Magic 2014 "Hall of Champions" Decklist & Strategies

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Rhox War Monk is simply a monster when played at turn 3, but the odds you are able to play it at turn 3 are pretty low. He loses effectiveness the longer you wait to play it, so it is better to use creatures that have reach (not the ability) to be useful even later if you could not play it at its desirable turn.

The only creature that fulfill this condition and it is not from the group of essential cards with blue is Jenara, Asura of War.

have you noticed my mana base? I calculated the probablity of having GBW by turn 3 to be 75% (without mulliganing, so add ~15% for that).

(with these 26 lands+2 gleam, I will probably not going to be mana screwed, but I am going to be mana flooded).

note: I forgot about dauntless escort, martial coup (and maybe novablast wurm) might be worth running. (it also combos with knotvine paladinsublime archangel and a non cycling use of gleam of resistance).

I think i'll go with the 3rd build +2 martial coup, and -1 akrasan squire -1 battlegrace angel (maybe -1 rhox war monk or -1 rhox charger).

This deck simply needs 4x Evolving Wilds... Or the option to add more Terramorphic Expanse into the deck when the DLC arrives. That would cover the real issue here. It seems it will be hard to get  on the field by turn 3. Also, has anyone noticed that this decks seems to reward you for getting all 3 colors on the field? Which allows you to play powerful creatures like Jenara, Asura of War very early.

 If you happen to cast Rhox War Monk by turn 3 expect immediate removal . The terramorphs will have to be used wisely once you get them. You will need to collect as much as all 3 colors as possible since a lot of creatures in HoC demand all 3 colors. From HS you have to watch our for Bramblecrush. Which may possibly cripple HoC all together during a match. 

true, but since they didn't, I think the logical build will be with lot of lands, that way good chances we get each land individually, and it forces us for a high curve build.

I don't even think obtaining  is the big problem here. I think it is scarier by having too much  early with no or Terramorphic Expanse. As long as you have as the second color on the board you can always land cycle Gleam of Resistance for the 3rd color.

Anything with a butt over 3 toughness is the hardest to remove with only 1 card for most of the decks. So just calling Rhox War Monk a simple creature is not giving it enough credit. I think I'm gonna run all 3 as it will attract the more serious kill spells and wins me games if left alone.

 

 

rhox war monk is a designated attacker in exalted. he also get +3/+3 from knight of new alara and +2/+2 from tolsimir wolfblood. the life gain is so important in such a slow deck - there are 4 in the deck. he is also one of the few in this deck that is saved from things like sulfurous blast. also...my assesment is that this deck has slight chance of winning if it doesn't get all 3 colors, so my thoughts is to make the best build assuming you get all 3 colors, so at least you will have good chances of winning if you get them all.

bentz wrote:

rhox war monk is a designated attacker in exalted. he also get +3/+3 from knight of new alara and +2/+2 from tolsimir wolfblood. the life gain is so important in such a slow deck - there are 4 in the deck. he is also one of the few in this deck that is saved from things like sulfurous blast. also...my assesment is that this deck has slight chance of winning if it doesn't get all 3 colors, so my thoughts is to make the best build assuming you get all 3 colors, so at least you will have good chances of winning if you get them all.

Prepare yourself then for 33% of automatic loses.

Good assessment, though I probably won't play knight of new alara, since he does not get the bonusses and is to easy to remove for its cost, while making it a risky play if ya attack. If ya go exalted it's use feels even less important, and I want to keep most creatures mono colored in the low cmc area.

That really needs an Eddard Stark "Brace Yourself."

Wizards: If it isn't game design, we can't do it right. Frankly, we're kind of shaky on the game design sometimes too.

playing mana base of 10-7-5-4 + 2 gleam. you have more than 60% of seeing a path to all colors. that leaves you with 85% of seeing the path after allowing mulliganing once. let's assume you take the next mulligan if you have access to 2 colors, in that case, you have more than 50% probablity of getting the 3rd color in the first 3 turns.

so i'm preparing myself to little less than 10% auto losses.

Speaking of paths, this deck could have used a few path of exiles.

I'd have preferred Journey to Nowhere instead.  Just feels more theme appropriate to me - not suggesting Journey is the better card or anything.

DJ0045 wrote:

I'd have preferred Journey to Nowhere instead.  Just feels more theme appropriate to me - not suggesting Journey is the better card or anything.

The art for that should have just been a close-up of Alabama.

Wizards: If it isn't game design, we can't do it right. Frankly, we're kind of shaky on the game design sometimes too.

Decktheme feels like a journey to nowhere. I see what ya did there.

I don't know about phantom nishoba a 0/0 for 7 mana seems a bit expensive.

just looked at the thread: why is everybody running restoration angel in this deck? no ETB effect besides the card above, no protection to some of the more important creatures (jenara,sublime,battlegrace), you don't really care about pacifism, she is not exalted, not multi-colored, etc...she does have nice legs.

She has flash, flies, saves your single attacker, easy to splash and has a big butt. What's not to like?

bant charm saves your attacker, and allowes you to still attack for comparison (i mean...not likely you will go on attacking and needs a save when your opponent didn't cast an instant).

Why stop at 4 saves, that ya might need to remove other problems, when ya can have a fifth that's easier to splash?
Why stop at 4 saves, that ya might need to remove other problems, when ya can have a fifth that's easier to splash?

First, restoration angel is very efficiently costed.  She is a 3/4 flying for 4 mana, only one of which has to be white.  That is base.  Add that she has flash, can serve as a combat trick vs a very large attacker (blinks the defender after blocking), can save your dude from being exiled, and she is a large flying creature in the exalted deck.  These are the reasons some people will run her.

