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Selesnya Heroic

Update by Zoolbar 9 years ago

Description

Took some work to make this deck work; 50% of the time it used to produce hands full of uncastable creature buffs, or hands full of weak creatures that needed the absent buffs. This is the first great problem with the heroic mechanic.

To solve this first problem I basically doubled the number of available buffs to make sure you never have too few. You can usually cast more than one per turn, due to their extremely low mana cost, and self replenishing nature, causing the heroic to stack at a lightning pace.

These are the buffs: Defiant Strike (draw a card), Thrill of the Hunt (2 buffs for 1) , Aggressive Urge (draw a card), Travel Preparations (2 buffs for 1), Karametra's Favor (draw a card, extra mana; allowing substitution of lands for this buff), Pentarch Ward (draw a card)

I also managed to decrease the likelihood of opponents waiting for you to full buff your creature (till your hand is almost empty) and then simply exile or destroy it with removal, which is the other great problem with heroic (especially splashing green, blue has the counterspells...). Pentarch Ward solves this problem giving your favorite creature full protection. If you don't draw Pentarch Ward all the added card draw and "2 for 1" cards provide you with enough cards in your hand to power through even though your enemy manages to destroy your first buffed creature.

Pentarch Ward also provides evasion for your fully buffed creatures. Pentarch Ward is really really sick.

The absence of removal is also acceptable in this build, it will either kill or outgrow your opponent before the fatties start dropping. Removal would only slow it down.

Mana curve

Card type distribution

Mana symbols

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