Are the four Recruiters really necessary? I've seen some lists run three and the extra Harpy. They do, however, give you consistency as a tutor effect.
Type: Posts; User: Michael Keller
Are the four Recruiters really necessary? I've seen some lists run three and the extra Harpy. They do, however, give you consistency as a tutor effect.
Em, yes:
1.) Fast aggro is not a problem. If it were a constant threat to the success of this deck, it wouldn't be established. Walls buy you plenty of time, as do bounce effects.
2.) Sorcery...
This deck plays wayy more than enough defensive creatures where waiting a turn to knock a disruptive spell out of an opponent's hand is just fine. Even if you do it turn one, that's no problem.
And typically the blue cards in your hand are (arguably) the most important ones (combo pieces). Thoughtseize just says get rid of it; waiting the turn is almost negligible if you play Thoughtseize...