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8 months ago ::
Sep 29, 2012 - 2:26PM
#1
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Date Joined:
Aug 20, 2012
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Introduction: Aura Servants Blue/White hello all my name is mopeyhornet and today ill be telling you guys some deck combos for aura servants as well as strengths and weaknesses for playing it and playing against it. I know there may be a thread that was started 4 months ago for this deck but probably hard to find any revalant data you need unless you like going through 50 pages of comments, hopefully after i show off my deck combo many more will post their very own deck combos so can really help new players to magic really fast and easy without the hasel of a 4 month old thread.
strengths of this deck and overall stragedy when using it: now this deck is a blue/white which means it doesn't really have many removal spells beside mass destroy winds of rath and more relys on enchantments offensively and defensively to power up your own creatures and pacify your foes. if this deck is set up correctly you'll be casting enchantments left and right, drawing a ton of cards, and getting bonuses for both. in order to use this deck right you need to choose which kind of method you'll take, are you looking to boost up your own guys and crush your foes or are you gona control your foes and keep others he has pacified? these are things ull haft to consider because their are two basic ways to form this deck and many more precise mods to get specific results out of it. play your cards right however and be able to take a few hits at the beginning of the game and you should be able to win ether mid game or late game definite. enchant one big creature or have many smaller enchanted creatures?
Deck Combos:
first deck combo is my own personal deck combo: 61 cards
my deck combo consists of a few basic essentials and relys on two main stream cards to hold up the backbone of this deck Invisible stalker and kor spiritdancer as one does the damage the other gives you cards and bonuses and basically sit back and watch the show.
2 evolving wilds 1 gift of granite (use it as a ambush) 1 lifelink 2 daybreak coronet 1 eel umbra 3 invisible stalker 4 kor spiritdancer 2 narcolepsy 2 pacifism 1 triclopean sight 2 empyrial armor (early rush enchantmant if get off bat) 1 geist of saint traft 2 griffin guide 1 infiltrator's magemark 1 nomad mythmaker 1 pariah 1 grand arbitar augustin IV (good for giving you extra turn needed) 3 indestructibility (can also enchant permanents remember, doesn't haft to be a creature) 1 wall of reverence 1 followed footsteps 1 fools demise 2 mammoth umbra 1 sigil of the empty throne 2 winds of rath (great for opening the way for your enchanted creatures to hit hard in one turn) 1 sovereigns of lost alara 1 sun titan
as you can see from the mana pool costs most of this deck costs less then 3 mana to cast meaning early defense and abiltity to hit hard fast, remember creatures are vital for your enchantments so dont waste them chump blocking take the damage if needed and for this deck combo early casting enchantments and taking time to set up is vital but do everything right and by mana 4 at least you should be good. deck combo for control and mass copy enchantments: 60 cards now this next deck combo is almost complete opposite of my own deck combo for this one going to explain its all about using followed footsteps and getting as much enchanted creatures and copies there of to overwhelm your foe with pure numbers you may sacrifice enchantment bonuses but ull have enough copies of your creatures to win. use early creature defends like aven mimeomancer to turn big creatures into 3/1s to lessen impact to your life until you can pull out auratouched mage and equip followed footsteps and let the game play itself as turns go by your foe will be under increased pressure of multi enchanted creatures coming out each turn. as well as with auratouched mage you can equip any enchantment to fit current situation.
2 evolving wilds 2 daybreak coronet 2 nacrolepsy 2 pacifism 1 triclopean sight 1 academy researchers (good if you have followed footsteps in your hand) 2 aven mimeomancer 2 empyrial armor 2 flickerwisp 1 geist of saint traft 2 griffin guide 1 infiltrator's magemark (good for this deck combo when going to have ton of enchanted creatures) 1 nomad mythmaker 1 pariah 1 grand arbitar augustin IV 3 indestructibility 1 wall of reverence 3 followed footsteps 1 fools demise 1 godhead of awe (good one turn battlefield changer) 1 mammoth umbra 1 drake umbra 2 mind control 2 winds of rath 2 auratouched mage (equip followed footsteps or enchantment that you need right away) Overview of both deck combos: remember these are just a few ways you can customize this deck but main thing remains...will you go for one big enchanted creature or many weaker ones? choice is up to you but remember in ether case those first few turns are vital, use patience and don't chump block right away if it means next turn can make that 3/1 indestructible to chump block all day.
