The fliers:
White Commons:
Stormfront Pegasus-The premier aggressive common flier. The # of this guy in your deck will determine your overall aggresiveness, to a degree.
Griffin Sentinel-Servicable guy, great in some matchups, unexciting in others. Amazing if you manage to stick him with a Spirit Mantle. (or antithesis to pegasus, premier defensive common flier)
Assault Griffin-Great aggressive guy, dies/trades a lot; however.
?Griffin Rider?- This guy gets mixed reviews, I think he's fairly strong if you have a sold number of griffins in your deck. in particular you want griffin sentinels as they tend to stick around a bit longer. I would only be picking him up late, with full intention of not running him if there's not 5+ griffins in your deck.
Peregrin Griffin- I'm rarely happy to play him, but he's a fine 22nd-23rd guy.
White Uncommons:
Serra Angel- The Go-To Board Changing Flier since Alpha.
?Roc Egg?- I only SB this against Green decks, or main deck if I am running Day of Judgement, but not irrelevant thing to note.
White Rares/Mythics:
Aegis Angel - Obvious bomb is obvious. Making a griffin sentinel indestructible isn't a bad thing, FWIW.
Archon of Justice - Obvious bomb is obvious. Trading with a volcanic dragon or Sengir and exiling the next best permanent is sweet, also he's an air elemental on his own, which is always welcome.
Blue Commons:
Aven Fleetwing: this is the 2/2 hexproof flier at common, he's really versatile, albeit somewhat expensive for a 2/x flier. The fact that when you tap outfor him you're 99% likely to be able to block with him if needed, is key. (barring smallpox) Not exciting, but I'm happy to run as many as 2.
Chasm Drake: Here we have a 3/3 flier for 5, makes another guy fly when he attacks. He's solid, but again probably dont want more than 2. Dont forget he breaks open ice-cages (and also kills phantasms #awk)
Skywinder Drake: Now this guy is sweet, 3 power flier for 3... Yes please. once i'm in U/W skies this is right there with Stormfront Pegasus, and my curve will determine on which one gets the nod. He does awkwarldy die to goblin arsonist, but just be aware of it, you can't really play around that card. If an opponent has a bunch, might consider boarding him out.
Blue Uncommons:
Belltower Sphinx: This guy is pretty sweet. Depending on how aggro your deck is and how big yoru bombs are this guy is of varying strength, but against any deck more aggro than yours, he's amazing and nearly impossible to get through. He's better in multiples, but is better suited in a control deck for sure.
Phantasmal Dragon: He's a beater, the faster your deck, the better this guy is. The slower your deck, he becomes much less exciting. Better in multiples. I don't move early on this guy unless the pack is weak, or i'm trying to cut blue after taking a mind control/frost titan, even so i dont like taking him very early, but am excited when i nab him closer to the wheel.
Blue Rares/Mythics:
Sphinx of Uthuun: Obv bomb is bomby, the more aggro your deck is, the less likely you'll even need to cast this guy, but you never cut him in any Blue deck. (Sidenote: I won a match because my opponent couldn't cast the sphinx without risking being decked after a long game... the ETB-FoF is NOT a may!)
Non-Fliers:
Aether Adept- This guys is such a sick tempo swing, I've p1p1'd him many a time, and I'm sure i will again, but he's not the most exciting first pick. But 2nd-5th is awesome, and any later is usually a gift.
Amphin Cutthroat: He's no Azure drake, but this guy is actually just fine. 2/4 does a lot of the right things you want him to do at that price. You have enough fliers that his inability to block fliers isn't too devastating, and he helps get damage in without being profitably blocked even though he doesn't fly. He stabilizes pretty well against bloodthirst, and he can usually be grabbed after the wheel.
Gideon's Lawmaker: Card is amazing in every white deck, this is no different.
Merfolk Looter: Aggro decks are probably where Merfolk Looter is at his worst, as you'd rather play a pegasus on t2, but he's still a looter, and he still does plenty of work. He's an auto include if he's in your pool, and I pick him pretty highly, but just below Aether Adept in this deck.
Stonehorn Dignitary: Your opponent skipping an attackstep isn't that amazing in this deck, but this isn't an awful tool to have in yoru deck, and his toughness isn't irrelevant. I'm not excited about him, but if I end up with one, he usually makes the cut.
Phantasmal Bear: You can do a lot worse than this guy, i pick him pretty highly. He comes down early enough where is drawback isn't that bad. They will lose tempo to deal with him, while you apply more threats. He trades when you're in the control role, and he beats when you're not. What's better than a Glory Seeker? Isamaru.
Elite Vanguard: If your deck is aggro enough, this guy is a solid dude. If you have a bigger top side, he's not goign to be great for you.
Alabaster Mage: This card guarantees you win a race as long as he survives. Great in this deck.
Azure Mage: He ensures you will win a long game. Very good. I recently took him over an Aether Adept, mid pack 1, and that may have been a mistake, but I think he's close.
Armored Warhorse: Unlike the White Weenie deck, you really dont want this guy. You'd better just be splashing blue if you expect to run him.
Auramancer: See enchantment removal below. More ice cages means this guy gets better.
Removal:
Ice Cage: This card is better than ever. Sometimes it just wins you the game the turn you play it so you can attack, other times it shuts down a tapper, pinger or one of the uncommon mage-cycle. Better with Auramancers.
Pacificsm: Solid first pickable removal. One of the reasons you end up in this archetype after the first few picks.
Oblivion Ring: See pacifism, only better.
Unsummon: I like this card. Moving a blocker, or de-tempoing a bloodthirst deck is well worth a mana and a card. As is resetting an auramancer in a pinch.
Others:
Spirit Mantle: This card is very good on any vigilance creature, and again gets better with auramancers so you can "undo" any two for ones you are exposed to with the nature of Auras.
Stave Off: This can be "Counter target removal spell/ability" or "Target Creature is Unblockable" or "Destroy target Aura" All of which are pretty damn good in an aggro deck. Seems like one of the alara charm cycle cards almost.
Mana leak- Card is good. Run it, take it 4-7th.
Ponder- This card is a sweet Turn 1 play, and is never a dead draw. Great in any blue deck.
Divination- So, this single card becomes 2 cards. Better in slow decks, but still great in an aggro deck if a control deck is able to stabilize against you and you need to apply more pressure.
The strategy here is pretty straight forward. Identify your role as beatdown or control, and attack accordingly.
Did i mess any obvious cards here?
EDIT: Yes Apparently I left off Frost Breath (comment below) and Angelic Destiny, although a Mythic, this card is obviously a house in any white deck. Stick it on a hex-proof guy for double bonus.
I left off Frost Breath. Card is pretty sweet, an aggro deck probably doesn't want more than 1. Using it to win a race, or just move blockers is a great tempo move.
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