Arboreal grazer seems quite strong: https://www.mtgsalvation.com/cards/w...rboreal-grazer.
LOL Wall Aggro
//Walls: 24
4 Shield Sphere
4 Wall of Tanglecord
4 Wall of Blossoms
4 Overgrown Battlement
4 Sylvan Caryatid
4 Wall of Denial
//Engine: 8
4 Green Sun's Zenith
4 Arcades, the Strategist
//Prison: 8
4 Chalice of the Void
4 Ensnaring Bridge
//Mana: 20
4 Ancient Tomb
4 Cavern of Souls
3 Misty Rainforest
3 Windswept Heath
2 Tropical Island
2 Savannah
1 Tundra
1 Forest
Maybe Chalice/Sol Lands/Bridge can slow down the game enough to make Arcades relevant.
Card choices:
Shield Sphere - 0cc 6/6, easy draws from Arcades
Tanglecord - 6/6 for 2, castable off Tomb, blocks Delver/Pteramander for days
Blossoms - cantrips
Battlement - easy mana, keeps hand empty for Bridge, winsmore to chain walls after Arcades,
Caryatid - mana fixing, hexproof
Denial - 8/8 flying shroud for 3 seems good
Arcades - draw engine, enables walls, wins games
GSZ - finds Arcades, important walls, or SB cards
Chalice - stops opponent from playing Legacy (casting 1-2cc spells)
Bridge - stops opponent from playing Limited (in case he decides to turn things sideways), works well with 0-power army
Other walls to consider:
Jungle Barrier - bigger cantrip, 1 copy at most
Axebane Guardian - ramp and color fixing, but slow
Wall of Junk - castable off Ancient Tomb, fat, winsmore by bouncing self to hand to draw with Arcades FTkeks
Tree of Redemption - 1 of SB GSZ target against burn and aggro
Assault Formation - green, 2cc (works with Chalice), cheap wall enabler, mana sink with Overgrown Battlement
I think both Chalice and Bridge are really strong here. They disrupt faster Legacy strategies and slow down the game to the point where durdly walls and Arcades might get there.
That's a green-artifact based build. Another option is UW control with Arcades and High Alert.
//Engine: 7
4 High Alert
3 Arcades, the Strategist
//Prison: 7
4 Chalice of the Void
3 Ensnaring Bridge
//Walls: 20
4 Shield Sphere
4 Fog Bank
4 Wall of Omens
4 Wall of Frost
4 Wall of Denial
//Spells: 4
4 Force of Will
//Mana: 22
4 Chrome Mox
3 Ancient Tomb
4 Flooded Strand
4 Misty Rainforest
3 Tundra
1 Tropical Island
1 Savannah
1 Island
1 Plains
Card choices:
Shield Sphere - 0cc 6/6
Fog Bank - blocks things
Omens - cantrip
Frost - blocks Angler, Goyf and dorks for days
Denial - TNN for wall decks
High Alert / Arcades - enablers
Chalice / Bridge - see above
Force - stops broken things, protects Bridge/Arcades, high blue count
Mox - smoother way to reach 1WU costs than Sol Lands
Funny yes! I started building a wall aggro (defender aggro to be more accurate) when arcades was printed. I only discovered this thread now... what’s even more funny is that I completely missed high alert and built around arcades and assault formation. I’ll get back with more details and lists at a later time. For now l just wanted to comment on bridge, which i found to be redundant most of the time and moved it to the board. you have a shit load of walls and one doesn’t really need bridge in fair matchups. Also i like to run both draw walls as they are the best walls out there. My initial legacy plan for defenders was an elves package as well (murdering kitchen tables with behemoth and walls is funny:) but high alert completely changes things. I have to rebrew...
I think both these walls are worth consideration: wall of runes and wall of shards
With Omens and Runes you have a reasonable card draw/manipulation package that helps find your enablers and act as win cons.