Weaknesses of this deck: now this deck overall does come with some draw backs even though you got alot of enchantments for control most of them require a freindly creature to be out to enchant and if you have no creatures because you chump blocked them all away...then your probably gona lose its hard to get creatures back from the graveyard unless you have sun titan out and thats at mana 6 so little down the road if your about to die at mana 4. another weakness of this deck is mana difference in cost to each spell, most of the good spells in this deck require at least two solid white lands, some only a three cast enchantment like empyrial armor and most of the blue enchantments do require 2 solid blue lands to cast like mind control but are 5 mana turns down the road, so my advice to you is try to get a hand with at least one white mana or two to be safe, because alot of early cheap spells require a bit more white lands to cast. another little weakness of this deck is if your gona go for one big enchanted creature DO CHOOSE ONE THAT HAS HEXPROOF lol so many times do i beat aura mancers because players will put a bunch of enchantments on kor spiritdancer for the +2/+2 bonus and later pay for it when i disperse it...don't be one of those players pick right creature to get enchanted if your going for that. finally watch against blue deck players because they can disperse your creatures and all enchantments go to graveyard if they wernt hexproof as well as rush decks can be a problem because you don't have big creatures least till mana 6 and black decks like OD and SS can kill your creatures you put down so be careful. Conclusion: well there you have it two deck combos one my own personal i use and other i used to use when unlocking the cards but its up to you enchant BIG CREATURE or have MANY CREATURES that are enchanted, my choice just have one, simple and easy. and remember use patience and take your time and plan ahead of turns as well watch what mana your putting down most of these decks use white land early on and blue for more powerful enchantments like mind control but these come later in the game least mana 5. hope my advice sticks and you can better use this deck feel free to add me or messege me with any questions you may have on this deck or any other ones.
thankx mopeyhornet
also if you guys have deck combos please post but lets keep it to that for this thread, just want a easy place to see deck combos without going through 50 pages of comments on random stuff, as well explain your deck combo weaknesses and strengths so new players can read and determine if want to use.
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8 months ago ::
Sep 29, 2012 - 2:47PM
#2
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Date Joined:
Aug 20, 2012
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also i should point out this little advice tib bit, Iridescent angel may look like a beast blocker but actually meant to go with sovereigns of lost alara and that even though it has protection the abiltiy of soveriegns should make it so angel gets enchanted everytime it attacks alone. but i havnt seen it been done but it should work that way.
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8 months ago ::
Sep 29, 2012 - 2:55PM
#3
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Date Joined:
Jul 12, 2012
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also i should point out this little advice tib bit, Iridescent angel may look like a beast blocker but actually meant to go with sovereigns of lost alara and that even though it has protection the abiltiy of soveriegns should make it so angel gets enchanted everytime it attacks alone. but i havnt seen it been done but it should work that way.
I'm pretty sure this isn't true - this is the ruling from gatherer about the sovereigns:
Any Aura card you find with Sovereigns of Lost Alara's second ability must be able to enchant the attacking creature as it currently exists. You need to check the Aura's enchant ability as well as any effects, such as protection, that would make it illegal to attach that Aura to the attacking creature. For example, if the attacking creature were an artifact creature with protection from blue, you could find an Aura with "enchant artifact," but you could not find a blue Aura.
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8 months ago ::
Sep 29, 2012 - 3:35PM
#4
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We already have threads to discuss the new decks. This discussion should be in the existing thread for this deck.
...whatever
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8 months ago ::
Sep 29, 2012 - 3:52PM
#5
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This isnt the first time Mopey has made a new thread for an existing discussion. Can everybody stop posting in these additional threads and keep all the discussions in the same place
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8 months ago ::
Sep 29, 2012 - 5:15PM
#6
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Enchanting an aura with totem armour with indestructibility means that the creature is indestructible as well as the aura, because totem armour is a replacement effect that redirects a destroy effect from the creature to the aura.
Robvalue: Copy target bug or glitch. You may choose a new card for the copy... --- http://community.wizards.com/go/thread/view/75842/29193605/Promotional_Unlock_Cards_List --- Will never buy games made by Arena Net again.
