Arena Standard - Flash soldiers

30
14
34
4
0
22
Aggro
Main 60 cards (20 distinct)
Creature (34)
$0.25€0.220.03
$1.15€2.380.03
$0.48
$0.47
$0.560.03
$0.390.31
$0.20€0.090.03
$4.141.00
$0.37€0.280.03
$0.350.03
Instant, Sorcery, Enchantment, Artifact (4)
$0.33€0.570.02
Land (22)
$1.20
$9.48
$0.66
$7.00€8.821.77
$3.140.31
$0.35€0.140.04
$6.17

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Description

The ability to play cards in the opponents turn is very strong. Having flash gives a good weapon vs control. I'm still refining the deck, so far I'm 5-0.

I didn't run werefox bodyguard, since I don't have any. It's also not a soldier, so there is some loss of synergy. I also feel it is weak vs control. I'm not sure of the current meta running up to mythic, I'd guess a lot of aggro, but on mythic there is a lot of variety, and a lot of control.

It's a comfortable deck. In general, you can play many creatures very late, and it's very disruptive for the opponent.

Make disappear can easily be played with casualty, and that makes it a very powerful counter spell in the blue white aggro.

Use zephyr sentinel with resolute reinforcements to gain more creatures, save key cards, and apply strong early aerial pressure.

Edit: In the end I found the deck weak vs aggro, and ended up 7-7. Lunarch veteran is a very useful addition in the matches vs red, and this version didn't run it. In general though azorius soldiers as an archetype, with many possible versions, is very good aggro since it has draw and the ability to counter spell.

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Last Updated: 11 Oct 2023
Created: 10 Oct 2023
43 27 0

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