funny interaction in game 2: if you had named LotV with Peacekeeper, their loyalty abilities would also have cost 2 more to activate since it is an activated, non-mana ability.
The secret ability of Peacekeeper. Someone named a planeswalker against me once, and when I tapped out for it and couldn't activate it I thought the game was bugged😅
too bad, if you didnt maybe i would draw it playing this today :) i lost four in a row with this - 3 muligans, no first drops, or no 2 drop, and not a single cathar in all 4 games, everything i playied was removed, whiped or my creatures just stared at the wall of impassible blockers with no way to interact... My point is - you shouldnt have uninstalled for this, sht just happens
@@Zvejas_EzYs lol did u see the winrate? It's the highest its better than mono red the best curve for last 5 months just got even better with the new set. Wotc the vintage proxy set and wasn't a fan of the fan fiction lotr set either this was just the last thing I wasn't gonna deal with.
5:59 At the end of the first match, the life totals are 20 to -2, the creature count is 6 to 0, and you say (correctly I think) "Alright, close one here." Magic is a crazy game.
It was really good in my prerelease deck, and I've had some fun playing it in various Arena formats. It's just a lot of efficiency and incremental value, and it pairs well with a lot of other cards.
@@SpeakerWiggin49 it feels like a fun future budget rare with cute synergies in the “enchantment enters graveyard” subtype in white and orzhov. Just a quaint little card that can give some gas whenever it comes down
It goes against the philosophy of not having dead cards in certain matchups. Also good to limit non-creature spells with Knight-Errant and Thalia. Definitely something I would want in the 75 to deal with cards like Sheoldred.
Just crafted this, last time I played mono white aggro in standard was with the monk meta decks with the planeswalker monk but this looks just as fun. Thanks for the nice video!
Been playing a slightly different version of this deck for months now with over 62% winning rate. Peacekeeper is way underrated in this format. I would definitely play 4 copies in this deck for a better aggro experience. Disrupting oppos hand has been key to win a lot of games, specially against control decks.
Been playing since crimson vow and monowhite has been the best actual deck since then. There must be a high level dev at wizards that has a hard on for monowhite aggro. Even the mini set that was all commander cards had a new monowhite card in coppercoat vanguard when every other standard deck got nothing.
Nice to see a competitive deck that hasn't got wandering emperors and/or sheoldreds so pretty budget in paper. Not sure if this can be converted to a BO3 deck though?
In BO3 I feel like there's plenty of good options to include to deal with the meta decks, but I imagine the consistency goes down and the win rate with it.
Feels like this deck has a pretty full package, I dunno what could slow it down really other than bad draws on your side. Thalia reminds me of that white card from several years ago that shut down everything on both sides that everyone hated that I cannot remember the name of.
@@jackhorkheimer It was a white card for sure, was a smaller dorky card like thalia I believe. Neither of those by the way, go further back. Closer to the start of Arena. Like near the first eldraine stuff somewhere around there.
Maybe Tithe Taker or Baird? I don't really remember how much either of them got played and they weren't symmetrical but they are from from around that timeframe.
Because he knows the meta, if the opponent casted the sunfall then it would be over, no matter if he was at 1 or 20. LVD would have no time to rebuild and the control guy would just take over the game, with bindings, atraxas etc. So yes, it was a close one.
Is there any reason to only run 1 legendary land in this? Aren’t more just more flexibility or is there a reason to want more plains I’m not seeing? Is it because you can only have one down at a time?
Question: In your gameplay demonstrations, I often saw 3 lands in your starting hand, with only 22 lands in your deck. For transparency, could you tell us how many of your starting hands only contain 1-2 lands? Or how many matches (in %) you are stuck on 2 lands and don't draw a third one? I played Mono-White Humans for several months now and today I decided to increase my land count from 22 lands to 24 lands, because there were so many matches where I was stuck on 2 lands which obviously disables all the important 3-drops. That said, these matches were unnecessary losses due to missing land drops. Just curious, how you can get away with onls 22 lands while having fifteen (!) 3-drops (I count Knight-Errant of Eos as 3-drop) because that seems a bit greedy to me. I always want to be able to play my Adeline/Cathar/Peacekeeper on turn 3 and I couldn't do that reliably with only 22 lands in my deck.
There are some good articles by Frank Karsten on building manabases for constructed. Especially with the hand smoothing in best-of-one we're still around 90% likely to hit our third land in time. You could run one or two more, but flooding is one of the main problems with playing aggro.
@@LegenVD I agree that flooding with lands is a problem. But getting land screwed is a problem, too. At least in my limited experience, when I played Mono-White Humans with 24 lands, I often have 2-3 lands in starting hand and draw another 1-3 lands over the course of a match. Which is fine for me, especially when you think of Intrepid Adversary and using its pump effect 1-2 times. On the other hand, when I was playing Mono-White Humans with only 22 lands, then the bulk of my starting hands consisted of 2 lands (rarely 3 lands) and there were a lot of matches where I didn't draw a 3rd land until the match was over or at least I had to wait multiple turns to draw the 3rd land and to be able to use my 3-drops, but then it was already too late to have an impact. I really want a kind of guarantee that I hit my 3rd land until turn 3 so that I can play the 3-drop without any delays. With 24 lands in deck I seem able to do that, with 22 lands I often fail.
@@dscelle To take subjectivity out of the equation you can look at deck win rates on Untapped to see how decks perform over larger sample sizes: mtga.untapped.gg/meta/archetypes/1839/mono-white-humans?min-matches=100&tab=decks
@@LegenVD I re-read and re-watched some articels and videos about the hand smoothing algorithm in BO1 and now adjusted my Mono-White Humans list back to 22 lands. Will try it out, maybe it was just a streak of bad luck getting mana screwed with only 22 lands in the deck.
Cards games are always included with luck. Even pro players got screwed coz of bad luck. The very basic of bad luck imo is you already mulligan a lot but still got a bad or not convincing starting hand and your opponent got a perfect draw. Next are the succeeding draws. Your opponent always draw answers and threats while you always draw lands.