I meant, do you think the restrictions the Chrome Mox puts on the deck and the diminishing returns in multiples is worthwhile? I have seen some lists run only 3. I will say they do synergize with my Pia and Kiran.
My next question is, does anyone have a sense for how many RR cards the deck can comfortably play? Meaning like Pia and Kiran. My guess is between 4-6.
Against an unknown opponent game 1, your goal is to resolve a Blood Moon. Every turn you delay this you are giving your opponent a chance to find a basic. With 4 Simian Spirit Guide and 4 Chrome Mox, you have a very good chance to generate the required to accomplish this. It becomes much more difficult if you start cutting fast mana. I have played 3 Chrome Mox/1 Lotus Petal in the past and been happy with that configuration. Although I did move back toward a full set of Mox.
Most lists running 3 are overloading on land and typically playing some Cavern of Souls. These lists are hedging their bets that 'an increase in mana consistency' will outweigh 'consistently landing a turn 1 lock piece' over the course of several games.
You could easily go to 7/8 without much of a problem.
West side
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Why Hello Rabblemaster 5-8. Nice to meet you.
I was coming to post that.
http://mythicspoiler.com/emn/cards/h...ttlements.html
This is the other half.
I was anxiously awaiting the full reveal for Hanweir, the Writhing Township since the card # implied the front side would be red. I am disappointed the land requires an activation in order to flip rather than just requiring both pieces be present at a specific period of time. Oh well, my short lived dreams of crushing it with a living town have ended.
It is pretty safe to say assembling the township is too slow for Legacy. Additionally, Blood Moon is a nonbo with Hanweir Battlements...
I am pleased Hanweir Garrison is playable by itself!
The card's not exactly weak, but I'm not sold on it. I'm hoping someone else will test it.
This does:
0, 4, then 6, then 8. 18 Across 4 turns.
Rabble is:
1, 6, 8, 10. 25 Across 4 turns or 15 across 3 turns.
Garrison makes more tokens but I like that Rabble can pressure Lilliana immediately.
Sin Prodder is:
0, 3, 3, 3. 9 Across 4 turns with, in general potentially another 4.5+ damage. Maybe card draw and light evasion.
It's going to be hard to compare the Garrison vs. Prodder but I think I will stick with Prodder for now. The evasion is very good and once the Garrison goes down, the token production stops... can't end the game as quickly as Rabble.
Let's say we have both Garrison and Rabble.
T1 lock piece.
T2 Garrison
T3 Rabble - swing for 5.
T4 - swing for 12.
That puts them at 3 already (maybe 2 or 1 depending on how fetching goes).
This also means after combat on T4 we have Garrison, Rabble, 2 Goblins, and 4 humans. That's 8 creatures and that means if half get through on T5 that's game. If they kill Garrison and Rabble, they would still need 3 blockers and that is dependent on them resolving 3 threats while under either a trinisphere or a moon. Or they Terminus.
Or
T1 lock piece.
T2 Rabble - swing for 1.
T3 Garrison - swing for 6.
T4 Swing for 12. 19 Damage or lethal if they fetched. 7 Creatures on board.
Let's see if we have Rabble and Prodder
T1 lock piece.
T2 Rabble - swing for 1.
T3 Prodder - Swing for 6.
T4 Swing for 11. That's 18 already an probably a guaranteed extra card or they will die to Sin Prodder trigger half of the time.
[Edit] 5 creatures on board, 1 with Menace.
Not much a difference. Seems the trade of is card advantage/possible explosive damage with Prodder for a lot of tokens which can still push through for a win if the producer is removed.
Hmmmm.
"I made a Redguard that looks like Kimbo Slice. He wrecks peoples' shit. And dragons." - Bignasty197
Mr. Garrison's biggest upside is surviving Pyroclasm.
@octopusman nice data but it becomes a little bit more complicated if you consider stuff like turn 1 garrison and if your opp actually plays something...
(cuz of basic lands or if he is on the play)
pretty common that opp leads with basic into drs or has the force for your lock piece... yea garisson can attack into a lot of stuff and it becomes better if you play eq's or removal... so the question would be can you overwhelm your opp without lock piece with turn 1 garrison turn 2 garrison or anything as follow up... (same story for any creature)
i think it is decent but i will test it anyways... =P
"I made a Redguard that looks like Kimbo Slice. He wrecks peoples' shit. And dragons." - Bignasty197
well if you play vs shardless an amazing creature heavy hand can destroy them if their plan is basic into basic to ignore the lock piece...
if opp starts with t1 plains into vial do you drop a moon or a creature t1?
there are several scenarios like this and specially if we are on the draw...
(g1 on the play vs unknown ya true mull to lock piece)
Also garrison survives Thalia, where rabblemaster is terrible.
its a human, not a goblin that's why its awesome ...
How many 5/5's does it take to make the hellbent strategy viable again?
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