Creature (33) | |||
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$2.62€1.520.03 | |||
$0.35€0.290.03 | |||
$0.49€0.250.03 | |||
$3.14 | |||
$0.55€0.640.03 | |||
$0.25 | |||
$0.74€0.879.62 | |||
$2.410.70 | |||
$0.250.04 | |||
$5.32€4.880.03 | |||
$0.25 | |||
$0.40€0.600.80 | |||
Instant, Sorcery, Enchantment, Artifact (6) | |||
$1.70€3.260.02 | |||
$4.37€4.450.13 | |||
Land (21) | |||
$34.99 | |||
1
Forest
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$0.19 | ||
$28.41€25.513.12 | |||
$11.81€10.240.15 | |||
$1.90€1.720.19 | |||
1
Plains
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$0.24 | ||
$10.22€9.740.24 |
$0.25€0.190.02 | |||
$0.62 | |||
$0.74€0.879.62 | |||
$0.50 | |||
$0.600.03 | |||
$2.06€2.152.19 | |||
$0.30€0.170.03 |
$0.49€0.320.02 | |||
$0.25€0.190.03 | |||
$0.56€0.83 | |||
$1.71€1.46 | |||
$0.250.04 | |||
$0.45€0.240.02 | |||
$1.42€1.23 | |||
$1.04€1.670.12 | |||
$11.89 |
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Learn more Download For WindowsThere are a few major archetypes in the Black, Green, White section of Historic Color Pie, and those are:
And while I still think Samwise Combo is closer to the kind of list I'd want to take to a tournament because of how lethal the CatLoop is, the speed with which the combo turns go in Arena makes Amalia the nicer deck to hop on the ladder with.
With that said, we're taking a look today and seeing if what works in Pioneer also works in a digital-cards-included format like Historic.
This is intended to be in conversation with Samwise Combo list found here: https://aetherhub.com/Deck/Edit/993170
*Caveat: Everything I'm about to say applies to competitive only. Play whatever you want. MtG is a game. Have fun with it however you'd like.
This section copies heavily from the Samwise Combo discussion.
As a reminder, the triangle meta of Historic is as follows:
Archetype | Example Decks |
Turn 3 Combo Kill decks | Samwise, Greasefang, Belcher, Kethis |
Can Prevent Themselves From Dying To T3Ks | UWx Control, UB Control, Black-based Midrange piles |
Beat Up The Decks That Don't Die To T3Ks, But Die To T3Ks | MonoGreen, UR Wizards, LifeGain |
The meta isn't even really about "Fair" vs "Unfair". You can play an "Unfair" Turn 5 Kill list if you'd like, but if you die first in the combo matchups, you'll get weeded out pretty quick since the "Fair" decks already have to be built to interact with decks just like you.
Despite WotC's claims for how it would like things to be, they're simply awful at managing their formats. Their supposed "Turn 4 Format" has things like Greasefang, Leyline Geist Combo, Kethis and, of course, Samwise Gamgee running around in it. So, no, this is the Turn 3 Kills is the meta we're stuck with because they're quite happy to leave it as it is for whatever reason.
Anyway, all this is to provide what I think the context is for the card choices I made for this build.
+ Any Explore or Lifegain Trigger
Now is as good a time as any to point out that this list completely forgoes Explore in favor of a solid number of Lifegain effects. So in the case of this deck, the following are used:
Much like we did before, let's do a comparison against Amalia's nearest neighbors and see what shakes out, eh?
"But didn't you prefer CoCo in the Samwise discussion!?" I hear you say calmly and reasonably.
Well, unlike the Samwise Combo build, I've gone with Chord here because of just how bloody simple the Amalia combo is to assemble.
This build of Amalia comes with plenty of ETB-Lifegain pieces and 8x of either Amalia|Walker. These quantities mean you're far more likely to only really need 1x of the missing pieces which is where Chord shines.
Also, Chord's ability to be cast is made trivial by the sheer quantity of 1|2-drop creatures that this deck runs. Be mindful of having enough green sources though, you might need a green creature or two to actually get triple-G so fair warning.
The keen eyed among you will have noticed that, after determining that Chord is better for this deck, I didn't just add CoCo in afterwards. No, friend, I've instead opted for Knight-Errant of Eos as my Dig-6-Get-2.
This is because the Knight-Errant:
And perhaps most crucially: I don't overvalue Collected Company. It's a good card, but it's ruled the roost for so long that people have actually forgotten what drawbacks it actually has.
What makes CoCo so good are really only 2 things: [#1] It lets creatures that don't have Flash play at Instant Speed (if they're randomly on the top of your deck). [#2] It lets you get 6 mana of value for 4 spent onto the board (aka cheats on mana).
This deck has such a low curve that #2 is moot (and in fact increases the value of the Convoke mechanic) so the only real tradeoff for going Knight-Errant is the ability to Flash in the combo. Obviously, I feel that the points I've listed above are enough to give the nod to LionRiderPointingBirdForward.
Remember: CoCo is only at its best when you have an abundance of 3-drops. 4mana to maybe hit 2x 2-drops or worse is not the way.
There are 4 slots that I'm still fiddling around with, if I update things I'll just slap what's there and/or what I've tried here.
9 | 9 | 42 | 0 | 0 |
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0 | 3 | 12 | 0 | 0 |
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