2 + 2 = fish

8 Plains, 7 Forests, 6 Islands, 4 Terramorphics is the way to go, trust me. Don't compare this deck to Dracomancer. Dracomancer had 3 Borderland Rangers, 4 Cultivate, 2 Explosive Vegetation and it needed RRRGGB to function properly that's why you could afford to run something like 9 Mountains, 8 Forests, 3 Swamps, 4 Terramorphics. This deck doesn't have any ramp and it only needs WWGU to function.

GodOfAtheism wrote:

That really needs an Eddard Stark "Brace Yourself."

Maybe Voja is a Direwolf...

WotC doesn't care about flavor. Their forum is the only place where an ORC can kill a troll...

Lost around 120 posts in the forum migration

Post #1000 on Feb 02, 2013

Post #2000 on Sep 04, 2013

Tre1000 wrote:

This deck simply needs 4x Evolving Wilds... Or the option to add more Terramorphic Expanse into the deck when the DLC arrives. That would cover the real issue here. It seems it will be hard to get  on the field by turn 3.

Ha! If only that was allowed but it's not a basic land so we're stuck at 4.

Eye kneed teh speelchequer bach!

WrightJustice wrote:

 

Tre1000 wrote:

This deck simply needs 4x [c]evolving wilds[/c]... Or the option to add more [c]terramorphic expanse[/c] into the deck when the DLC arrives. That would cover the real issue here. It seems it will be hard to get  on the field by turn 3.

 

Ha! If only that was allowed but it's not a basic land so we're stuck at 4.

This is the main reason both exist.  There are some decks, especially 5 color decks, that wanted to run 8 instead of 4.

2 + 2 = fish

If you get your land drops, the deck functions better than I expected.  I was worried about the lack of defense / removal against creatures.  But usually you can make a lifelinked guy huge via exalted.  Several rhox war monks, behemoth sledges, and a battlegrace angel is sufficient to ensure some lifegain.

Right now my main issue with this deck is that it is worthless in 2hg. If your partner attacks at all, you will not get an exalted bonus. In addition, if I do not attack and my partner sends a signle creature it, it doesn't get the exalted bonus either. So either my exalted needs to affect their creatures or I should be able to attack and get the bonus independent of them, latter prefered. Considering this is the main theme of the deck and to simply have it not work the majority of the time in 2 Headed Giant is kind of silly.

This deck is great fun, I attacked with a lifegaining, trampling, flying 31/29 Sublime Archangel. Twice, thx to Finest Hour and Behemoth Sledge. Those 3 cards right there are game winners, even on their own. (If ya already have a creature out).

Granted, that does not happen every game, but I like how ya dont really need a huge board commitment, while still being able to deal a ton of damage.

bentz wrote:

I don't know about phantom nishoba a 0/0 for 7 mana seems a bit expensive.

just looked at the thread: why is everybody running restoration angel in this deck? no ETB effect besides the card above, no protection to some of the more important creatures (jenara,sublime,battlegrace), you don't really care about pacifism, she is not exalted, not multi-colored, etc...she does have nice legs.

Restoration Angel is Restoration Angel.

3/4 flash flying for 4 is enough to play it, and you can sometimes use it as a surprise blocker.

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Giltspire Avenger has the coolest card animation so far in the game 

Balisalisa wrote:

Giltspire Avenger has the coolest card animation so far in the game 

I don't know.  grave titan has the creepy ick factor going for it, what with the corpses writhing in agony in its chest.  Definitely matches the flavor of the card.

2 + 2 = fish

I always thought GT was kinda lame tbh.  Avenger is without a doubt the coolest animation I have seen so far.

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So I spent the entirety of last night watching the AI trip over its own mana pool with this deck. That did not fill me with confidence about having to actually play this thing. Oh well I guess I can entertain myself by watching Behemoth Sledge some more (now with super spinning action!).

Welcome! I'm Garren and I'll be your designated villain for the evening.

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Rheem_Octuris wrote:

Right now my main issue with this deck is that it is worthless in 2hg. If your partner attacks at all, you will not get an exalted bonus. In addition, if I do not attack and my partner sends a signle creature it, it doesn't get the exalted bonus either. So either my exalted needs to affect their creatures or I should be able to attack and get the bonus independent of them, latter prefered. Considering this is the main theme of the deck and to simply have it not work the majority of the time in 2 Headed Giant is kind of silly.

Or just leave one of the few 2hg mechanics that is working correctly alone. You could always combine it with a creatureless D&B partner.

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He is right.  That is exactly how exalted is supposed to work in 2HG.

"Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn." - This means your partner cannot attack, or the bonus does not happen.  Also, the keyword is "a creature you control."

This is why I won't use this for 2HG in a nutshell.  I will definitely use it in 1v1 though.

2 + 2 = fish

Fun note: Exalted triggers stack now, making them much faster. The first creature gets the circle of sparks, but it then resolves all the others at once, which is a great time saver. Still gives you time to react, but doesn't drag it out.

I just had time to unlock this deck last night (like, just for play, didn't even get to play it once). It really came alive once it got an Island in play, and has a decent number of plays before that as well. Will be an interesting task to build it.

They don't stack (they all resolve separetely) with auto-resolve off and the other settings I'm using.

Improvements to auto-resolve don't work when auto-resolve is turned off???

This deck is a sleeper hit for me. I love it. The lack of fetch is made up by the lifegain, pariahs, and bant charms. So much fun.

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