Aurelia & Gisela

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I'm looking for ideas on building a deck around Aurelia, the Warleader & Gisela, Blade of Goldnight . I know... how original. My challenge is keeping opponent's in check long enough to get the winning combo. Thoughts?

So far I plan to run:
Boros Signet
Lightning Helix
Intimidation Bolt
Stun Sniper

Any help would be greatly appreciated.
I am Blue/White
I am Blue/White
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What types of decks are your oppopnents running?

If the meta is mostly creature decks (These are not all meant to be run together):
Goblin Legionnaire and Seal of Fire can buy time and slow opponets creature rushes. 
Wrath of God effects can buy a lot of time, Hallowed Burial, Terminus, Day of Judgment, Akroma's Vengeance can all work.
If you just want to keep the pressure off, consider Ghostly Prison, Windborn Muse, and Norn's Annex
Wall of Hope type guys can also help find the time for acceleration to get you your angels.
Flametongue Kavu, Commander Eesha, and Blinding Angel are great at 4 mana. 
I think the new Sunhome Guildmage is pretty awesome. Sunhome Enforcer has done a lot of good for some of my decks.

Some more acceleration may be a good idea. Perhaps Boros Keyrune, Darksteel Ingot, Manalith, or Coalition Relic. That can get you to the angels while others are still setting up. 
Gisela works great with some Earthquake cards like Magmaquake, Starstorm, and Fault Line.

Face it, you're pretty much here as a meat shield.


If you are at Georgian Court Univeristy or Monmouth Univeristy PM me. If you are out by York College of PA, I can help you reach the group there.

Stun Sniper isn't too great, as tapping isn't really strong in multiplayer and paying for it is pretty poor. The damage is the part that's useful, and there are plenty of ways to get that without having to keep mana back. If it's to stop blockers, Thundersong Trumpeter is probably a better pick (and a bit bigger, too). Defensively, it still has the problem that you have to stop a creature before you know whether it will attack you. Myself, I still wouldn't use it, but the block-cancelling is nice enough.

Balefire Liege is a pretty easy pick for this deck, and alongside Gisela is likely to be a deal-with-it-or-die kind of thing. Double Strike is pretty sound alongside both Gisela and the Liege, so Hearthfire Hobgoblin should be a strong guy. Goblin Legionnaire is a very good pick too, getting every benefit out of the Liege and giving the opportunity to zap little guys or pick off the final points of damage. Sunhome Guildmage is excellent as well, and the token production offers a great mana sink if you need it. To round out the cheap slots, I might continue the double-strike theme with Boros Swiftblade, but it's third pick in the two-mana-creature bracket for me.

+1 for Flametongue Kavu and Commander Eesha. Both are absolute top cards in these colours, one dealing with creatures and the other an unkillable blocker or unblockable attacker. I might drop Eesha if I found I didn't need him as a blocker, perhaps going up to Firemane Angel if I felt there was space on the mana curve (I'm thinking of two of each Legend and four Firemanes, in which case the curve shouldn't be too top-heavy). As another option to fill in the four-slot, there's Firemane Avenger, which I think is pretty cool. I prefer it to Eesha if Liege is in the deck, but it's a trickier choice of not.

Oh, and use Orim's Thunder if you can get it. It's a no-brainer in my book.

A lot of those suggestions, though, may depend on your budget. Red and White have an awful lot of great rares, but there's also plenty to choose from at common and uncommon. I don't think a deck like this would be looking for any real big-money cards, but it's a little too easy to recommend a huge pile of high-impact rares and nothing else.
I'm working in a similar vein. You might spash green for Naya Charm or Branching Bolt. I'd run Mirran Crusader over the Hobgoblin.
I've been working on this deck, and it's been pretty solid so far.

2 cards I really wanted to work in were Intimidation Bolt and Fight to the Death. Intim Bolt is great late game when it's down to just you and the "other guy", and Fight to the Death is just incredible in MP. You don't even have to be involved in the combat in any sort of way. "OK, ya'll done with your little squabble over there? Good, now destroy it all." Just couldn't find room. If there was some decent card draw for this type of deck, I'd consider running 65-66 cards, especially because there's always a Howling Mine or 3 running around our big MP table.

Like I said, it's been fairly solid, although it's a bit pricey. The UNCOMMON Boros Charm is up to $4 a pop. I was lucky have picked up Aurelia early and cheap(ish).
I feel like basandra, battle seraph should be in this as well. Then toss in day of destiny because it is so freaking cool. ;)
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Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
Going along Keino's suggestion for Day of Destiny and more legends could be fun.
Urabrask the Hidden to slow down opponents and speed up your guys.
Tahngarth, Talruum Hero works great with Aurelia and untapping
Sensei Golden-Tail  see above comments, and Bushido will kick in from multiple combats.
Pianna, Nomad Captain Crush your enemies,
Brothers Yamazaki See them driven before you,
Masako the Humorless And hear the lamentations of their women. 

Going heavy on the legends would be pretty cool. Plus the Nomad Captain, Samura, and Tahngarth all have some nice war flavor to follow Aurelia, the Warleader.

If you go light on legends consider:
Boros Swiftblade
Agrus Kos, Wojek Veteran
Hearthfire Hobgoblin
Sunhome Guildmage
Piana, Nomad Captain 

If you run 25 lands with this configuration you should be able to keep playing stuff and run it out while curving into the big angels who are even better wtih Agrus.

Completely unrelated to the creature selection: Flame Rift is amazing with Gisela. Deal 8 to your oppoents and only take 2, where do I sign up? Sizzle is more safe, but you don't run red in multiplayer to be safe. You do it for the awesome plays.

Face it, you're pretty much here as a meat shield.


If you are at Georgian Court Univeristy or Monmouth Univeristy PM me. If you are out by York College of PA, I can help you reach the group there.

Super secret tech: Sunhome, Fortress of the Legion in the manabase.
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Or at least Slayers' Stronghold if you don't have Sunhome. Also, who named this card? Slayers' really? Slayer's Stronghold would be much easier to spell correctly. 

Dual lands are nice if you have them:
Clifftop Retreat
Rugged Prairie
Boros Garrison
Sacred Foundry
Battlefield Forge 

Face it, you're pretty much here as a meat shield.


If you are at Georgian Court Univeristy or Monmouth Univeristy PM me. If you are out by York College of PA, I can help you reach the group there.

Or at least Slayers' Stronghold if you don't have Sunhome. Also, who named this card? Slayers' really? Slayer's Stronghold would be much easier to spell correctly. 

Dual lands are nice if you have them:
Clifftop Retreat
Rugged Prairie
Boros Garrison
Sacred Foundry
Battlefield Forge 

But then it would be the stronghold of only one Slayer. Aurelia? Gisela? Avacyn? Reya? Radiant? Buffy? Are they gonna fight over it? It could spawn a whole new MTG spinoff... Tongue Out 
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