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Heroes and Villains

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A recent winners circle in the Pauper Challenge brought to light a deck that does not fit any of the established archetypes we have come to expect in Pauper: Mono-White Heroic! Half a combo deck, half an aggro deck, Heroic thrives on a similar axis to wg Hexproof in that it seeks to build up a formidable threat that embarrasses the opponent's attempts at removal.

Considering the budget considerations of the deck - as of mid-August, this deck costs a scant 27 tickets to assemble on MTGO or $43 in Paper - it is incredibly impressive that its pilot, Murk, not only took the deck through a perfect 6-0 in regular Challenge rounds, but also swept through the playoffs to a flawless 9-0 run. And this was over the strongest concentration of competition that Pauper can boast! Heroic triumphed over a field of decks with price tags twice, three, and four times more expensive than its price tag. Also consider that the Sunday Pauper Challenge on MTGO costs 25 tickets to enter. Considering the cost of entry, would it make any sense to enter with a "budget" deck unless one believes it gives them the best angle to victory?

So let's take a closer look at the deck, Mono-White Heroic, its card choices, and why Mono-White Heroic became the rising hero it is.


The Threats

Akroan Skyguard
Lagonna-Band Trailblazer

Heroes

There are only two creatures in the deck that actually have the Heroic mechanic: Akroan Skyguard and Lagonna-Band Trailblazer, two cards that feel a lot closer to draft chaff than they do Pauper standouts. But each of these have important abilities aside from their heroism to merit their 4-of status. Akroan Skyguard has flying which is an extraordinary important form of evasion in this deck since it is the only form of evasion among its creature cadre other than the spell-granted ability of Protection. In contrast, while it lacks natural evasion, Lagonna-Band Trailblazer has the invisible ability "Protection from Lightning Bolt". Both of these cards get permanent boosts every time they become the target of one of your 25 creature enhancing spells. This is especially relevant for the flier since thanks to Heroic a single Mutagenic Growth can save Akroan Skyguard from Lightning Bolt and save it from future Electrickery or Shrivel effects as well. And while 0/4 doesn't feel like an intimidating attacker, maybe a 4/8 First Strike Protection-from-your-color is a bit scarier to face.

Seeker of the Way
Sacred Cat

Racers

Two important creatures in the deck are here to help you in race situations whether it be against the raw power of Green Stompy or the relentlessly efficient clock of Red Burn. Seeker of the Way only gets a temporary boost from spells as opposed to our heroes, but importantly it not only receives its buff from spells that target your other creatures but it gains Lifelink from any of these spells as well. Combined with the natural Lifelink on Sacred Cat, both of these critters might not be your winning threat, but they can turn the race.

Deftblade Elite

The Predator

There is one other unique powerhouse in this deck, the underappreciated Deftblade Elite. Unchecked, this hunter can pick off a creature of your choice every turn! If you've never played with or against the Provoke mechanic it is really powerful: not only can it force a blocker, but it can even force an opponent's creature to untap in order to block, whether it be a utility creature like a Priest of Titania or the opponent's main win condition like a Kiln Fiend. In scenarios where your Deftblade Elite is not big enough to pick off your opponent's creatures unscathed, your Deftblade can also run interference to force a block only to negate combat damage both to and from the Elite, as if it had a built-in, optional, activated Gaseous Form.

The Buffs

Ethereal Armor
Hyena Umbra
Cartouche of Solidarity
Mutagenic Growth

The most powerful creature enhancement in the deck is Ethereal Armor. Though it ordinarily has a natural home in the Hexproof deck, with 17 main deck auras in the deck plus 5 more enchantments in the sideboard, Ethereal Armor can feel closer a Daybreak Coronet, granting +3/+3 and First Strike on a number of creatures that already have Lifelink. Hyena Umbra serves as a halfway card, both boosting stats, granting First Strike, and saving a creature from destruction-based removal like Doom Blade and lethal combat damage while also enabling Ethereal Armor. Similarly, Mutagenic Growth is there both to save your creatures from damage-based removal in the early game while pushing through the last points of damage in the late game. Combined with the Lifelink swings of Sacred Cat and Seeker of the Way, the mandatory two life payment for Mutagenic Growth gets paid back by the extra lifegain it grants. Finally, Cartouche of Solidarity provides the standard buff and First Strike of the other auras with the extra token body to provide insurance against Chainer's Edict.

Protection

Emerge Unscathed
Cho-Manno's Blessing

This deck list is remarkable that it includes nine cards whose sole purpose is to grant the ability Protection. If you are unfamiliar with the nuances of kitchen sink Magic ability "Protection from X", there are four separate abilities granted by the keyword Protection:

  1. All damage dealt by the protected source is reduced to Zero. So if my Sacred Cat is granted "Protection from Black ", it won't die to Pestilence damage, but it still will die to non-damage based, non-targeted destruction like Damnation.
  2. The projected permanent can't be the target of spells or abilities from the protected source. So, for common examples, casting God's Willing in response to a Doom Blade or a Lightning Bolt succeeds by making a creature no longer a valid target of your opponent's spell, causing the opponent's removal spell to fizzle. This also applies to natural protection like Obsidian Acolyte's built-in Protection to Black.
  3. A creature with Protection from X can't be blocked by creatures from that attribute. So for example, Obsidian Acolyte can't be blocked by black creatures, True-Name Nemesis can't be blocked by creatures controlled by the chosen player, and Progenitus can't be blocked period.
  4. A creature with protection from a specific color can't be enchanted or equipped with auras or equipment of that color. This is the one that you the Heroic pilot needs to be most careful concerning. If your opponent targets your one of your already enchanted creatures with the Enter The Battlefield ability of Journey to Nowhere, and you respond by casting Emerge Unscathed on your creature, choosing "Protection from White", you will lose all your Ethereal Armor and Hyena Umbra. They will "fall off" as auras with invalid targets thanks to Protection. The sole exception is Cho-Manno's Blessing which has the built-in rule breaking clause "the Protection granted by this aura does not remove this aura." But you still need to be careful when you chose "White" with your Cho-Manno's Blessing since even if that clause will save your Blessing, it will still knock off all your other non-Cho-Manno's Blessing White auras.

While many other decks look for ways to protect their primary threat, like Dispel or Vines of Vastwood, this is a major element in the Heroic deck, with nine cards in the main deck and three more in the sideboard concerned with Protection.

What this reveals to us is that Heroic uses Protection not only to save its threats but also to convert its threats into its primary win conditions.

How to Beat Heroic

Decks that rely on interacting with your opponent's threats to win have the hardest time beating Heroic. But if you want to have a good game against the Heroic deck, here are a few strategies that can succeed:

  1. Interact with their spells, not their creatures. Even if Lightning Bolt can look pretty silly against your opponent's heroes, the Delver player can still Spellstutter Sprite their 1-mana buffs or Annul their Auras.
  2. Present a faster clock. While Heroes are fast, they don't come with much means to interact with an opponent's win conditions like a Nivix Cyclops or a Tireless Tribe, especially when backed with a Dispel or a Circular Logic.
  3. Negate the combat damage step. Heroic can't win unless it deals combat damage. This means that Stonehorn Dignitary and Moment's Peace can stop Heroic in its tracks, or at least delay the game until a Tron player can set up their own win condition.
  4. If you are a creature control deck, the color with the best chance is black. The combination of targeted removal like Oubliette or Doom Blade, damage based sweepers like Crypt Rats and most importantly, untargeted removal like Chainer's Edict can help isolate and remove the problem threats of the Heroic player until they fall behind in card advantage, life gain and time.

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