Hi!
I'm Blitkun, and this deck is currently my main deck. I like it a lot - the way it plays, all the options I have either engaged in multiplayer action or straight 1v1...
However, change is good. And every once in a while I come to think of adding another game plan, or even switching the way things work with it... The Midrangey approach is very cute with its versatility, and provides me with time and options in which to think and plan a course of action that ultimately leads me to victory.
The main trope with this deck has been (for a long time) embracing the disruptive options both White and Red offer while trying hard to keep things fun (even for my Casual opponents) and fair. It's been a tough challenge, as most control tools often become oppressive quite easily, as you add reocurrence and/or redundance.
Thing is, though I'm somewhat satisfied with the deck's current performance (I even got to play a couple Modern FNMs last year, and did well), I get the constant feeling I can tweak it a bit into one or another direction, and that might just be VERY fun.
Therefore, I have come to ask the deckstats community to take a
peek at my current list:
Deck: My Little Boros //Lands4
Arid Mesa4
Sacred Foundry4
Flagstones of Trokair1
Rugged Prairie1
Clifftop Retreat4
Mountain5
Plains//Creatures4
Figure of Destiny3
Boros Reckoner2
Hero of Bladehold2
Baneslayer Angel//Spells4
Lightning Bolt4
Lightning Helix3
Path to Exile3
Volcanic Fallout3
Boom // Bust//Enchantments2
Oblivion Ring1
Assemble the Legion//Planeswalkers3
Ajani Vengeant2
Elspeth, Knight-Errant1
Gideon Jura Display deck statisticsThere are quite a bit of synergies there - and I like them. Due to the lack of Card Advantage these colors present, I have tried my best to keep only high-impact cards on the deck, and promote a healthy amount of interactions between my creatures, the enemy board state and his/her life total. There are quite a bit of 2:1s in there - or even 1:2s that become 1:1s, such as the
Boom // Bust case.
The deck's main problem is losing virtual card advantage in the early stages of the game. Discard cripples it very seriously (when I played FNMs, I had 4x
Leyline of Sanctity vs Bx matchups postboard), and the right amount of countermagic can null a lot of efforts here. Nothing too shabby, though - I believe it's normal for a deck to have such weaknesses, and they are important to keep it "fair" - Reaching late game with one 4 or 5-drop is very comfortable. Drawing 1 card per turn is painful if they
Path to Exile'd your major threat.
Today I feel like this deck is awesome - but it lacks something. I'm not aiming for perfection here - just a bit of added versatility/raw power might do the trick (or not). But I've ran out of ideas for now.
One thing I've been wanting to do is adding a transformation sideboard to this deck... Could it be possible, tweaking the list so a -15/+15 would make it effectively another deck? In the past I've tried a more aggressive shell (-13/+13), but it didn't work - i'd be very excited if it were as cool or efficient as it seemed at first.
Anyway, I'd be very happy if I could have a bit of feedback on this. This is the result of a couple of years in homebrewing, and naturally means a lot to me.
BONUS: The name of the deck comes from the sleeves I currently use. Yep, MLP's Fluttershy sleeves. Cute, yet deadly. heh.
BONUS2: Today I realized my deck had over 5,500 views .______.
wonder how the hell it happened