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8 months ago ::
Sep 30, 2012 - 12:28AM
#7
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Date Joined:
Aug 20, 2012
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This isnt the first time Mopey has made a new thread for an existing discussion. Can everybody stop posting in these additional threads and keep all the discussions in the same place
yep like i said at the beginning intro unless you like going through +50 pages of comments that are 4 months old be my guest or can make a specialized thread for deck combos only. your choice but i can speak for everyone when i say maybe getting a updated thread for the dlc would be great till then ill keep making new threads with own deck combos.
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8 months ago ::
Sep 30, 2012 - 2:08AM
#8
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Here are my differences from your personal deck M.Hornet: -1 Infiltrator's Magemark (0 total) -1 Nomad Mythmaker (0 total) -1 Grand Arbiter Augustin IV (0 total) -3 Indestructibility (0 total) -1 Followed Footsteps (0 total) -1 Fool's Demise (0 total) -1 Sigil of the Empty Throne (0 total) -1 Sovereigns of Lost Alara (0 total) +2 Evolving Wilds (4 total) +1 Invisible Stalker (4 total) +1 Ophidian Eye (1 total) +2 Flickerwisp (2 total) +2 Mind Control (2 total) +1 Sun Titan (2 total) So that's it then. 10 cards out, 9 cards in is a pretty big difference. Followed Footsteps, Fool's Demise, and Sigil of the Empty Throne are too slow for me, where I want an immediate Mind Control or Winds of Wrath effect. Indestructibility is too awkward, as it costs 4 and requires an enchanted creature setup already in place to have a good effect or combo. Nomad Mythmaker is often a 3 cost 2/2 bear, as if things are going well you have no enchantments in the graveyard (and if they are going poorly, the Mind Control / Winds / Titan turns it back around, instead of this 1-of tap ability). The Infiltrator's Magemark spot is taken by Ophidian Eye, for a 5th card draw source with the Spiritdancers. The rest of the deck has a combination of unblockable with board control, and Magemark is putting out some conditional +1/+1 buffs which is like putting a strange Unleash splash in a Detain style deck. Basically my version doesn't use those slow cards where lots of stuff has to be right for them to work (Daybreak Coronet being the most conditional card, but worth it). Flickerwisps are in there just 'cause tricks are cool =D And 4 Evolving Wilds of course, so you can get a U W W start or the deck stops working. I wanted to make this deck a good WUG 2HG combination with Yeva's Ancient Wilds, but the 2 Flickerwisps and 3 Followed Footsteps available are not a strong enough core. It would need more blue control spells, and more white flicker effects for that to work out well (so Crosswinds and Obedient Dead remain a much better pairing with Wilds imo). Indestructibility is probably great in 2HG, when placed on the really good enchantments and artifacts of other decks. Interestingly, with the paper release upcoming, Azorius doesn't seem to be doing so well in pre-release when you draft or construct from booster packs. It needs lots of core rares to function like Martial Law , where as guilds like Selesnya can Populate and such with commons and uncommons (and Selesnya can even easily opt into using stuff like Martial Law).
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8 months ago ::
Sep 30, 2012 - 5:59AM
#9
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This is my current deck, yes it is 64 cards and I haven't had any problems with that. Sonetimes I switch out Hanna for 1 giant, but normally I always run the same enchants.
| "Starter" library |
| for Aura Servants (Azorius): 43 picks, 64 cards |
| Library code: ((((((((~~B4urUk~~Starter~~4AsECSg~~4=jyHgZ~~2=euckk~~2Bpq1Ux~~2?YoR?C~~2?6r?pu~~1?3B=2j~~1Ali19J~~2A=?f24~~1Bnt6dS~~2?AF1pv~~1AnMEkz~~3?JDdWS~~2?Y63XF~~2BcOqKo~~3BpXwqA~~1B0uGGQ~~2AlNweJ~~1AgXXAC~~1?LaxgG~~1=Jl066~~1AH9LXG~~1BYFkpS~~1BMi?92~~)))))))) |
| Get the deck planner used to make this table.>>> |
By the way I only play 2HG, so it is built around the idea of having a team mate. People seem to understimate the Nomad, he is one of the best creatures for 2HG in this cycle, due to the fact that you can use his abbility to take control of any enchant in ANY graveyard and enchant ANY creature with it, even the opponents'. I have taken the aura in ajani's deck and put it on my stalker, let's just say they had no chance after that.
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8 months ago ::
Sep 30, 2012 - 8:05PM
#10
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Date Joined:
Aug 20, 2012
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Forsy and Squalltheonly good deck combos and thank you for the feedback, hopefully give people more opitions.
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