
*does a great job taking care of some of the nastiest threats out there.
d) Lava Coil
*when you need to exile.
e) Conclave Tribunal
*a catch all.
f) Shock
*kills a lot of creatures out there and works great with our first strikers.
g) Remorseful Cleric
*graveyard hate is looking really important right now. Maybe main board important.
h) Shield Mare
*just some added insurance in games versus RDW.
Final Conclusions:
For an aggressive deck it has a ton of ways to draw cards and protect itself.
The removal package is shaky. You have to rely on some narrow removal spells in the main board.
*I'm not sure how this deck will matchup with the other midrange decks in the format that also play a lot of creatures, but pack far more removal.
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