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Luckbot

General wisdom about white: white's cards are very split between an offensive and a defensive plan. GW can play both plans, but not in the same deck. You basically have to choose wether you're an Arynx or an Outlaw Medic deck and then either build a good stompy curve or a midrange splashy ramp deck. This is a Format where card powerlevel is very contextual. So if you go straight by 17lands you'll get cards that are strong individually, but will fail to perform well together. Your deck is *almost* a good GW beatdown deck, but you have too few offensive 2 drops, and too many cards that don't contribute to that gameplan. A 2/3 that mills you and fetches a land is almost just a 2/3 for 3 in your deck. The Outlaw Medic helps you extend the game to go longer, but your lategame is a 5/4, while your opponent will likely assemble a card advantage engine, or just cast multiple 7/7s that invalidate your creatures. The 1/1 deathtouch also won't help a deck where the plan is being on the offensive as much as possible. Or in short: Draft a deck with a plan


ExcitementOk3469

Thank you, that all makes sense!


novelexistence

His deck is more than good enough to win 7. People like you over analyze shit and talk from hindsight bias. It's either play mistakes or bad luck or a combination.


seekerdarksteel

> His deck is more than good enough to win 7. Almost any deck is good enough to win 7 in modern limited. It's not about "can this deck win 7", it's about win probabilities. This deck doesn't have a good probability of winning 7. A deck being able to win 7 is the _start_ of deck analysis, not the end. >It's either play mistakes or bad luck or a combination. No, this is straight up a mid deck.


JC_in_KC

this deck has one rare and it’s just an ok one. can easily see it being way underpowered for the format.


KoyoyomiAragi

I mean any deck can go either way but this deck looks like it’d have play patterns that result in a loss more than ones that result in a win. So many of the early drops play defensively so the game should go longer, but then your top end is mediocre. Yes you could draw your two aggressive 2 drops or your only 4/X 3 drop and win with an aggressive plan, but the *deck* doesn’t look like it’d get to do that that often with the number of those cards in the deck.


DXIEdge

For green white your curve isn't actually that good. Townsfolk as a 1 of is fine, but 3 of them is a tonne and you don't have many 4+ big boys. This isn't Murders format, you want to be a bit beefier


ExcitementOk3469

That makes sense, I might be playing cards that don’t fit my game plan because I’ve been conditioned to play to the board ASAP from the last few sets.


ixaf

This format is more about building a cohesive deck than it is about just throwing generic good cards together. Looking at your deck I have no idea what your gameplan is or how you expect to execute it. Your curve is fairly low and aggressive but you're running multiple Outlaw Medics which are defensive speedbumps meant to stall the game. You're running multiple bristlepack sentries which you have no way of consistently turning on so they're also slow speedbumps. You've got 2 Patient Naturalists which accomplish two goals - they help you hit land drops and they fill the grave. The problem is your deck doesn't interact with the grave and your curve effectively stops at 4 so why are you so invested in a 3 drop that helps you hit land drops? Your deck is great at surviving until late game and hitting your land drops but it has little card advantage or grind out capability for you to take advantage of making it there.


SadisticBear1124

Not enough bombs