The Upkeep on Shards really doesn’t matter too much. If you are swinging with it, then it’s irrelevant and if you need it to block it’s still doing work, and this style of deck can do large amounts of damage.
I’m going to throw something like this together and jam it at an FNM or something.
4 Shield Sphere
4 Wall of Runes
4 Wall of Omens
4 Wall of Shards
3 Wall of Denial
4 Assault Formation
4 High Alert
4 Force of Will
4 Brainstorm
3 Ponder
2 Swords to plowshares
2 Spell Pierce
1 Savanah
1 Tropical island
3 Tundra
2 Island
1 Plains
10 Fetches
I don’t really like the idea of Ensnaring Bridge main deck, you should have more than enough defence or offence with your creatures for most match ups. I think it would be great in the board but I don’t think it does enough vs a lot of the top tier.
Is this a bad aggro control deck? Absolutely, but it can deal a lot of damage quickly and play defence well. I feel like it probably needs more interaction probably some more counters, just not sure where to fit them in.
Last edited by ReAnimator; 04-25-2019 at 02:19 PM.
Worth noting that WAR gave us Huatli, the Sun's Heart. Maybe that opens up the possibility of a mono green build?
Rough draft:
3 Ornithopter
4 Phyrexian Walker
4 Shield Sphere
4 Overgrown Battlement
4 Wall of Blossoms
4 Elvish Spirit Guide
1 Progenitus
4 Huatli, the Sun's Heart
4 Natural Order
4 Chalice of the Void
4 Assault Formation
4 Ancient Tomb
4 City of Traitors
12 Forest
7 Loyalty for 2G and the Doran ability? Seems good. Fits into a Chalice stompy shell (needs more Choke).
The only drawback is it doesn't let walls attack. Without High Alert or Arcades, the manabase is easier but it's also much harder to ever attack (need to activate Assault Formation for every creature).
Phyrexian Walker and Ornithopter may just not be good enough. They're just about the only things that can attack, but vanilla 3/3 and 2/2 flying aren't enough of a win condition, and they don't pitch to Natural Order or fuel Battlements.
What if you add GSZ too and a singleton Arcades to enable an alpha strike?
//Permanents: 10
4 Chalice of the Void
4 Assault Formation
2 Huatli, the Sun's Heart
//Creatures: 23
4 Shield Sphere
4 Wall of Tanglecord
4 Wall of Blossoms
4 Overgrown Battlement
4 Axebane Guardian
1 Arcades, the Strategist
1 Carnage Tyrant
1 Progenitus
//Spells: 7
4 Green Sun's Zenith
3 Natural Order
//Lands: 20
4 Ancient Tomb
3 City of Traitors
10 Forest
1 Gaea's Cradle
2 Dryad Arbor
//Sideboard: 15
3 Choke
3 Thorn of the Amethyst
3 Ensnaring Bridge
1 Scavenging Ooze
1 Gaddock Teeg
1 Reclamation Sage
1 Tree of Redemption
1 Hornet Queen
1 Terastodon
Edit: Huatli might just be worse than running Wall of Mulch or Wall of Ice or maindeck Chokes...
Yes, unfortunately. You would have to keep in the vein of previous kinda's lists with Phyrexian Walkers and Ornithopters. I just couldn't resist the idea of a mono colored deck, especially mono green. There are few of those in legacy .
But as far as actual Wall Tribal is concerned, I think the lists that you and FTW posted are on the right track.
PS: Heads up that Slaughter the Strong is a one-sided quasi board wipe in a Wall deck. Might end up being cute and nothing more, but hey, we're already discussing Wall Tribal anyway.
The question is if vanilla 3/3s and 2/2s count as a "win condition". Most decks can beat those easily.
Huatli might be better in some kind of Treefolk Stompy list with Chalice of the Void, Thorn of Amethyst, Heartwood Storyteller, Doran, the Siege Tower, Tilling Treefolk+Wasteland, Unstoppable Ash, Timber Protector, Leaf-Crowned Elder, and some other big butt guys.
