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White Weenie The Great White Weenie is back! And stronger than ever! With the addition of Gideon, Ally of Zendikar from Battle for Zendikar this deck is now as complete it could ever be. An aggro deck that relies purely from creatures and cheap removal to clear the way for our swarm of creatures. Decklist: Creature: 4x Consul's Lieutenant 4x Dragon Hunter 4x Kor Castigator 4x Mardu Woe-Reaper 3x Anafenza, Kin-Tree Spirit 2x Arashin Foremost 2x Archangel of Tithes 2x Hidden Dragonslayer 2x Knight of the White Orchid 2x Kytheon, Hero of Akros Instant: 4x Valorous Stance 1x Defiant Strike Enchantment: 2x Silkwrap 2x Stasis Snare

Transcript of White Weenie - MTGNUCLEARmtgnuclear.weebly.com › uploads › 6 › 5 › 6 › 5 › 65659153 ›...

  • White Weenie

    The Great White Weenie is back! And stronger than ever! With the addition of Gideon, Ally of Zendikar from Battle for Zendikar this deck is now as complete it could ever be. An aggro deck that relies purely from creatures and cheap removal to clear the way for our swarm of creatures.

    Decklist:Creature:4x Consul's Lieutenant4x Dragon Hunter4x Kor Castigator4x Mardu Woe-Reaper3x Anafenza, Kin-Tree Spirit2x Arashin Foremost2x Archangel of Tithes2x Hidden Dragonslayer2x Knight of the White Orchid2x Kytheon, Hero of Akros

    Instant:4x Valorous Stance1x Defiant Strike

    Enchantment:2x Silkwrap2x Stasis Snare

  • Planeswalker:2x Gideon, Ally of Zendikar

    Land:16x Plains4x Sandstone Bridge

    Sideboard:4x Surge of Righteousness 4x Cleric of the Forward Order3x Felidar Cub2x Citadel Siege2x Mastery of the Unseen

    Card choices:

    Creature:One Drop

    4x Dragon Hunter

    A 2/1 for one with a sometime relevant ability reason why it was chosen over Expedition Envoy. Unfortunately, only good early. Not a card you want to draw in the later turns.

    4x Mardu Woe-Reaper

    Another 2/1 for one but this time with an ability that is always relevant. Being against Atarka Red to gain life, or rally to exile their creatures. Does really well early and against certain decks, you will not mind drawing it mid to late game.

    2x Kytheon, Hero of Akros

    A one drop that can become a planeswalker as soon as turn three. But the fact it is legendary and that we run Gideon, Ally of Zendikar means that we can not run too many copies of it.

  • Creature:Two Drop

    4x Consul's Lieutenant

    Two power first striker is already hard to block, but its anthems effect on our other attacking creatures makes it a complete powerhouse.

    4x Kor Castigator

    Three power two drop. That is enough said. Has an ability which comes into play once in a while, mainly against Catacomb Sifter's scion.

    3x Anafenza, Kin-Tree Spirit

    Its stats are not that impressive, but its ability is what matters. Can make our one toughness guys into two toughness guys which makes attacking into goblin tokens(our worst matchup) better.

    2x Hidden Dragonslayer

    Even though it is a two drop, it will never be played face up unless we are missing lands. Lifelink and a removal ability makes it one of our better cards.

  • 2x Knight of the White Orchid

    Another two drop which will never be played on turn two. As we run few lands, we always want to get value out of this guy. But if our opponent is also missing lands, it is not bad as just a 2/2 first striker.

    Creature:Three Drop

    2x Arashin Foremost

    When I added this card to the deck, it was simply because it was a 2/2 double striker. Later on, I realised I had a few warriors to get its ability to work.

    Creature:Four Drop

    2x Archangel of Tithes

    This spot was the one to change the most until I came into sense and realised there was no better option. Kytheon's Irregulars did well but not enough. Wingmate Roc was just too expensive in five mana. Archangel of Tithes simply comes in, stretches opponents mana, stops them from blocking and or attacking. In other words, wins us the game.

  • Planeswalker:

    2x Gideon, Ally of Zendikar

    The whole reason this deck exists. The best planeswalker in standard right now. For us he basically has only two modes: -4 to give our creatures enough power to end our opponent and +1 to get in himself and do some damage and force chump blocks.

    Removal:

    4x Valorous Stance

    Very versatile card. Can kill the creatures we cannot attack through or simply protect our guys against any kind of non-exile removal.

    2x Silkwrap

    This is the complete opposite of Valorous Stance. It exiles the creatures we rather not attack through such as Hangarback Walker and can also get those early blockers out of the way.

    2x Stasis Snare

    Three to remove any creature AND planeswalker that became creatures such as Gideon, Ally of Zendikar and Sarkhan, the Dragonspeaker. Having flash makes it slightly better than Silkwrap but as it is one mana more expensive, we rather run two of each.

  • Card Draw:

    1x Defiant Strike

    The +1/+0 usually does not matter. What matters is the card we draw. In case we are missing lands or in search for a removal spell.

    Land:

    16x Plains + 4x Sandstone Bridge

    You might think this manabase is quite greedy, but I have tested with as low as eighteen lands(we had mana issues once every 15 games) until I got to this perfect amount(mana issues once every 30 games). The Sandstone Bridge coming in tapped has never hurt me, and the plus 1 damage and the vigilance can be very important in certain matches.

    Sideboard:

    4x Cleric of the Forward Order

    Comes in against our worst matchup, Atarka Red, and does really well by gaining us two or more lives as well being a better blocker than Kor Castigator. Also comes in against tokens due to its two toughness.

  • 4x Surge of Righteousness

    Also in the sideboard for the Atarka Red matchup but may come in against Abzan and even Jeskai. Takes place of Valorous Stance and sometimes Stasis Snare.

    3x Felidar Cub

    In the sideboard for Silkwrap heavy decks as well any Sphinx's Tutelage deck. Will come in for Kor Castigator.

    2x Citadel Siege

    This is a card for the mirror or any matchup that gets grindy. Both modes are useful. Making our creatures bigger when we are in the offensive and tapping their creatures when we are on the defensive.

    2x Mastery of the Unseen

    For the control matchup. Getting that 2/2 out every turn even when we are out of gas is very important and as we have many dead cards abasing control, all the removal is pretty much dead, this will be an easy card to bring in.

  • If you wish to give suggestions, comment about the deck or see any mistakes on the article, please let us know in the deck's tappedout page: http://tappedout.net/mtg-decks/16-11-15-UcJ-white-weenie/