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The deck was created as an alternative to the typical humans build you see. Moving into green and red give me access to a couple explosive humans. Playing green also supplies the deck with some options concerning creature protection. Red gains the deck access to pump and direct damage.

Here is the step by step process I went through in deckbuilding:

(1) The decks strength is in the Humans at 2cc that pump our other Humans:

a) Thalia's Lieutenant. 4 copies. The auto include that makes the deck competitive. The card is good on turn two, as it becomes a beater, or any turn after to pump up the army. Just so good.

b) Hamlet Captain. 4 copies. Our number two best pump option on a stick. Attacks or blocks is relevant. Getting a +1 on the toughness also helps our dorks survive some early game interactions.

c) Honored Crop Captain. 2 copies. Our third pump option. 3 power is a bonus, however not getting +1 on our humans toughness, only pumping on attacks, and having a harder mana cost is why this is a two of.

d) Metallic Mimic. 2 copies. Fourth pump option. Great play on turn two, but not a good top deck thereafter. The great part of Mimic is that the counters stay, unlike the anthem effects of HC and HCC.

(2) The deck is what I call "Snowball Aggro" meaning that your opponent may feel like things are under control in the first two turns, but things snowball on turns 3 and 4 and all of a sudden they are facing an avalanche of juiced up attackers. These types of decks need a ton of 1cc creatures as you always want to play a creature on turn 1 and then at least two creatures on turn 2.

a) Kytheon, Hero of Akros. 2 copies. Getting Kytheon to flip can be the key to winning the midgame as he becomes immune to much of the removal we will be facing and survives most board wipes. We are only playing two copies because we do not want to see multiples early on in games, stalling our curve.

b) Warden of the First Tree. 4 copies. A 1/1 is not ideal, however Warden is a great mana dump midgame once we run out of threats in hand. Essentially, it was a choice between this and Town Gossipmonger, and WofFT has far fewer restrictions and is not as slow.

c) Thraben Inspector. 4 copies. The deck does not draw cards and this is a way for it to do so, without sacrificing anything in the build.

d) Mardu Woe-Reaper. 4 copies. MWR is slightly better than Dragon Hunter (protection from Glorybringer). Being able to gain a life and manage graveyards, to some degree, can be vital. This slot is pretty flexible, as a new printing of a 1cc creature with upside in white or green would easily take up these slots.

(3) The deck is playing a limited amount of three drop creatures and nothing above that on the curve.

a) Thalia, Heretic Cathar. 2 copies. Just as good in this deck as she is anywhere. Making the opponents creatures and the majority of their lands enter tapped is game changing for a deck like this one. Having the opponent a turn behind and down a potential blocker every turn makes some of the swings on turn 4 and five that much more overwhelming. As a second bonus is the first strike, which is even more powerful if Thalia is a 4/3 or even a 5/4, letting her win battles against most all the top end creatures in the format.

b) Hanweir Garrison. 3 copies. A 2/3 for three mana is nothing amazing, especially when you have to attack to get the token effect to work. In most cases you probably are attacking into death. The difference in this deck is HG will certainly be at least a 3/4 on its first attack allowing it to survive (in most cases).
The real power with HG in this deck is that it is a one man army. HG is three attackers in one, and in this deck build the tokens are going to likely be 2/2's at least (they are bonkers with Metallic Mimic). The true greatness of the card is that the tokens stay and another two are made on next turns attack.
HG should have a pretty big target on its back, but if it sucks up the opponents removal then that means that the decks 2cc engines are being left unchecked and can go to work with every other human you play.

(4) The deck is playing 31 total humans. This leaves 8 slots for utility cards in the main board:

a) Atarka's Command. 2 copies. It is the real reason we are playing red. This card is the blowout we need to finish off games. The deck has lots of ways to give +1+1 and anthem effects, but they are not at instant speed. AC is the card you play after blockers to swing everything into your favor and just wreck face. An attack of four creatures, that are each swinging for three is a typical scenario on turn four for this deck. Lets say the opponent destroys one of those creatures with removal and blocks two more, in the current situation I only do three damage and probably lose two or three creatures. Now throw an AC at the damage step of attacks: the only creature that dies is the one that was destroyed, the two blocked creatures likely survive to attack again next turn, it is likely that at least one, if not tow, of the opponents creatures has died in combat, my unblocked creature deals 4 damage, and I do three direct damage to the opponent. To recap the net game from AC is essentially remove two opponent creatures, save two of your own creatures and deal four extra damage.