Slaughter still leaves the opponent with board states like this:PS: Heads up that Slaughter the Strong is a one-sided quasi board wipe in a Wall deck. Might end up being cute and nothing more, but hey, we're already discussing Wall Tribal anyway.
Flipped Delver + 1/1 Pteramander
Unflipped Delver + TNN
TNN + Stoneforge Mystic
Mom + Flickerwisp + Monarch token + Jitte
2 Baleful Strix + Snapcaster
Goblin Rabblemaster + 2 tokens
Monastery Mentor + 2 tokens
Sneak Attack + win in hand
If creatures are an issue, Ensnaring Bridge is probably just better.
Even Thalia, Heretic Cathar/Authority of Consuls + Meekstone is probably better than Slaughter.
@glass house and ftw, the reason to run ornithopter/phyrexian walker imo is protean hulk and gaea's cradle. I don't have cradles but using protean hulk to dump up to 15 creatures including doran/teeg/safekeeper onto the field was very strong. I'm looking forward to running this again soon, not sure the build yet but it will include protean hulk . Plus cradle if i can borrow them...
Note that Wall of Denial doesn't play well with assault formation. I also didn't like Wall of Shards in my testing. It often just sat on the board giving huge life gain to the opponent.
I'll try wall of runes in the bluish build. There are so few defenders at one CMC that do anything, except for Perimeter Captain.
What do you guys think about Beast Within as removal?
I think that we all agree that there are three ways to build legacy defenders:
1. blue oriented builds with a core of high alert, Arcades, the Strategist and Wall of Denial.
2. The alternative is to go down the "elves" package with natural order and GSZ
3. moreover, a stompy list with chalice and stuff
FTW is mixing 2 and three but okay
what is the core of each one of those variations?
Some quick thoughts:
In the UWx control shell, one could also consider running drift phantasms as a toolbox engine for fetching bridge beast within, and the rest of the 3cmc we are running. Though in this case, some acceleration is paramount as this is very slow
I think that with GSZ we need the basic toolbox package of gaddock and pridemage. I can’t see us surviving the legacy battlefield on walls alone. Furthermore, birds or hierarch can also be considered in this build
Don’t know anything about stompy, never played stompy deck, don’t own the cards and I don't particularly appreciate playing prison decks in general…
Regarding the mana base, I think a 4x cavern is an auto-include for all three variations?
I’ll try to get back with a list next time around
okay so here is the Blue-ish wall aggro im testing. i want to run the best walls and those are in my oppinion omens, blossom, denial. I also favore high alert to assault formation because its faster and enables wall of denial.
FoW could be in the board with main deck beast within depending on the meta. not sure about the leylines in the board. all in all, i dont know if i got the numbers right but i think this is the "core" i like for the control variant of the deck. any suggestions?
Land (21)
4x Cavern of Souls
4x Flooded Strand
1x Forest
2x Island
1x Karakas
2x Misty Rainforest
1x Plains
1x Savannah
1x Tropical Island
2x Tundra
2x Windswept Heath
Creature (19)
4x Arcades, the Strategist
4x Wall of Blossoms
4x Wall of Denial
4x Wall of Omens
3x Wall of Runes
Instant (10)
4x Brainstorm
3x Force of Will
3x Swords to Plowshares
Sorcery (3)
3x Ponder
Artifact (3)
3x Chrome Mox
Enchantment (4)
4x High Alert
Sideboard (15)
2x Beast Within
1x Eidolon of Rhetoric
1x Ensnaring Bridge
3x Flusterstorm
1x Krosan Grip
3x Leyline of Sanctity
1x Rest in Peace
3x Surgical Extraction
For these more defensive and control type shells i wonder if tireless tribe might be valuable just to threaten quick kills vs combo and the less interactive decks where your walls don't have much value.
There are currently 1 users browsing this thread. (0 members and 1 guests)