b) Reckless Bushwhacker. 2 copies. A mistake by many people building tribal synergy decks (like this one) is to get too caught up in playing only tribal creatures. RB (while not being a human) is a surprise blowout card, on a stick, with haste. Playing this on turn 4 can blow the doors off an unsuspecting opponent.
At worst you play this with a one drop and attack with both, plus all the creatures you've played up until that point. You are looking at two extra attackers and an army dealing one extra damage each.
The dream play is to play RB turn 4 with either Hamlet Captain or Honored-Crop Captain, and attack with your entire army. The attack is massive. You are likely looking at attacking with 4+ creatures at 4 power each or more (except for RB who may not get the anthems from your other creatures). A total, out of nowhere, blowout.
The beauty of RB is it is also a good card to hold on to versus decks playing board wipes. Him and another creature can do a lot of damage on there own the turn after a sweeper, again this and a HCC is an attack for 8 on their own.

c) Dromoka's Command. 2 copies. I need to play some main deck cheap removal. It would be awesome to have a 1cc option here that removes midrange threats, however nothing really gets me there. I wanted to play Stoke the Flames in this slot really bad, however it is almost always going to require double red since I'm playing so few red creatures. StF would just be one more game ender, that doubles as removal as a bonus. I will just have to take removal that gives me a +1/+1 counter for now.
*Blossoming Defense. Two copies sideboard. If I do not need removal then I should be looking to protect my creatures (the added pump can win a game also).

d) Selfless Spirit. 2 copies. I looked at playing Blossoming Defense in the main. I felt like having my two slots dedicated to protecting my creatures being another creature is just the icing on the cake. You lose a bit by not having instant speed protection, but being able to protect your entire board and getting the added effect of a two powered flyer is worth it.

(5) The mana base is fairly simple here: lean towards selesnya, splash for red (which starts on turn three), and make sure our lands will enter untapped as much as possible.

a) Fetches.
Windswept Heath. 4 copies.
Wooded Foothills. 4 copies.

b)Battle lands.
Cinder Glade. 2 copies.
Canopy Vista. 2 copies.

c) Basics.
Plains. 2 copies.
Forest. 2 copies.
Mountain. 1 copy.

The current mana count per color is white-12, green-14, red-11. From these numbers I would like to see at least three white, and one red added from the final four land slots.

d) Shefet Dunes. 2 copies. Only produces white, however that is what we need the most at this point and it enters untapped. A little life loss is acceptable to gain the anthem effect mid to late game.

e) Inspiring Vantage. 1 copy. There will be games it enters tapped, but that will be rare enough to not worry for one copy.

f) Westvale Abbey. 1 copy. There is the potential that is messes up a turn where we wish this produced white or green mana, however we are not playing any double mana symbols on turn two, and playing two one drops on turn two is not what we generally want to do (unless our two drop is Lieutenant).
The payoff is worth the inclusion of a colorless mana source. A stalled game is solved by transforming some creatures into an Ormendahl. The majority of exile removal is too costly for the opponent to keep in versus this deck.
Making a 1/1 Human is not a bad play late game. Honestly, we want to have won before this point, but those 1/1's can probably be 2/2's or 3/3's in a stalled board.

(6) Sideboard options:

a) Talked about Blossoming Defense already.

b) Abrade. 2 copies. I need artifact removal, and Abrade doubles as early creature removal.

c) Authority of the Consuls. 2 copies. Turns off Saheeli combo. Also helps lock up games versus other aggro decks, especially tokens.

d) Declaration in Stone. 1 copy. I want an exile effect that is low on the curve. I wish i had an instant speed option, but we do not. Chance of a two for one is sweet, especially since at our speed the game may be over before they can draw any cards of the clues.

e) Harsh Mentor. 4 copies. Punish decks that play three plus colors. Comes in for sure if we are on the play against these decks. We lose one of our anthem creatures, but Mentor can do so much incidental damage that in the mid-game it is possible to make it so that our opponent simply cannot crack their fetch land or activate the ability of a Scarab God, vehicle, Hazoret, Aetherworks Marvel, and so on, without taking lethal damage.

f) Renegade Rallier. 2 copies. This is my flex slot in the sideboard. Honestly, I will likely find a replacement at some point when a new card is released or I discover I need an answer to a problem I have not considered yet or am taking too lightly.
My problem is I'm not sure when this comes in and what I'd take out. I do not want to effect the curve so it has to replace a 3cc creature. Thalia is strong in the same matchups where RR is strong. Taking out Hanweir Garrison also feels wrong. The choice maybe to bring this in versus control, to have another body, but there we went Harsh Mentor and Blossoming Defense to come in. I like the card, but just do not see the home for it.

g) Sorcerous Spyglass. 2 copies. Shuts down so much and gives us a free peak at our opponents hand. I'd say 75% of the threats we need to answer out of the side are effected by SS.

  • Sideboard notes
    -I do not need any board wipes in the side as they either hit me as well or slow down my startegy. That usually occupies a few slots in all my sideboards.

-I'm not siding against graveyards. It may be a mistake and maybe that is what I should use my two slots of Renegade Rallier for. I would honestly just race these decks and try to win by turn 4 or 5, before God Pharoah's Gift or The Scarab God could really do anything. I feel that while these decks are setting up building their graveyards and the like, I could be using the slot for Tormod's Crypt or Sentinel Totem to play a creature, creature protection, and/or pump. It's just the smarter play.

Final Thoughts

a) This deck is fast, maybe the fastest deck I've built in this format that does not require the luck of a two card combo lining up or hitting a home run with Aetherworks Marvel (and even AM takes a few turns to finish games off afterwards. I personally believe this deck can outrace anything in the format.

b) The deck has fantastic synergy, without giving up consistency. What I mean is the individual cards are almost all powerful on their own. Some of the two drops are not always great to draw mid-game on, but they can still have uses as human synergy or be played with Reckless Bushwhacker.

c) This aggro deck can take a turn 3/4 board wipe and recover. Not all aggro decks can do this.

d) The deck is, unfortunately, a bit one dimensional. If you like complicated turns where you have to think your brains out, then this deck is not for you.
The thinking in this deck comes in the form of understanding how to curve out in the most effective way. You want to spend all your mana, every turn, while making sure you have as many anthems and juiced up creatures as possible for when the real attacking begins.
Do not attack for the sake of attacking. Losing creatures before you build up an army is awful. Do not risk a creature dying in combat on turn three to get a few damage through. That same creature may be attacking for four or five the very next turn.
Know when to play Atarka's Command and Reckless Bushwhacker. Use simple math here: can I kill my opponent this turn? Should I wait until next turn, as that turn I swing for lethal? If I play them this turn is my opponent left with so few life that my attack next turn kills them regardless of what they do?
Know how to play around board sweepers. Do not worry about these game 1, you will rarely see one. Identify what colors your opponent is playing and go over their sideboard options. Red means you will likely see a sweeper on turn three, black on turn three or four, white likely means turn four at instant speed. Look for opportunities where your opponent is tapped out when playing against white (if possible). If my opponent is playing red and does not play a sweeper on turn three then I would go for the win. They may be going for the most impact possible the next turn, however if I can get them down around five life then I feel I will still get there after that point. Against black you may see Bontu's Last Reckoning, if so I like my chances as they will be tapped out their next turn giving me two turns to recover. Languish is nasty because they will likely get our entire board on the turn they need to. If I'm on the play I'd still take my shot on turn 4 to do as much damage as possible against black, and hold back maybe one card that helps me finish the game off.

Updates

a) Hazoret, the Fervant. 2 copies mainboard.
Cuts: Hanweir Garrison. 1 copy. Honored Crop Captain. 1 copy.
*I sacrifice a little by losing two humans to trigger Thalia's Lieutenant, however dropping a Hazoret can win games on its own. What a card to hold on to for after a board wipe. Just devastating in any board state, and in stalls give the game a sense of inevitability.

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This deck appears to be legal in Frontier.

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